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Ragnar Tornquist. |
Game development. |
One would think that being the creator
of The Longest Journey, a game that has revitalized the adventure
genre, would cause one to have quite a large ego. Luckily, this isn't the
case where Ragnar Tornquist is concerned. Therefore, the Digital Den
can feel safe praising him incessantly for creating the rare and precious
female character whose brain is more important than her breasts. |
1) April Ryan, the protagonist in The
Longest Journey, has been upheld in some circles as an "anti-Lara". Did
you set out to make her revolutionary (not highly sexualized) in an attempt
to reach out to a female audience?
I don't think it was
all that calculated, actually. The audience was a factor, but more importantly
we felt the story *needed* a female lead. Someone who might be more inclined
to solve conflicts in a more empathic fashion, without resorting to brute
force. Someone who'd be able to grow, emotionally, during the course of the
story. I'm not saying all men are insensitive and unable to change, nor that
women can't be forceful...but it was a lot easier to tell this story through
the eyes of a young woman. Besides, we wanted to be a bit original. We were
tired of playing guys! It's actually a pretty sad state of affairs when a
relatively normal girl like April is considered revolutionary -- I guess
we game developers have some growing up to do!
2) There seemed to be a small controversy
over whether or not The Longest Journey would sell well in the United
States. Do you see a difference between the buying habits of consumers in
the United States and those of consumers in other countries?
Marketing and sales
people seem to think so. I don't. I think consumers recognise a good game
no matter where they live. Nobody thought TLJ would sell in the US. We proved
them wrong. It's doing great business, even without a marketing budget --
word of mouth and great reviews help a lot. But the fact is that we had to
take the game to the US market ourselves, because no-one else would. Publishers
would simply tell us that American gamers don't play adventures, period.
3) There are many unanswered questions
that remain upon the completion of The Longest Journey. Do you plan
to create a sequel or "prequel"?
We get that question
dozens of times every single day. And the answer is...maybe! TLJ was very
expensive to make, and a sequel -- or prequel -- won't be cheap either. But
we'd like to. We have a great story ready to go, so it's basically a question
of resources, time and market. If it does happen, I think people will like
what we've got planned!
4) A popular strategy among creators
is to place the characters they create in several different mediums. Will
consumers see a movie, comic, or toy line based on The Longest
Journey?
Sure, I'd love to play
with a plastic April! In the most decent sense of the word, of course. Will
there be merchandise? If there's ever a sequel, then...possibly. I wouldn't
mind making a movie or a TV show. So if there's anyone from Dreamworks reading
this...don't hesitate to call us!
5) What's next for Ragnar
Tornquist?
Oh boy, tough question.
Lots of stuff! Most of it stuff I'm not allowed to talk about, unfortunately.
What I can tell you is that I've done some work on the storyline for Funcom's
new online role-playing game, Anarchy Online. I'm also working as a designer
on a few new top secret projects...as well as writing as much as I can in
what little spare time I have; short-stories, a novel, screenplays...
Additionally, I'm working on putting together a low-budget movie with another
female lead whose name starts with the letter 'A'. Is there a pattern emerging?
Perhaps. Perhaps not. Time will tell.
I guess I just like to keep busy. Very, very busy. |
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Sean Chen. |
Sequential art. |
Sean Chen is arguably the best artist
in comics today--and he doesn't even know it. With an amazingly crisp and
precise pencilling style that makes itself at home in various genres, Sean
is easily the most desirable artist to date. Moreover, he is reliable--which
can be an unlikely feat in today's market. Currently, Sean puts his skills
to good use as the regular artist of Wolverine. |
1) By making your mark with work on
Iron Man, the Avengers, and Wolverine, you have made
your name synonymous with Marvel. Are there any characters at other companies
that you are eager to one day draw?
Wolverine was title
I wanted the most. It was a real surprise when the editor asked me to draw
the book since I always thought my strengths were in the high tech titles.
If I had to choose any other book it would be either Batman for the shadowy
noir stuff or Wildcats for the contemporary feel.
2) Wolverine, one of Marvel's most popular
icons, is a character that has been handled by many different artists over
a substantial period of time. Do you find it hard to bring a fresh approach
to such a long-standing character?
I love the idea of
contemporizing age old characters. It's their essential being that needs
to remain the same, but all characters need to evolve to suit their times.
Any artist that is not cognizant of that isn't doing their job and is missing
out on one of the most fun parts of it. I have a clear idea of who Wolverine
is in our present time. Its just a matter of realizing the vision on paper.
Whether it ends up being a fresh approach or not is less of a concern as
long as it comes out the way I think is right.
3) Your attention to detail is simply
astounding. Do you often use reference material when drawing or do you rely
on the whimsy of your own imagination?
I do use quite a bit
of reference, but not in the way you would expect. I use photos in a general
manner to know what something looks like, but almost never copy. In order
to be in total control of the scene I'm drawing, I cant let a photo dictate
the position and lighting of the props. Over time I developed the ability
to manipulate the reference objects in my head so as to be able to lay it
down the way it needs to be.
4) Unlike many of your contemporaries,
you deliver quality work on a monthly schedule. How did you develop such
an amazing work ethic?
I do have a dedicated
work ethic for drawing at least, but I don't produce on a monthly schedule
for very long. I'm good for about 10 issues a year. What dedication there
is comes from a love for the medium that hasn't abated for over a
decade.
5) Your success on Wolverine
is proof-positive that nice guys can finish first. Do you have any advice
for aspiring artists who wish to follow in your footsteps?
With any work for hire
situation, the formula for success is quite simple (to understand anyway).
Assess the real needs of your employer, and work to become the ideal employee.
Obviously this only works if you really want the job because unless you have
a high level of natural ability (which I did not) it may take many years
to be that ideal candidate for the job. Too much work unless it's the kind
of work you consider to be play. |
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Ghost. |
Music. |
Frenetic beats and obscure samples set
Ghost apart from your average Gotham music maker. In an era when club music
has been overcome by tediousness and invariability, Ghost delivers a fresh
approach. What's next? Hollywood. The DJ has currently delved into the realm
of musical scores. |
1) How did you begin your music
career?
Like every other music guy out
there, I suppose. Cooped up in my basement like a huge geek, cranking out
tracks instead of going out with my friends. I had a little Yamaha portable
keyboard
a sixty-dollar sampler. My studio back in the day was two
microphones and a kareoke machine. Ah, my bread and butter days, you know?
Forget about all this high tech digital. I was happy just to have a little
reverb up in there.
2) Some of your work is extremely dark
and violent in theme. With the current conservative backlash against the
music industry, do you feel the need to censor yourself or curb yourself
artistically?
Well, I can't picture myself
ever compromising my art for anybody's moral issues or dilemmas. I'm not
aiming for the "kids" with my stuff anyway. I'm just trying to find a creative
release here.
It's very fashionable nowadays
to be concerned with what kids are listening to and what kids are
watching
and maybe rightly so
but your kids shouldn't be listening
to my music. I think parents need to step up and recognize their
responsibilities. It's the parents who need to stop passing off the woes
of society on entertainment and get their shit together. Besides, if you
really want to experience something truly dark and violent, watch the news!
My music is merely a reaction to what I see day to day all around me.
3) You have the talent for turning common
noise, such as grunts and screams, into music--effectively turning violence
into art. Do you feel that your skill in martial arts has had an effect on
the music you create?
Skill? I don't know that I'm
very skilled in the arts. I certainly have had an interest in Karate and
stuff for years, but I don't think that it had a direct impact on my music.
However, it did improve my concentration, and that helps a lot, I guess!
If anything, I think studying
the martial arts gave me more of an appreciation for how much we are capable
of doing to each other physically. It sort of turns you off to the glorification
of violence when you've had somebody break your nose for you. Hyyyyaaahhhh!
The point of what I do is not to make violence entertaining, but more
to turn people off to violence by showing them how disgusting it can be.
4) You use a lot of quotes from various
films in the music you create. How much does the cinema play a part in the
creation of your music?
I've always been a big movie
fanatic, but I mostly use the vocal samples as my lyrics. I've got a terrible
voice, can't rap worth a lick, and frankly, I'm a little mic-shy. Yeah, so
when I want to say something, I look to my collection of videos for the sound
bites. Sometimes it takes weeks just to find a simple phrase which will capture
the mood of the song and get the point across. Then, of course, some phrases
just sound cool as hell and I'm like "I gotta use that shit in my next joint"
purely for the impact. Not everything has to have a deep message behind it.
Sometimes it's just for fun. Ear candy.
5) What are some of your upcoming
projects?
Well, I've been getting more
into doing actual film soundtracks now. Instead of using the movies to push
my music, I'm using my music to push the movies. It's a lot of fun breathing
life into some of these scenes, man. So I've got a few scores lined up. About
this time next month, I'll be starting on two back to back short films for
Lakefilms. The director is cool as hell and pretty much gives me carte
blanche with the music end of the deal. It's really a lot of fun working
with the indie guys. They're open to a lot of new ideas. I think I'm hooked
on this stuff! I also did the soundtrack for my own short film entitled
"Burnt". Now that folks, was an interesting experience. |
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