Mass Effect iOS dev’s careful approach to expanding EA’s biggest franchises

For a team that developed Apple’s iPad Game of the Year, was nominated for a BAFTA, and has made some of the best received iOS adaptations of console games, IronMonkey Studios doesn’t often enter the public conversation.

The Melbourne, Australia-based studio’s list of iOS games includeMirror’s Edge, Need for Speed: Hot Pursuit, Dead Space, and most recently, Mass Effect: Infiltrator, which was released to coincide withMass Effect 3 on PC, Xbox 360 and PlayStation 3.

Initially a work-for-hire studio, IronMonkey has always made games for Electronic Arts, and was purchased by the publisher in 2010. EA and BioWare sought out the studio to create Mass Effect: Infiltrator after its success with Dead Space.

Having a close working relationship with Mass Effectcreator BioWare was key to expanding the PC and console franchise to the mobile space. “We worked really closely [with BioWare], especially at the beginning and the end,” Jarrad Trudgen, design director at IronMonkey, told Gamasutra.

But a certain amount of freedom let IronMonkey make its own unique game. “Once we nailed down who our character was, the setting, and the basic beats we had to hit in the story — our three acts — [BioWare] left us to it for quite a while. We’d check in every now and again, but from there we developed the script, we cast all the actors, and we did the voice-over recording here in Melbourne.”

Given the events of Mass Effect: Infiltrator run parallel with those of Mass Effect 3, IronMonkey had to ensure its game fit in with BioWare’s canon. “They’ve got such a huge, well realized universe that there’s a lot of stuff to consider about how we fit in with continuity and such,” Trudgen said.

He added, “So there’s a lot of close work there … We didn’t just get a big dump of everything, though. Because everything is so vast, it was more that as things came up we got clarification from [BioWare]. They were always really supportive and helpful.”

Read the whole article at Gamasutra

Wish You Were Here Review

While Australian cinema may be a little light on the comedy front, it seems to be nailing dramas, and Wish You Were Here is the latest to prove this point.

The film, written and directed by Kieran Darcy-Smith, follows married couple Alice (Felicity Price) and Dave Flannery (Joel Edgerton), and Steph (Teresa Palmer) and Jeremy (Antony Starr) during and in the aftermath of their holiday on the sunny beaches of Cambodia, which went awry after Jeremy goes missing. The bulk of the film takes place in back in Australia, and deals with how this event changes the relationships of Alice, Dave and Steph.

The story is told in a non-linear fashion, focusing on their change in home life and the federal police investigation, with flashbacks to the night Jeremy disappeared, helping to reveal new elements to the story throughout. It’s a method that works quite effectively, and despite being a fairly slow-paced and sombre movie, these intermittent flashbacks help keep things from dragging too much.

With that said, the film does come across some pacing issues, languishing from time to time as it attempts to set the mood and build intrigue. It’s like watching the same great scene over and over, and you soon want something different.

The revelations come quickly in the last third of the film, however, so pacing issues are nowhere to be seen and the twist, while not entirely unsurprising, is very well done.

It’s unfortunate, then, that the moments after this dramatic climax are so clichéd, as Darcy-Smith decided it was a good idea to wrap everything up with a tidy bow. This does a disservice to the quality drama that is contained in the rest of the film, and would arguably have been better left open, allowing the viewer to wonder how the future plays out.

All the main cast members in Wish You Were Here put in solid performances. Edgerton is, obviously, the drawcard and is very convincing in his role of a husband who is struggling with keeping secrets from his family.

Price and Palmer both handle their roles well, and watching the relationship between these sisters go up and down as more and more events from their holiday are revealed is wonderful to see.

It helps that the drama isn’t too fantastical either. The vast majority of dramatic moments are the direct result of the grief of losing a friend, or losing trust in someone you love, for example. It helps make the performances both believable and relatable.

It’s great to see another quality Australian movie hit the screens. Darcy-Smith has shown he’s got what it takes to make great feature films, and has made a movie that somehow makes you love and fear the beautiful beaches of Cambodia at the same time.

4 Stars

Originally published in Warcry Magazine

Fairtrade…is fair trade…and fair

[This article was initially published in The Salvation Army's On Fire Magazine in 2011]

With Fair Trade Fortnight upon us, Caleb Bridge talks about the fair trade movement, and how we can and should all be a part of it.

We’ll keep doing this until you get it right

Among the initiated, it’s easy to simply say, ‘We know all about fair trade, we’ve read the pamphlets, and seen the fundraisers, etc.’

But did you know that, as of 2010, recognition of the Fairtrade label in Australia was at only 37%?

So let’s go over this again. If you’re already familiar, pat yourself on the back, if not…read ahead.

The fair trade movement has been in motion for decades, albeit not always under the same banner. It’s ultimately a system set up to provide producers, workers and farmers in developing countries fair, ethical working conditions and stable, sustainable prices for their products.

Many well-intentioned companies have been doing this for years, but until the Fair Trade Association and Fairtrade Australia New Zealand came along, the system lacked cohesion.

So products bearing the Fairtrade symbol allow consumers to easily identify products that have been ethically produced.

Producers who use the Fairtrade system are afforded a premium from the profits that come from the sale of their products, says Carley Swan, Fairtrade Australia operations manager. ‘Farmers can then use this money to invest in social, environmental and developmental projects that they choose. They’re not told what to invest in; it’s what’s best for their communities and their businesses.’ 

For example, the Highland Organic Agriculture Cooperative (HOAC) in Papua New Guinea is a group of coffee farmers. They decided to invest their premium funds into local transport infrastructure. ‘Now, they’ve now got much better access to trade,’ said Carley. ‘They can sell more of their product, and they have the opportunity to gain access to education and medical facilities…[It has] not only helped their business, it’s helped their quality of life.

The benefits run deeper than just visible improvement to towns and communities. According to The Salvation Army’s territorial social justice director, Captain Gen Peterson, fair trade practices give people ownership over how their lives are going to benefit, and therefore returns control to those who had lost it through poor working conditions and wages.

 ‘It’s no longer a big external group coming in to say we’re building a school and doing this for you, it’s actually the people on the ground who are rebuilding their own community, empowering them and giving control back to their lives,’ she says.

That’s all well and good, but how can I help?

While the beneficiaries of the fair trade movement tend to be found on other continents, you can help locally through your everyday living purchases. It used to be that you could only buy fair trade products in ‘hippie shops.’ But now, you can go down to any local supermarket and start supporting third world producers by purchasing Fairtrade labelled products.

‘Cadbury are fair trade, there’s no excuse not to go fair trade now,’ says Gen.

Cadbury are largely responsible for the whopping 1,500 percent increase in Fairtrade chocolate sales over the last year. It’s helped chocolate overtake coffee as the highest-selling Fairtrade product with sales growing from $4.5 million in 2009 to $74 million—despite fair trade only applying to Cadbury’s Dairy Milk line.

 Gen says, ‘The reason for that is there’s not enough fair trade cocoa supply for them, so they can’t actually go 100% fair trade. The demand basically exceeded the supply, and that’s really exciting. It’s the kind of outcome we’ve been wanting.

‘From the perspective of the social justice department, we don’t really believe that any excuse for not buying fair trade when possible is valid,’ says Gen. ‘We’re talking about people’s lives, people who are either being forced to farm in ways that are unethical or are being used as slaves.’

However, just because the products in your trolley don’t carry the Fairtrade label, you aren’t necessarily endorsing slave labour.

The concept of Fairtrade certification and labelling is a relatively new one. There are plenty of businesses out there who are sourcing their products from third world countries in ethical ways. They’re fair trade, just not ‘Fairtrade’.

Small businesses like The Little Sparrow are testament to this kind of practice.

The Little Sparrow (www.thelittlesparrow.com.au) was established by young Salvos Megan Johnston and Alison Holland and launched several weeks ago at the Surrender 2011 conference. They specialise in fair trade children’s accessories.

Their decision to start a business wasn’t a hard one. The two are both passionate fair trade and social justice advocators. According to Megan, they ‘just started. We jumped on a plane to Bangladesh after meeting each other once.’ While determining who their suppliers would be, they saw first-hand, unfortunate circumstances of manufacturers using children as young as eight on looms in tin sheds.

But through their fair trade practices, they’ve done something about these unfair working conditions and given dozens of women months of work where there, otherwise, would be none. Some of these producers have even introduced child care facilities. Through their business, Megan and Allison hope to bring awareness to these issues.

‘We can only hope that, as awareness of fair trade grows, consumers will begin to question where their products are made.’

Alison goes on to say that she was partially inspired by the words in Proverbs 31:8–9: ‘Speak up for those who cannot speak for themselves; ensure justice for those being crushed. Yes, speak up for the poor and the helpless and see that they get justice.’

So how can you help? Buy Fairtrade labelled products, or do your research (like every good shopper should), and support smaller businesses like these. There are plenty around.

Brilliant, well I’m a Salvo, surely we’re a Fairtrade organisation?

Well, yes and no.

The Salvation Army have long been an organisation who stands for the marginalised and poorest people in the world.

This is what led to the establishment of Sally Ann Fair Trade, whose first store was opened in Dhaka in 1997. They sell ethically hand-made products sourced from Bangladesh, Kenya, Pakistan and Ghana, just to name a few.

This business has grown over the years and now employs hundreds of workers overseas on a regular basis.

While Sally Ann isn’t currently available in Australia, the folks at JustSalvos are looking into the best way to start selling their products locally.

There are also some territories around the world who have implemented a fair trade policy, such as the New Zealand, Fiji and Tonga Territory back in 2006. Others have not, including our own.

While Australia’s Southern Territory has a fair trade principle in place, whereby it is preferred that fair trade products are purchased when possible, it’s not required.

 ‘We respect that the bottom line might be affected here,’ says Gen. ‘But as an organisation that stands for the most marginalised and disenfranchised, it could be seen as unethical and hypocritical of us to say, “We’re the Salvos” and then support companies that don’t help these people in our local and global community. Especially when there is a fair trade or ethical option available.’

According to Carley Swan, this shouldn’t be a particularly difficult switch, with office procurement companies increasingly offering fair trade options to businesses.

So let’s get it done

The fair trade movement has undoubtedly been beneficial. ‘There are more than six million people who have been positively impacted by the Fairtrade system in 58 developing countries throughout the world,’ says Carley.

That 37% awareness figure mentioned is somewhat pitiful when compared to 50% in New Zealand and 74% in Britain. Australia needs to improve this. You can start helping by purchasing Fairtrade, and encouraging your friends, family, corps and territory to make the switch.

Basic economics state that consumers drive the demand, and fair trade products are no different. It’s not a brand, it’s a movement. It’s a simple way of making our world a more just and fair one.

The future of Valve’s mobile Steam

Valve’s Steam store framework has steadily become the focal point of digital PC retail since its inception in 2003. Valve, never a company to rest on its laurels, has always implemented new initiatives to push the service forward, such as effective use of sales on a daily and seasonal basis, or integrating Steam services into retail games.

Its latest push was releasing the Steam Mobile app for iOS and Android devices in January, which allows PC and Mac players to purchase their games while they’re on the go.

According to Kutta Srinivasan, an engineer at Valve who worked on the app, the idea for Steam Mobile came directly from the customers. The service was initially released as a beta, where users could apply for an invite, but it was very short-lived.

“We had to build out some new Steam back-end services to allow the application to function properly on mobile devices,” said Srinivasan. “The beta period, which ended up being quite short, was a period of time in which we were able to verify that the new servers could handle the load of tens or hundreds of thousands of connected mobile devices.”

Srinivasan said the technical reason for tailoring the Steam backend for mobile was that the existing Steam client operates by staying connected to Valve’s online servers during the player’s session. Valve needed to adjust to the fact that users’ devices have varying levels of connectivity, whether through WiFi, 3G or no connection at all. 

Full article at Gamasutra.

Player Testing: A curious look inside the intertwining world of Antichamber and Alex Bruce

Note: This is an article I wrote for the latest issue of JumpButton Magazine. The words of the article are below, but I highly encourage you do view the PDF version to see the great layout with images from Antichamber. More than that, it’s a great magazine, so head over to Jumpbutton’s Magcloud site and get a copy (the digital version is free).

Antichamber.

Alex Bruce.

The first is the name of an award-winning indie game; the second is the single man behind it.

In reality, they’re both the same thing. You can’t separate Alex Bruce from Antichamber any more than you could create Antichamber without Alex Bruce. The development of one is the development of the other.

And the creation of Antichamber, it would seem, has been a continual cycle of improvement.

‘You go past a whole lot of things that you don’t understand,’ Alex says to me as I play, his voice in my ear low and even, ‘but the thing that actually solves it is your understanding.’

It’s statements like this that, when conveyed in isolation, make it difficult to know whether Alex Bruce is giving life advice or talking about his game.

Perhaps the start of the next sentence–‘Of course, if you’ve got the double jump boots or whatever…’–clearly gives away the answer, but it goes a long way in showing how much the sentiment of one is reflected in the other.

“You’ll encounter a situation where you’ll look at something and say ‘I can’t do this yet’, but realistically it’s just that you haven’t learned HOW to do it yet.”

Getting out of here
Very early in Antichamber, you’ll find yourself presented with a choice of going up one staircase, or going down another. Regardless of which you choose, you’ll quickly find yourself walking in a circle, and seemingly back to the start of the same staircase.

You’ll eventually notice a sign that recommends you turn around and go the other way.

It’s counterintuitive.

Surely there’s no point doing that, you’ve been there before. Surely you’re meant to power forward like you always do. FPS maps don’t change.

But soon enough–with Alex sitting next to me, studying me as I play–I finally turn around to discover a new path is there instead of the one I just walked.

‘Are you dropping a new piece of the map in there once the player turns around?’ I ask.

His response is nothing but a knowing smile; a silent sign of approval to a new student.

I wasn’t more than a few minutes into the game and I had already been bested. I did not give up.

A couple of years ago, Alex worked himself into a spiral of depression in an attempt to prepare Antichamber (then known as Hazard: The Journey of Life) for its first competition, Sense of Wonder Night 2009 (part of the Tokyo Game Show).

Alex always wanted to go to Japan. He planned a trip inspired by the competition and his own sense of wonder. He was then contacted to say he was a finalist. He won.

The trip cleared his head. He came back renewed, refreshed and with a new outlook on his project.

The change has allowed Alex to enter his game into 10 competitions, receiving 10 nominations for best game and landed him somewhere from $30,000–$50,000 in prize money.

Try and stay negative after that run!

Upon Antichamber’s eventual release later this year, the player will see that it’s filled with messages to help propel them forward, many appearing ‘after the fact’ as reinforcement, or as clues on how to reinvestigate an area or idea.

“Venturing into the unknown can lead to great rewards.”
“If you never stop trying you’ll get there eventually.”
“Even things that seem insignificant at the time can have a great impact on how we think about problems later on.”
“Failing to succeed does not mean failing to progress.”
“How we perceive a problem can change every time we see it.”

As evident by the examples above, the messages are relatively positive and could be read for wider inspiration. But, given what was actually happening in Alex’s life, the messages in Antichamber were not ones he could identify with.

“So in the context of progress, which way is your camera view looking right now?
Forwards
And what have you done several times previously to move forward?
Gone backwards
So to progress forwards you may need to work backwards.”

Being the principled man that he is, Alex refuses to put anything in his game that he can’t fully stand behind. If the player reads, sees or enacts anything, Alex wants it to be a true reflection of himself.

As easy as it would have been, then, to simply change the messaging in the game, Alex realised that he preferred what was in the game to what was in his mind…

So he changed his outlook on life instead.

Why wouldn’t you?

“So I was getting all this feedback, like ‘maybe you should have it flash red if you’re doing it wrong, maybe they should be colour coded so I know immediately what I’m doing, maybe the map should highlight where things are.”

Taking the hard path to the easy life

This is where the real development cycle of Antichamber began.

It’s so easy to jump on that slide that takes us on a ride to the bottom isn’t it? But speak to Alex now and he’ll be a constant stream of positivity, you’d never know there was a downside to his work and the life of an independent game developer.

“Don’t go back that way, that’s the failure path, and I say failure because it’s the most obvious path, not because it’s wrong”

During Alex’s acceptance speech after winning the Best Game and Best Game Design awards at Melbourne’s Freeplay Independent Games Festival 2011, Alex imparted some advice:

‘See what is within your realm of possibility, then set the bar much higher.’

Read alone, it’s simple and straight forward, much like the messages you’ll come across in Antichamber. However, put that sentiment within the context of many others being made in the field of game development, and it’s a breath of fresh air.

At that same festival, industry veterans mirrored a common piece advice that failure is OK, you just learn from it.

But why accept that? Why settle for anything but the best?

This is Alex’s first game, and he’s set his own bar extremely high. He’s not stepping on the carcasses of failed games to get to the top; he can see the goal in the distance and is meticulously crafting his way there, step by step.

A game defying an industry
One look at the heavenly whiteness and brightness of Antichamber, and you’ll quickly forget the drab, grey and brown of many modern video games.

The visual style was one that Alex came to simply. Antichamber started as an experiment, and expanded into a full game with striking visuals.

Just imagine walking into an art show, and in a room full of traditional, beautiful landscape paintings, there’s one in the corner that consists of bright colours splashed over a white canvas titled ‘Antichamber’.

Despite this concerted effort, when showing the game at various trade shows and gaming events around the world, Alex has still been asked questions such as: ‘How is this going to appeal to my little girl?’ Or the now classic, ‘How would you sell this to the Call of Duty market?’

The mere fact that there isn’t an answer to those questions means Alex is on the right track. In fact, despite using similar epigenetics, Alex intends for it to not appeal to that ‘shooter’ audience, and has said he’d be fine if the game didn’t sell a single copy (as outrageous as that may sound) because of the lessons he’s learned throughout the journey of its creation.

“Games these days are getting more and more about dumbing things down or making sure everyone can play them, but you can do that without making it blatantly easy, without putting HUD text everywhere. There’s no HUD in this game other than the cross-hair, which I should probably remove at some stage as well.”
“I’m not putting any shininess to help out for a specific reason. Cos that’s so standard. The reason the game stands out is because it looks nothing like a normal game. I’ve had other people come up to me and say, ‘You should put textures in the game.’ And I say ‘Why? That’s just going to take it closer to everything else.”

You can’t pigeonhole Antichamber. And Alex’s desire to make the game a reflection of himself is a large part of the reason why.

‘People haven’t played something like this before; it’s not a mechanical game, it’s a psychological game,’ explains Alex.
Consequently, it’s quite entertaining reading and listening to people’s attempts at explaining what Antichamber is. It’s also interesting to see Alex’s responses to other’s descriptions and interpretations via Twitter (@demruth for those so inclined).

‘Trying to describe the hour I spent with Alexander Bruce’s PAX 10 Finalist indie game, Antichamber, is going to be one of the most difficult descriptive feats I’ve ever attempted. I think that the big hang-up is that it’s going to mean a lot of different things to a lot of different people.’ —Griffin McElroy, Joystiq

To which Alex responded:

‘Griffin spent quite a while at the Antichamber booth, talking to me, watching other people play, playing the game, then watching more people play while I spoke about things. It really shows in this review. He got it.’

Then there are the other attempts:

‘Escher painting meets Bastion, then someone did some heroin and threw paint on a wall.’ —Blair Herter, G4TV

And:

‘This game is trippy as hell, and will bend your perception of the world into impossible angles.’ —Ken Ellis, DIY Gamer

Then, of course, there are less-refined responses, such as:

‘The craziest… the one that I still have no idea what the fuck is going on is Antichamber’ —Ryan Davis, Giant Bomb

But the trick to understanding doesn’t necessarily lie in the game. Anyone can play a game and understand its mechanics. Playing a game and understanding its meaning, and giving it definition, however…?

That’s a whole different question.

It’s not so much that Alex doesn’t want you to ‘get’ his game. In fact, given the right circumstances and prodding, he’s more than willing to describe how much of him is in there.

Unfortunately, though, not everyone will be able to play Antichamber while sitting next to Alex Bruce.

“I can see by the way you’re playing that you can see other paths, but you’re thinking ‘this one seems easier.’ Which is totally fine. The game will feel good to you because it’s adjusting to the way you’re playing.”

Escaping the regular
Even now—despite the quotes and screen art, the in-game references and these words—perhaps you still have no idea what Antichamber is. Perhaps you’re still unaware of what you actually do in the game, how the mechanics work, whether or not there are ‘weapons’ or ‘tools’, or a clock counting down, or even how the different areas are connected to each other.

Good.

When Antichamber eventually comes out, like you, players will finally have the chance to decide what the game is and what it represents for themselves. As it should be.

Of course, should you become overwhelmed and need to escape, all you need to do is hit the appropriate key and you’ll be back at the central hub, allowing you to renew, refresh, and get another outlook.

Unsurprisingly, it’s the same process that led to Antichamber. That changed Alex’s life. That led to Antichamber.

It’s a game that resonates with those who play it, but so far few have put their finger on what it is or why.

The answer is as complex as it is simple:

Alex Bruce.

Orcs Must Die! dev’s asynchronous iOS experiment

It’s a process we see often. A high-profile developer gets shut down, and several smaller developers start up. Robot Entertainment is one such example, forming after the closure of Ensemble Studios (of Age of Empires fame) by several of its founders. After releasing Age of Empires Online and Orcs Must Die!, their first attempt on iOS has hit the ground running, with Hero Academy gaining popularity via word-of-mouth, backed-up by excellent review scores.

Despite Hero Academy‘s foundation in Robot Entertainment’s strong strategy pedigree, it was still a departure for the studio, marking its first attempt at turn-based and asynchronous play. As with all strategy titles, walking the balancing tightrope is key, which is where Marcin Szymanski, lead programmer and designer of Hero Academy said his RTS experience came into play.

“Balance, as a design goal, is certainly not trivialized … anytime you have an asymmetric match-up, there’s extra risk of having missed some crucial situation that severely tips the scales towards one side or the other,” he said. “We thought we would be able to bring over our instincts and various techniques from our RTS games. As we add more teams, we’ll continue evaluating and adjusting so that we can still reach that goal.”

Hero Academy‘s asynchronous gameplay is a mechanic that largely plays to the strength of iOS devices, and it’s one that Robot Entertainment wanted to “fully embrace from the very beginning.” Perfecting this took a lot of pre-planning in the design phase, to help ensure that players “never really had to remember the last half dozen turns, or had to plan that many turns ahead,” said Szymanski.

Read the rest at Gamasutra

Q&A with Frontier’s David Braben on LostWinds iOS

Highly regarded on its WiiWare debut, Frontier Development’s LostWinds blew onto the Apple App Store before Christmas.

Well reviewed, it wasn’t a total success, however, as the UK studio’s CEO David Braben explains.

No matter how much focus testing you do, the mobile market contains a much wider variety of players compared to consoles – something that came to light over the game’s possible control systems.

Pocket Gamer: Can you explain the inspiration behind LostWinds?

David Braben: The idea started when we were thinking about how to make best use of the controls for the then yet-to-be-released Nintendo Wii.

Steven Burgess, one of our designers, was watching the way the wind blew the branches of trees around, and this started a train of thought that ended up – after contributions via Frontier’s Game of the Week forum that brainstorms ideas – with the final concept of two characters being controlled by the player; a wind spirit (Enril) working in partnership with a young boy (Toku).

Sometime later we were contacted by Nintendo about its forthcoming WiiWare service, and felt LostWinds was a perfect fit, so we went for it.

Why did you decide to bring LostWinds to iOS?

We had previously dipped our toe into the mobile space with games for Pocket PC and Java feature phones years ago, and it was clear – even then – that the promise of the mobile market was well on its way to being fulfilled.

We now view iOS as a major gaming platform, and the commercial opportunity is undeniable when you look a the numbers involved.

It’s great having direct access to customers via digital distribution, and a yearly product release cycle offering ever more powerful multi-core CPU and multi-core GPU hardware.

And the iOS device architectures fit perfectly with Frontier’s COBRA game development technology because it already sports a multi processor-friendly architecture to wring the last drop of performance out of even high-end games consoles.

So we started porting our tools across in early 2011.

As part of that process, we chose a game to produce that was a) fully in our creative and commercial control, b) had a control mechanic that was suitable for touchscreen implementation and c) the right performance band for iOS devices so we would be able to show off the production values we can bring to the App Store.

It was a valuable trial for us, as it gave us better insight into the market which we will need as we plan to do more in this field in the future.

This whole interview is over at PG.biz

Safe House Review

Or perhaps not so safe a house, as you’ll quickly discover while watching the movie, Safe House.

Safe House’s premise is fairly straight­forward. Tobin Frost (Denzel Washington) is an ex-CIA agent turned illegal information-dealer, and has given himself up at a US embassy in South Africa to escape his pursuers. He’s taken to an unused CIA safe house where Matt Weston (Ryan Reynolds) has been posted for over a year, and can’t wait to get out.

This turn of events is clearly not enough to stop Frost’s pursuers who find him at the safe house, leading Frost and Weston to go on the run until the CIA can extract them.

The story is a solid one, despite some predictable twists in the third act but, as is often the case with action movies, much of what makes them good are the elements that surround their basic premise. To this end, the performances by Reynolds and Washington are largely why this film succeeds.

Washington’s role as Tobin Frost is one for which he’s become quite familiar if you’ve seen some of his other action movies, like Unstoppable or Man on Fire. This is another way of saying it’s a solid, if safe, performance but the movie is definitely enhanced by his presence.

Meanwhile, Reynolds has come a long way since Two Guys, a Girl and A Pizza Place, but is still an actor who has really hit both ends of the spectrum lately, ranging from brilliant performances like 2010′s Buried, to terrible attempts with cliched characters like in The Change-Up. Luckily, this one leans towards the Buried end of the spectrum.

What is especially impressive about Safe House is that it’s the Hollywood debut of director Daniel Espinosa and script-writer David Guggenheim. There are some great shots in the film, accentuated by claustrophobic fight scenes, an interesting chase in a stadium and a juxtaposing series of events in a shanty town.

These combinations of events help give the film a great sense of pace—this is far from Transformers, where it’s all-go-all-the-time. There is ample up and down, giving viewers the opportunity to rest and prepare themselves for whatever twists will lead to the next action sequence.

It also gives the main characters a chance to interact with one another, allowing you to understand why they sympathise, understand, detest and annoy one another as the film goes through its paces.

You can see Weston as an action-movie star one moment, and then see him torn between his secret job with the CIA and his girlfriend in the next, with Frost throwing a spanner into the works, sometimes for fun, sometimes out of necessity.

Action movies walk on a razor’s edge between good and bad. Any single part ofSafe House could have been very average if handled differently but, as it turns out, the combination of great acting, writing and direction implant Safe Houseas one of the better action movies currently around.

4 Stars

Originally featured in Warcry magazine

Kimbra Interview

A few months ago I interviewed Kimbra. The final article can be found below, but here’s the full transcript:

Now,  you started with music at quite a young age, but what were your other interests growing up?

I just loved the arts as a whole, theatre, acting. As a kid I used to go to a lot of musicals and theatre productions. I just love the hype of it all, and the excitement. I loved writing and drawing as a kid. It felt quite natural to express myself creatively.

And at what point did you decide to pursue music as a career?

Well I was doing it out of a love of it for many years, and I entered a competition called Rocquest when I was 14 which is quite a big competition in New Zealand, and I came second in the country for it at that age. I think that encouraged me to keep at it at a more serious level. Then at 17 I got offered to move to Australia to start working on my album with support from the management team I have now. So that’s what I’ve been working on for the last 3 and a half years.

So I guess at that point it became my career because I was doing it full time, so I left school and I was in Melbourne as a musician making an album, so it was a pretty big jump I guess.

Other than your management being here, was there anything specifically about Melbourne and the Australian music scene that attracted you here?

Well that happened to be where they were based, so the only real option was Melbourne. I didn’t really know much about it at the time, but I flew over to take a look and see what the city was like, but I love it, you know, there was a real energy to it even coming over the first time. It was also really easy to make friends when I moved because there were so many New Zealanders who lived in Melbourne, and there was just such a creative energy to it.

Starting out so young, a lot of musicians you hear about their long, difficult process of getting noticed and stuff. Do you have one of those stories or was it pretty smooth sailing for you because of your competition success?

I mean I did my hard yards, I was writing songs when I was 8 or 9 and learning the guitar at about 12, then from the age of 14 I was playing in old pubs and stuff. It wasn’t given to me on a silver platter but at the same time I was very blessed to get support from a management that had so much faith in me at a young age so I didn’t have to have another job while I was making the album so it actually was my career.

So it’s a mix of lots of hard work and having met some amazing, supportive people that really believed in me and that’s something which is pretty imperative for anyone’s career?

And how did you get involved with that management company?

I think they heard my stuff on My Space, but there was also someone at a local TV station in NZ who passed my work along to this management group in Australia, so whatever gets the word around.

So generally with your music, who would you say is your inspiration for your music and lyrics?

Wow, there are so many people who inspire me as artists; a few would be Jeff Buckley, Bjork, Rufus Waynright, Scott Warp, Prince, MJ, Stevie Wonder.

I guess I’m just really inspired by artists and musicians who push the boundaries of what pop-music means, I think it’s exciting when these artists who are doing something different and challenging people with their music and challenging the idea of what the pop song traditionally is, and music with conviction, and something to say, something with a message which is something people forget they have the ability to do that, say something through your lyrics and the music.

Following on from that, some pop-music…

Can you hold on one second?

Talks to people in background (she’s just arrived in Queensland for that leg of the tour)

Sorry, I’m here.

That’s fine. I was saying, in terms of pop music in a broader context, some stuff can sound quite similar to one another. What do you think it is about your music in the pop-music space that attracts people despite its differences to a lot of what’s out there?

I don’t know, I don’t really try to think about it too much, I think you just want to be honest at every point, and that to me is just trying to stay true to what inspired the music and not trying to emulate anyone too closely.

I think it’s also listening to a wide range of music is really helpful, not just listening to the same kind of genre, but really pushing my own tastes. I’ll listen to experimental jazz one week, then be interested in heavy rock music; really keeping a diverse array of influences because then when you come to write your own stuff,  you’ll have a lot more to draw from.

I think people just resonate with stuff that surprises them in a way and makes them think something new and feel something. That’s the kind of music I want to make.

Speaking of other music, your music and singing has been compared to some pretty amazing people, like I’ve read comparisons to people like Nina Simone, Amy Winehouse and Bjork. How do you feel being compared to people like that?

It’s fantastic, I mean pretty flattering to be put in the same boat as these singers I’ve looked up to in my life, but at the same time I think comparisons only go so far to explain an artist. You want to get to a point when your music can really speak for itself. But it’s really exciting when people think I have these similarities to other artists like that who’ve been so influential to me.

Now, your album has obviously done quite well, and you said it’s taken about three and a half years to put together, are you happy with how it turned out?

Yeah, I mean it’s been so long that I feel kind of detached from it to be honest. I haven’t looked into it since it mastered and I’ve had to kind of put it to sleep for a bit for my own… you know, it’s been my own experience for so long and now I’m happy for it to be someone else’s.

It’s a kind of catharsis for me to let go of those songs. It’s therapeutic to let them go and be free ‘cos it’s kind of intense holding on to your music for so long, and wanting to share it with people but maybe it’s not the right time, or I had my managers being keen for me to be patient and wait for the right time. But it feels good to have it out now and it’s encouraging that it’s been received so well.

As someone who doesn’t know heaps about the recording process, I’ve got artists who I follow and think ‘It’s been over 2 years since they’ve put out an album, hurry up already.’ You say this one took around 3 years to put together, what happens over 3.5 years to get a 15 song album out?

It’s to do with development really. When I was signed with the management they wanted to help me refine my sound, it wasn’t all there when I was 17. They wanted to help me find out what my sound was going to be, who I was going to be as an artist, what I wanted to say as an artist.

And that takes time and experience, and it takes relationships and it takes heartbreak and all these different things which affect how you write your music, and going through emotional growth and spiritual growth, and all of these were imperative to me finding my voice and my song writing style.

So that’s the reason it took the time it did. I went to America for a while to write some songs because we didn’t think I had the right collection of songs yet. It was all about pushing out of the comfort zone and trying to go to a new place to create something that’s more groundbreaking than what I had already. At times it was frustrating, but I think that everyone benefits from being pushed out of their comfort zone and going to a new place.

With your song writing process, I would imagine a lot of elements go into the final product of how a track turns out. How much of the end product is what your initial vision was and how much is collaborated and changed through the help of others?

Well I arrange all the songs myself, generally, I’ll demo them all with my ideas and I’ll put the drums down and the horns and strings parts maybe I’ll sing them to get the idea across. Then the role of the producer is to help me refine the details of those sounds and help change the tones of certain instruments or maybe the structure. But I’m still in control at every point of that process, and I’ve got a strong vision for the song, and the role of the producer is to really help me further that vision and build on what’s already there.

It’s a big trusting process, you know, you can’t go into it lightly like you might going into a collaboration, because you have to be very vulnerable and you have to lose a lot of your ego because people might come in and dissect your ideas and completely change them, and you have to be free enough to let them have that ability and to roll with it and see what will happen. Be open minded because there’s nothing to lose, you can always go back to the original idea, which is the theory that I have on it.

I guess the image of some pop music is that it’s ‘mass produced’ and ‘churned out’. You obviously haven’t had that experience?

Not at all. At every moment, every drum beat, every lyric and every word is completely thought through on my album. I wanted everything to make you feel connected to the emotion of that song and I could never be a part of that mass-produced pop industry which it seems like some songs can come out of a tried and tested formula, and there doesn’t seem to be much depth to them.

I guess the art that I resonate with is the stuff that’s timeless, you know, its stuff that you’ll pick up in 10 years and it’s still relevant and it’s got production that has depth.

Well it certainly doesn’t sound like it comes from that place so you don’t need to worry about that.

So how did you get involved with the new Gotye single?

One of the main producers on my album worked with Gotye, he helped produce and mix his first record. So he introduced me to Wally, or Gotye and I was really excited to meet him because I was a really big fan and we kept in touch for a couple of years.

Then earlier this year he rang me to ask me if I’d be interested in singing on his album. And that’s how it happened really, he came over to my house and we recorded it, and we became good friends in the process.

Is it a similar story to how you got to feature on the Miami Horror track too?

It’s pretty much the same story really. They’re all really good friends of mine and the lead singer is my boyfriend so we all hung out a lot. That sort of just happened; they asked me if I’d like to give it a shot.

I think these things happed kind of casually a lot of the time, and you can never really predict where the songs will take you, and I guess that’s the beautiful mystery of making music. It transcends your original intent sometimes.

Do you find that when you get a chance to feature on someone else’s track that it’s a nice break from what you’re doing with your own stuff?

Yeah, it’s really refreshing and it’s a great opportunity to get out of that headspace and make my own music which I’m so attached to because it’s my own emotions and my own words. When you’re singing on someone else’s song, you’ve got that separation from it and you can approach it in a different way and it can be refreshing and inspiring to sing music through the eyes of someone else.

When you release overseas, do you plan on focussing on the international audience as opposed to the domestic audience? How do you plan on growing your brand and image?

Well I think signing with Warner was quite a big step in the sense that I made this whole album with my manager, and we didn’t have a record label on board, but we do now to distribute it and to be a part of the following album.

So I think that will open up quite an extensive world of new resources of tools and producers that they’ll be able to introduce me to for upcoming records, and obviously opening up the market to America and people in Europe. So it’ll be interesting to see where it takes me, but I hope it’ll give me a greater range of resources to pull from when I’m writing the next album.

Now if you had to, how would you classify your music? I know that’s not necessarily an easy thing to do, but in a day and age where it is so difficult to classify I’m always curious about how artists would classify themselves.

I really don’t know, I’ve heard so many people try to do it. I guess it’s kind of a theatrical pop or progressive pop, well I’d like to think that it’s progressive in some way anyway and is pushing the boundaries. At the same its funk and soul as well, someone’s called it swag pop, I don’t know what that means.

It’s really hard, but I think the easiest way to say it is it feels like soul music to me because it’s made from the soul and I want to make music for the soul, so it’s a good way to chuck a big fat label on it.

iOS Debut Dark Meadow Shows Off Phosphor Games’ ‘AAA’ Chops

Not many developers can claim to be credited on a triple-A game and a hit mobile game in the same year.

Chicago-based Phosphor Games are one of those few. Their recent iOS debut, October’s Dark Meadow, has helped evolve a new genre that’s only come about since the inception of the iPhone, while their work with the Unreal Engine led to being credited in Gears of War 3 — a point of pride for the company.

Phosphor, founded after the closure of Chicago-based Midway Games, has a strong game development background. Founders have worked with studios including Viacom New Media, which worked on SNES games, Valkyrie Studios after creating Septerra Core and Midway, where projects included Psi-Ops, Stranglehold, NBA Ballers and Mortal Kombat.

After starting Phosphor, console games were the focus, leading to a collaboration with Microsoft on Kinect Adventures, and working on Unreal Engine tech with Epic.

This wide array of experience has helped Phosphor carry its success into the mobile-game space. “Being a console developer taught us a lot of discipline on how to get a game finished on time,” Chip Sineni, director at Phosphor Games told Gamasutra. “It was pretty much three months from game idea to Apple submission — I don’t think an inexperienced developer could have tackled a game like Dark Meadow in that timeframe.”

In Sineni’s own words, Dark Meadow is a “mobile adventure combat” game; a new genre brought about thanks to Epic and Chair’s Infinity Blade. The player is a patient in a mental hospital that’s been overrun by monsters (inspired paradoxically by Japanese model makers Takayuki Takeya and Nirasawa, and the high-end fashion industry to land on the theme “beautiful corruption”) that appear as you explore. It’s a solitary experience, save for the game’s narrator: a fellow patient named Finny who speaks to you through an intercom.

Comparisons to Infinity Blade are not one that Phosphor shies away from, although the developers do claim the notion that Dark Meadow is an “Infinity Blade rip-off” as a bit unfair.

According to Sineni “Dark Meadow is about as different from Infinity Blade as first-person shooters are from each other… Bioshock and Call of Duty share a lot of base level core features, but I don’t think anyone thinks they are the same. At one point everyone thought Ultima Underworld and Wolfenstein were pretty similar because there weren’t a lot of other examples.”

The whole article can be read at Gamasutra.

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