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Rocksmith for beginners a few tips

Rocksmith for beginners a few tips By Edwin Millheim – United States Editor for Impulse Gamer

This is a hints article; I’ll touch on a few things that will help the beginner along while not going overly in depth on any one subject. I include information on some places both in the United States and Australia that have an online presence, if you cannot go to a place a get a guitar yourself.

So you have joined the phenomenon that is Rocksmith. The game that actually helps you learn how to play guitar. Well good on ya, the rock gods smile upon you.

Rocksmith from Ubisoft is actually a marvel of a concept, even more so that it works. Plug in a real electric guitar and you will be playing along with the songs in the game which are increasing monthly. Thanks to Ubisofts aggressive DLC program. It gives the fans just enough to give them a taste of further songs, but not so much to make it tired. Either way; welcome aboard and here are a few hints and tips to help you along.

Choosing your musical weapon of choice

If you do not even have a guitar yet, then of course the first thing you will want to do is get your electric guitar. If you are fortunate enough to snag the excellent Rocksmith bundle that comes with a full sized Les Paul  Jr. guitar, then you are on your way already.  If not then the first thing you will want to decide is how much you’re willing to spend.  One of the things I tell people who ask me about getting a guitar for Rocksmith is, bear in mind: if you are a gamer, you have spent hundreds of dollars on controllers just to run one game, or if you’re a flight gamer and demand that feel of a flight stick, some people pay 300 and as much as 500 for the high end controllers.

Not to worry. You can get a guitar from a pawn shop or even an online store for between 75.00 and 180.00 on the mid end or if you want to go for the gold 280 and as much as a couple thousand. I do not recommend a beginner spending such a large amount on a first purchase to get them going in the music world and Rocksmith.

When it comes to stores, more bang for your buck and customer service is king. Just knowing the place you made your purchase have your back is a plus. Some of you who have followed past articles know my first choice was an AXL Badwater guitar. Nice rig, and decent company. In fact we even had a contest for a lucky Australian reader to win an AXL Badwater Guitar and a copy of Rocksmith, which was a kick ass give away. (Major thanks to Ubisoft and AXL Badwater on that.)

For my next guitar of choice I went ahead and got an Epiphone Les Paul 100. I looked around and wanted to see if we could find a shop that excelled in customer service and pricing. Wammo, found one that has a presence on Ebay. Perfect.  The store is called Sounds Cheap Music and the screen name on Ebay is soundscheapinc

It’s a family owned store. The store even has a video about how they package items and shows the stores warehouse and a message from the owners. Just the fact that they took the time to even make a video and send a message out to potential customers was great. The communication before, during and after the purchase was attentive. They never made me feel rushed, or as if it was a bother to answer questions. To them, it seems a customer is highly valued, and they go to lengths to make happy customers.  http://www.youtube.com/watch?v=x9CQVpMXL_M&feature=player_embedded

For our Australia readers, Guitar World has a presence online, drop them a line and see what they can do for you. http://www.guitar.com.au/

Or you can go direct and own a legend of your own with rich sounds, go to Epiphone direct and check out a store near you or call the Epiphone dealer direct 1-800-444-2766

Now once you have your guitar and you have your Rocksmith game for whatever system you are going to be playing. Each time you choose a song, the game will help you tune the guitar. This is a painless process and is of great assistance to the beginner.

Now if you are new to guitar, and I mean fresh out of the gate new, I would suggest try out the songs that have a single note arrangement first to get you in the groove.  The game itself has a progressive difficulty system, so as you are doing better, the game will remember this and start to give you more notes to play eventually even whole chords. Not too worry here either, if it’s too much and you are missing notes, the game backs off and will progress further as you get better.

One of the things you may run into is you are hitting the right note, but it does not seem to register in the game. It may say you need to play one fret higher or lower. If you know for a fact you are hitting the right fret and string, then it may be a case of the guitar needing a tune up. In most cases the intonation set. Intonation is the strings of the guitar having to be slightly different lengths in order for the notes to be at the correct pitch when the strings are fretted. Since this is a bit to getting it right and retuning the string after moving the saddle I suggest taking it to a music store and have someone do it for you.

Also being new, go ahead and use the fret number stickers that come with the game. You can attach them to the guitar neck so you can have a fast visual aid while you’re learning on what frets are where.

The game also has excellent sections for learning techniques and also chords. It can break down sections of any of the songs in the play book or DLC of the game so you can learn sections of a song. If you are not up to speed on whole chords, just use Riff repeater instead. This also uses the progressive difficulty algorithm of the game and will ramp up as you get better.

As you progress you may get calluses on your fingertips, welcome to guitar playing. Remember to rest once in a while between playing sessions so as not to train your wrists and fingers too much. Some players have even suggested doing some warm ups with your arms, wrists, hands and fingers before playing.

The number one thing here is practice, practice , practice. Once you’re playing a real guitar and learning about playing with Rocksmith…practice is no problem. You just get that urge to learn more and play more. It’s a thrill to play a song and you are playing a real guitar, not just pushing buttons on a plastic toy. (For those game players that like the other game just as much, no offense meant…it’s just once you are learning the real thing…it’s a rocking rush that never dies.

Clean your fret board and strings, and depending on how often you play, you may be changing strings once every couple of months or even once a month.

If you have any questions I may be able to help you with feel free to send me an email here at Impulse Gamer.

Have fun, play games,

ROCK ON.

Edwin Millheim

Impulse Gamer

 
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DARKSTALKERS RE-AWAKEN WITH DARKSTALKERS™ RESURRECTION ON PLAYSTATION®NETWORK AND XBOX LIVE® ARCADE

New Digital Title Features Night Warriors: Darkstalkers™ Revenge and Darkstalkers™ 3 with Updated Graphics and Robust Online Features

Sydney, Australia.October 15, 2012 — Capcom, a leading worldwide developer and publisher of video games, today announced that the fan-favourite Darkstalkers™ franchise is back and ready to take the fight to current-gen consoles. Featuring a unique and colourful cast of characters, blended with fast-paced fighting action, Darkstalkers™ Resurrection contains two games, Night Warriors: Darkstalkers Revenge and Darkstalkers™ 3, that will be available to download in early 2013 on PlayStation®Network for the PlayStation®3 home entertainment system from Sony and on Xbox LIVE® Arcade for the Xbox® video game and entertainment system from Microsoft. 

The two-for-one priced combo breathes new life into each game with a slew of features including robust GGPO-enabled online game play, HD graphical filtering with multiple viewing options, replay sharing, Spectator Mode, in-game achievements, Challenge/Tutorial Mode and an un-lockable vault filled with concept artwork, videos and more.

Players who want to face-off against their friends online are able to with GGPO-enabled online game play that helps create a virtually lag-free fighting game experience. Building upon the online system previously introduced in Street Fighter™ III: Third Strike Online Edition and Marvel vs. Capcom® Origins, online game play now includes upgraded matchmaking with additional options such as region matching, ping lock and ping display.

While taking a break from competition, players have replay sharing and Challenge Mode at their disposal to help them hone their fighting game skills.  Replays can be uploaded to the game’s match server or directly to YouTube. The Challenge/Tutorial Mode contains trials to help players deepen their knowledge of the characters and their specific strategies. For those that prefer to learn from watching other people play, Spectator Mode and “Watch With Friends” allows players to watch games either
live online or saved from previous matches. Players can discuss both live and saved games in real time.

 
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UNCOVER THE TERROR THAT LEADS TO JOHN CARVER’S DEMENTIA IN DEAD SPACE 3

Dead Space: Liberation is a Brand New Graphic Novel Penned by Eisner Nominated Author Ian Edginton and Illustrated by Christopher Shy

Sergeant John Carver is out for revenge, but how does he end up in Dead Space™ 3 fighting alongside engineer Isaac Clarke? The two have completely different personalities but their worlds come together in a quest to take down the Necromorph infestation. Fans looking to uncover more information will find it in Dead Space™: Liberation, an original graphic novel from EA’s Visceral Games and Titan Books. Written by long-time science fiction comic book author Ian Edginton and illustrated by popular artist, Christopher Shy, this graphic novel sets up the story of co-op character John Carver in Dead Space 3, the highly-anticipated video game launching February 7, 2013. In addition to this new graphic novel, fans can also look forward to The Art of Dead Space, a new art book featuring more than 300 lavish images, concept sketches and commentary from artists.

• Dead Space: Liberation – Written in collaboration with the Dead Space 3 game development team, this original graphic novel takes readers on a journey to unlock deep secrets about the Markers in an epic adventure that will determine the fate of mankind. Dead Space: Liberation will be released alongside Dead Space 3 on February 7.

The Art of Dead Space – This is the ultimate gallery of the Dead Space universe showcasing everything from breathtaking spacescapes and terrifying Necromorphs to imaginative character designs and a creative in-game religion. The art book will also feature a lavish full-color hardcover and includes art from the entire Dead Space videogame franchise. The Art of Dead Space will be released alongside Dead Space 3 on February 7.

Winner of more than 15 critic awards at E3 2012 including Best of Show from Game Informer Magazine (third largest consumer magazine in the U.S.*), Dead Space 3 cuts to the heart of deep space terror. The game is recognised by game critics worldwide for its incredible craftsmanship in horror, action, suspense and sound design. Players will embark on a thrilling ride through space that takes them to a hostile new planet, Tau Volantis. Fortunately, they are not alone this time around. The fully integrated drop-in/drop-out co-op feature gives players the option to play alone or team-up with a friend anytime. Players that choose to take down the terror together will experience additional story details, side missions and gameplay mechanics specific to the new co-op character, John Carver’s, story.

Dead Space 3 will be available on February 7, 2013 in Australia and February 8, 2013 in New Zealand for the PlayStation®3 computer entertainment system, Xbox 360® video game and entertainment system and the PC. Follow us on Twitter at: www.twitter.com/deadspace. Become a fan on Facebook at www.facebook.com/deadspace. For additional information and news, visit www.deadspace.com.

 
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Need For Speed Most Wanted Gameplay Feature Series 2 – Multiplayer

Check out Most Wanted’s award-winning, nonstop multiplayer in action. Stick it to your friends in the world’s hottest, fastest and rarest cars.

Our online play is about friends and fun, as long as by “friends” you mean the people you want to slam off the road and by “fun” you mean intense competition, brutal humiliation and maniac driving. Pick a car, meet up and laugh your way through a nonstop Playlist of competitive races, events and challenges. Fight for your place on the start line or turn back to take out oncoming rivals at the finish.

 
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EB Games Expo 2012 smashes attendance record

30,745 people experience Australia’s Biggest Video Games Expo – EB Games Expo 2012

EB Games is proud to officially announce that the EB Games Expo 2012, held October 5th -7th at Sydney Showground, Sydney Olympic Park, had a massive 30,745 attendees. This figure was over double the attendees at the inaugural 2011 Gold Coast event.

Stephen Wilson, EB Games Managing Director, attributed this record breaking attendance to the world class content provided by the local Australian publishers. “EB Games would like to thank all the Australian publishers that attended the EB Games Expo 2012. The quality of booth design, content and international guests was world class. Without their support and the support of the greater Australian gaming community, the EB Games Expo 2012 could not have been the outstanding success it was.”

Stephen continued to thank the 30,745 people that attended the event for creating an exciting atmosphere at the event. “The most pleasing thing about the whole Expo was to see so many gamers of various ages and interests come out and support the event. The diverse crowd ranged from our Ultimate Gamers to everyday families. There was an electric vibe the entire weekend, which wouldn’t have been possible without you. Thank you to everyone who attended. A special thanks to all those gamers that dressed the part, Assassins’ one and all it was great to see”.

Finally Stephen wanted to thank the EB Games staff. “To my knowledge, we are the only Australian retailer that puts on a consumer event of this scale. The entire event was organised and run by internal EB Games staff – this was no small task but definitely worth it to see the event enjoyed by over 30,000 people.”

The first annual EBX Awards were a tightly contested race adding further testimony to the sheer quality of content on show at the Expo. The awards are voted by the attendees of the show and with over 30,000 passionate gamers at the event, winning an EBX award proved an impressive feat.

The first annual EBX Award winners are:

Most Anticipated: Halo 4

Best Non-Game Booth: Parrot AR Drone 2.0

Best Game Publisher Booth: Warner Bros. Games

Best EB Live Presentations: Ubisoft

Game Of Show (Media Selection): Injustice Gods Among Us

Game Of Show (Public Selection): Assassins Creed 3

 The EB Games Expo will return to Sydney Showground, Sydney Olympic Park 4th-6th October, 2013. Customers can preorder their tickets now at any EB Games store.

 
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Stand In My Shoes” Secures Distribution Deal with Titan View for Australia and New Zealand

The World’s Only Film to Expose the Empathy Deficit

Directed by Kurt Engfehr

FOR IMMEDIATE RELEASE – Sydney, Australia, Friday 12 October….

The global social change film to be directed by Kurt Engfehr, “Stand in My Shoes” has today secured an Australian and New Zealand distribution deal with Titan View, the innovative Australian distribution house responsible for the release of international smash hits “The Jammed”, “33 Postcards” and most recently, the gutsy documentary, “This is Roller Derby”.

Stand In My Shoes is a crowd-fuelled social change film that exposes what President Barack Obama has coined as the “empathy deficit” in our world. The film will examine new scientific research confirming our 24/7 technology driven culture may be creating an empathy deficient generation ill–equipped to deal with world problems, despite being increasingly connected.

Director, Kurt Engfehr leads the team of socially conscious film-makers, Anna Reeves, Elizabeth Nakano and Vivienne Somers on their journey to expose the looming crisis of an empathy lacking culture and the countermovement of “social revolutionaries” who are fighting to create a more compassionate world in the 21st century.

CEO John L Simpson said “We are thrilled to acquire the distribution rights for “Stand In My Shoes” for our domestic territory. We were immediately struck by the timeliness of this topic, the creativity, talent and strength of the film-making team, and their innovative approach with the film-making process which we see as a huge asset in capturing a worldwide audience. We see huge potential for this title and are looking forward to working with the team.”

Executive Producer and Co-Producer, Ahmed Salama (“The Tunnel”) said “We couldn’t have asked for a more ideal distribution partner. John and his team immediately understood what we wanted to do with the film and its outreach, on a global scale. It’s exciting for us to have such a forward thinking distributor on board who really gets  what we want to achieve with this film.”

The distribution deal announcement comes at a critical time for the film-makers Anna Reeves, Viv Somers and Elizabeth Nakano, who are running their first crowd-funding campaign via Kickstarter to support the film, which has raised over $30K of the $50K goal. Prospective pledgers have up until October 22 2012 to secure a much sought after Executive Producer credit and Internet Movie Database (IMDB) listing.

The team will use the funds committed to develop an innovative online storytelling platform, created specifically for the film.  This platform will be used to source stories from people all over the world to find examples of “empathy in action” in their local communities, of which an exclusive group will be selected by Kurt Engfehr to appear in the movie’s final cut.

Stand In My Shoes is slated for premiere in January 2014, and will have a multi-platform online release at Sundance with theatrical planned for both Australia and the US in the same year.

www.standinmyshoes.com

VIEW TRAILER AND PLEDGE YOUR SUPPORT ON KICKSTARTER: http://kck.st/T0vZcY

 
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THE IRREVERENT IDIOTS ARE BACK, AND THEY’RE DUMBER THAN EVER

Beavis and Butt-Head Volume 4 comes to DVD December 5th 

The most memorable culture critics of the 90’s are back to wreak havoc in Beavis and Butt-Head Volume 4. First launched by MTV in 1993, the animated lunkheads unwittingly started a pop culture revolution, with their outrageous antics and tongue-in-cheek social commentary. In 2011, after a fourteen year hiatus the teenage duo made a triumphant return to television, in Beavis and Butt-Head Volume 4, and unleashed upon reality television, mixed martial arts, music videos and more.

The new revived season continues creator Mike Judge’s unique and disturbing brand of humour as Beavis and Butt-Head embark upon a whole new era of pop culture.  In addition to providing their classic commentary behind music videos, in Beavis and Butt-Head Volume 4 the lovable idiots insult reality shows such as Jersey Shore, 16 and Pregnant and The Bachelor.

Beavis and Butt-Head Volume 4 boasts extensive bonus features including Gym, Tan, Butt-Head; Settle Down Snooki; Beavis and Juice-Head; Vinny Reloaded; 2011 Comic-Con Panel and Silence Your Cell Phone.

Beavis and Butt-Head Volume 4 will be available on DVD from the 5th of December. Technical details available below. 

BEAVIS AND BUTT-HEAD VOLUME 4 TECHNICAL DETAILS

Title Beavis and Butt-Head Volume 4
Discs 2 (DVD)
RRP $39.95
Rating TBC
Technical Details Full Frame / Dolby Digital 5.1   (English)/ Stereo (German & Castilian Spanish)
Subtitles French, German, Italian, English, Castilian Spanish, Dutch, English   SDH
Running Time 125:35 / 150:37
Special Features Beavis and Butt-Head Interruptions: Gym, Tan, Butt-Head/ Settle Down   Snooki/ Beavis and Juice-Head/Vinny Reloaded; 2011 Comic-Con Panel; Silence   Your Cell Phone

 

Release Date December 5th

 

 
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UBISOFT® ANNOUNCES SPLINTER CELL® GRAPHIC NOVEL

AUSTRALIA — October 12, 2012 — Ubisoft® has announced a partnership with renowned writer Nathan Edmondson and artist Marc Laming to create a graphic novel based on Tom Clancy’s Splinter Cell® franchise. This collaboration will introduce readers to new facets of Sam Fisher and will explore the Splinter Cell universe from a fresh perspective.

Set for release in 2013, the Splinter Cell Echoes graphic novel takes place between the events of Tom Clancy’s™ Splinter Cell Conviction® and Tom Clancy’s™ Splinter Cell® Blacklist™. The story bridges the gap between the two games with a realistic, original story that sets the tone for the opening events in Splinter Cell Blacklist.

“Nathan Edmondson and Marc Laming are respected experts in their fields and we are so incredibly fortunate to have them on board for the Splinter Cell graphic novel,” said Patrick Redding, game director, Ubisoft Toronto. “Nathan’s work in The Activity put him on our radar with its gripping balance between real-world geopolitics and high-tech spy fantasy themes we also explore in Splinter Cell. We’re confident that all readers – whether they’ve played every game in the series or are new to the franchise – are going to really engage with this story and the level of fine detail Nathan and Marc inject into their book.”

Nathan Edmondson is a comic book author and screenwriter, native of Augusta, Georgia. His critically acclaimed work includes comics Who is Jake Ellis?, Grifter, and The Activity. An illustrator and comic book artist, Marc Laming was an artist for The Activity and has contributed illustrations and art to dozens of comics for some of the world’s biggest publishers, including DC Comics and Image Comics.

“Sam Fisher is a legend, but this story is our own. We are working with Ubisoft to add something special to the Splinter Cell canon that will simultaneously be exciting to fans of the series while being a thrilling stand-alone read,” said Nathan Edmondson. “Together with Marc Laming, Studio Lounak, and the Ubisoft Toronto team, we’re shedding new light on Sam Fisher.”

More details and availability for the Splinter Cell Echoes graphic novel will be revealed in the coming months. For more information on Splinter Cell Blacklist, please visit: splintercell.com.

For more information, please visit:

monkeymarc.blogspot.com/.

Tom Clancy’s®  Splinter Cell®  Echoes Graphic Novel Q&A with

Nathan Edmondson and Marc Laming

 

  1. 1.     What comic books have you worked on previously?

Nathan Edmondson:  I’ve created and written OLYMPUS, THE LIGHT, WHO IS JAKE ELLIS?, THE ACTIVITY, WHERE IS JAKE ELLIS? for Image Comics and I wrote GRIFTER for DC Comics and ULTIMATE IRON MAN for Marvel Comics.

Marc Laming: I’ve worked on American Century (DC/Vertigo), The Dreaming (DC/Vertigo), The Rinse (Boom! Studios), Exile On The Planet Of The Apes (Boom! Studios), THE ACTIVITY (Image Comics), Shepperton’s Waltz (Oort Cloud Comics), and Revolver Romance Special (Fleetway)

  1. 2.     Are you a fan of video games?

NE: I am a gamer, but not a huge one.  In fact we go on XBOX Live to play the readers of THE ACTIVITY on Wednesday nights.  My wife and I have enjoyed the Kinect a good deal, too–a game like Just Dance is something we can do together or with friends.  I was into the Splinter Cell franchise well before Ubisoft approached me about working on the series. Splinter Cell is particularly up my alley because of my interest in the black ops world; it resonates a great deal with my research on THE ACTIVITY and for my spy-fi works like DANCER and WHO IS JAKE ELLIS?

ML: I was a fan before I started working full time as an illustrator. Deadlines and video games don’t mix.  I loved the Final Fantasy series and Lucasarts’ SCUMM-based games from the late 90s.

  1. 3.     Have you played any of the Splinter Cell games before working on the comic book?

NE: Yes.

  1. 4.     What challenges do you face when working with such a well-known, iconic character such as Sam Fisher?

NE: Making the story fresh, exciting and accessible to both the avid videogame players and comic readers new to the Sam Fisher universe.

ML: The main challenge an artist has is maintaining the series’ look and feel while making it dynamic as a comic.

  1. 5.     How difficult is it to create compelling static artwork based on a video game universe that is in movement?

ML: It’s no more difficult a challenge than any other comic job.  It’s still translating a writer’s script to the art board and making sure that the pictorial storytelling is a strong and readable as possible.

  1. 6.     How challenging is it to adapt a 3D modeled character to a comic book style, and your style?

ML: It can be challenging but I have great references to work from.

  1. 7.     How did you manage to create an original story while remaining consistent with Sam Fisher’s background and in-game story?

NE: Sam Fisher is a strong character, he’s a legend, and what’s exciting about working with a legend is conceiving situations and environments and seeing how he reacts to them, how he faces his challenges.  It’s like creating a game environment and watching a videogame player play through it–Sam Fisher is truly dynamic and alive.  In the canon of the Splinter Cell games his journey is distinct and creating the Tom Clancy’s Splinter Cell Echoes graphic novel has been about identifying the direction of his journey and building conflict around them–and recalling important character and events in his past life to season the story.

  1. 8.     How did this collaboration come about?

NE: Because of my work creating THE ACTIVITY, a book about a Black Operations force in the US Army, Studio Lounak (the studio behind the critically acclaimed Assassin’s Creed graphic novels The Fall and The Chain) reached out to me for Splinter Cell Echoes.  Marc has been a guest artist on THE ACTIVITY, and was a perfect fit to visualize Sam Fisher’s world.

ML: Nathan and I had worked together on an issue of his acclaimed series, The Activity, and it turned out well. We had enjoyed that collaboration so we were looking for a way of working together again. When this project came up, it gave us the chance to do just that.

  1. 9.     How has it been working with the Splinter Cell team? Do you have a lot of autonomy/creative freedom?

NE: The Splinter Cell Echoes graphic novel has truly been our own story, which is not always the case on licensed or for-hire opportunities.  The Splinter Cell team in Toronto are creative geniuses and their input is invaluable. They know Sam Fisher and his world more intimately than anyone, of course, but having “introduced” us to him, they have allowed Marc and me to be true creators.  The partnership really couldn’t be better.

ML: They have been great with providing all the reference materials I needed and it’s been clear that I can contact the team anytime I have questions related to the game.

  1. 10.  Outside of the announcement, can you provide any more detail about the Splinter Cell comic book?

NE: I don’t think I can say anything beyond the fact that fans of my previous work–and certainly Marc’s–will truly enjoy this book, even those that haven’t played the games.  The Splinter Cell graphic novel is both a thrilling and personal story about an operative whose career has been spent in the dark machinations of the political/military world.

ML: The graphic novel will get you super excited to play Splinter Cell Blacklist and let you in on some of Sam’s motivations and more of his backstory.

  1. 11.  Is this the first time you’ve worked on a comic book that’s based on a video game?

NE: Yes.

ML: Yes.

  1. 12.  What is your creative process when developing an original story (or original artwork)?

NE: First and foremost, I have to get to know the character and his world.  Only when they’ve become alive and real in my mind can I start to set up the story in broad strokes, and explore how the characters, for example, will react to certain conflicts.  With Splinter Cell we knew the endgame; we know where Sam Fisher ends up in Blacklist.  Knowing the future of his story, however, doesn’t lessen the gravity of the “present.”

ML: I read through the game script, make copious notes and assemble a huge amount of initial reference materials. Then I make small layouts of each page usually on the corner of the script pages. I then scan these very rough tiny thumbnails into page templates and start roughing out the pages in Photoshop. Once the pencils are tightened up and approved by the editorial team, I then print them out onto art board as blue lines and then begin inking the pages traditionally with brush and ink.

Tom Clancy’s®  Splinter Cell®  Echoes Graphic Novel Q&A with

Ubisoft Toronto Game Director Pat Redding

 

  1. 1.      Tell us about the new Splinter Cell graphic novel.  What’s it all about?

Tom Clancy’s Splinter Cell Echoes takes place after the events of Splinter Cell Conviction and sets the tone for the opening events in Splinter Cell Blacklist. After a few months of unemployment, Sam is haunted by ghosts from his past career.  The graphic novel bridges the gap between Conviction and Blacklist, but we wanted to construct it in a way that can be enjoyed on its own. Players don’t have to read Echoes to understand the events of Blacklist, but it will give fans of the franchise a new way to dig into the Splinter Cell universe.  This is a franchise with a legacy that spans over a decade, and we purposely designed the comic to be accessible to fans as well as those new to the universe.

 

  1. 2.      Why did you choose to make another graphic novel in the Splinter Cell universe?

Honestly, the decision to develop a graphic novel was an easy one.  The medium offers the perfect way to introduce our fans to new facets of Sam Fisher. We can approach narratives that aren’t necessarily a fit for the video game medium. Comics and graphic novels can play with linearity and time in a more fluid way. We’re also able to show Sam’s story from a perspective that Splinter Cell players wouldn’t be exposed to otherwise. When readers immerse themselves in the graphic novel, they gain access to Sam’s internal monologue and gain more insight into his strengths, weaknesses and fears.

  1. 3.      What is the biggest challenge bringing Splinter Cell to a new medium?

Every medium has its own strengths, so the biggest challenge of any trans-media effort is to keep the brand at the center of the conversation between everyone involved. You need everyone committed equally. I think we’ve done a good job of maintaining a close dialogue between the game creators and the comic creators. Working with Nathan Edmondson is an amazing experience because he’s truly an expert in his field.  We have to do this delicate dance to ensure that no one medium or piece overwhelms the other, and that each new piece we add to the universe stays true to the Splinter Cell franchise.

  1. 4.      How did you select the team working on Splinter Cell Echoes?

Both me and our Art Director Scott Lee are huge comic fans and self-professed genre geeks; so Ubisoft shrewdly asked us who we would want in our best-case scenario. We both suggested Nathan based on his work on The Activity. He brought in artist Marc Laming, who had just the right mix of visual storytelling and realism for the book. When they agreed to collaborate with us we were ecstatic. If you look at Nathan’s work – from Who Is Jake Ellis? to Dancer – even when there are fantastic elements, it feels authentic and the characters are honest. But it was definitely The Activity that put Nathan on our radar, because that series has touched on many of the same themes we explore in Splinter Cell and it maintains a dynamic, gripping balance between real-world geopolitics and high-tech spy fantasy that draws readers in. As a writer, Nathan does his research and pays a lot of attention to detail, something that game creators value.

  1. 5.      How much direction did Nathan Edmondson and Marc Laming receive in terms of artistic or plot direction?

We knew we wanted to explore the time period between Conviction and Blacklist.  Our team met with Nathan and Marc to give them a crash course in Sam Fisher’s life during that time. In our initial meetings, we talked about the direction of the book, and really looked at which aspects of Sam’s past missions could create hooks for a new conflict. Right away, Nathan and Marc immersed themselves in the Splinter Cell universe. It’s the same thing game creators do when they go into conception on a new title, so it was a familiar process to us. Once they were fully versed in the universe, we wanted them to have a lot of latitude to focus on their craft and bring a new story to life for fans in a way that was true to the comic book medium.  We’re confident that all readers – whether they’ve played every game in the series or are new the franchise – are going to really engage with this story and the level of fine detail Nathan and Marc inject into Echoes.

  1. 6.      How has the experience been working with the Splinter Cell graphic novel team?

We are very fortunate to be working with guys that are really at the top of the industry and the top of their game creatively. Collaboration between the game creators and the comic team was extremely important to us right from the start.  Nathan and Marc know how to deliver quality material and are a pleasure to work with.

  1. 7.      Last question – when will you release the Splinter Cell graphic novel?

We will release Splinter Cell Echoes in Spring 2013 timed with the launch of Splinter Cell Blacklist.  We will have more details in the coming months about how fans can get their hands on it so stay tuned!

 
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Farming Simulator 2013: a fresh harvest of new features in a video!

The phenomenon of Farming Simulator recently unveiled its large selection of vehicles on video. Today, a new video of Farming Simulator 2013® is released, this time focusing on the new content and features of the game!

Join the grand tour of these new features and exceptional content from Farming Simulator 2013, starting with the huge new playable map! Bigger than before, this map features many locations to both buy new equipment and sell your fresh products. It also features many field plots players can buy in order to expand their farm, diversify crops, but also build new infrastructure such as wind turbines and greenhouses.

And this is not all! Dozens of new machines and vehicles, some of which are dedicated to the new crops in the game like potatoes and sugar beets, make their appearance alongside large and prestigious manufacturers never seen before in Farming Simulator: Case IH, Lamborghini, Grimme, and Amazon to name a few. Finally, players can diversify animal husbandry: chicken and sheep join cows, along with several vehicles and tools to help feed and rear them.

Discover some of these new features from Farming Simulator 2013 now in today’s video!

– Watch the video

 
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Crysis 3 – Multiplayer video

In this Crysis 3 video, Producer Mike Read explains some of the new gameplay elements introduced to the Multiplayer of Crysis 3. The exciting details behind Hunter Mode, Crash Site and the NY Feed are revealed, while just hinting at the full Crysis 3 multiplayer experience.