Killzown makes his triumphant return to Saint Louis’ Premiere Indie Game Festival, Pixel Pop 2015. This year featured over twenty independent game devs in both Video and Table-Top/Card Game format on the show floor as well as panels, contest, and game tournaments during the show’s two day stretch. This years event was hosted Dynamic Midwest Events and Happy Badger Studio at Webster University’s East Academic Building. Check out the video below and for more info on Pixel Pop be sure to visit www.pixelpopfestival.com/ today. If you want to keep with Killzown check him out on www.djkillzownjones.com, Twitch, Twitter, Facebook, Instagram, Google+ and subscribe to his channel on Youtube then as always keep it locked to RGN for all of your event coverage.
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by DJ Killzown Jones on 20151005 and was last modified on 20151005 .
The following Interview has taken place between RealGamerNewz.com Editors Team and the developers at Destructive Creations who have created the controversial game Hatred (Available On Steam) and Rated Adults Only.
RealGamerNewz: Hello Team at Destructive Creations,
RealGamerNewz Question #1. Was it a difficult decision to leave the game mostly unedited and keep the A.O. Rating or did it come naturally?
[Przemysław Szczepaniak, Business Development Manager] There were no difficult decisions. The game from the beginning was meant to be like it is now. You may say it came out naturally. AO rating was given because of the context, and what’s most interesting, Hatred was AO rated before it was even released and examined by ESRB.
RealGamerNewz Question #2. For people who don’t understand what’s this game about?
[P. Sz.] Hatred is an isometric twin-stick shooter where you play a role of a cold-blooded Antagonist who hates the world and wants to eliminate everyone. Hatred is about diving into the mind of someone who hates people unconditionally and without a reason. You will not be given the reason for the main character’s action, you will not be given a story of why he is like that. As a player you will have to figure that on your own.
RealGamerNewz Question #3. What is the vision behind the game-play?
[P. Sz.] It’s is an action shooter with a lot of tactics. Combat is the main focus here, we didn’t plan any amazing storyline, quests for glory, crafting, super powers or anything like that. You will have to think, shoot a lot, hide, run, force your way through enemy fire, and perform some side quests on your way.
RealGamerNewz Question #4. What is the main character’s narrative and / or perspective?
[P. Sz.] He doesn’t have a back story and it will not be explained in the game. Players will have to figure this out on their own. He is just a nameless, cold-blooded psychopath motivated by hatred towards the humanity.
RealGamerNewz: Question #5. Were there any games that you’ve been inspired by and what was it about them which influenced Hatred?
[P. Sz.] The main inspiration was Postal 1, but the idea behind our game was to make something darker, more serious, and with a better technical background.
RealGamerNewz: Question #6. When can Hatred be played on Steam (Release Date)?
[P. Sz.] We announced the date already, it’s June 1st, 2015. It will be available on Steam, Desura and probably a few other platforms.
RealGamerNewz Question #7. Is there any chance at a release on GOG.com through the new GOG Galaxy?
[P. Sz.] Can’t really tell, we don’t have any decision about that yet.
RealGamerNewz Question # 8. Are there any other places the game will be available upon release date?
[P. Sz.] As I answered above, there might be, but we won’t reveal that yet.
RealGamerNewz Question #9. How many levels will there be?
[P. Sz.] 7 free-roam open levels with some side quests.
RealGamerNewz Question # 10. Is there going to be any kind of Steam Workshop Mod Support or other Level Editors, etc.?
[P. Sz.] Yes, we plan support for modders a bit after release. We will announce that when we are ready.
RealGamerNewz: Thanks so much for your time and have a great week!
[P. Sz.] Thanks a lot too, have a great one! Greetings to all our fans and supporters!
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20150515 and was last modified on 20150516 .
The pilot episode of Robot Underdog’s new live action Dragon Ball Z web series Light of Hope was released on Tuesday. The episode has been a smash hit so far with most Dragon Ball Z fans having nothing but good things to say about it. At the time of this writing, the episode already has 1.8 million views and is climbing fast. I had a chance to sit down and talk with Derek Padula, the writer of Light of Hope, to talk about his work on the episode.
Haven’t seen it yet? You can watch the 13 minute episode on YouTube here:
Also a shameless plug before we jump into the interview, if you’re a DBZ fan and like online role-playing be sure to check out my online RPG: http://www.alexsdbzrpg.com. It’s been running since June 2000 and is currently the most active play-by-post RPG in the genre.
Alex: So how did you come to be the writer for Light of Hope?
Derek: I was approached by Robot Underdog in late 2013 because they wanted to create a live-action Dragon Ball Z series and weren’t happy with their current script. They found me online and felt I’d be a good match, since I’m the world’s only professional Dragon Ball scholar, at The Dao of Dragon Ball.
At first I wasn’t sure if I should do it, because Dragon Ball Z has never been done properly in live-action before, and it’s a difficult project to achieve. Most consider it impossible. But I thought, “What would Goku do?” The answer was that he’d see the challenge as an opportunity to improve himself. So I said yes.
I rewrote the script from scratch, and penned all three episodes in about a week. I had never written a screenplay before, but the idea’s appeared in my mind while I was meditating, in inspiration. I know these characters so well that it was easy to write natural scenarios, and I believe, fitting dialogue that rings true to who they are.
That makes it sound easy, but writing a Dragon Ball Z project is extremely difficult. It requires decades of fandom to truly understand these characters. You have to watch every single episode countless times, read all the manga, and study these characters until they feel real to you. Then, you have to somehow express that on a page, and show them in contrast to one another. That’s a challenge unto itself, but then to bring it to the screen with real people? That takes a lot of hard work, determination, and sacrifice. It’s why people say it can’t be done. But I feel like we did it, and the fans agree.
Alex: The pilot episode surpassed a million views on YouTube in just the first day alone. Were you expecting such a massive reception?
Derek: No, but I am glad to see that result. We missed our projected release date by a full day because of technical errors with the sound, so I wasn’t sure how that would affect the reception. But the fans have spoken, and they feel it’s worth sharing. I think the reason why is three-fold.
The first reason is because of the common conception that Dragon Ball Z just cannot be done properly with real people. This was established by Dragon Ball Evolution and the other fans who have attempted such a project, to different degrees of success. So we had to go above and beyond and really show that it is possible. This was achieved through the right balance of martial arts choreography, special effects, and costuming, along with a genuine and original story, instead of just doing a shot-for-shot recreation of a trailer. We had to walk the line between anime and reality, and I think we succeeded.
The second reason is that we stayed true to the source material. Dragon Ball Z fans across the world can see from our work that we’re also fans. The quality speaks for itself, so they want to share it.
The third reason is that it touches a part of their hearts, reminding them of their youth, and just why Dragon Ball Z is such a powerful force in their lives. Fans have said to me that Light of Hope moved them to tears. The high amount of views is nice, but I wrote this to touch people’s hearts and inspire them to tap into their potential. When I hear from fans that it made them cry tears of joy, it’s the greatest reward.
Alex: What made you guys decide on doing The History of Trunks in live action as opposed to some other story arc?
Derek: The History of Trunks is the most realistic arc in the Dragon Ball Z story. There are no aliens, talking pigs, or magical dragons. It’s just three humans against two pseudo-humans. So even though it’s still extremely difficult to do well, it’s the most achievable.
The other factor is that it’s an emotional story, it’s self-contained, and it has a darker tone that appeals to a modern audience. So we felt this would be a good one to start with.
Alex: Fan reception thus far has been almost all positive. What were some of the challenges that you had to overcome to make live action DBZ work as compared to Dragon Ball: Evolution which pretty much everybody hated?
Derek: If the Hollywood executives had bothered to watch or read Dragon Ball, then they would’ve realized they were on the wrong track from the beginning with their adaptation. If you don’t stay true to the source material, you’re doomed. Did they not bother to ask themselves why Dragon Ball is so popular? It’s because of the writing of Akira Toriyama, the characters, the conflicts, the deeper message that’s inherent in the series. 20th Century Fox took everything that’s great about Dragon Ball and threw it in the trash.
In contrast, everyone at Robot Underdog, the actors, crew, and myself, have been devoted fans of the series since we were kids, so we stay true to the source material. True fans can see the details, from the color of the Androids’ eyes, the way Bulma foreshadows that she’s working on the time machine, how Gohan jokes about Trunks’ dad having pride, the mentor to disciple relationship, the Super Saiyan transformation, the list goes on. There are so many details to get right, and we tried the best we could with the budget and time that we had available. With more than $10,000, it could have been even better. So if your readers want to see an Episode 2, please donate to http://robotunderdog.com/donate
Alex: How is a fight scene created? The choreography and pacing of every shot really makes them stand out.
I write every aspect of the scenarios, the environments, and all of the dialogue, but for the intricacies of the fight, I leave it to the professionals. What I do is set up the key moments for them to follow. For example, such as when Gohan prepares to fire the kamehameha, and it gets negated, followed by his transformation. Then they fight for a while, and that’s all done by the other team members. This is followed by the fight between Trunks and 18, which I also set up, but they choreograph. Then the moment where Gohan head butts 17 in the face, shoots into the ground to create a dust cloud, saves Trunks’ life, and they fly away. I write that into the script, but they make it real.
So I set up the pivotal moments in the timeline, and then the professional’s add their awesomeness to it. At that point in the script I write, “Insert awesome fight scene.” And then they do!
Alex: Aren’t you actually a martial artist in real life?
Derek: Yes, I trained in Shàolín gōngfu for several years, along with Tàijí-quán and sparring. Then I studied abroad in Beijing, China and trained with a Shàolín monk and Tàijí sword master. At the same time, in 2003, I started practicing Fǎlún Dàfǎ meditation. And that’s what led to a much better understanding of East Asian culture, because I had to actually put the principles into practice and become a better person.
The martial arts are not about fighting. They’re about improving your character. This aligns itself with the concepts in Dragon Ball, where the characters are always trying to reach the next level. So that’s when I started to see the parallels, and began writing my book series, The Dao of Dragon Ball (http://thedaoofdragonball.com).
The idea I want to express in Light of Hope is that they’re fighting for a reason. Gohan and Trunks would prefer not to fight at all. But it’s the only way they know how to keep everyone alive, and they’re fighting for a hope that maybe, if they work hard enough, they can change their future.
Alex: Where was the episode filmed?
Derek: In Los Angeles, in a mountain setting just outside of the city. There were also some scenes shot indoors, but we tried not to show the specific locations in order to maintain the believability of that world. So I don’t know where they are in real life.
That said, I can tell you that the Capsule Corporation headquarters is located on the same cliff face as Tony Starks’ mansion in the Iron Man films.
Alex: Who is your favorite DBZ character?
Derek: Goku. He inspires me to rise higher and to endure. He’s always focused on what is most important in life, takes the world lightly, and is pure-hearted. Great inborn quality, excellent enlightenment quality, and a heart of great forbearance. He’s an ideal to strive for.
Of course, his eating habits…
Alex: Tell me a little bit about your books.
Derek: The Dao of Dragon Ball books reveal the true culture of Dragon Ball. They help you better understand your favorite series, and in turn, yourself. I use them as the vehicle to explain higher concepts, such as the energy that they fire out of their hands, the supernormal powers, reincarnation, multiple dimensions, and the East Asian answer to the meaning of life.
At the same time, the books also reveal the origin of the Dragon Ball series, giving you the first unofficial biography of Akira Toriyama that has ever been written. The books are filled with thousands of detailed facts that I’ve spent 12 years researching, compiling, and transmitting back to you in a way that’s easy to understand. I do this work upfront so that you can just sit back and enjoy your adventure with Goku.
If you think you know everything about Dragon Ball, then these books are for you. They’ll show you more about Dragon Ball, and yourself, than you ever thought was possible.
Alex: As a Dragon Ball scholar, why do you think Future Gohan wasn’t strong enough to defeat the androids? I mean the dude had been training/fighting for thirteen years!
Derek: There is no official answer, so it’s something a lot of fans wonder about.
I believe it has to do with his struggling to survive, rather than a quest for power. Trunks on the other hand, is the son of Vegeta, and believes that more power is the only solution. Gohan doesn’t have a master who pushes him harder, so he’s doing enough to make a difference in the world, while still growing in strength with each battle. But without a master or being forced to near-death situations, he can’t reach the next level.
A longer answer involves a lot of speculation about the effect Trunks has on the main timeline after he goes back in time to save Goku. This leads to a butterfly effect that causes the Androids in one timeline to be stronger than the other. It’s complicated and would require a long time to explain. There are a lot of DBZ forums that discuss it to death, back and forth.
So instead I’ll just say that the Androids in the future timeline are so strong that Gohan can’t catch up to them, even after all those years of fighting. When he’s a Super Saiyan he can go toe-to-toe with one of them at a time, but when they gang up, well… You’ll have to see what happens in Episode 2.
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Alexander Hinkley on 20150226 and was last modified on 20150226 .
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by DJ Killzown Jones on 20150207 and was last modified on 20150207 .
Today On Killzown Interviews I sit down with Random aka MegaRan. Ran is a critically acclaimed Chip-Hop Emcee hailing from Philadelphia PA by way of Phoenix Arizona who’s lyrical prowess, top notch production and amazing performances has taken him to the corner offices of Capcom, to E3 to Japan and every where in between. Today on the show we will discuss the man behind the moniker, what inspired him to start gaming, when and where did he fall in love with music, how he brought both together and much much more. Check out the stream below, leave a comment and share to spread the word. Keep up with MegaRan by visit his websites http://megaran.com/ and http://megaranmusic.com/ check out his official Facbook Twitter & Youtube today. Keep up with Killzown on Twitch, Twitter, Facebook, Instagram, Google+ and subscribe to his channel on Youtube
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by DJ Killzown Jones on 20150107 and was last modified on 20150208 .
In this second episode of Killzown Interviews Star Clipper, I talk with another Staff member of the famed STL comic book store Steenz while Fleet continues our tour of the store. Check out the episode below and be sure to leave a comment then check back to RGN for more Killzown Interviews.
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by DJ Killzown Jones on 20141027 and was last modified on 20141027 .
In this edition of Killzown Interviews I had a chance to speak with Matt Siegel from Bit Mass LLC, the creators of Cards & Castles. I talk to Matt about his background in gaming, how he help to create Cards & Castles, and more. Check out the interview below and be sure to check to back to realgamernewz.com for more Killzown Interviews.
First off Matt thank you for sitting down with me to conduct this interview with me. If you would please tell me a little bit about yourself and your company.
Well I don’t like to talk about myself too much, but I guess I’m kind of a nerdy guy (surprise!) who really likes video games and strategy games. I have a background in spending thousands of dollars on MTG in high school and also, uh, programming computers. I’ve been making games since I was 12 and sometimes I go out and drink craft beer, and that’s about it! Our company consists of myself and two primary artists, and a handful of come and go contractors who we hire for odds and ends (sound, Q&A etc). So we’re a really lean operation, which is good starting out. This is our first game and we plan to support and keep working on it for a very long time!
When did you all come up with the idea for Cards and Castles and what was the inspiration behind this title?
It was about a year and a half ago, I’d been experimenting with web-based strategy games and I had something sort of in the Advance Wars vein, only with a random shuffle mechanic for your special abilities. At some point I figured out that the shuffle mechanic was sort of like a deck in a CCG, and if you could customize those decks it’d add a lot of depth and re-playability. So that’s when this thing really took off, that’s when I hired a team and really switched over to the core gameplay concept we have today.
How did the team create the battle system for the game?
Assuming you’re talking about the design, we went with pretty straightforward mechanics of attack and move for the core combat. Because we designed for mobile devices we focused on systems that would not involve a lot of menus or filtering through buttons. Everything you do takes 2 taps at most. Tap to select unit, tap again to act (move or attack). Drag a card to play it. And we did a ton of play-testing with friends and family to make sure the gameplay was smooth and could be picked up easily.
How did the team make the game-play so easily accessible to all games yet still offer challenge later in the game?
We kept the core of the gameplay really as simple as possible, and expanded on that through our card mechanics. The neat thing about a CCG is that cards can do ANYTHING. This is no less true in digital CCGs. So players will start with very simple cards, and we give them more complex cards at a steady rate.
Cards and Castles is such a great game and its free on both IOS and Android, what made you all decide to make the game free to play?
We’re a completely unknown entity, this is our first game and no one has ever heard of us. Keeping that in mind, we went with free to play so that as many people as possible could try out our game. On a personal level I was also very inspired by the Riot Games business model, where they have this high quality free game and use very fair monetization practices to make their money. We were confident that we could make a free game that didn’t stoop to some of the dirtier practices of monetizing, and I think we’ve succeeded in making a game that is very fair to free players and paying players alike.
What was your favorite moment while working on Cards and Castles?
I think my favorite thing was meeting new players at PAX East last spring, it is really great to know how much your work is appreciated.
What new cards and features will we see in the near future for the game?
It’s a secret to everybody! Actually, I can tell you the very next thing that’s coming out is our Halloween costumes! I’d look for those to come out sometime in mid-November. Kidding there, we will have Halloween costumes very soon and we’re going to start releasing new standalone characters very soon, and a full expansion set sometime in the future. There’s a peasant riding a pig which a few people might have noticed has made its way into the tutorial, there may or may not be a spirit panda on its way and a bunch of other new characters and mechanics. We’re going to start playing with debuff buildings as well, buildings that weaken the enemy’s units, which should open up a new dimension of play for tempo decks. We do art previews fairly often on our twitter @CardsandCastles if you want to see the latest stuff!
Will Cards and Castle come to the Nintendo 3DS, PS Vita, or any of the Home consoles?
Our first priority is actually a PC and Mac release. Expect to see that early next year! We actually don’t know a whole lot about console development, so while a 3DS port sounds great in theory I have no idea whether that will ever actually happen. I imagine that depends on how successful we are with our current versions.
Thank you for your time Matt and I wish your team further success with Cards and Castles as well as all of your future titles.
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by DJ Killzown Jones on 20141013 and was last modified on 20141013 .
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