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Hive Jump Preview

I was given a chance to try out an early build of Graphite Lab’s Hive Jump. The following preview is based on what I have played so far and what I infer from their Kickstarter campaign.

Some of the greatest Science Fiction films are Aliens and Starship Troopers. These movies are filled with rough and tough mercenaries with big guns and bigger attitudes, blasting away monsters that come in droves. Hive Jump is inspired by these elements and is shaping up to be an awesome game.

HIVE JUMP SCREEN SHOT

Pixels have taken over PC gaming since Minecraft’s success and I couldn’t be happier. Hive Jump looks great, combining that beloved retro style with modern techniques. The game utilizes a powerful lighting tool known as Sprite Lamp, adding to the overall tone and atmosphere of the game. Sprite Lamp, the backgrounds, the environments, and the sheer ferocity of the enemies is molding Hive Jump into an interesting piece of Sci-Fi.

Players will be donning the persona of the typical space marine, lugging around heavy armor and heavier weaponry. Each weapon is upgradeable with the goo collected from fallen foes. Adding to the armory are upgrades scattered throughout the maps. Players will have to balance their weaponry while fighting off wave after wave of nasty bugs. There are also plans for a strategic campaign mode that lets players plan out each precise strike.

What I found most interesting about the demo is the speed at which the game attacks the player. While this may not be the case in the final version, I found myself quickly overwhelmed on single-player mode, but that just made me hungry for more bug goo. Luckily, on a respawn, players blast away aliens from the sheer force of their drop into the hive. This is similar to how arcade beat-em-ups would treat coming back to life, and the mechanic fits well into the theme and the gameplay.

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Each weapon feels different and their upgrades are always a treat to use. Although, I did have a lot of trouble using the charge beam; it took way too much time to build into a lethal dose. As I mentioned earlier, these bugs don’t wait around, nope they filleted me out and waited for my clone to drop from the sky. Let’s just say I fed a lot of bugs on my first couple drops.

Unfortunately, the demo lacks the collecting and upgrading mechanics, but I can’t wait to see how those are implemented further. As the game is developed more and more weapon ideas are sketched out. I’m hoping to see TONS of unlockable content including weapons, areas, modes, and characters. Already there are plans to bring Bart from Aegis Defenders into the hives. Multiplayer should also prove to be great, but I hope to see something new come out of playing with friends that I haven’t seen already.

HIVE JUMP WITH AEGIS DEFENDERS

What impressed me was Graphite Lab’s love for other developers. The Hive Jump Kickstarter page actually holds several other games in development. Graphite Lab, unlike most developers, is actually spreading out the spotlight instead of the typical “Look at me and my game! Give me money!” stance. It is humbling to know that these developers aren’t necessarily out there to fill their pockets, at least alone. They’re willing to spread the joy of gaming, no matter who is making the game.

All in all, I can’t wait to see what else Hive Jump will have in store for players on its release. If you need me, I’ll be throwing grenades down the throats of murderous insects. Private Alex of the Giga 304th Battalion signing off.

Marvel’s 75th Anniversary Cover Art Book is a Gift to Fans

'Marvel Comics: 75 Years of Cover Art' by Alan Cowsill. It marks the diamond anniversary of the comics giant.
‘Marvel Comics: 75 Years of Cover Art’ by Alan Cowsill. It marks the diamond anniversary of the comics giant.

It’s hard to believe Marvel Comics—originally called Timely Comics—is 75 years old now. To celebrate this diamond anniversary, DK has released Marvel Comics: 75 Years of Cover Art by Alan Cowsill. This massive coffee table book chronicles the history of the comic book company’s iconic covers from Marvel Comics #1 in October 1939 to the latest issues of Amazing Spider-Man.

Like many such books, 75 Years of Cover Art is light on text and heavy on art. It features a forward by Adi Granov, the artist best known for his work on Iron Man: Extremis, and a short introduction by Cowsill. There are short spotlight articles on key artists in Marvel’s history, like Jack Kirby and Steve Ditko, outlining their unique styles and their contributions to the medium. Beyond those, the text is mostly limited to sidebars describing the over 300 pages of cover artworks. It makes for easy perusing and reading. It’s an art book, after all, so the focus should be on the art itself.

“True Believers”—as Stan Lee calls Marvel’s readers—will be delighted that most of the company’s important and iconic covers are included and discussed, but it doesn’t focus on them only. There are plenty of excellent though lesser-known covers included, most by famous artists. For instance, did you know Frank Miller drew a few covers for Spider-Man comics before his legendary run on Daredevil in the early 1980s? Or that Todd McFarlane drew a few X-Men covers before creating Venom? Those are included.

75 Years of Cover Art is a well-organized book. It’s divided into four eras: golden age (1938-1956), silver age (1956-1970), bronze age (1970-1986), and modern age (1986-present). Some readers may disagree on those labels, but for the most part it is an accurate division. The sizes of the covers vary throughout. Most are as big as a toaster pastry, but the more significant ones take up entire pages. In fact, a few are shown in close-up on two-page spreads, making for beautiful, eye-catching displays. Reference notes in the text make it easy to compare different covers throughout the book. It notes important events in comic history, such as the unfortunate publication of Seduction of the Innocent, so as to explain the context and significance of the artwork. It’s also quick to mention which books influenced Marvel’s films later.

As an added bonus, the book comes with prints of Amazing Fantasy #15 by Jack Kirby and Iron Man #1 by Adi Granov. These are tucked away in a pouch on the inside front cover.

While well-organized, the structure of each section is a little confusing at first, especially once the reader gets past the golden age chapter. The artwork is arranged chronologically by series. For example, it will display all the Avengers covers for that era for five or six pages and then switch to Spider-Man covers and so on. To compound matters, the silver age section doesn’t start with Fantastic Four #1 despite that being the official start of the Marvel Universe, which may confuse longtime Marvel readers. This makes the dates of the discussed covers jump around a lot.
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A few significant artists like Frank Miller and Todd McFarlane don’t have mini-articles spotlighting them. It can’t be because they’ve done work for other companies since most of the artists the book spotlights have done that also. It’s also strange that the newer eras have fewer artists spotlighted. Now, this may be due to their work not facing the test of time yet, but one would expect they would be spotlighted as a significant talent in today’s comics. (Oh, well. At least it didn’t include any covers by Rob Liefeld.)

The book has a few pretentious moments, such as calling the cover art for Marvel Comics #1 the “most important cover of all time” (implying that because it is the first comic published by Marvel it has to be the most important). Although, this could be taken as Stan Lee-style hyperbole.

Despite these hiccups, Marvel Comics: 75 Years of Cover Art is a must-have book that will leave even casual Marvel readers exclaiming, “Excelsior!”

Final Grade: A-

 

Coldwater: An Interview with James C. Burns

Available now on select digital outlets is the new film Coldwater, a story about a troubled teenage boy who is sent to a camp for healing. The movie follows not only the teens struggling to survive, but also a retired war colonel,  Col. Frank Reichert  (James C. Burns), pushing these kids to their limits, searching for ways to change them. These elements come together to create an intense drama, powered by strong, deep characters.

Burns is well-known amongst gamers because of his role as Sgt. Woods in Call of Duty: Black Ops and its sequel. In many ways Col. Reichert and Sgt. Woods are the same, but their driving force is subtly different. While Woods merely needs to kill his enemies before they kill him, Reichert is given the complex task of rehabilitation, while facing some problems of his own.

Giga was given a chance to talk with Burns himself over Skype for some additional insight.

cw_bts-pics_19

As a fan favorite in Black Ops, what is it like to go from being an actor to voice actor and vice versa? How different is the mind set to play these roles?

“Woods was actually entirely a live-action performance. There’s less of a difference than one would think. I was testing the technology for them and they loved me so much they kept me around. Activision is constantly pushing the technology to make a richer experience. Lucky for me, I get to play with these new techniques, often before most.”

Sgt. Woods was in every sense of the word a badass. Col. Reichert seems to be an iron father figure with no room for disrespect. How do you make that transition from the defiant warrior to the rehabilitator as an actor?

“Woods and Reichert are all about getting the job done. Woods has a very simple mission. Kill the enemy. Reichert has to transform individuals. It takes anger and having good intentions.”

cw_bts_25

While some trailers show Coldwater as a movie about change for the better, others portray it almost like a horror. What genre, or combination of genres, would you put the film into?

“It is not a horror film, it’s a dark drama. There are some hearty and funny moments, but it comes from a very serious and horrific subject. Conflict is inevitable from these strong personalities, so it has its scary moments.”

Getting away from the film for just a second, is there any word on a Black Ops 3? Being that Sgt. Woods is so old in Black Ops 2, would the new game visit crucial moments in the past or find a way to put him back into the fight? What would you like to see happen to the character?

“Unfortunately, I can’t answer that. As for what I would like to see done with the character, there are so many options.”

Why do you think people become attached to military characters? What is the core of these characters that makes them interesting? What makes them special to you?

The tablets should be taken at-least 30 purchase cheap cialis minutes before the sexual intercourse to experience best results. The AV node is the point from which the ventricular nerve branches originate. Dosage and Prices acquisition de viagra He will diagnose your medical condition and will let tadalafil 20mg you know how effective the pills are. Kamagra has viagra 100mg tablet been one of the most encouraging medicines for erectile dysfunction and other kind of sexual difficulties in India. “It’s not really just a military connection, but more of a level of trust and confidence in his ability. Woods is a resolutionist. He resolves problems. He is all about being supportive and being the best you can be. Reichert is an evolution to that character. Reichert is trying to bring out the absolute best in people.”

“What makes them so special? Integrity. I was once a pro hockey coach. I enjoy being around teamwork and love working with other people. That permeates the entire process of making a game or movie. Everyone is striving to bring these stories and experiences to life and that bond is what teamwork so special and powerful.”

cw_bts-pics_05

Coldwater is a film about transformation. Could you explain not only the internal changes in the film’s characters, but also the sort of changes you hope to bring to the audience?

“Kids make bad choices. These choices get harder as you grow older. The consequences to actions become more complex and potentially devastating as time goes on. It starts to affect the other folks involved in that person’s life as well. I think Coldwater may make people be more aware of how their choices affect themselves and each other. One of the main questions of the film is how do we expand one’s vision into a broader spectrum? Most the characters realize this perspective as the film progresses.”

Coldwater will just get people thinking, not change them outright. People have to want to change. We’re just exposing a real event.”

Burns went on to compare this type of movie to the common summer blockbuster. “There’s no real villain. These kids belong there. Change would do them good. There are no good and evil characters in Coldwater.”

I also asked Burns to leave us with a closing comment about Coldwater. He responded with, “It’s a very powerful film. Well-acted and expertly filmed, but at its core it’s about a true subject and something people should be aware of and think about.”

One final question for fun. Are you a gamer?

“I’m a backseat gamer, because I’m terrible at them. I do have all these insights about what to do though. For instance in Black Ops, if the game gives you a crossbow, use the damn crossbow.”

[youtube http://www.youtube.com/watch?v=HC1m3KhbqcI&w=640&h=360]

Coldwater is available on Amazon, iTunes, Google Play, and Vimeo. Check it out! After that, go back and play Black Ops. As far as the next Black Ops, maybe the next one will take America’s toughest soldiers to Africa to hunt giraffes, but that’s just hearsay.

 

 

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Sugar, Sugar. I got to level 19, I don't see anyone beating that any time soon.  Boom.

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