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By Jonathan Balofsky On 18 Feb, 2016 At 02:32 AM | Categorized As Featured, Indie Spotlight, Interviews, ROG News | With 0 Comments
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No Gravatarlogo_500x500_transWelcome everyone to Indie Game Spotlight. Today we speak with Warren Smith, developer of Dark Flame. You can read the interview below.

JB: Obviously your game takes a lot of inspiration from Castlevania symphony of the night. What else inspires your game and what is it that sets your game apart and gives it uniqueness? As well, how do you deal with the criticism that Dark Flame looks too similar to SoTN?

WS: Dark Flame comes from a natural blend of my favorite games. There are quite a few inspirations, but some of the big ones are Castlevania for the art style and “metroidvania” playstyle, Dark Souls for the theme and difficult gameplay, and Diablo for stat allocation and cosmetic effects from equipment. This game has many cool features that sets it apart from its competitors. Some of them are the dialogue choices to affect storyline, magic creation and equipment system, weapon/armor equipment and enhancements, various NPC interactions, secrets, treasures and much more

Honestly, I don’t get much criticism anymore for how the game looks. I believe that when I first introduced Dark Flame publicly, the game’s theme and playstyle wasn’t as profound. I personally would like to think that the game’s art style is comparable to that of a larger company – as that is what I’m striving for. As far as the comparison between the two games – one is inspired from the other but they are both different… Anyways, to answer your question, I would read the criticism, shrug my shoulders, and keep working on Dark Flame.

JB: How did you get into game development? That is what made you interested in and pursue a career in the field?

WS: I don’t think there was an exact defining point when I ‘got into game development’. This project initially started as many different learning tutorials and exercises that were self-motivated. I’ve always been interested in video games and have played them since I can remember. I’ve always thought it would be great to make my own so I just dove into it. Dark Flame is my first project. I’ve been working at it for about three years now and I love everything about it!

JB: What were some of your favorite games growing up?

WS: Well, the first game I ever owned to my name was Sonic the Hedgehog on the Sega Genesis. I played other games on the NES before that, but I was really into the Sonic series growing up. My absolute favorite game is Final Fantasy VII, as it was the first RPG I’ve ever played and I got totally sucked into the story. I’m also a big sucker for the Souls games and anything with a great story.

 

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JB: What is your main goal with Dark Flame?

WS: Initially, it was a learning experience for me. Now that I am where I am – I want to make the best possible game I can make. Something that is enjoyable and memorable. I want people who play it to have an experience than to just run through another game…

JB: Do you feel there is a healthy market for a game like yours in the industry today?

WS: I do. Then again, I’m incredibly biased towards metroidvanias. I’m not a marketing expert, but I do believe that if a game is good enough, then people will want to play it (as long as they know about it).

JB: What are some challenges you have faced as an indie dev?

WS: Ha! This question should be more like “What are some experiences you’ve had that were NOT a challenge?” Every day is a challenge. On top of just designing the game, I have to deal with multiple failures and struggles with stress on a daily basis. Though, this game wouldn’t be where it is right now if it weren’t for those failures. I have to have these failures to keep me working hard.

JB: The music in Dark Flame’s trailers have been amazing, who is the composer of the music?

WS: Bryan Delerson is the music composer for Dark Flame. He’s created some wonderful pieces for the playable demo that is out now. I’ve also heard some of the stuff that he has in mind for the future of production and it sounds completely wonderful!

 

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JB: The story of Dark Flame that you have revealed so far is very intriguing. What was your inspiration for it?

WS: The inspiration behind the Story of Dark Flame comes from a number of different games. As I said earlier, I love a game with a great story. I also like the dark themes of the Souls games. I’m not the best writer so I’ve sought out Brian Lee and Tom King to do much of the legwork in it. The story will be a great decision-based immersion that will cause you to think about your choices pretty hard… if you like dark stories, then you’ll love what Dark Flame will bring you!

JB: What advice do you have for other indie devs out there who are just getting into game development?

WS: Be prepared to be let down and put way too many hours into something in hopes that people will like it. Game development is something that you need to be absolutely passionate about to pursue. If it is, then listen to feedback from players and don’t give up!

JB: Do you have anything you would like to say to the readership of Real Otaku Gamer?

WS: Yeah – thanks for reading this! I’m really just making Dark Flame because I want to give you a fun and enjoyable game. If you think that Dark Flame might interest you and you love Castlevania and Dark Souls games, then you should play the demo for yourself! Also, I love to hear feedback on this project as well. Sometimes it’s hard for me to see what’s missing because I’m working on the same thing all day every day.

Here is the Kickstarter trailer.

I hope you all enjoyed this. You can visit the website for Dark Flame here and you can follow Warren on twitter @BorishDugdum.

 

By Jonathan Balofsky On 4 Feb, 2016 At 01:25 AM | Categorized As Featured, Interviews, ROG News | With 0 Comments
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1. You are well known now as an indie game advocate. How did you start down this path, that is, what led to your interest in the indie gaming scene?

I needed a hobby, and my boyfriend and family said I should get into blogging. This was June, 2011, when the annual summer gaming release drought was kicking off. Originally, the plan was to talk about movies, but we were going through my Xbox 360 library and stumbled upon a couple Xbox Live Indie Games I had previously bought. I was like “oh yea, I forgot there was an indie section in the Xbox market.” We went through the recent releases and tried to look up reviews for them, only to find all the sites covering them gave overwhelmingly positive reviews to every single game, regardless of its quality. Brian said “There you go, that’s what you should blog about.” We bought a few dozen XBLIGs, and I opened Indie Gamer Chick on July 1, 2011. By August, it was the most popular XBLIG site in the world.

2. You are quite the caustic critic when you need to be and frequently call others out, including me on occasion. Has this ever caused any major issues between you and developers? 

I don’t feel I “call people out.” I do challenge developers to challenge themselves. Indie devs will get  hundreds, or thousands, of people who tell them “good job, your game is perfect!” I say “good job, but here’s where you have room to grow.” That’s what developers want. The ones who only want praise and are too thin-skinned to accept feedback don’t last. But the stereotype of the thin-skinned, egotistical indie dev is greatly exaggerated. I’ve been doing IGC for almost five years and I can count on one hand the amount of developers who I would say were problematic. That’s after 550+ reviews. Most developers can be disappointed by my reviews, but almost all of them use them to get better. Game reviews are ultimately resources, whether you make games or buy them. The most common response a developer has to a negative review since the day I started is “I wish someone had brought this stuff up during development.”

 

3. There is some discussion that the industry in general is in a state of growing pains now, that change is happening. What direction do you see the video game industry and in particular indie games going in?

When I started IGC, only Microsoft was putting significant stock in the potential indies had as a revenue stream. They had created promotions like Summer of Arcade that featured indies such as Limbo or Braid in prominent roles, and they had opened XBLIG which allowed anyone of any skill level to make and publish games for a subscription fee and a 30% royalty on the games sold. Here we are, five years later, and indies are a major part of the console manufacturers’ business model. By supporting indies, they assure quality titles year-round, especially out of peak retail seasons, and that they have titles across more genres, assuring content for everyone. That’s not to mention that indies have changed the definition of what a budget-release is and the quality you can expect for a relatively inexpensive game. While this has lead to over-saturation, the really high-talent studios are gaining a foothold. In the near future, you’ll see more indie studios outright acquired to produce exclusive content for manufacturers, since the cost of acquisition will be much less than a studio that’s been around twenty years.

4. You have helped bring awareness of epilepsy and seizures to many in the gaming community, do you feel you have helped accomplish change for the better?

It’s amazing how far awareness for conditions like epilepsy as it relates to gaming have come in such a short amount of time. I’ve hardly been alone in advocacy for issues like epilepsy, but that I get so many developers approach me or Ian Hamilton asking about it and what they can do with their games to make it less risky (though risk will always exist no matter what) has been genuinely touching.

5. With regards to the last question, how does it feel to be held as an advocate for people with epilepsy and seizures?

It’s actually really flattering that I’ve been able to accomplish a lot with the issue. I’m really proud of it. It’s quite a legacy.

6. All 3 console makers have embraced the indie community in recent years, I’d like to know your thoughts on what the 3 console makers have done for the indies.

Well, they’ve made indies part of their business model. Saying you’re part of a multi-billion dollar conglomerate’s business model might not sound sexy or prestigious, but I can’t think of any better indicator that indies have made it. More over, the really great ones can go on to be so much more. Look at what Shovel Knight is for Nintendo now. They’ve included it in their Amiibo line. Microsoft bought the studio and IP to Minecraft for 2.5 *BILLION* dollars. That’s over half of what Disney paid for all ownership to everything Star Wars. The ceiling is so high on indies now that it stretches the boundaries of reality and crosses over into imagination. In today’s market place, the sky is the limit for indies.

7. You have made your views on Kickstarters well known and with the recent debacle of Ant Simulator, do you see crowd sourcing as becoming a major issue with indie devs?
I’m way in favor of crowd sourcing for indies. But there has to be merit to seeking funding. You have to have the talent and ability to pull it off. Making a game, especially a good game, takes patience and self-awareness. Your first games will seldom come out the way you envisioned them. So I don’t like to see too many first time developers seek funding. They should treat it as a hobby until they have the ability to make it something more. When used right, it’s a remarkable resource. When used wrong, it could set you up to be a pariah for life.


8. With regards again to crowd sourcing, how do you feel the process can be improved upon to actually get a positive outcome?

As unintuitive as this sounds, a campaign is about you, not your game. Developers using Kickstarter have to remember that. Games sell themselves. Make sure you put what makes your game unique, and then just leave it there for would-be backers to digest. You don’t have to oversell a game. A campaign is about your ability to deliver the game you’re pitching. Showing off your talent, your skills, your drive, your determination, and your resolve to finish what you promise. Developers using Kickstarter need to remember that and take the pitches more seriously. Less non-stop sarcasm, less wacky biographies that tell you nothing about their experience or talent, less wacky pictures of the staff. Have fun, but take it seriously. Treat it like a business. Because, if you’re asking strangers for money, you are a business whether you like it or not.

9. What are some of your favorite indie games? both in general and specifically for each console.

As it so happens, I have a list on my site. But for each console, it’s Axiom Verge for PS4 and Steam, Shovel Knight for Wii U, and although I couldn’t finish the game due to epilepsy concerns, Ori and the Blind Forest seemed like it was on track to be one of my favorite indies on Xbox One.

10. In your opinion what makes an indie game stand out?

I think it comes down to the amount of joy you have making your games transfers over to your work. So if you have fun making a game,
people will have fun playing it. Make the kind of games you want to play yourself. With stuff like Shovel Knight or Axiom Verge, you can immediately tell these are the games the developers dreamed of making since they were kids.

11. What do you see as the biggest game changer for the indie gaming scene?

In the not to distant future, indies will be targeted for acquisition by the console manufacturers, and all three manufacturers I’m told have big plans to put more money and resources towards landing top-tier indie devs exclusively on their platforms. We’re maybe months away from seeing an honest-to-God bidding war for the services of relatively modest indie studios. When that starts to happen, I hope the community at large takes a moment to smile and realize that they’ve arrived at the grown-ups table.

Thank you again for doing this interview.
Check out Indie Gamer Chick’s Leaderboard of Indie Games here and her editorial about epilepsy here.
Image courtesy of the book Going Indie.
By Jonathan Balofsky On 15 Dec, 2015 At 04:55 AM | Categorized As Featured, Interviews, ROG News | With 0 Comments
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I had the chance to speak with Eric Kozlowsky recently and ask him a few questions about his time at Retro Studios.
How did you come to work for Retro Studios?
I was working as a Lead Environment Artist at Square Enix. Unfortunately the project I was working on was canceled and the entire team laid off. This was in March of 2011. I spent some time putting feelers into the open and when an opportunity at Retro came up I sent my stuff in and got an interview.
 
What was the work environment like at Retro?
Retro is pretty laid back and easygoing. They respect their employees to manage their workload and get their work done. Out of all of the studios I’ve worked for I think Retro has one of the best cultures. I’ve never seen so much inter-department friendships before. Normally The artists are friends with Artists, Designers with Designers and Engineers with Engineers. But at Retro this wasn’t the case at all!
Retro’s games are typically overseen by Kensuke Tanabe, do you have any stories you can share about him? Any comments on how he interacted with everyone?
Tanabe-San was mostly focused with Design. So I didn’t have much professional contact with him as art was pretty much left to the stewardship of our Creative Director. Personally every time I talked with him he was super friendly and easy going. He even signed my Hyrule Historia book (Tanabe-San was scriptwriter on Link to the Past, and he headed up development on Link’s Awakening.)
 
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What was it like to work on the Donkey Kong series? Did the series legacy intimidate or excite you in any way?
I have to admit that DK has never been a favorite of mine when it comes to Nintendo characters and game. I was a fan of the original DKC. Yet I never played any subsequent releases save for DKCR to prepare for my interview. However as I the project went on I gained a whole new appreciation for the big guy! There game design in the games is really something else. The way the levels can be attempted in a speedrun is really mind blowing.
Then there is the legacy of the art! I mean when DKC released back on the SNES it was a trailblazer for the coming 3D generation of games (even if it was 2d gameplay). So trying to live up to that legacy, as well as the phenomenal art in Donkey Kong Country Returns was very intimidating. As it stands now out of all the games I have worked on (over 10 at this point) I am most proud of Donkey Kong Country:Tropical Freeze!
I can definitely say now Donkey Kong is one of my favorite Nintendo franchises!
 
What would you have liked to work on at Retro?
I would have LOVED to have worked on Star Fox. I even pitched a proposal before I knew that Miyamoto-San was working on Star Fox Zero. I think I have the document laying around somewhere 😛
 I can’t wait to play Star Fox Zero next year.
 
Can you share any funny workplace stories from your time there?
It’s tough to think of just one, after 4 years working there it starts to bleed together. Most shenanigans happened AFTER work! :)
What led to you deciding to leave Retro?
It’s tough being an artist in the game industry. It’s very easy to get comfortable and fall into habits that don’t push your skill. I felt I needed to try something new, to test my abilities and try to grow. Time will tell if that was a wise decision!
 
Are you personally excited for Retro’s next game, whatever it may be?
Of course! I can’t wait to see how it’s grown since I left.
Do you feel Retro can now do more than 1 game at a time or would they be best served the way they have been doing things so far…just your opinion.
Personally I think Retro will always do what is best for Nintendo. When I left it was one team, but I’m sure if Retro wanted to move to more teams they would produce the same stellar work they always have!
 
What was it like when you had the chance to meet some of the higher ups at Nintendo?
Meeting Miyamoto-San at E3-2013 is one of the highlights of my career. I got him to sign my gold NES cartridge of The Legend of Zelda, the very same one I had when I was 6! I even pushed my luck and asked him to sign my DK tie that we were wearing to promote DKC:TF and he not only signed it, he drew DK on it! MIND BLOWN! Easy to say that both Zelda and the tie are framed and hanged in my office.
My biggest regret was seeing Iwata-San at that same E3 but I was too shy to introduce myself to him. I was devastated by his passing.
Thank you for taking the time to do this.
By otakuman5000 On 13 Nov, 2014 At 10:37 PM | Categorized As Featured, Interviews, Nintendo Wii/Wii U, Podcasts, ROG News, Uncategorized | With 0 Comments
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Well, Hello there! This is Andre Tipton aka Otakuman5000. For those who don’t know, The Fatal Frame series redefined the Survival Horror genre of video games.

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Two years ago when a couple guys wanted to come back to their 1st love they created at the beginning of their careers, they decided to take it to Kickstarter and hoping that that the fans would help bring what they love back to life. After surpassing their goals by $17,232 Zojoi has cleared the path to recreating the game two generation of gamers loved and now so shall this current generation of gamers. Zojoi, thats right the studio behind the classic point and click adventure, Shadowgate from the days of NES has taken the time to answer a few questions about their upcoming title and the re-imaging of that decades old title of might and magic. These Questions were answered by Karl Roelofs, Design Director at Zojoi

 

 

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What made you guys come back to this classic series; was there an outcry from your faithful supporters?

 

Dave and I always had the desire to bring back the original game and tell the other stories from the world of Shadowgate we have written. When we saw that retro-gaming was being embraced by fans again, we decided that the time was right to re-introduce the franchise. So we reached out via Kickstarter and found that fans of the original game (especially the NES players), as well as new enthusiasts, were excited about what we had planned.

 

 

When designing this updated version what from the past titles did you want to redesign and what did you completely scrap?

 

Well, we definitely did not want to do a port – we had done this about ten times before – so we spent a lot of time looking at each puzzle, deciding whether it was something we wanted to keep. I would say that 95% of the puzzles are either completely new or use the same location but are altered in some way to fit with the storyline better. There are a few puzzles from the original that we completely scrapped since they really didn’t fit into our narrative anymore. We’re pretty happy with the outcome.

 

 

What added features and or content have you added?

 

We weren’t constrained by a disk or a cartridge, so we were able to add some of the things that we always wanted to. New to this version of Shadowgate is an in-game map that tracks the locations you have travelled to as well as records the cryptic clues found along the way. We provide 45 in-game and Steam-based achievements that range from experiencing all the deaths in the game to beating the game within a certain amount of turns. We have several side quests and new creature interactions, a full-blown interactive soundtrack by Rich Douglas and three difficult levels that change the puzzles in the game based upon your skill level. Really, there is a ton of new stuff here.

 

 

When designing this game have you placed any Easter eggs of sorts giving a nod to your fans of the past games?

 

Absolutely! We pay homage to several things from original game that didn’t quite make it in this version. Players may get to finally find out what is behind that locked door in the well room and we also give a shout-out to fans of Déjà vu and Ace Harding. Also, should you choose, you can switch from orchestral music to the original 8bit NES music (composed by Hiroyuki Masuno). Additionally, we’ve elevated the role that death plays by scattering a number of hidden deaths throughout the game. These offer several particularly nasty yet humorous ways to meet your end.

 

Who from the original development staff came back to help with this iteration?

 

Dave and I are the only members from the original team (we designed the original game as well as created all the art). We then reached out to a team of folks, many whom we had worked with in the past and they were just as excited to re-imagine this game as we were. Our team is really an awesome group and for the last year and a half has been pouring their hearts and souls into making Shadowgate every bit as memorable as the original.

 

 

How excited was it for you to have the chance to have better orchestrated soundtrack for Shadowgate this time around?

 

We are ecstatic to have Rich Douglas provide not only the soundtrack for Shadowgate but an unbelievable sound design (sound effects, ambience, etc.) Rich took his inspiration from the original soundtrack but went way beyond that, creating both familiar orchestrated themes and brand-new epic compositions. Additionally, the game supports multiple tracks of instrumentation that can be added or removed to enhance the ambiance of a particular room or situation. This really amps up the intensity when you are encountering deadly traps and monsters throughout the castle.

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What do you think is next for your studios?

 

Well, from a Shadowgate perspective, we just made the game available for pre-order at www.shadowgate.com and should have the game out on Windows and Mac this summer. After that, we will release the game on iOS and Android before moving on to doing localization for other languages. We’ll then be looking at other console platforms and since we’ve built the PAC (point and click) engine, making developing other games easier, we plan to re-visit the world of Shadowgate very soon. In fact, we have the story-arc planned for the next two games.

 



 

 

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Hi, Sean Jacobs here I would like to present my interview with Switchblade Monkeys the wonder team behind the upcoming title Secret Ponchos. I would like to apologize for the delay but, I went Clark Kent and transcribed my interview via my handy digital voice recorder. Lets get into this tasty treat why don’t we.

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Me: Hi, Sean Jacobs here from RealOtakuGamer.com can you Please introduce yourself to our readers at realotakugamer.com

Yousuf Mapara: Hi, I’m Yousuf Mapara and I am the Creative Director (and President of Switchblade Monkeys) of Secret Ponchos.

Me: Well, you just answered my second question because I was going to ask you what you’re relation to Secret Ponchos was!

(Shared Laughter)

Me: What inspired Switchblade monkeys to create such a unique game like Secret Ponchos?

Yousuf Mapara: We really wanted to make a game that takes us back to multiplayer fun, That’s just fun to pick up and is not this huuuge learning curve of like 30-40 hours just to be able to have fun. We are all hardcore fighting game kinda fans and so we love that depth but not the (inaudible) Though, the main thing is that we wanted to make a Spaghetti Western game so, that’s where it all started, ya know? its just such a cool genre. Basically our musician and I were sitting playing Soul Calibur and we had um, were playing Ennio Morricone in the background at the same time and all of a sudden everything just magically synced up the music, the epic trumpets and uh ya know the drama from the music and it felt like everything we felt like everything we were doing was just choreographed to the music so, we were like “WOW we really need to make a fighting western game”

Me: Isn’t it weird how things just come together like that?

Yousuf Mapara: I know, I know it wish there was a cooler version on how the game started but, its stupid but, that’s how it came together.

(Shared laughter)

Me: That’s OK because that is the most organic way to come up with an great idea.

 Me: Were there any other influences drawn from other games pulled into making Secret Ponchos?

Yousuf Mapara: We really wanted to make a game that has this competitive, you pick it up and we want your adrenaline to start pumping, that kind of fun. You pick it up and we want it to feel competitive, fun kind of game… I remember lining up to Street Fighter and getting our quarters and this is the type of game that we wanted to make so you could enjoy. A lot of games recently are awesome experiences but, they have also have became like interactive stories with a lot of cinematic experiences

Me: Yeah, like watching a movie you sometime play.

Yousuf Mapara: …and we wanted to take a step back from that, we have developed plenty of projects like that at AAA studios and we wanted to get to the feeling of  “ah man you got me this time I’m going to go home and practice to get the best of you”

Me: Given the multiplayer nature of Secret Ponchos when it is released will Switchblade Monkey launch some sort of DLC to compliment that element?

Yousuf Mapara: You know uh, so our model for DLC is very interesting we don’t want to be very aggressive with dlc. When you buy Secret Ponchos its a complete experience on its own you don’t need to pay more money or buy stuff to be able to fulfill your experience, with that being said the genre is such an interesting genre for character archetypes that we only scratched the surface with our characters so, we are going to keep expanding on the Secret Ponchos Universe and that’s a better road to DLC. As long as the fans want to see the game universe expanded we will keep have new guys and use DLC to fund new characters.

Me: When I was doing research on you guys on YouTube that’s what I was thinking. I was like  They could be in a good position to be able to spin DLC in a good way if infused correctly. I don’t like the aggressive DLC, I don’t like aggressive salesmanship at all so like, if your company create a great package its going to make us the fans want to buy it.

Yousuf Mapara: Yeah don’t want people to have their defenses up when playing our games as if we are trying to pitch them, if they bought the game its a fun universe, right? we hope people are looking forward to new expansions and new characters and we could use DLC to fund that. When you are really excited for a game, like Diablo and you are really looking forward to the expansion and its a worthwhile purchase that is the type of feel we want to lean towards.

Me: What about this game excites you the most and what can you tell people about secret ponchos that haven’t heard of it?

Yousuf Mapara: The two things we are the most proud of is the art style we really tried to focus on a great art style but, secondly when you look at team shooters and fighting games and there is a lot of them and they are all feeling kind of similar it was really exciting that we have found a new twist a new presentation for a combat game in this genre hey we are a small indie company and just by moving the camera over top we kinda made our own type of combat game and that’s what we are excited about it doesn’t have this superficial feel of a slight change on an existing shooter game it has its own thing and that’s what we are most excited about.

 Me: Thank you again Yousuf and it was a pleasure standing here with you and playing with your staff on multiple matches. I can’t wait for Secret Ponchos and the many ways you will possibly expand its universe.

*Before our scheduled interview Yousuf and I had several conversations one that revealed that Secret Ponchos will be on the Steam for early access. Secret Ponchos was originally slated for PS4 release but, after the outcry of the PC community Switchblade Monkeys have decided to appease the masses and give the Steam community an early shot of the former PlayStation 4 exclusive.

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Here is the Trailer for the game.

 

By otakuman5000 On 11 Jan, 2014 At 11:25 PM | Categorized As Editorials, Featured, Interviews, ROG News, Tales of Real Otaku | With 0 Comments
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560059_545217922223147_21166582_nI had the wonderful pleasure of being able to interview Leon Chiro, a respected cosplayer throughout the nerd community who has won several awards for cosplays like Dante from the Devil May Cry series, Tidus from Final Fantasy X and Dissidia, Caius from Final Fantasy XIII-2, and the list goes on and on. Today we get a sneak peak into the life of a competitive cosplayer from his humble beginnings, his current works in progress, and everything in between.

ROG: The classic question; we all started somewhere in our cosplay careers. Tell me a bit about that – how old you were, what inspired you, your cosplay inspirations, and what convention you did your first debut.

LC: Ok, so it was 2010…

ROG: Oh, so you’ve only been doing this for a little while!

LC: Yeah. I only started to cosplay seriously when I realized what cosplay was. But my first convention was in 2010. I’m coming from the modeling world, and I was asking myself, “Ok, I love doing pictures, but what if I try to take a character I love a lot and I model with them?” So, I was thinking of doing Tidus because he’s my favorite character ever, and I was thinking, “what if I contacted somebody to see how much this costume would cost?” And they said, “Oh, that’s simple!” And I was like, “… what?” “Cosplay.” “Ok, what is cosplay?” So he explained it and I was like, “Oh. Hm. Sounds like a carnival thing.” He said, “No, it’s more than that…” So he explained it to me. I could never imagine what the cosplay world was. So, I took my Tidus cosplay, I went to the convention alone, and I was a nobody. I didn’t know anyone and no one knew me. That was fine because I was like, “Woah.. where the [expletive] am I?” (Laughter) Someone came up to me and said, “you should enter the cosplay contest [with the Tidus cosplay] because you are very, very good.”

ROG: Yeah, you did a really great job on that. I’m shocked that was your first cosplay.

Leon Chiro's cosplay as Tidus from FFX

Leon Chiro’s cosplay as Tidus from FFX

LC: Yeah, I did Tidus’ first and second version. So yeah, this guy said I should do the cosplay contest. Ok, what is the cosplay contest? Well, it’s like a masquerade. You have to do an exhibition and interpret your character, and I said “oh, sounds cool!” I discovered that I made it to the finals without knowing it. I wasn’t expecting that. A lot of people were surprised because I was anonymous and I came from nowhere, and I arrived in a place that other people have been trying to get to for years. I don’t know what I did… I did it with my heart. That’s the thing – I did my character with my heart.

I have to say that a lot of people started to go against me – “Oh, he’s nobody,” “He only has one cosplay,” “He has too much success” – just people talking bad about me. So I said, “Ok, it’s time for me to do a second cosplay.” I did Dante, and I tried to do the cosplay contest, but I didn’t arrive in time and I had some problems. People still continued to talk bad about me because they were like, “Oh, he’s just doing it for the body” or “He’s just doing it because of the abs.” By then it was 2011, and I wanted to stop because I was like “What the [expletive] is this world?” I’m coming from the modeling world where a lot of people respect me.

ROG: Cosplay is supposed to be fun, and unfortunately there’s a lot of hate.

LC: First of all, it was just supposed to be fun. Secondly, in the gaming and comic world, if I’m winning a lot in a short amount of time, they should be happy for me, and that wasn’t the case. I wanted to stop, so I stopped for two months and I thought about it, and I said, “Ok, there are a lot of haters, but I met a lot of special people and I wanted to do an achievement exhibition for them.” So I entered the cosplay contest, and the winner won a trip to Lucca. I won first place with Dante, and a lot of people were against me because I was doing good. It’s not easy in the beginning and you’re alone and you don’t have recommendations, but I started like everyone else – a nobody. Everything I did, I did by myself.

Leon Chiro as Dante from DMC3

Leon Chiro as Dante from DMC3

I started to get more motivated, and I was like “Ok, you hate me because I’m doing good? Ok.” And I did Tidus from Dissidia, and I started to face more haters, and I was winning every contest I entered. People started to look at me with more respect. I went to Lucca with my Kung Lao cosplay because he’s my favorite character from Mortal Kombat and I won the Best Interpretation Award, which is the hardest award to get. When you win in Lucca, you can say that you’re a professional cosplayer. Winning that award made me really proud of myself, so after I won, that’s when I made my facebook cosplay page towards the end of 2011. So yeah… that’s my story. After my first convention, I won something like 14 in a row, including Lucca. The most important thing was that people were starting to know who I was and that I did good work. That was the main victory. It wasn’t about being popular – it was about being respected. I got a lot of respect for my Caius cosplay because it was very hard. Do you know of Kamui Cosplay (another respected cosplayer in the community)?

ROG: Yes, I recently liked her page on facebook because I saw it on your page. So I watched some of her tutorials on YouTube – they’re really helpful.

LC: To me, she’s the best cosplayer in the world. I had the honor of her complimenting me, and that was really satisfying… someone that big complimented me. I’m also talking to Rick Boer from Ubisoft, who’s the official Edward Kenway cosplayer (from Assassin’s Creed IV), and it feels great to have his respect because he’s such a humble guy. He’s my Assassin’s Creed idol. (Laughter) So that was a long reply for just one question!

ROG: (Laughter) It’s not a problem! How a cosplayer started out is usually a long one. All right, so an editor from ROG and I were talking and we were discussing that cosplaying seems to be mostly female dominated. What do you think about that and how to do you feel taking part in something that’s so female based?

1531739_565873086824297_1431166684_oLC: It depends, because people usually focus on half-naked girls. But for me, they’re appreciating cosplay – they’re appreciating modeling. It’s not the same thing. I’m not looking for likes (on facebook) – I want to earn them. I try to mix the two because I come from the modeling world and I’m doing cosplay from my heart. It’s female dominated because it’s easy to be popular when you’re barely wearing anything. It makes me laugh because girls will be like “Oh, you’re judging me because of my half-naked pictures?” They barely know what they’re talking about, and after you see their page, you’ll see them in bras and barely wearing anything. Girls will get angry and nitpick other girls’ cosplays, but they’re the ones doing sexier versions of a particular character. A lot of girls will judge girls that they can’t be as good as.

ROG: As a girl, I understand that totally. All right, so have you ever been an invited guest to a big name convention? And if not, what would be your dream convention to be invited to?

LC: I’ve been invited to a lot of European conventions, but I still haven’t been to America, for example. It’s unfortunately really expensive to go there.

ROG: Yeah, which is a shame. But, in the same way, I haven’t been to Italy because it’s really expensive. A friend of mine just left for Rome a few days ago and I was mentally cursing her (laughter).

LC: I mean, for me, a lot of people that go to America are really lucky. But even if I was invited to an American convention, I don’t think I’d be able to accept it anyway. I’d love to. I hope one day someone sees my cosplay and invites me over, I don’t know. This year, I was invited to three conventions. I’m taking things step by step. If you reach an achievement, it’s because you deserve it. That’s what we learn growing up. For me, it’s hard to keep up the good work because people love my cosplay, and they have a lot of high expectations. I always have to do my best.

ROG: Sure, it can be a lot of pressure.

LC: No, it’s not pressure. It’s kind of motivation for me. If cosplay was a pressure for me, I wouldn’t be doing it and I wouldn’t be doing this interview with you (laughter).

ROG: (Laughter) Trust me, we all appreciate your work. So, you’re from Italy, which I already said I’m totally jealous of, and you’re jealous of the fact that I live in New York. What would you say the biggest difference between American and European convention scenes are?

LC: I wish I could know about the American convention scene, but I’ve never been there.

ROG: I wasn’t sure if you just meant you haven’t been to New York in particular.

LC: I can say about Italy and other European conventions that there is a lot less competition. There are two European championships, and they’re the EuroCosplay, and ECG, European Cosplay Gathering. In every main convention in Europe, they choose 2 representatives and put them against the representatives from all the other countries.
I’m really proud to say that I’m competing in the world championship for Italy. It makes things harder because the competition gets more and more intense. Sometimes, competition isn’t healthy here because a lot of people are doing all they can to destroy the other cosplayers, with flames, with fights.

ROG: So it’s not good sportsmanship.

LC: Yeah, there was this guy who used to be my friend, and we’re not friends anymore. He always used to come into my job and wanted the basics to cosplays, and he’s good now, but he’s so arrogant. At the first opportunity, after I helped him meet a lot of contacts, he turned his back on me and left, and spoke bad about me. For example, we had a TV show to do and they were going to choose two cosplayers – one male and one female. They called me instead of him and a lot of other cosplayers, and I was happy about that. He wrote to the director of the show and said, “how can you choose that shitty Dragonball cosplay instead of mine, just to make me look bad. I didn’t believe he wrote and the director said, “yes, he did. Do you want to read?” So I read it and I was shocked. I was like “what the [expletive]? I don’t know what I did to him. Maybe he just ate something bad (laughter).” So I began to understand that reputation in Italy isn’t always good because a lot of them aren’t able to be humble and honest to someone else. Cosplay is a hobby, not work.

ROG: Yeah, I was actually talking to the rest of my team a few minutes ago that I truly appreciate you taking the time out. It says a lot about the cosplay community – you being good at what you do and so respected, but you’ll still take the time out for others. I’ve known and met a lot of cosplayers who thought they were better than everyone else and slammed other people. We’re all nerds, we all play videogames, read comics, watch anime – whatever. We’re supposed to be a family, but instead we just shut other people down because someone can’t sew and craft as good as someone else.

LC: There should be a middle ground between those who share the same passion. It’s not everyday that you find someone who understands you. You can’t always talk to others about video games. For example, when I was doing my Tidus cosplay, I had my hair blonde. I wasn’t wearing a wig and I had to face university with blonde hair. People would call me names like fleshlight (laughter).

ROG: That’s awful! I thought it looked great. Who cares?

LC: Yeah, who cares? I can kick your ass whenever I want, so…

ROG: (Laughter) I’d hate to get on your bad side…

LC: (shakes head) Nu-uh. Ok, so I go to school for motor science… what I would like to do with that degree – that future degree. University is a

Chiro's cosplay of Kung Lao won him first place in Lucca.

Chiro’s cosplay of Kung Lao won him first place in Lucca.

cruel world. Not everyone can pay to go to university here in Italy. It’s very selective. They’ll choose the best 200 out of thousands of applicants. Luckily for me, they were extending applications to former athletes. I was a former national champion in athletics.

ROG: What sport were you in?

LC: 100 meters. I was a runner. I’m doing parkour right now because it gives me freedom of expression. I would take my degree, get a passport, and come to the USA. I’m doing this major for personal satisfaction. I want to create my own future and do the things I love. If I can do something with it, that’d be great.

ROG: That’s a great point. Most parents in America – when I tell my parents, “hey, I want to go to school for video game design.” The first question out of their mouth is going to be “what are you going to do with that degree?” There’s no such thing as going to college for something that makes me happy; it’s all about how to make money out of it. Good for you that you go to school for something that makes you happy.

LC: You pay for your time to study. You can’t live anymore because you have to constantly study. School should make you motivated, not miserable. A good teacher isn’t someone who knows everything. A good teacher is someone who can give you those few things during your time at university and motivate you. It’s not a competition of knowledge. Sometimes it could be a former student going through their own frustrations and they pass down to you what they’ve learned in life.

ROG: Great point. So, we’ve all had that one costume that was a lot of fun, and others that were extremely challenging. What costume did you have the most fun making, and which one was the most frustrating?

LC: Caius was the one that gave me the most satisfaction. It’s full of armor parts, and it was great winning because it didn’t show off my body [like how Dante and Tidus did], but I spent a lot of money on Caius. Especially making this (shows Caius’ weapon).

ROG: Wow… how did you make that?

LC: (Laughter) I don’t even know. It’s a bit damaged now. You can say that it looks good, but since I created it, I can say that it’s definitely damaged.

ROG: How long did it take you to make Caius’ cosplay?

LC: Ahhhh… a month. One month, every single day for five to six hours. If you look on my page, I have a work in progress album that you can see. I started with a piece of wood, and then cut the shape, added more layers of wood, and just added things piece by piece. I was covered in sawdust. I had so much sawdust on me that when I went outside, all the dogs kept trying to pee on my leg because they thought I was a tree!

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Caius was the most uncomfortable to wear. It’s a lot to put on. I went to a convention and I took three redbulls with me… I have no idea why I did that. When you’re anxious and nervous about getting on stage, I had to have a redbull. But then I was like, “Oh my God, I have to pee. What the [expletive] am I going to do?” I had to remove all the pieces of the cosplay. It took a half hour to put it on and fix it. Thankfully, the Dante cosplay from DMC was the easiest. I just had the coat, didn’t have a wig, and if I got hot, I could take the coat off. It’s hard with the Caius cosplay because he does a lot of movement, and it’s hard to move in his cosplay. I need to improve some things before I compete with it again for the debut of Final Fantasy XIII: Lightning Returns.

ROG: What do you enjoy doing the most – the outfit, the props, or the makeup and wigs?

LC: I hate the wig part. I have to make them in a way that it wont fall apart. When you’re on stage, you can’t have something like that go wrong. I mean, you’ve seen my Vegeta cosplay. It’s really heavy. I love doing makeup, but I love making my accessories. I’m well known for my props. I can get help with my tailoring and sewing stuff. If I have to do something with a coat, I’ll buy a coat and alter it. Come, on, let’s talk about it. I think it’s stupid. If you need orange pants, buy a pair and dye it. There’s no need to make one. I mean, sure, it can be satisfying, but really. Just buy a pair of pants and do what you need. With the accessories, you make it from scratch. I go to the woodshop, get the wood, and I get to work. Or you can use regular household items, like tubes from toilet paper, paper towels, or wrapping paper. Even plastic water bottles.

ROG: Obviously it takes a lot of work to keep your body in such great shape. What’s a typical workout routine for you? I know you’re all about ‘eating clean and training dirty.’

LC: I avoid fast food and processed food. I train 6 days a week. You have a choice between choosing an elevator or the stairs. Just take the stairs. Exercise is making changes in habits like that. People always complain because they don’t get the results they like because they’re not working hard enough. Or they reach their result and people think they can take a break. No, it doesn’t work like that. You have to maintain it. It’s not just your metabolism – it’s about habits. Everyone can be in shape if they wanted to. We have two legs, two arms, and a brain, and we can do whatever we want. I work out a bit less in the winter – one to two hours a day, a few times a week. During the summer, I’m training three to four hours, six days a week. I’m a trainer too, so I have to make sure I stay in shape. I don’t do the gym… I’m usually in the playground. You should see the face of the kids. They’re like “daddy! This guy is stealing our playground!” Well, you’re gunna have to fight for it. Round one… FIGHT!

ROG: (Laughter) Your cosplays are absolutely incredible. I see that your cosplays are all video game-based. Do you plan on doing any anime or movie characters?

LC: I do video game cosplays because video games, in my opinion, are the best ways to release emotion. Video games give you the power to choose, and to be that character. I believe in the power of books, but that’s the power of imagination. It’s still good, but they have limited potential. You can have great images from a movie, but not control. Video games combine the two – the freedom of movement and the wonderful visuals.
I did do a non-video game cosplay. Well, it wasn’t really a cosplay. It was a tribute to Spartacus. I did it for a new amusement park that was opening in Rome. They were doing different eras – Roman, Greek, futuristic… They wanted to do some entertainment with gladiators and they asked me, “do you have a Spartacus cosplay?” I said no, and that I’ll call them once I was done making one. I have a recycle box with material – if I don’t like a piece of armor, I’ll put it in there because I don’t want to waste materials. So I took out the box, and I made that cosplay in 4 hours with just the recycled stuff.

ROG: Care to share what character we should expect from you next?

LC: Sure, why not. I’m planning on doing Lloyd from Legend of Dragoon. I usually like to do characters that are newer, but I want to do some nostalgic cosplays too. So, Lloyd from Legend of Dragoon will be my next cosplay. Next, I’m going to work on Gladiolus from Final Fantasy XV. He is such a badass. I don’t think this cosplay is a secret anymore (laughter). I want to learn more about him before cosplaying him. Adam Jensen, from Deus Ex, is a dream cosplay of mine. I really wanted to do Nathan Drake. I could cut my hair, but I don’t want to cut it just for him. I want to keep my hair longer for some cosplays in progress and future projects.

ROG: I can say for myself that you’re a true inspiration for cosplayers around the world – whether just starting out, or an expert. To those just starting, what would you consider to be the best piece of advice you can give them?

LC: Like I said before, do everything with your heart. If you really love a character, do it from your heart, and don’t care about the critics. Don’t do it because you like it – do it because you love it.

So, there you have it – backstage access to the world of cosplay through the eyes of a professional. I was fortunate to be told some exciting news and future cosplays (I was sworn to secrecy!). Thank you again to Leon Chiro for graciously allowing me his time and contribution, 

You can find Leon Chiro on Facebook at Leon Chiro Cosplay Art and look through the rest of his work. You can also find him on Instagram at Leonchiro, and on YouTube at LeonChiroCosplayArt.

By SarahTheRebel On 2 Aug, 2013 At 09:03 PM | Categorized As Featured, Interviews, Tales of Real Otaku | With 0 Comments
jadeaurorabellatrixcosplay

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I recently interviewed Deja, better known as Jade Aurora. Jade is an artist, model, and cosplayer from Detroit, MI.

Me as Bellatrix Lestrange, Youmacon 2012

Me as Bellatrix Lestrange, Youmacon 2012.

1.) When did you first start cosplaying? What inspired you to start?

I started cosplaying in 2011. What inspired me to start cosplaying was in 2010 when my best friends convinced me to attend Youmacon with them. This was the first anime convention I ever went to. Seeing all those people dressed up in these amazing, kickass costumes is what inspired me to join the cosplay club, lol.

2.) What are your favorite video games?

My favorite video games are Super Smash Bros., Mortal Kombat, and Dead or Alive. I don’t know if this counts, but I am a huge Sims addict!

3.) What’s your favorite anime?

I have quite a few favorite animes, but my absolute favorites are Sailor Moon and Soul Eater. Death the Kid can take my soul any day.

4.) What’s your favorite cosplay memory?

I would have to say that my favorite memory was during Youmacon 2011. I was cosplaying as Princess Tiana, and my friends and I were on our way to a panel, when a little girl and her mother stopped us. The little girl thought I was really Tiana, and wanted a picture of me. It was very heartwarming.

Jade Aurora, Cosplay, Tiana, Youmecan 2011, black, female, cosplayer

Jade as Princess Tiana, Youmacon 2011.

5.) What advice do you have for other girls interested in cosplaying and modeling?

Do what you feel. Cosplay is about having fun. Don’t let race, gender, or size stop you from indulging in your fandom. To those who want to take the path to modeling: be prepared, because it is not easy. The modeling industry can be very cutthroat and catty, and you will hear a lot of nos before you hear yes. And do your homework and always take precautions, because there are people who take advantage of women and prey on their dreams to become models. But modeling can be very fulfilling. You will gain confidence in yourself, and will begin to embrace YOU, flaws and all.

Great advice! You can find Jade Aurora on her Facebook page.

By SarahTheRebel On 4 Jun, 2013 At 10:53 PM | Categorized As Featured, Interviews, ROG News, Television | With 0 Comments
iwishmylifewasanrpg

No GravatarFirst appeared on Nerdy But Flirty

The other day, we mentioned an awesome Kickstarter by Ashphord Jacoway for her one-woman show I Wish My Life Was an RPG. I’ve seen the show a few times, and it is AMAZING, so I jumped at the chance to interview Ashphord about this latest iteration, which will be performed at the renowned Hollywood Fringe Festival. Oh, and if her name sounds familiar, you may have seen her on season three of The Tester.

ashphordjacoway

1.) What inspired you to create this show?

When I was in college, I took a solo performance class with my teacher and inspiration, Dr.Tawnya Pettiford-Wates. We were asked to bring in material that struck us emotionally and that we were passionate about. I thought of my love for gaming and anime first, and that evolved into an idea – I would discuss life as a female gamer. I had found the passion aspect, but it felt like I was missing the emotional connection. At the time, I was reconnecting with my African ancestry and finding a love for my own culture. As a kid growing up in Northern California, I grew up around a lot of white people and, as a result, the black people I met when I moved to Virginia did not accept the way that I talked or acted. I chose to explore my fears and concerns with my race and the gaming community combined.

2.) What’s your favorite RPG of all time?

My favorite RPG of all time is Earthbound. My favorite game of any other genre is Tetris Attack, cause I’m sooooo good at it.

3.) How long have you been a gamer?

I have been gaming for nineteen years now.

4.) What do you do to prepare for the show?

Now, since the work is so ingrained into my body (I know the show inside and out), I do run-throughs each week and try to add new things to keep it fresh. I also meet once a week with my director, Mischa Livingstone. He cast me after my first audition in LA, and we’ve been close ever sense. I also spend this time playing video games; it helps for research!

http://www.youtube.com/watch?v=hPekt6h-drI

 

5.) How does it feel being a part of the Hollywood Fringe Festival?

I feel so blessed. The community is wonderful, and the love and support from my family and friends is even better. It’s nice, because when I’m asked what projects I am working on and I mention Fringe, it gets such a positive response – and a +1 in Respect.

6.) What do you hope people gain from I Wish My Life Was an RPG?

I want people to feel a sense of self-validation. I want people to walk away knowing that they can overcome anything, and that they’re not alone. I want people to be proud to love the things they love.

7.) Do you have any advice for young girls out there who may be going through some of the troubles of being a female geek?

If it’s negative, it’s not true. You are wonderful and amazing, and if no one wants to game with you, make your own raid. People will come, because they can see the light in you. And no matter what games you play and how often, if you have a passion for ANYTHING (games, anime, comics), be proud and know that you are a geek, gamer, nerd, or whatever you want to be!

Don’t let anyone tell you what you are and are not. Lots of gamers (male and female) want to challenge your geekdom and see if you’re really one of them or just one of the new geeks who say they are geeks because it’s the cool thing to do now. It’s called a Nerd-Off, and it’s ridiculous and created out of fear – now their sacred thing is public and no longer hidden – but that’s another story.

Either way, I say be who you are and stay true to yourself, because validation comes from within.

8.) Anything else you’d like to share?

I am so happy to be working on this project, and I feel as though I am doing something useful with my artistic abilities. I want to create change in this world, and I know that I can. I started in college by performing with The Conciliation Project, a sociopolitical theatre company based in Richmond, VA. When I do panels with my group, Chocolate Covered Cosplay, we hold open dialogues about race and gender in the geek community. There is always someone who approaches us at the end and says, “Thank you for sharing, because I thought I was alone.” I want everyone to know that they are not alone. That is why I do what I do!

Donate today!

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Day of Cease Fire hashtag banner

On December 21, a peaceful demonstration to honor the lives lost in the Sandy Hook Elementary School Shooting is occurring in the video game realm. Created by Antwand Pearman, the president of  GamerFitNation (a website that combines the world of gaming and health together for gamers to gain a healthier life through their hobby), it is a call to gamers to not play online shooters for one day to commemorate the lives of those innocent people lost in the shooting. Pearman first expressed his idea in this powerful video, and since the hash tag #OSCEASEFIRE has caught on in Twitter and more than 2,800 people are “Going” to the event as confirmed by Facebook.

As a believer in peaceful demonstrations and the genuine goodness found in the gaming community despite the vast sea of foul mouthed little kids and (insert)-ists commonly found, I saw this as an admirable opportunity for everyone who’s part of the gaming community to join together for one common purpose. I went to the man himself to ask him some pressing questions regarding the event and what it means to him and other gamers.

 

ROG: So how did you get the idea for Day of Cease Fire after hearing about the shooting at Sandy Hook Elementary School?

Pearman: Like all my ideas it just came to me with something being the trigger. Right after hearing about the shooting I attended a screening for the movie Django. Love the movie by the way. Anyway I watched the movie only to feel my body cringe every time someone was shot. I kept thinking about the victims. Afterwards I was very emotional, and wanted to do something about it right away. Then I made the video about the Ceasefire. Still beforehand I reached out to people asking for support, but few answered. But they are here now, and I’m grateful.

ROG: Do you believe you’ll get support from video game companies that have online shooters?

Pearman: Good question. Honestly, I don’t think so, and I wouldn’t blame them either. It’s a conflict of interest. They are trying to get people to play and I’m telling them not too. Still if they did I’d be shocked and grateful. I respect these people and the work they do and wouldn’t want them to think other wise. Some people from big name companies support me already, but I won’t put them on blast out of respect.

ROG: Now, video games have had a long history of being blamed as a reason for mass shootings and seem to be constantly brought up whenever an event like this occurs. Do you think this event might show society video games are a safe source of entertainment and most gamers prefer to pick up their controllers and not guns.

Pearman: Yes for the most part and no. Yes, because it’s a peaceful mission and informed people will see it for what it is. No, because people don’t try to keep themselves informed. People choose to accept certain inaccurate beliefs. Why? Because they don’t want to accept the reality that goes against what they believe. It’s easy to accept video games as the villain rather than say, “Hey maybe gun control is an issue, or mental health, or parenting, or bullying.”

ROG: In your video, you said you wanted to create a peaceful demonstration, which seems like an honest purpose. However the event has been receiving backlash with people saying it’s pointless and won’t achieve anything. Personally, what do you think when you read these things against something that’s supposed to be an act of respect you care a lot about?

Pearman: I feel that those people, who in my opinion are few in comparison to the people who support it are looking at it the wrong way. First some of them are misinformed about what it is. I say this because I’ve read those peoples’ reactions and they thought it was a boycott of FPS, period. It’s like that game you play when you have a row of people and you whisper something in the first person’s ear and by the time the message gets to the end it’s completely different. This is simply an act of peace that all gamers, no matter where they are in the world can be apart of. As far as the ceasefire being called “pointless” if they feel it’s not enough by all means may they do more. Donate, care give, visit the victims, whatever they wish. People shouldn’t act like the Cease Fire is stopping them from doing something for the victims. Let the gaming world serve as an example of what world peace could look like if everyone just ceased fire.

ROG: Now, what would you like to say to a gamer who is hesitant about participating in Day of Cease Fire because he can’t see how it would make any impact?

Pearman: Don’t do this Cease Fire for the media, or me. Do it for yourselves and the families who are hurt right now. Still, if my words are not enough try the words of a greater man. “Our lives begin to end the day we become silent about things that matter (Martin Luther King Jr.).”

 

So take the occasion to do other great things to make the world a better place on that day. Volunteer or donate to charities like Child’s Play or the Red Cross. Day of Cease Fire is an opportunity for every gamer to get in touch with their inner philanthropists because after all, many games center around heroes and saving various real and made up worlds when we can be powerful (maybe not as powerful but still powerful).

*UPDATE* as of now Australian gamers are participating in #OSCEASEFIRE. Please join us and other gamers and let’s pay tribute to all of those who lose lives to gun violence.

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