It takes a very special trash can to change your life, and Bruno might just be that kind of trash can. It’s got a tiny vacuum slot at the bottom to suck up everything you’ve been sweeping and to relegate your dustpans to a lonely life of crying in a corner under the sink. What more could you want?
“My mission with E.X.O. - The Legend of Wale Williams is to put Africa on the map when it comes to telling superhero stories. As you can see from the trailer above, this whole thing started out as an animated project about 3 years ago, but due to several difficulties (financing, distribution etc.) I decided to make it a book first. We have so many people with a wealth of creative and appealing stories on the continent, but they never really get the proper commercial exposure.
I myself experienced this when I approached investors and distributors. I was told it was a great idea, but there was no fan base for this sort of product. But I refuse to believe that. I believe that if it’s done properly (with great script, good production values, etc.), people all over the world will be receptive.
We don’t necessarily love characters like Superman, Batman or Spiderman because of where they are from. We love them because they have great stories we can identify with. That’s why I took my time in developing the story and characters. I hope that E.X.O. will fulfil my lifelong goal of adding something unique to the superhero genre.”
Upcoming interactive drama Herald is a point-and-click adventure with a branching story that’s dictated by player choices. As Devan Rensburg, players are the steward of a merchant ship, the HLV Herald, in a 19th century world. The game hosts a variety of characters, well-off and less fortunate than others, that make for a divided lifestyle aboard the ship.
Choosing to play by the rules will win players the favor of the authority, namely the captain, who is technically the player’s supervisor. However should one choose to side with the downtrodden and fed up side of the ship, a rebellious method can be used in the approach to game quests. Not only will the player choose what side they want to support, dialogue options available during conversation will change a character’s disposition toward the player, changing the course of the game in another manner.
Finding key items, recording events and findings in a journal, and navigating the 3D-rendered Herald are some of the core features that are already established in this early look at the game. Conversations with NPC’s, making game-altering decisions, and exploring this mysterious and obscure ship are all supporting game elements that complete a foundation that set up developer Wispfire to create an enthralling and interesting interactive narrative.
So… this Kickstarter is for a game by Sound Shapes vets (and other cool Toronto indies) featuring music by, and playable versions of, bands including Tegan and Sara, Metric, and F*cked UP. And it’s already happening for PS4, PS Vita, mobile, etc. (with a Wii U version as a stretch goal), and the crowdfunding effort is to get more music into it. So, like, super cool.
“Choose from a cross-section of top current indie music artists, then defend your stage from hordes of quirky aliens by tapping to the music and using a fun assortment of makeshift weapons like speakers, strobe lights, fog machines, amplifiers, bouncers and custom special attacks!
LOUD on Planet X is an exciting new indie alternative to Rock Band or Guitar Hero with a splash of Plants vs Zombies – a new hybrid of rhythm game and classic shooter with tower defence elements.”
Do you guys have any sort of mailing list for people to get updates on this? For example, so that we can be notified when the Kickstarter launches and things like that? I know you'll post about it on here, but I don't scroll through my dash regularly so I'm almost 100% going to miss it. I hadn't even realized it was due to happen some time this month.
I love the commitment. If you go to our website, there’s a box where you can sign up for our newsletter, which we will only use to announce the Kickstarter.
I’m hopeful that we’ll be ready this month, but we’re weighing the benefits of spending a little extra time and money on art and engine development before we launch. That’ll push us back a little bit, but it could improve our chances of funding.
Time is running out on the Dumbing of Age Book 4 Kickstarter! Above are all of the character magnets that have been unlocked by stretch goals. Joyce automatically comes with any physical book pledge for free, but the rest all have their own pledge tiers. There’s also some pledge tiers where you can get two paired characters together (Ruth/Billie, Walky/Dorothy, Sal/Carla) and a very small handful remaining of the pledge tier where you get ALL of them.
It’s Tuesday, which means it’s only right that our Project of the Day is also called Tuesday, and isa “biannual, unbound, entirely letterpress-printed journal of poetry, photographs, and fine art prints dedicated to publishing a diversity of voice and vision.” Did we mention that it looks great?
Mini Q&A with Liz Enright on Zinetendo Kickstarter
The Kickstarter to publish Zintendo (”A zine celebrating all things Nintendo through comics and illustrations”) is almost in its final 24 hours to raise the needed funds. To help hopefully get a signal boost to raise the remaining amount, I decided to do mini Q&A with the anthology editor Liz Enright (lizenright).
Zinetendois a Nintendo fanzine consisting of both comics and illustrations. As noted in the pitch “The 28 artists involved with the project have been given free reign to interpret their favorite Nintendo games and characters in the style of their choosing.”
Tim O’Shea: How did you come up with the idea for this anthology?
Liz Enright: I’ve always wanted to organize an anthology, but found it proved difficult to find a topic that would excite each and every artist. When emailing with a friend, he’d suggested a Nintendo-themed project. An avid gamer myself, I thought that Nintendo had a long enough history and cultural impact to sustain a book. To my surprise, every contributor had a clear-cut idea (and in some cases, ideas) as to who or what they wanted to draw. The creative process doesn’t pair well with rules and rigidity, it’s a fluid act. I let the artists interpret Nintendo’s games and characters as they pleased, and that’s how Zinetendo came to be.