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Marcelo Matere Interview

Transformers News: Marcelo Matere Interview
Date: Wednesday, June 26th 2013 3:51pm CDT
Categories: Comic Book News, People News, Interviews
Posted by: Va'al | Credit(s): Transformers Facebook

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Views: 42,832

There may not have been a comic coming out this week, but the official Transformers Facebook page still delivers an interview with a creator: Marcelo Matere! Check out the interview below, mirrored for those of you without Facebook access.

To celebrate this week’s BOTCON convention, IDW Publishing and Hasbro sat down with TRANSFORMERS comic book artist, MARCELO MATERE! Marcelo recently completed a run of variant covers on the TRANSFORMERS: MORE THAN MEETS THE EYE and TRANSFORMERS: ROBOTS IN DISGUISE comic books. Click the link for the interview! http://on.fb.me/15Gk8ac


Marcelo Matere Interview


To celebrate this week’s BOTCON celebration IDW Publishing and Hasbro sat down with one of our favorite TRANSFORMERS comic book artist, MARCELO MATERE! Marcelo recently completed a run of variant covers on the TRANSFORMERS: MORE THAN MEETS THE EYE and TRANSFORMERS: ROBOTS IN DISGUISE comic books—but he’s been part of the TRANSFORMERS community for a long time! Check out his comics—and lots of other ones—at comic book stores everywhere and for downloaded at https://transformers.comixology.com/ or via the Comixology and iBooks apps on your computer or mobile device!


Q: When you started drawing Transformers, did you try to emulate any other artist’s style, or did you just go with your own way of doing it from the start?

MARCELO MATERE: Professionally, yes, at that time I was trying to emulate the Dreamwave style, when they started the TRANSFORMERS ARMADA comic and the new G1 comics. It was a style close to the cartoon, but with some anime touches in the colors.


Q: How did you first come to be involved in working on Transformers comics for IDW? Was it a real dream come true when it happened?

MARCELO MATERE: In 2006, I was asked to do a two-page test for the new IDW comic books.At that time I was working on TRANSFORMERS: CYBERTRON package art—and I was able to finish only one [page of the tryout]. One year later, [IDW Publishing editor-in-chief] Chris Ryall asked me if I would be interested to work on one of the TRANSFORMERS SPOTLIGHT comics. I’d already worked on comics before, doing TRANSFORMERS UNIVERSE pages for the Official Transformers Collectors’ Club in 2004, and later on one TRANSFORMERS: ENERGON issue. But when I discovered the character Chris wanted me to draw —Soundwave— man, I freaked out!It took me almost a week to realize what was going on. I was really lucky because I had a chance to work again with Simon Furman!


Q: When you’re drawing a character design or a cover/comic page, how long does the process take for you and what kinds of pencils/markers do you use?

MARCELO MATERE: Okay, for character designs, I usually do them all-digital, so it takes me two hours for each stage—sketch/pencil or inks and colors. It depends on the character and how complex it is. As for a cover, it usually takes me a day-and-a-half to do one from sketch to final inks. I usually start with the digital sketches and then I print it and clean up the pencils and do the inks with pen and markers. For interiors, I usually start the layouts/roughs digitally, then print it and do the pencils on the light box, then I move to the inks. This process usually takes me a day and a half. It depends on the page. When I do pages digitally they take less time, like a day.


Q: Having drawn and contributed so much to Transformers so far, do you have any plans to write your own story as well as draw it?

MARCELO MATERE: I’ve had some ideas but never develop them to a level that I can tell you, “okay… let’s make a TRANSFORMERS story about it.” I have plans to write a comic book/kids book soon. Maybe I should start with TRANSFORMERS? Let’s see!


Q: Are there any characters that we haven’t seen yet that you would like to bring or re-design just for the comics IDW publishes?

MARCELO MATERE: I would love to see (work if possible) combiners like Predaking and Liokaiser! They are awesome!


Q: Your long time collaborator on the IDW comics is Priscilla Tramontano. How did you meet and start working together on Transformers?

MARCELO MATERE: In 2007, I needed an artist to help me with the new TRANSFORMERS UNIVERSE line for Hasbro, and a friend of mine sent me a Deviantart page of a young girl with really cool TRANSFORMERS illustrations. She was really fast and loved to draw robots! So I hired her and she started to help me with the colors for a lot of package art and concept art stuff for Hasbro. When I started working on a MAXIMUM DINOBOTS cover, I asked my editor if Priscilla could color some covers. Since they loved her work, and she worked for me, we started to work together on a lot of covers. I’m really lucky to have her as my colorist!


Q: You’ve worked on many Transformers projects for IDW over the past 8 years. Is there one story or moment that really stands out for you?

MARCELO MATERE: I think I was lucky enough to work on great projects like the SPOTLIGHTs SOUNDWAVE, GRIMLOCK, and METROPLEX. I was able to draw some of my favorite characters! Then covers for the TRANSFORMERS ANIMATED series—I was supposed to work on the interiors, but I had no time because I was working on the TRANSFORMERS UNIVERSE package art for Hasbro. SPOTLIGHT: METROPLEX was really cool working on the sense of scale of the characters and action. Loved that work as well. And that was my first comic book that I worked digitally on all the pages. It was a great experience!


Q: You’re back again at Botcon as a guest. How much do you enjoy talking to the fans and drawing different characters for them? And do you like to be a fan yourself at an event such as that?

MARCELO MATERE: I love to talk with the fans! I was a fan before I started working professionally, so I respect them a lot. And I really like to make things in my work that fans will enjoy, like little cameos or references to other TRANSFORMERS lines. I like to be a fan, especially with the other artists from the comics, cartoons, video games, and even movies, when I meet them.


Q: Obviously you are very busy with many different projects. Can you say or drop any hints about what you have coming up?

MARCELO MATERE: Yeah, this past month before Botcon was crazy for me! Doing great works for Hasbro, IDW and other companies. I’m also working on a new stuff for IDW, and it’s not Transformers… I think you will know more about it soon.

Seibertron.com Interviews Andrew Griffith

Transformers News: Seibertron.com Interviews Andrew Griffith
Date: Monday, June 17th 2013 1:16pm CDT
Categories: Comic Book News, Site Articles, People News, Interviews
Posted by: Va'al | Credit(s): Andrew Griffith

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Views: 105,162

Hello you lovely folks! Here at Seibertron.com we've decided to go find some of the best names in the Transformers comics industry, to bring you some fresh information about the people behind the scenes. IDW have been nice enough to provide us with contact information for their legion of creators, and our first volunteer is none other than Andrew Griffith! Read the whole interview below.

Seibertron.com Interviews Andrew Griffith


Va'al - It's an honour for me to actually interview my first professional comics artist for a website, and who should it be if not Andrew Griffith, one of the minds (and hands) behind the highly popular current IDW ongoing Transformers: Robots in Disguise. Andrew, thank you for this opportunity and for your time! Before we get to what you do, let's find out more about you: How did you first get into Transformers?

Andrew - Well, I've been into Transformers for about as as long as anyone could be. I still remember my older brother coming home from school one day talking about this new toy everyone at his school was excited about. He was able to talk our parents into going to the nearest mall, and when we arrived it seemed like an entire row of the department store's toy section was displaying these cars, planes and machines that transformed into crazy looking robots. What more could an eight year old boy ask for? My parents were generous enough to buy my brother Prowl and to buy me what I found out later was a miscolored (red) Bumblebee.

By that point I had already been into comics a bit, and I remember soon after that we stopped at a bookstore that sold comic books, where I picked up G.I. Joe #24 and my brother decided on the very first issue of Transformers. I'd sneak into his room when he wasn't home and read that thing every chance I got. It just felt so alien and foreign too me, it really blew me away. (IDW Editor and RID scribe) John Barber and I have talked about that a number of times, how we had very similar impressions from reading Transformers #1 as a kid. (And man, that Bill Sienkiewicz cover is still one of my favorite Transformers images ever, just for the sheer epicness and alien-ness of how the Transformers are depicted.)

Soon after I discovered the toys and the comics, the cartoon show debuted in an after-school time slot on one of the few channels we had at the time, and from then on I was hooked.

Seibertron.com Interviews Andrew Griffith


Va'al - Schools seem to be the catalyst for a lot of fans' discovery of the brand! And as for most people, it looks like it was toys-comics-cartoons for you too. I can sense a tendency towards the artistic side of things more than anything though - were comics the highlight of your first years as a fan, or did you prefer other aspects more?

Andrew - Wow, hard for me to say what the highlight was now that I think about it. I was into the toys for most of the run. After the US line ended I had no idea they were still going in Europe as G1.5 or whatever they call it. Then G2 came out, and I think I got Jazz but that was it.

As far as the comics go, I had gotten a few of the early issues, but then my Aunt and Uncle got me a two year subscription for my birthday and that really cemented the US comics as part of my youth. At some point after they brought Optimus Prime back I stopped reading, just got into different things. But I came back about ten issues or so before it ended when Simon and Andrew were doing it, which was funny because neither I or anyone I knew in the States were aware that extra comics had been being made in the UK.

And the show? Yeah, getting up early before school to see it or coming home to find it on was anyways a treat.

Va'al - I have memories of getting up stupidly early to watch Transformers, but that was Beast Wars. Different generations (and different countries, too)! So your comics passion dwindled and was then relit by the Wildfur combination on the Marvel run - is that also when you found your own artistic streak?

Andrew - Well I wouldn't say my interest in comics dwindled. I just found myself reading different comics more often. My very first comic I ever purchased was Secret Wars 8, where Spider-Man first got his black costume. And after that I was always into Marvel stuff, including Transformers and Joe. I also read DC to a lesser extent. So whenever I wasn't picking up Transformers issues, I was still reading comics pretty regularly.

Seibertron.com Interviews Andrew Griffith


And I was drawing them. I first realized I could draw better than the average kid around Kindergarten. Most kids were drawing stick figures and I was realizing people had actual thickness and dimension to their forms. I'd always take an art class when I had the option, and spent a lot of free time drawing at home. I was always drawing comics of my own, and even made a submission or two to Marvel in high school. Looking back I can see why I was rejected. My stuff had potential, but I didn't know the first thing about putting together a good submission or knowing what to show.

But I was aware of my artistic interest pretty early on.

Va'al - I think I'm still one of those people who draws stick figures, unfortunately. But my idea is that the world needs artists and fans, and the two don't always need to overlap! So you were rejected with your early attempts to Marvel - when did the breakthrough arrive? What was your first, official, published work? How long until you became a regular creator?

Andrew - Well, I kind of gave up the idea for a bit of being a comic book artist after that. I cycled through areas of focus in school, including English Literature and writing, drama, and music but ended up back with art. I did a lot of fine art and really got into painting, took a good number of painting and figure drawing classes but ended up concentrating in Graphic Design so I could get a job.

And I did design for quite a while. Eventually I got married and had a pretty good life living in California, making a good living at a startup in San Francisco and pursuing a Master's at an art school there. Yet, I found I wasn't content doing design and instead I was yearning to draw comics again.

When news of the live-action Transformers movie came out, it reignited my passion in the franchise. I started reading the Mosaics and before I knew it I was taking part in that project; drawing, coloring or even writing some.

Josh and Shaun, who ran the Mosaics ended up in charge of a contest on the IDW forums designed to find IDW's "next cover artist." I took part in the contest and did much better than I ever expected. I didn't win, but I did pretty well and got some attention from some people at IDW. That same contest helped launch the careers of now-regular names in Transformers comics like Casey Coller and Joana Lafuente.

After that contest, I did a "cover" for the pitch Josh and Shaun did that turned into Spotlight: Jazz.

Seibertron.com Interviews Andrew Griffith


Around that time I started getting emails from IDW editors, and Denton Tipton hired me to do covers for IDW's "Best of UK" reprint series. I started on those covers, my very first being for City of Fear #1. While City of Fear may have been my first commissioned work, technically the cover for Spotlight: Jazz that I had done before City of Fear was my first pro work as it ended up being used as a cover for the book when it came out some months later.

Seibertron.com Interviews Andrew Griffith


After I got started on the covers, I ended up being brought in to help with inking duties on Defiance, the prequel book for Revenge of the Fallen.

After Defiance and the Best of UK ended, I was fortunate enough to get work from companies like Hasbro and Shout! Factory. I was blown away to get to work on DVD covers for the reissue of the G1 cartoon series that came out around 2009, including the art for the "Matrix of Leadership" box set.

Seibertron.com Interviews Andrew Griffith


That kind of work kept me busy for a bit, but I spent a long time after Defiance ended checking my email often hoping for some kind of work from IDW.

After some time passed, I sent in some newer samples to IDW and established contact with Andy Schmidt now that he was editor. It was good that I did so because almost immediately they brought me in to help ink Last Stand of the Wreckers, another proud point in my career. Getting to work on one of the best received Transformers comics ever is definitely something I'm proud of.

They must have been happy with my efforts because my next assignment for IDW was getting to work on Foundation with John Barber.

Va'al - The live-action films were definitely a pivotal moment in the life of the franchise, whatever opinion people have about them. So you've been inker, cover, DVD and box artist before getting into your own inside art. How does it feel to work with the others as part of the same creative team? How much do you all influence each other, between colourists, pencillers, inkers, writers and editors? Is it any different from when you started in those same roles?

Andrew - Yeah, when I say the movies reignited my passion, I'm talking about around 2006, early 2007 when news was coming out about a movie getting made.

Well, being an inker can be an interesting experience, because it can be an entirely different thing depending on who you are inking. Nick Roche was a joy to ink, his pencils on Wreckers were very tight and I somehow felt like I was able to be expressive while still staying true to his style. And he was very communicative during the process. He really seemed to be happy with what I did.

The challenge of doing the box art was the difficulty in capturing the feel of the 80s cartoon art without making it look ridiculous. And what I mean by that is if you take a single freeze frame of the animation it usually looks very poorly drawn with very simple designs, yet when you see them in progression you can overlook some of those flaws. By the time I got to the Headmasters, Victory and Masterforce covers I think I had developed a style that worked pretty well to handle that problem.

Seibertron.com Interviews Andrew Griffith


Now that I work as the penciller and inker, or sometimes with an inker, it really ends up as a collaborative experience with John and Josh. John is very generous about hearing my input on his stories, and even takes my ideas and runs with them when they work or can improve what he's doing. He's been great to work with, and he knows when to tell me if there are specific details he need shown, or when to step back and say "just do what works." And Josh is probably my next closest collaborator. I feel like we've really gotten to know how each other's style better and better as we've gone along on RID. And when we have an inker like Brian Shearer on it seems like he fits right in, and everyone has a good sense of humor and you never know who's going to make a joke in an email at just the right time to take the stress away a little while we're trying to make a deadline. Usually it's Carlos. (The editor.)

Va'al - It's good to hear about the mutual appreciation you each have for each other, also with the editors. The results are always more than pleasing, and knowing that you all have fun making an issue makes it even more enjoyable! Robots in Disguise, the series you are currently working on, has reached a big turning point, with the new event - Dark Cybertron - about to really begin: do you have any teasers you're allowed to talk about? Or about the future of the series?

Andrew - Well, I think I should probably hold off on any tidbits for Dark Cybertron until IDW has a chance to make some reveals at BotCon in a few weeks.

I'm working on it right now though, and one thing I can definitely say is that Shockwave is definitely a main player in the story. And personally, I think fans who have been following the IDW continuity for a while now will be very pleasantly surprised with what James and John are cooking up.

Seibertron.com Interviews Andrew Griffith


Va'al - Ah, not spoiling anything, are you. Our readers should stay tuned for the Seibertron.com BotCon coverage, if they cannot make it to the event itself (like myself, sadly). Speaking of conventions, you've just been added to the IDW VIP BotCon tour, and you'll be attending Auto Assembly in the UK -- how does it feel to be a guest at such a big event, where people are turning up especially to see you?

Andrew - I was recently at Wizard World Philadelphia as a guest and as part of Artist Alley, and I had more than one person come up and tell me that they came to the show just because I would be there. That's a very flattering and humbling thing to hear, and I am very conscious of the fact that these fans pay good money to come to these events in order to see myself and others. So I'm quite happy to sign books, or put a little extra effort into a commission or sketch.

Without the fans, we wouldn't have the opportunity to do this kind of work. Which is another reason I try to not take criticisms too personally. People are paying hard-earned money to read the books and pay for convention and VIP tour tickets, so they have every right to be critical if they feel the content isn't as good as it could or should be.

BotCon and Auto Assembly are two of the events I'm looking most forward to this summer. Always nice to meet and interact with other Transformers fans and to get to spend time with the other creators, just too many good people to list here that I'm looking forward to seeing. The VIP Tour looks to be a once in a lifetime chance for any Transformers comics fan who is coming out to it.

Va'al - Auto Assembly is something I'm really excited about too! The VIP tour sounds amazing, but it's in completely the wrong country for me at the moment. And I'm glad you pointed out the criticism issue - as a comics reviewer, I was a little nervous about talking to you. For no reason though, as this has been a really nice chat! Andrew, before we leave, one more question: you are now one of the people that fans go see at conventions, but are there any fandoms you are still a part of from this side of the fence? How deep does your inner geek go?

Andrew - Well my inner geek spreads pretty wide. I'm a big fan of a lot of geeky things when I think about it. I still collect comics. I love plenty of geeky movies. From Star Wars, to Star Trek, to Superhero movies, I enjoy them all. I geek out over scientific discoveries, or reading Stephen Hawking, or noticing a "Nikola Tesla died here" plaque on the New Yorker building in NYC. I'm even kind of a fanboy to things like Shakespeare and Renaissance artists. I love Woody Allen movies. I was (and still am to some degree) a huge music geek and always loved finding a great new record shop or radio station.

Seibertron.com Interviews Andrew Griffith


A few years ago when I did those DVD covers, I did a signing at San Diego Comic Con with Gregg Berger (who I don't have to tell any TF fans was the voice of Grimlock) and Earl Kress (writer of G1 episode B.O.T. and creator of Pinky and the Brain, and sadly no longer with us) as Leonard Nimoy was doing a signing a booth down from us. That's the kind of thing I can geek out over, especially as Greg Berger is plenty willing to do the Grimlock voice on request.

Va'al - There you have it: you never really stop being a fan. Andrew, thank you again for sitting down 'with' me and bearing through all the questions and time you've dedicated to our readers. It has been a pleasure! Any last words for the Seibertron.com community (and the rest of the Transformers fandom)?

Andrew - Boy... just keep reading! Keep enjoying and keep supporting the brand. Keep coming out to the conventions and saying hello. If you're coming to Botcon at the end of the month I'll be at the show. I won't be doing Artist Alley, but I'll be doing the IDW VIP Tour as well as the IDW panel. I'll probably do some appearances at the IDW booth too. And then about a month later I'll be at Auto Assembly the whole weekend, and will probably have some things to announce for that in the future.

Looking forward to seeing anyone who comes out!

And thanks for having me for an interview. I'd come back anytime.

---

For a look at more of Andrew's work, visit his deviantART page, follow him on Twitter or say hi to him in person at BotCon or Auto Assembly! And keep your peripherals tuned to Seibertron.com for our next interview, just in time for BotCon, too!

Transformers: Monstrosity Livio Ramondelli Interview

Transformers News: Transformers: Monstrosity Livio Ramondelli Interview
Date: Wednesday, May 22nd 2013 6:11pm CDT
Categories: Comic Book News, People News, Interviews
Posted by: El Duque | Credit(s): Transformers facebook page

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Views: 43,101

To coincide with today's release of IDW Publishing's Transformers: Monstrosity #7 the official Transformers facebook page has shared an interview with series artist Livio Ramondelli. He hints that there's a good chance a third digital series will be coming are way after the conclusion of the Monstrosity series. We've mirrored the interview below for those without facebook access.

Click here to download Transformers: Monstrosity #7.

Q:We’re halfway through MONSTROSITY. The first series that you worked on withChris Metzen and Flint Dille, AUTOCRACY, focused on Orion Pax becoming OptimusPrime. Why did the focus was shift to Megatron and what happens to him, whileshowing bits and pieces of Prime on Cybertron?

LIVIO RAMONDELLI: Itfelt like a natural progression in the story to shift things a bit more toMegatron’s story. He suffered a big defeat at the end of AUTOCRACY, and soseeing how his followers respond to that interested us. Plus, we wanted tocontrast that against Prime having a more political battle ahead of him, andshowing the hardships of leadership for a divided world.

Q:Megatron has obviously suffered prior to the series and gone through a littleredesign? How did you come to the design we see him in now?

LIVIO RAMONDELLI: Weknew that he’d repair himself with pieces he’d scavenged on Junkion, and so wedefinitely wanted him to be asymmetrical. By the end of his time on that world,he’s almost unrecognizable as Megatron… his colors have rusted and hisDecepticon logo has burned away. He really needs to find himself once again,essentially.

Q:There have been a few new characters making themselves know so far in theseries. What led to those characters coming into the series rather than others?Are any of them you just wanted to see in there?

LIVIO RAMONDELLI: Absolutely.Trypticon, Sharkticons and Quintessons were the ones I most wanted to include.I felt like they lent themselves well to the story we wanted to tell, and theyadded a more monstrous side. We knew they’d be in there from way early on. Andthen others like Dai Atlas and Bulkhead grew organically from the story, wherewe felt like we had a place for them that also felt natural.

Q:The Dynobots are going though a bit of a journey in the series. What is itabout this team that makes you want to creative something with them involvedafter all the previous material with them involved?

LIVIO RAMONDELLI: Ithink they’re a very classic part of the TF universe. Funny enough, they’re allover the place now in the various games and the TV shows, but when we firstdecided to use them they weren’t really around. And as Chris said it, MONSTROSITYis about a man becoming a monster (Megatron), and a monster becoming a man(Grimlock). I always loved that.

Q:We have the Quintessons making their first real appearance in the IDW universe,after being previously teased at the end of SPOTLIGHT: WHEELIE in 2008. Was thisa deliberate nod to the 1986 TRANSFORMERS animated movie (after the nods we sawin AUTOCRACY)?
LIVIO RAMONDELLI: Nota deliberate nod, exactly, since we use the Quintession Pentius in a verydifferent way, here. Though, of course, we drew from the movie since, visually,we felt there were some great things we could do that hadn’t been seen in [the IDWcomics] before. And we wanted to certainly tease the Quintessons without givingtoo much information about their race… certainly leaving more to be revealedabout them in future stories.

Q:Taking into account what you established in Autocracy, was there much researchthat had to be done about Megatron to see what was already established abouthim in the IDW world so you could figure him out?

LIVIO RAMONDELLI: MEGATRON:ORIGIN is a big favorite of mine, and so I knew a lot of his history prettywell. And then of course James wrote the great “Chaos Theory,” which furtheradded to it. Our take on him is meant to reflect those but also portray him asincreasingly dangerous… a truly growing threat. [Editor] John [Barber] is greatat jumping in and suggesting things or filling us in on some continuity we mayhave missed.

Q:With Dai Atlas, he has some backstory in the IDW universe, but also some gaps.When figuring out his role in this story, do you think it was the intention toshow he was more than we previously may have thought? He’s proven to be a hellof a fighter.

LIVIO RAMONDELLI: Wecertainly wanted to shed more light on him. And also, TRANSFORMERS: ROBOTS INDISGUISE #17 that I did with John [also on sale today!] will also give us bigmoments with him in the past. I think he was perfect to use in this prequelbecause we know he left Cybertron… and now we get to see the why and how of it.And there’s a sadness to seeing him and Prime trying to work things out becausewe know it doesn’t succeed. Their final moment together in Monstrosity is anemotional favorite of mine.

Q:Given that you worked with Flint and Chris before, has the creative processbeen any smoother for you all this time around, now you know how each otherbetter?

LIVIO RAMONDELLI: We’remuch closer just as friends by this point. In AUTOCRACY, it was really theirstory and I was coming in to draw it. But they embraced me warmly, and let mereally suggest a lot of stuff… it was the most fun I’ve ever had in my career.And now with this current series, it’s only gotten better. It’s a truecollaboration and I feel very much a part of the story. Chris and Flint areawesome guys, and I’m very thankful for their generosity and friendship.

Q:What is your favorite stage of the creative process when putting the seriestogether?

LIVIO RAMONDELLI: There’sa few… I love the early stages of just chatting about any insane idea andseeing if we can connect the dots. I also love when the issues start coming outand the reader responses arrive. And then finally finishing a series is a veryrewarding moment since you know that story will live on forever and hopefullybe passed around to new readers.

Q:Would you say working in a digital format, with less page space than a regularcomic, is a plus or a minus point for both you?

LIVIO RAMONDELLI: It’sboth. Certainly, there are times it can be a minus because you want to do bigmoney shots and sometimes don’t have the space. But as a plus, it makes usreally concentrate on the screen time and make every moment count. As a result,I think the pacing in these issues feels very fulfilling… we cover a lot ofstory and readers seem to really love that.

Q:Tease us about future issues of MONSTROSITY. What would you like to say aboutthe series to anyone looking to pick it up for the first time?

LIVIO RAMONDELLI: Obviously,the revelation that Trypticon has been discovered is a huge clue for the restof the series. We wouldn’t show something like that and have it not wake up.And we’re aiming for a level of destruction with Trypticon that hasn’t beenseen before. Optimus Prime will really be put to the test, as he has beenthroughout the series. Megatron will of course return to deal with his betrayalat Scorponok’s hands… and he isn’t the merciful kind.

And for anyone who hasn’t read ityet… I’d say it’s the story of a world coming apart at the seams, showing how asociety can destroy everything they love and not even be fully aware of it.

Q:Can you see the story that you’re telling branching out even further into thewar, maybe offering up a third digital series after this one?

LIVIO RAMONDELLI: Withoutsaying too much… I think there’s a very good possibility…

Transformers: Regeneration One #91 - Creator Commentary

Transformers News: Transformers: Regeneration One #91 - Creator Commentary
Date: Wednesday, May 15th 2013 4:37pm CDT
Categories: Comic Book News, People News, Interviews
Posted by: Va'al | Credit(s): Simon Furman, Transformers Facebook

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Views: 47,307

The lovely people behind the official Transformers Facebook page have been able to sit down with Simon Furman, and talked about today's release from IDW: ReGeneration One 91! Read the full commentary below, and make sure to pick up a (digital or print) copy. You can also read our review here!

TRANSFORMERS: REGENERATION ONE #91—the comic book that continues the original 1984 TRANSFORMERS series, courtesy IDW Publishing and Hasbro—launches an all-new story arc! “DESTINY” part one sets the stage, as BLUDGEON and SOUNDWAVE launch their ultimate assault against the universe, thanks to legendary writer Simon Furman—who we sat down with for a brief chat!—and artist Andrew Wildman. TRANSFORMERS: REGENERATION ONE #91 is out now at comic book stores everywhere, and for download at https://transformers.comixology.com/ or via the Comixology and iBooks apps on your computer or mobile device)!


Transformers: Regeneration One #91 - Creator Commentary


PAGE 1: We’re on the world of Cresta Superior, with some beetle-like war machines in operation. What was your inspiration on the design of these machines? Did you have a specific look in mind or did you let artist Andrew Wildman design what he thought would work best?

SIMON FURMAN: A lot of the design of Bludgeon’s Blitz Engines comes (naturally enough) from Andrew. But of course I threw a bunch of ideas into the mix in the script too. My main requirement was that they in no way appeared humanoid. We went that route in Generation 2 (in which there’s a parallel story of Bludgeon and Matrix-infused clone troopers, one of a few G2 elements that are finding their way into the REGENERATION ONE mix… another big one of those says hi this very issue!), and I wanted these to be visually distinct and just generally big, threatening and armed to teeth.

They’re siege engines, tanks on legs basically. And Andrew took that and ran with it, creating these almost crab-like mechs that really look like they can just plough through anything (and anyone) in their way. They’re going to get a lot of action in #94-95, and to have even the slightest hope of combating them, the Autobots are going to have to wheel out a really BIG gun of their own.


Transformers: Regeneration One #91 - Creator Commentary


PAGE 2: The machines are slaughtering the humanoid soldiers and breaking their way through into their base. Cresta Superior is a brand new world in TRANSFORMERS. Why create something new instead of using a previously established world for this scene?

SIMON FURMAN: One criticism I’ve seen leveled at RG1 is that we’re very focused down on just three worlds (Cybertron, Earth and Nebulos… and there’s a reason for that, trust me, which will become apparent in the final arc), so I took the opportunity to just remind readers that there are other worlds (and other mech species) out there (again, something that will form a big plot-point in the final arc), and lay in the idea that there are vast distances and gulfs of outer space that while maybe mapped aren’t well travelled or continually on the Cybertronian radar. Remember, a lot of RG1 (initially) was about Optimus Prime having (disastrously) taken his eye off the ball, allowed his sphere of awareness to focus too much on Cybertron (to the exclusion of all else). The business with Earth (and to an extent Nebulos) is going to turn out to be quite a micro-failing compared to what’s been happening out in the wider (macro-) universe.


Transformers: Regeneration One #91 - Creator Commentary


PAGE 3: Bludgeon and Soundwave are talking, and we’re seeing that the machines are called Blitz Engines and are Bludgeon’s creations. Tell us about where Bludgeon is coming from in his point of view and how he sees the universe. And what he believes should happen to it.

SIMON FURMAN: Bludgeon’s a complex character. He has this whole martial arts style warrior code he adheres to (more or less) that skews his conventional motivations. Bludgeon is much more concerned with his wider legacy and how he’ll be regarded (by future generations) than the here and now. So while his current goal seems straightforward (return to Cybertron and the conquest of the same), it’s much more layered. Bludgeon believes in predestination, and that if that destiny is not forthcoming he must force the issue. He sees this life as merely stepping-stone to another (greater) destiny, and that makes him incredibly dangerous. Death holds no fear for him. Maybe even attracts him?


Transformers: Regeneration One #91 - Creator Commentary


PAGE 4: Soundwave and Bludgeon are discussing their future plans, which would appear to involve Thunderwing. Even though Soundwave and Bludgeon are Decepticons and on the same side, are they really fighting for the same common cause or pursuing two very different agendas here?

SIMON FURMAN: There’s a certain amount of crossover in Bludgeon’s and Soundwave’s motivations/goals, but there’s also a whole side to what Bludgeon wants that Soundwave isn’t privy to. Soundwave is all about keeping Megatron’s banner raised over Cybertron, even post-mortem, whereas Bludgeon wants… well, that’d be telling.


Transformers: Regeneration One #91 - Creator Commentary


PAGE 5: Looking at the aftermath of what Scorponok was doing in the previous issues. Is everything really back to normal on Cybertron? Can these guys just go back to the way things were before events of war took their toll on the population again?

SIMON FURMAN: I think that irrevocable damage has been done by Scorponok’s gene-engineering, but it’s not insurmountable. Part of the reason I wanted to do that particular arc was to show what a tenuous hold the Autobots have on the “heroic” side of their nature, that (actually) every day is a battle to hold onto the values and moral ideals they live by. (Grimlock, for example, walks that line a little more visibly.) They’re supremely powerful beings, appointed guardians/custodians of the entire universe. How could that degree of power, responsibility and status not go to your head? So every day is a struggle to keep on the side of right and virtue, and thanks to Scorponok that struggle is a little tougher, a little more evident.

Seibertron.com Member Interview / Spotlight - alldarker

Transformers News: Seibertron.com Member Interview / Spotlight - alldarker
Date: Wednesday, May 8th 2013 6:29pm CDT
Categories: Site Articles, Interviews
Posted by: Blurrz

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Views: 118,004

The Seibertron.com member spotlights continue as my latest interview subject is a veteran site member from the Netherlands. Check out my interview with member alldarker, as we discuss everything from his devoted Generation One toy collection, to the new Generations Blitzwing and Springer, transitioning to IDW's Transformers: More Than Meets The Eye and even ending up at Seibertron.com's browser game, Heavy Metal War!

[START TRANSMISSION]

Q - Hi alldarker, good to have you here! For those who don't know you all too well, mind giving us some of your history with a little Transformers Spotlight: alldarker?

Hey Blurrz, thanks for having me! Back in 1984, my family moved to England for a couple of years, so I went to school in England, right when Transformers hit. I was only 9, but I remember my first experience with Transformers well: a friend brought Grimlock to school and showed him off. I wanted to hold him myself, of course, so I bragged that I could transform him without instructions. It went pretty well, until I got to his chest. My friend eventually had to show me how his chest moved upwards. Man, Grimlock just looked so cool. Of course, for my next birthday I also asked my parents for a Transformer. I was actually allowed to pick one out myself, and I chose Thundercracker (although even my parents liked the look of Dinobots more). I still sort of regret that choice: I should have gone for Grimlock or Sludge... Although I did get Slag for Christmas a little later.

I have to admit, in those years I ended up being into M.A.S.K. more than into Transformers, so I never had many TF's back then, and the ones I did get were pretty lackluster (Groove, Skydive, Flywheels), so I sort of lost touch. I also did not follow any of the fiction back then, so the concept of 'Cybertronian modes' really put me off when Hasbro moved to original designs instead of the Diaclone-based real world vehicle alt modes. When I went to university, I only kept my M.A.S.K. collection, and my few Transformers all went to charity.

It was Beast Wars that got me back. Optimus Primal just looked so cool and poseable, and his gimmicks were incredible! I bought him and Polar Claw as my first two BW Transformers, and soon wanted more. This was of course way before the Internet was a thing, so with my free student travel-card I traveled all over the Netherlands (we had moved back in 1988) to find Beast Wars TFs. The Transmetals were even nicer than the first year toys, so I often went toy-hunting instead of studying...

This was actually around the time that it was becoming increasingly difficult to find consecutive lines of Transformers in Dutch shops: computer games and consoles were definitely starting to take over and Transformers were shelf-warming: you could often find first season Beast Wars figures on the pegs years after they'd been introduced, while new series were being ordered less and less. As a student I needed to graduate and it was becoming expensive to find new Transformers, so I once again stopped collecting.

The RiD Car Brothers amazed me when I first saw them: not only were they vehicles again, but they were highly poseable! I had to get them, at inflated prices, from an import store. They were however probably the only TF's I bought in the period between 20000 and 2007: it was a period in which I focused mostly on getting my degree and on finishing up my M.A.S.K. collection (both of which feats of which I am still proud).

Once again though, my interest was rekindled in 2007 by the TF movie. This time I had a job, so it was a lot easier to buy them, and toy stores were once again stocking up on Transformers for the first time in years. Although I did enjoy some of the movie molds, I realized that they weren't the Transformers of my youth (why wasn't Ironhide red!!!), and I started to browse the internet for the G1 Transformers that I'd always wanted but never had. One thing led to another and soon I'd started a pretty nice G1 collection, all the while finding new Transformers to want, including the Japanese-only G1 TF's which I had never realized were also seriously nice (and buying them whenever I had the chance and available resources). Since 2007, I've also finally gotten around to the fiction (cartoons and comics), which has really enriched my understanding of both characters and toys, and made me appreciate the whole Cybertronian aspect of TF's.

Seibertron.com Member Interview/Spotlight - alldarker
Alldarker's Star Saber

Q - You've amassed quite the large Transformers collection. Out of all the figures you own, which one is your favorite, and why?

A large collection... Well, when I look at other people's collections, some of which run into thousands, the size of my collection seems pretty average. I use Shmax.com to catalogue my collection, and it says I have about 350 figures: 300 of which are G1.

My favorite figure is one of the first ones I ever bought online: G1 Scorponok. He's got everything that makes any toy look good: he's big, he's got the Headmaster gimmick, he's got a 'secret' compartment, he's a base, he's a triplechanger. I'm sure I would have loved having this toy when I was a kid, but even as an adult I can marvel at his qualities. Funnily enough, it was only after I had received Scorponok that I even found out about the moving scorpion legs feature it has. And due to getting into the fiction at a relatively late stage, I only really found out about his important role in the G1 comics after I had gotten him. That knowledge added to his coolness: Scorponok is not only a great figure, but he's also a very interesting character, a Decepticon leader who redeems himself and is not just purely evil.

Scorponok was also the figure which made me appreciate the blockier 1987 Transformers a lot more: in fact the Headmasters (both big and small) have become my favorite subgroup. Ironic perhaps, considering it was those blocky, unrealistic, primary colored Transformers which turned me off Transformers back in 1987!

Seibertron.com Member Interview/Spotlight - alldarker

Q - I guess it is safe to ask, have you ordered Encore 23 Fortress Maximus? How much does it mean to you, for you to finally own this plastic beast? And despite how big Fort Max is, is there a holy grail of Transformers figures out there for you?

When word got out that an actual reissue of Fortress Maximus would be happening, like many others I was ecstatic. I'd never expected to ever own him; I'd never even tried to find one because the vintage ones available were always either too expensive, incomplete, broken or yellowed (and often all four of those at the same time). I'll be honest, I do actually already own the Maximus mold in the form of Brave Maximus, which made an aching desire for Fortress Maximus a bit less painful. Although Fortress Maximus has the extra accessories, Brave Max definitely wins out on the color scheme. However, I'm also slightly ashamed to say that my Brave Max is still tied up on the cardboard and factory fresh in my storage unit. That fate would definitely not happen to Encore Fortress Max, though...

So yeah, once pre-orders for Encore Fortress Maximus went up, I ordered him on day one of availability, back in October of last year. After those 5 months of waiting, I finally received him two weeks ago, and I'll tell you, I was looking forward to Fortress Maximus's arrival day like I used to look forward to my birthday when I was a kid!!! Finally being able to take him out of the box, seeing that beast up close, holding him and almost literally wrestling with him to transform him was just such a pleasure. I even enjoyed stickering him up: I find it makes you really get to know a Transformer and its details. And there's quite a lot to admire on a Transformer as big as he is! So Fortress Maximus is the first real hands on experience for me with his form. And he is just glorious.

Seibertron.com Member Interview/Spotlight - alldarker
Alldarker's Fortress Maximus!

Fortress Maximus was never really a 'holy grail of Transformers' though. I never expected to own him, but like I said, I also never really had the ambition to own him either, until he became readily available as a reissue. However, there are still a couple of Transformers which I'd really, REALLY love to own one day. They are actually all Japanese Transformers, which makes just finding them available in a good condition difficult, let alone for a price I'd be willing to pay. First of these is Dinoking. While I realize that even the sum of his parts still makes a puny combined Transformer, considering the money he goes for, I just love the dino-shells and the color schemes. Luckily, I do have Monstructor which is all sorts of fun in his own way (except that darn GPS), but having Dinoking alongside him... Oh yes, one day, I hope. And secondly, I'd love to acquire his boss, Deszaras (Deathsaurus). All that chrome, the Breastmasters... When I was young I would have found him completely ridiculous, but nowadays he's definitely a Transformer I'd be willing to lay down some cold hard cash for. Of course, if Takara would also consider reissuing those two... They'd certainly get my fond blessing and my money!

Seibertron.com Member Interview/Spotlight - alldarker
Deszaras Unleashed!

Q- You have quite the passion for Generation One toys, a passion that many fans here on this site can relate to. Most fans of the G1 series have translated their passion by making their collections more focused on the Classics figures. What made you stick with the G1 toyline? What role does the Classics/Universe/Generations and Masterpiece toylines play in your collection?

Yeah, Generation One has become my main collecting focus, but I do still very much appreciate the Classics/Universe/Generations/Henkei/United (and I hope I can be forgiven for using CHUG from here on!) toys that have been heavily inspired by G1, and also the Masterpieces.

When the CHUG toys first came out they just looked amazing. Finally Hasbro and Takara were giving a real tribute to the Generation One toys, and acknowledging both children AND the generations that had grown up in the '80's and '90's as customers.

I personally was especially interested in the Classic Seekers, which in my eyes were just a huge improvement on the Generation One jets (molds which to this day I just do not really enjoy). I managed to get Starscream, Ramjet and the Skywarp/Ultra Magnus set, before the whole Botcon Games of Deception fiasco disillusioned me into ever getting a complete set of Classics Seekers. So I sold them all off (including the Skywarp / UM set!) and invested in the six Henkei Seekers. Even so, I never really became a completionist with the Classics line, so I only ever picked out the molds that really caught my eye or looked like strong improvements on their vintage counterparts, like Tracks, Jazz, Blurr and Kup. But, to be honest there were many 'CHUG's I never bothered to find, often because I was happy enough with the G1 version. Actually, this is where I have to again complain about Hasbro's total and utter lack of decent distribution in the Netherlands and Europe. I know in the US Hasbro distribution is also pretty poor, but here in the Netherlands, we only ever saw some distribution of the first Classics and Universe waves. It meant that I needed to import stuff at double the cost one would pay in the US, and that sort of forces you to be pretty picky in the molds you want. On the other hand, importing the Takara versions from Japan usually wasn't that much more expensive than importing from the US, while (especially in the first years) the Takara versions often looked better (even with the chrome overdoses!).

I only got into the Masterpieces pretty late in the game. For a long time, the only Masterpiece I owned was the original Takara MP-07 Thundercracker, an incredible grown-up version of my own very first G1 Transformer. However, I never really fell for the first MP Optimus Prime or for Megatron, and in hindsight, I guess I made a wise choice in not getting them. I also never got any version of Grimlock; in fact the first time I was tempted by another Masterpiece was when the pre-orders for Rodimus Prime went up. I had a pre-order in, but cancelled it even before the first reports came out of its poor quality and fragile nature. Once again I felt I made the right choice in not investing in the MP line. Then, when first MP-10 was shown, and relatively soon afterwards MP-11 to MP-16, I was just amazed. They all looked like they'd just stepped out of their G1 box-art. And I just knew I needed them!

To be fair, I can actually totally understand the people who feel that CHUG and even more so Masterpieces have over-classed their vintage ancestors. Many G1 toys were bricks... But I guess they look better to me through the rose-tinted glasses of nostalgia. Without it, I'm sure I too would not find G1 Transformers very interesting any more. I guess I could compare it to the way I feel about Masters of the Universe. Some people grew up with them and still love Masters of the Universe toys. However, I never had any MotU toys as a kid, I never really enjoyed the cartoons and so personally, I just do not see the attraction.

But even though I had only a few Transformers when I was a kid, I do remember peering at the booklets showing all the toys, imagining how they'd al transform, how they'd look together, how they'd feel... And that still makes me love the original vintage Generation One toys to this day, as flawed as some most certainly are! I guess that's also the real attraction of the Masterpieces for me: they are like 3D images of the original box-art. They are the way the G1 'bricks' could only ever look in your wildest imagination. I guess Masterpieces are just a tribute to the man-child in each of us: with technology compensating the loss of our childish imagination that used to be able to make those G1 'bricks' come alive. The same goes for the Classics/Universe/Generations/Henkei/United/etc. toys: I like them because they are such creative re-imaginations of their G1 counterparts.

Seibertron.com Member Interview/Spotlight - alldarker
Henkei! Henkei!

Q - Great insight! Lets say there is a fan in the Netherlands, who got into Transformers in the 80's and 90's, but never really had interest in collecting toys until now. As a savvy collecting veteran, what would you suggest to them to help start them off?

Generally speaking, collecting Transformers in the Netherlands is always going to be a pricy hobby, due to having to import a lot of stuff, especially newer Transformers. Although we used to have brick and mortar Toys 'R' Us stores here, they have all gone, so there's not even access to the TRU exclusives, including the Masterpieces, which do incidentally shown up in the UK. In other toy stores, you'd be lucky to find one or two TFPrime Transformers, some Activators and Bot Shots... It's pathetic.

However, although Hasbro has very little presence in the shops here, there are still good opportunities for new Dutch collectors. On our Dutch version of Craigslists (Marktplaats.nl) people do often offer interesting stuff from all era's of Transformers, sometimes for exorbitant prices, but sometime for very reasonable prices as well. Furthermore, twice yearly there are huge collectors fairs in Utrecht, which always include a whole hall dedicated to professional sellers of all sorts of good quality toys from past and present. Furthermore, the Dutch collectors community isn't huge and there are frequent get-togethers (like the B.O.T.S. Convention on June 9th in Aalsmeer), which also offer excellent opportunities for getting to know other fans and buying stuff. And of course there's eBay, which offers everything, although at a price. In the past, Dutch people have always been hesitant to get credit cards: even many shops and supermarkets do not accept credit cards here, but as far as I'm concerned, having a CC makes it a lot easier to acquire Transformers by way of the internet. And one more tip: despite some wonderful US-based internet retailers with access to almost every new Transformer that gets released from both the US and Japan, for us Europeans it's always going to be cheaper to import Japanese Transformers directly from Japan and Hong Kong, and US Transformers from the US!

Seibertron.com Member Interview/Spotlight - alldarker

Q- There are two figures that are showing up worldwide this month, and they are representations of characters that many fans have clamored for ever since the beginning of Classics in 2006. They are Blitzwing and Springer; what do you think of the two? Will you end up obtaining them?

That's an interesting question, to which I haven't got a definite answer. A couple of years ago would definitely have said yes. But nowadays, I am not so sure.

Firstly, G1 Blitzwing has always been a favorite toy of mine: he's probably the best G1 Triplechanger from that era, with both alt modes being recognizable real-life vehicles. However, I'm just not too keen on how the new version of Blitzwing looks. With what the Masterpieces have already shown us, I would have been hoping for some better defined alt modes, each one hiding away more of the other modes than what we have now. I've also read his reviews quite keenly, and it seems that Generations Blitzwing's quality control is a bit off. I guess that I might get him if he made to a brick & mortar store, but I'd don't think I'd take the trouble to import him through the internet.

The new Generations Springer definitely looks excellent from what I've seen, with both alt modes and the robot mode all very convincing. He really IS Springer, and I guess more so than FP Defender, which I did buy, and who looks good enough, but which does have some weird design issues. Again, the choice is influenced by how easy it will be to find him: I'd rather not pay over double US retail to get him to the Netherlands! But he's definitely tempting me the most out of these two.

I guess this question ties in with myself becoming less influenced by hypes that will take over in Transformers fandom. I've fallen victim to Transformers-hypes in the past, including buying early samples of the TFTM toys and several third party Transformers, just to be able to see what people were raving about. And as always, some hypes are justified, while some really just aren't.

I've found I've become a happier collector in relying more on my personal preferences and choices of molds to get, instead of depending on the hype of the month: I check out more reviews and judge new Transformers based on personal preferences, and based on that I decide which Transformers really appeal to me. I'm especially glad that I'm no longer a completionist when it comes to lines or series: not for G1, not for Masterpieces and not for Classics. It definitely makes collecting less stressful!

Seibertron.com Member Interview/Spotlight - alldarker

Q- That's certainly a hardy collecting mentality! One last set of toy related questions before we move on to other aspects of the fandom. There has been a craze going on recently, and I suppose it all started with the BotCon '11 set - that being G2 inspired repaints. Do you enjoy the effort put in from Hasbro and Takara, or are these just 'easy' repaints? Does G2 deserve the spotlight or is it better left in the dark?

Although I really couldn't appreciate the colorschemes back when it 'happened', G2 did have quite a strong presence in Europe. Even now, original G2 toys are easy to and cheap to find. As time went by, I've learned to like the gaudy colors: and despite the colors, some very fun toys were introduced back in those days.
So I have to admit I do actually really enjoy the new G2 repaints. And although I've never been to Botcon (but would certainly like to someday), I did get that 2011 Botcon set through eBay, and I feel it is actually a pretty good set (although many of the repaints aren't technically G2). I even picked up the Botcon Rapido/Cindersaur set due to liking both the original Rapido toy and the way they repainted the Universe Bluestreak mold into Timelines Rapido.

So yeah, in an age where repaints are pretty essential for making Takara and Hasbro's new molds economically viable, I certainly do approve of G2.

Seibertron.com Member Interview/Spotlight - alldarker
Alldarker's G2 Clench

Q - Do you have a favorite Transformers cartoon series? Specifically a favorite episode?

I'm ashamed to admit I've yet to watch either Animated or TFPrime, let alone the Armada, Energon and Cybertron cartoons (although I've understood they're best left unseen), so there's still some catching up to do. I've actually only ever watched the G1 cartoons and the Beast Wars cartoons in full, and I'm still working through Headmasters, so my answer to this question is based on a relatively limited back catalog.

The G1 cartoon holds a special place even despite all its flaws. Contrary to some, I always enjoyed the 'toy of the week' episodes, especially in season 2, which feature some of my favorite toys and characters. However, I recently started re-watching The Transformers, and I have to admit they are pretty exhausting to watch.

I guess the choice for favorite cartoon is still pretty easy though: Beast Wars is my absolute favorite Transformers series, and is still very easy to watch as an adult, with an excellent start in the first season, building up to a couple of very intense story arcs and featuring humor, excitement, tragedy, redemption and even romance. I guess my favorite episode is, perhaps slightly cliche'd: 'Code of Hero'. A painful but touching episode, especially for what is originally a children's cartoon.

Seibertron.com Member Interview/Spotlight - alldarker

Q - IDW has unleashed two highly acclaimed ongoing Transformers series, The Transformers: More Than Meets The Eye and The Transformers: Robots In Disguise. Which series do you prefer, and do you have a favorite issue so far?

I've been reading practically all the IDW releases since they started with 'Infiltration', and I'm keeping up by faithfully buying up the TPS as they are released. Last week I received volume three for both MTMTE and RID, so while I'm not exactly up to date, I'm never that far behind on what's happening (and I have to admit I do read spoilers on the various sites that review the comics month by month). However, reading the TPS makes it hard for me to point out a favorite issue: sometimes I'm just so engrossed in the story that I don't notice the issue change!

Now, I think most people will agree that not all of the IDW titles have been of the same constant quality. Quite a few titles have starting out strong, only to fizzle out in relatively lacklustre conclusions. However, as far as I'm concerned both MTMTE and RID have been on surprisingly long good streaks. When they first came forth from 'Ongoing' I was especially pleased with MTMTE. Right from the start this looked like a series that was really going somewhere, with a format that lends itself well to telling both short one-off stories and longer arcs, which to me seems beneficial to it longevity. Furthermore, it is using several characters that traditionally never got much attention before. I actually feel quite strongly about the relationship between toys and characters: strangely enough it can help me appreciate a toy even better if I get a feeling for the character it is portraying. I've also always found it interesting to see the way toys were formed into characters, and characters into toys, each influencing the other. So seeing quite a few underused Transformers get some 'prime' time (pun intended) is one of the things that keeps me very much invested in MTMTE. Apart from that, the way it is written is extremely entertaining: it is exciting, funny, cruel, gut-wrenching and at times it provides some good back story.

The Transformers: Robots In Disguise started off a bit more messy, I thought. It used characters that have always been more prominent in Transformers fiction, but especially in the first few issues it seemed that characters were behaving out of character. All in all, it took a bit more getting used to the story that was being told. However, Robots In Disguise definitely revealed a bigger, more intricate and exciting story as it went onward, and I'm actually pretty interested in how things will move on. Perhaps it's not the fastest moving story, but compared to how quickly and unconvincingly some earlier IDW titles wrapped up, this title is able to hold my attention.

Of the two, I guess MTMTE does have my preference, although I'm hoping both keep going strong and both are already riding high in my personal list of top IDW titles!

Seibertron.com Member Interview/Spotlight - alldarker

Q - Heavy Metal War. It is Seibertron.com's browser game and you are one of the top players. Tell us how awesome it is to have the top character, and how fulfilling it is to among many other things, to be able to kick Burn's butt

Ah yes, I'd definitely hoped this question was coming! HMW: my greatest glory! February 11th 2006 was the fateful day I actually signed up with Seibertron.com... And it was primarily to give Heavy Metal Wars a shot!

I've played ever since that day, even after the giant server crash which deleted all progress, which reset everyone's scores and which ended the HMW careers of many old timers with maxed out scores. It was the reset that gave one of the biggest boost to my current position in the game. It reset the tables, allowing a fresh start for everyone. Then, in about 2010, I got an iPhone, which made regular deployments a whole lot easier. And in the last two years, even more regular players than myself have unfortunately dropped out of the game, real life catching up on them, but effectively removing a lot of top competition from the game. Becoming the numrber one player was for a very long time a seemingly unreachable goal, so it was incredibly fulfilling to finally make it after 7 years.

I'll be honest, HMW is not the most exciting game around, but at least it's cheaper than Farmville, and unfortunately at least as addictive. There was a time when you could say: well, the game itself pretty much sucks, but the fun half of the game is in slagging off other competitors on the HMW forum. Nowadays, again unfortunately, the HMW forums have become a lot less active, which really is a shame, because topics could get pretty heated. Due to its rather addictive nature, HMW players are still relatively active, but I think many would LOVE an upgrade of the game. There have of course been several ill-fated attempts at creating the legendary, multi-feature 'HMW version 2.0', but the instigators have usually ended up like Spinal Tap drummers: MIA. A real upgrade would however have benefits all around: the game would become more exciting, hopefully also for less OCD players than I've always been, it would be a unique selling point for Seibertron.com and the HMW forums would liven up again. Right now, coming into the game is hardly worth it for competitive newcomers: catching up to the highest levels is practically impossible.

For me, the greatest joy in the game is currently most absolutely kicking Burn's ass around the room. It's not often you can have such fulfilling virtual interaction with a mod. In all honesty, Burn is enormously active in the HMW, both as a player and as a mod, and he is currently my biggest competitor, so it's no surprise he and I keep running into each others bots. I haven't kept score, but I'm guessing that we're probably each getting 50% of the wins in our matches... I'm also very glad he's doing a great (and probably thankless) job in doing what he can to keep the HMW alive, both the game and the HMW forum. But yeah... HMW 2.0 would be real nice!

Seibertron.com Member Interview/Spotlight - alldarker
Alldarker's Brave Maximus!

Q - Sadly our time has come to an end. I would like to say that this was certainly a very enjoyable interview! Any parting shots?

Thanks for having me! Nah, no parting shots, I think my answers are already tl;dr!!!

[END TRANSMISSION]

Previous Interviews - Counterpunch / El Duque / Razorclaw0000 / Va'al

Check out alldarker's flickr!

Transformers: Monstrosity #6 Q&A with Livio Ramondelli

Transformers News: Transformers: Monstrosity #6 Q&A with Livio Ramondelli
Date: Wednesday, May 8th 2013 2:38pm CDT
Categories: Comic Book News, People News, Interviews
Posted by: Va'al | Credit(s): Livio Ramondelli, Transformers Facebook

Discuss This Topic · Permanent Link
Views: 33,892

The official Transformers Facebook page has posted an interview with Autocracy, and now Monstrosity, artist Livio Ramondelli, to promote the release of issue 6 of the digital-first series, available today! Read the interview below, and find out how to get your copy.


TRANSFORMERS:MONSTROSITY #6 - the digital-first comic book from IDW Publishing and Hasbro is ready for download! In the early days of the Autobot/Decepticon war, a secretbelow the ruins of Cyberton may bring deliverence… but will it end theDinobots. Chris Metzen and Flint Dille write this mind-shattering sequel to last year’s hit TRANSFORMERS: AUTOCRACY, and now we sit down with superstar artist Livio Ramondeli to talk about this 8-page, 99¢ comic - available now at https://transformers.comixology.com/ or via the Comixology and iBooks apps on your computer or mobile device!


Transformers: Monstrosity #6 Q&A with Livio Ramondelli



Q: Is the way you’re working on pages for MONSTROSITY changed at all from when you did AUTOCRACY last year?

LIVIO RAMONDELLI: It’s a sort of constant evolution, but I’m not doing anything intentionally different than AUTOCRACY. I’m just trying to make the art look better and better, as well as clearer. I’m always trying new little things here and there to really pop highlights on the characters, and make the images brighter in general. Even when dealing with dark shadows.

Q: It’s clear you sure like playing with light and colors on your pages. Was this something you taught yourself or something you learned at school?

LIVIO RAMONDELLI: Definitely both. I studied color in school, but I spend more time thinking about it now. I’m always looking for new ways to balance out the colors and play with light. It’s tricky with TRANSFORMERS because they’re so bright, and you’re always fighting pages looking like clashing colors. Sometimes it works better than others.

Q: How much leeway does the script give you — do you follow what’s on the script page, or do what you feel is best to make it work?

LIVIO RAMONDELLI: The scripts always call for specific shots, but the page layouts (and the size of the panels) is my call. Also Chris and Flint are great at letting me change things when I feel like something might work better. I’m always looking to make each shot important, and so I’ll sometimes cut out panels that I feel we can cover in a line of dialogue and that gives us the space for more money shots. For example, in MONSTROSITY #5 we initially saw a couple panels of Scorponok and Blitzwing about to blast the door open to the refinery. But I suggested that we just show the door exploding, which gave us a cool reveal, more space, and didn’t cost us anything since your mind fills in what came before.

Q: In this issue, we hear about a sixth member of the Dynobots team — Skar. Was it a surprise to see this new character appear and how much did you enjoy the process of designing this previously unseen team member?

LIVIO RAMONDELLI: It was tricky, because you’re adding something to a classic group of characters and trying to make it feel natural, which is always hard. At first I actually designed Skar to look closer to Swoop (since Swoop tends to stand out differently from the other Dinobots, and it made sense to me that another would look like him). But it was Chris’s desire to really see Skar as Grimlock’s close friend as well as resemble him a bit physically. Like he could have been as strong as Grimlock, and tragically didn’t make it. So he ended up being a bit of a cross between Grimlock and Swoop — his head has some Swoop elements to it. I wasn’t surprised by the reveal as I knew from the beginning of the story Skar would appear. It was just a question of hopefully making it natural.

Seibertron.com's exclusive interview with TRANSFORMERS: LEGENDS

Transformers News: Seibertron.com's exclusive interview with TRANSFORMERS: LEGENDS
Date: Thursday, April 25th 2013 12:31pm CDT
Categories: Site News, Game News, People News, Digital Media News, Interviews
Posted by: Seibertron

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To coincide with today's launch of the popular TRANSFORMERS: LEGENDS game on iOS devices (iPod, iPad, and iPhone), the folks behind the TRANSFORMERS: LEGENDS took some time to answer a bunch of our questions regarding this game. The responses are from Tom Hess, DeNA Producer of TRANSFORMERS: LEGENDS.

TRANSFORMERS: LEGENDS is available on Android and iOS devices. You can download the app for Android devices here in the Google Play Store and for iOS devices in the iTunes App Store by clicking here.

Seibertron.com's exclusive interview with TRANSFORMERS: LEGENDS

Seibertron.com's exclusive interview with TRANSFORMERS: LEGENDSSeibertron.com's exclusive interview with TRANSFORMERS: LEGENDS

Seibertron.com: How long was the development process on this game? Did Hasbro approach DeNA or did DeNA approach Hasbro about the idea?

DeNA: It has taken almost a full year since the idea was born. We were looking for a strong intellectual property (IP) that would work great with the card battle game design system. Both myself and other members of the team are huge Transformers fans and we felt that we could make a great card battle game with the Transformers license. So we approached Hasbro about the idea, and thus TRANSFORMERS: LEGENDS was born.



Seibertron.com: Can you tell us about your experience working with Hasbro? Maybe tell us a little bit about the approval process, etc.

DeNA: Our relationship with Hasbro has been fantastic. Both companies are very excited about the game. Our team at DeNA comes up with the characters we want to make and the themes of the Episodes. We then send those ideas to Hasbro so they can help make sure everything is authentic to the Transformers Universe. It's great to have access to such a valuable resource. Once the theme and characters are approved then we start creating the art.


Seibertron.com: Are there any other games that the development team used as inspirations for the Transformers Legends game?

DeNA: We’re fortunate at DeNA that our parent company in Japan is an established leader in developing mobile card battle games like the popular title Blood Brothers. The TRANSFORMERS: LEGENDS development team is based in DeNA’s San Francisco office, and it has been great to leverage our Japanese colleagues’ expertise in mobile game design with our San Francisco-based team’s knowledge of making games in the West.

Seibertron.com's exclusive interview with TRANSFORMERS: LEGENDS

Seibertron.com: The artwork of the Transformers is beautiful. Can you share some information with us about the artists involved with the game such as their names, backgrounds, past experience, other games or projects they have worked on in the past?

DeNA: Our internal art team has quite a diverse background with experience in developing PC/Mac, AAA console, and of course mobile games. Here are some quick bios of the internal art team:

Steve Abeyta (Art Director)
DeNA: Eliminate, We Rule, We Farm, Quests and Sorcery, TRANSFORMERS: LEGENDS
Bungie Software: Oni, Halo, Halo 2
Worked freelance for quite a few years as well as an Animator/Artist
Graduated with a Bachelor of Arts in Architecture from UC Berkeley, but quickly switched industries and started at Bungie as an Animator

Sunghoon Kim (Senior Artist)
DeNA: We City, Quests and Sorcery, TRANSFORMERS: LEGENDS
Highimpactgames LLC.: Ratchet and Clank and Jak and Daxter
Graduate of Savannah College of Art and Design, majored in Animation
Hongik Univ. in Seoul, majored in Industrial Design

Brian White (Senior Artist)
DeNA: Quests & Sorcery and TRANSFORMERS: LEGENDS
Perpetual Entertainment: Star Trek Online
Linden Lab: Second Life
EA: Sim City, The Sims2, etc.
Fisher-Price Toys
Graduate of RISD: Industrial Design

We're also very lucky to work with some excellent external sketch artists including Transformers comic veterans Guido Guidi and Dan Khanna. They were instrumental in helping develop the new angle on the Transformers robots. Additionally, we work with some extremely talented painters. It was a challenge to get all the different parts of the pipeline to create a cohesive look but we're happy with the results and excited about some new twists we have coming up.

Seibertron.com's exclusive interview with TRANSFORMERS: LEGENDS

Seibertron.com: Are there any plans to have a book tie-in that showcases the artwork from the game? I'm sure a lot of Seibertronians out there would be very excited about a Transformers Legends book.

DeNA: Stay tuned to find out!


Seibertron.com: For the programming and computer geeks out there, can you tell us a little bit about what's going on behind the scenes programming wise? What programming language was the game developed in? Anything cool from a programming perspective that the developers would like to share or rave about? Any brand spankin' new technologies being used that the programmers are excited about implementing?

DeNA: TRANSFORMERS: LEGENDS is entirely developed using javascript - Client and Server. Game clients are using a cross platform game engine called ngCore (https://developer.mobage.com/en/resources?set_sdk=ngCore). It enables us to create native quality mobile games for Android and iOS. The server is developed using node.js with mongodb, redis and memcached. The common language allows faster iteration times during development.


Seibertron.com: Will the upcoming iPhone version be identical as the Android version or will there be some differences between the two? If there are any differences, what can you tell us about what to expect?

DeNA: They will be exactly the same. In fact you will be able to access the same account on both devices. So if you want to play on your Android phone on your way home from work and your iPad when you get home, you can!


Seibertron.com: Some of the character designs appear to originate with the toys. Some of the characters have not received a toy in modern times. Can you tell us about the design process and where the character designs came from? Maybe provide a few examples to demonstrate various sources ...

DeNA: We use as much reference as we can but get our key elements from the toys. When developing a look for a character we follow one guideline - the character must be instantly recognizable. So even though we will adjust proportions and levels of articulation, the character must have the identifying features that define it. We may do a new angle on those features, but the original integrity of them must be kept in tact.


Seibertron.com: From what I've seen so far, Transformers Legends is very G1 based. Are there any plans to integrate popular characters from other series such as Blackout (Movie/Animated), Barricade (Movie), Jolt (Movie), Strika (Animated/Beast Machines), Obsidian (Beast Machines), Bulkhead (Animated/Prime), and other popular favorites?

DeNA: Right now we are really focused on G1. There are so many great story lines that we can still explore, but that doesn't mean we can't start incorporating different characters and styles of Transformers. That is one of the great things about the brand; the Transformers Universe is so broad.


Seibertron.com: Are there any plans to roll out other versions or editions of the game such as Beast Wars or the live action Movie universe?

DeNA: We have been exploring ideas around Beast Wars. You’ll have to stay tuned for upcoming Episodes to find out. As for the movie universe, that is an interesting idea but we're focused on G1 for now as there are so many interesting storylines to explore. The movies are great on their own of course, and I personally can't wait to see Transformers 4.


Seibertron.com: Is there any hint or suggestion about the game that the developers would like to share with everyone? Maybe a tip for something that they think players might be overlooking or something.

DeNA: TRANSFORMERS characters are already very powerful by nature, but you can push their strength to even much greater heights by following these tips:

  • Upgrade your cards to make them more powerful. Use redundant cards you collect throughout the game to upgrade your favorite cards. The redundant cards are converted into XP, which is used to level up your selected card. With every next level the stats of your card increases. Maxed out cards also receive an extra bonus in battle.
  • Trans-Scan is an excellent way to increase the power of a TRANSFORMERS character card. Trans-Scan is the process of combining the Alt mode and the Robot mode of a character card. If you upgrade both the Robot Mode and the Alt Mode to Max Level before performing the Trans-Scan, you will get the largest stat increase - a 10% bonus per card on all stats! Cards that have been Trans-Scanned also receive a bonus during combat.
  • Weapons are cards that can be equipped by TRANSFORMERS character cards. Every TRANSFORMERS character card has a Specialization and Class. By equipping weapons that match these roles the power of the character card gets boosted. But every TRANSFORMERS character card from rarity 3 and up also has its own unique signature weapon card. Matching the character with its unique own weapon card boosts the stats of character cards significantly, over 150% and more. Obtain the matching weapon card that belongs to your strongest character cards to unlock the full potential of your deck. Some weapons also have special abilities that really put the power in your card’s punch; triple attacks, increased critical strikes or increase card’s attack power by a multitude!
  • Recommend is an easy and quick way to make sure you have the strongest deck possible. When you hit recommend the game selects and equips the most powerful character and weapon cards available. Checking the Deck Power stat is an excellent and easy way to monitor the increase of your deck’s power.
  • Rarity determines the power of a card; the higher the number on the card frame the stronger the card. Try to collect as much high rarity cards as possible to make your deck stronger.
  • Always make sure you not only have the strong Team, but also make sure you put your strongest cards in the AUTOBOT and DECEPTICON Squads. These squads are used for boss battles and by winning boss battles you can capture it’s weapon. You don’t want to miss out on these opportunities by losing the battle - so always bring your strongest cards with you!


Seibertron.com: Will DeNA be attending BotCon (the official Transformers convention), San Diego Comic-Con or any other events where fans can interact directly with DeNA? I'm sure everyone at Seibertron.com would love to see Transformers Legends represented properly at BotCon.

DeNA: We're always excited to meet our players and get their feedback on the game. We are still in the midst of planning our events presence for this year, but San Diego Comic-Con and BotCon are definitely on our radar. In the meantime, if you have any thoughts or suggestions on other events we should bring the game to, please feel free to leave us a note on our feedback page in the game: https://transformerslegends.uservoice.com/forums/188000-transformers-legends-1-0

Seibertron.com's exclusive interview with TRANSFORMERS: LEGENDS Seibertron.com's exclusive interview with TRANSFORMERS: LEGENDS Seibertron.com's exclusive interview with TRANSFORMERS: LEGENDS Seibertron.com's exclusive interview with TRANSFORMERS: LEGENDS

Seibertron.com: Are there plans to release the game for other Android based devices such as the Kindle?

DeNA: There are no plans at this time. But I've passed the suggestion along!


Seibertron.com: Does the Transformers Legends team have a consensus on a favorite character? What about their favorite allegiance: Autobots or Deceptions? Why?

DeNA: There is no consensus. We all have our favorites. Below are the team’s answers to the last two questions.

Tom
Character: Skywarp. He was my favorite toy as a kid.
Faction: Decepticons all the way. I always wanted them to win just once in the cartoon and I like fighter jets as well.

John
Character: Soundwave
Faction: Decpticons hands down. They have the cool tech.

Scott
Character: Jazz. I always like him in the cartoon.
Faction: I root for the Autobots on the show, but my initial selection in the game was Decepticons. Being a jet is way cooler!

Vince
Character: Ravage
Faction: Decepticons, because 'good is dumb'.

Max
Character: soundwave (me love gadgets)
Faction: Decepticon (muhahahaha)

Maximiliano
Character: Optimus Prime
Faction: Autobots... sanctimoniousness.

Bert-jan
Character: Without much doubt that would be Devastator. He is this incredibly powerful Gestalt, and his combined physical power is only rivaled and surpassed by a few. Mentally though, that's a different story. His limited psyche is quite primitive and he only really gets anything done when all parts agree, which is rare, and so more often then not he's a giant of uncontrolled rage and fury. For the most part he's as dumb as a box of hammers and only capable of destruction and little else, but considering how Decepticons go, that's not much of a problem.
Faction: Decepticons. They got the cool jets. They've got Devastator. How many more reasons do you need?

Appie
Character: Have to agree with Bert, I think Devastator is pretty cool because he literally ate a pyramid in the 2nd movie and sometimes I'm that hungry too
Faction: Whichever has more girl ones

Fabian
Character: Laserbeak: As a Chilean I have to choose Laserbeak. He can transform into a Condor, the national bird of Chile, which is really awesome and beautiful.
Faction: Decepticon. Being the good guy is too easy, and Decepticons always had the best transformations (in my opinion).

Sunghoon
Character: My favorite character is Autobot Jazz and it is transformed from the car, and cars are my best interest.
I painted the car version and I was very excited while I was painting.
Faction: however, I love the most characters in Decepticon because many of them have strong personality in style.

Sam
Character: Grimlock
Faction: I'd have to say the Autobots. They're working to protect the universe, which is a plus, and they have some of the most memorable members: Optimus Prime, Bumblebee, Jazz, and of course Grimlock (technically). Oh, and Daniel Witwicky. Never mind lets go with Decepticons.

Cameron
Character: Steeljaw. He was the toy I could always carry with me wherever I went, and he's literally a magnetic cassette tape that turns into a lion. That's either ridiculous, awesome, or a little of both. I'm not qualified to judge.
Faction: Autobots. Evil is only fun when it's competent.

Ken
Character: Unicron. Go big or go home! Unless you live on Unicron, because you're already home. But you probably have a very short lifespan.
Faction: Decepticons. Evil is only fun when it's INcompetent.

Jason
Character: Grimlock
Faction: Autobots because red > purple

Nathan
Character: Jetfire. He came in this huge box, and you could only buy him one hour away from where I lived. I spent all my allowance on him and even though he repeatedly bruised my finger when I popped open the metal front landing gear, he was always my favorite Transformer.
Faction: Autobots

Seibertron.com: From all of us here at Seibertron.com and from Transformers fans around the world, thank you to DeNA for taking this time to answer all of our questions about TRANSFORMERS: LEGENDS. Keep up the great work!

Transformers Spotlight: Trailcutter - Matt Frank Interview

Transformers News: Transformers Spotlight: Trailcutter - Matt Frank Interview
Date: Wednesday, April 3rd 2013 2:42pm CDT
Categories: Comic Book News, People News, Interviews
Posted by: Va'al | Credit(s): Transformers Facebook page

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The wonderful people over at the Transformers Official Facebook page have interviewed Transformers Spotlight: Trailcutter artist Matt Frank! The interview is mirrored below for those of you without Facebook access.


TRANSFORMERS SPOTLIGHT: TRAILCUTTER breaks into comic book stores and digital platforms,thanks to IDW Publishing and Hasbro! Written by TRANSFORMERS: MORE THAN MEETS THE EYE scribe James Roberts—and set firmly in that series’ timeline—SPOTLIGHT:TRAILCUTTER delves into the world of an oft-overlooked TRANSFORMERS character… and lays the groundwork for this fall's big TRANSFORMERS event. We sat down with artist Matt Frank to talk about the issue—available today at comic book stores everywhere, and at https://transformers.comixology.com/ or via the Comixology and iBooks apps on your computer or mobile device!


Transformers Spotlight: Trailcutter - Matt Frank Interview



Q: Hi Matt. How was everything for you in 2012?

MATTFRANK: 2012 was a pretty incredible year. No continental shifts or exploding suns, so we’re ahead of the game! I’ve been lucky to have a near-constant flow of work with TRANSFORMERS and other projects.


Q: Tell us a bit about yourself. How you got into drawing, were you a comic book fan, who has influenced you in your career.

MATTFRANK: As a kid, drawing seemed to be a natural result of the sort of stuff I was a fan of. Dinosaurs and monsters and robots and all kinds of goodness. I just wanted to recreate the stuff that gave me so much excitement.I’m definitely a pretty big comic fan, although my interests are kind of all over the place (though many still chart a course through the same thematicelements). I’m a big fan of guys like William Stout, Art Adams, Ricardo Delgado (Age of Reptiles!), Dan Brereton, and more recently I’ve discovered the glory of books like Blacksad and Scott Pilgrim. Of course, I’ve always loved the TRANSFORMERS comics, be they G2, Dreamwave or IDW!


Q: Were you a fan of Transformers right from the very beginning?

MATTFRANK: Depends on what “very beginning” is...I’m a ’90s kid, so I wasn’t there for the G1 boom. Eventually I got a hold of TRANSFORMERS: THE ULTIMATE GUIDE by Simon Furman, and that definitely opened up a few more doors!


Q: Having done work on MARS ATTACKS THE TRANSFORMERS recently, how did it feel to come back and work with James Roberts in the MORE THAN MEETS THE EYE world on SPOTLIGHT:TRAILCUTTER?

MATTFRANK: Ironically, I made the TRAILCUTTER comic several months BEFORE the crossover! So it actually provided a nice warm-up for when I had to tackle MARS ATTACKS THE TRANSFORMERS in an even SHORTER time frame! But I'm a big fan of James’s work, and it was a real thrill to compliment our respective comedic styles for this book.


Q: Did you have to do much research and catch up with events/characters designs before drawing SPOTLIGHT:TAILCUTTER?

MATT FRANK: My existing issues of MTMTE were scattered around my studio and workspace, each opened to a particular page that proved useful, especially for Trailcutter’s relatively short exposure up to this point. Beyond that, I was pretty familiar with the lore... although I actually got to DESIGN Killmaster, which was wonderful.


Q: Spotlight Tailcutter is part ofthe recent wave of SPOTLIGHTs. How’d you feel knowing that this comic is going to be packaged with a toy, and could be someone’s first ever TRANSFORMERS, or any, comic book?

MATTFRANK: One of the first TRANSFORMERS projects I ever tackled was the pack-in comic, “The Rise of Safeguard,” sold alongside Jetfire and Jetstorm from TRANSFORMERS: ANIMATED. So the feeling is a familiar one!


Q: What advice would you give to someone if they were drawing TRANSFORMERS for the first time?

MATTFRANK: It would definitely be to find your own style... or at least put your unique stamp on the characters you draw. There are so many amazing TRANSFORMERS artists out there, try and make yourself stand out!


Q: What tools of the trade do you use whendrawing the characters? Do you do lots of research before hand?

MATTFRANK: Besides good ol’ pens and paper, I have a ton of reference material, which I cannot stress enough. THE COMPLETE ARK is a godsend (or a [Transformers writer and letterer Chris] Mowry-send!) and I have quite a few of the IDW trades. Beyond that there’s definitely the internet. My own TF collection is somewhat limited (gotta make room for all my Godzilla toys, after all), but they’ll provide good reference in a pinch!


Q: Autobot or Decepticon? Who gets your allegiance?

MATTFRANK: “Me Grimlock no Autobot... Me DINOBOT.” (rips off Con’s arm).


Q: As we head deeper into 2013, whatare your aims for this coming year? Any burning ambitions you would like toturn into reality?
MATTFRANK: I’ve got a few other very exciting TRANSFORMERS projects coming down the pipe. I’m also doing even more Godzilla stuff... and then perhaps a little creator-owned goodness? Maybe something original to spice things up? Stay tuned, kids!

IDW Editor John Barber Transformers Prime: Rage of the Dinobots Interview

Transformers News: IDW Editor John Barber Transformers Prime: Rage of the Dinobots Interview
Date: Monday, September 10th 2012 9:41pm CDT
Categories: Comic Book News, People News, Interviews
Posted by: El Duque | Credit(s): Ain't It Cool News, Primeultimus

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Ain't It Cool News caught up with IDW Senior Editor John Barber to discuss their upcoming Transformers Prime: Rage of the Dinobots mini-series, which is scheduled to release in November. Click here to see how the Dinobots factor into the Prime universe and the Aligned continuity.

Tying in with the video game TRANSFORMERS PRIME: FALL OF CYBERTRON, comes the IDW comic book TRANSFORMERS PRIME: RAGE OF THE DINOBOTS. Hitting shelves in November and taking place in the 'Prime' Universe, Transformers readers can get to meet everyone's favourite robotic T-Rex, Grimlock for the first time, in this incarnation of the Transformers. In RAGE OF THE DINOBOTS, the Grimlock and co are forced to battle Shockwave with the very fate of Cybertron hanging in the balance. Written by Mike Johnson (Star Trek) and Mairghread Scott, the writer of the TRANSFORMERS: PRIME animated series. Artist Agustin Padilla (Dungeons & Dragons) provides pencils while Ken Christiansen provides covers. I spoke to IDW Senior Editor John Barber about the book and the Transformers legacy on the screen and in comics.


JOHN BARBER (JB): Well, the Prime Universe is the timeline where theTransformers: Prime TV series from Hasbro Studiostakes place, along with the FALL OF CYBERTRON video games from Activision and the novels that Random House publishes, like Exiles and Exodus by Alex Irvine. So if you’re familiar with any of those, you’re already familiar with the characters. The team at Hasbro takes special care to ensure there is continuity between a wide variety of storytelling platforms for the brand.

Q&A with Game Director Matt Tieger from Transformers Fall of Cybertron

Transformers News: Q&A with Game Director Matt Tieger from Transformers Fall of Cybertron
Date: Friday, August 3rd 2012 3:11pm CDT
Categories: Game News, People News, Digital Media News, Interviews
Posted by: Seibertron | Credit(s): Kotaku

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Views: 180,104

Earlier today, popular game site Kotaku hosted a live Q&A interview session with Matt Tieger, the game director of the highly anticipated Transformers Fall of Cybertron game. The session ran for about an hour starting at 10am PT. Fans quickly bombarded Tieger but he addressed many of the questions presented to him.

Q&A with Game Director Matt Tieger from Transformers Fall of Cybertron

Q&A with Game Director Matt Tieger from Transformers Fall of Cybertron

Q&A with Game Director Matt Tieger from Transformers Fall of Cybertron

Here's the full interview from Kotaku ...

MrOpto: How did you first get the Transformers license? Did Hasbro put out offers or did you go them?

Matt Tieger: ATVI already had a relationship with Hasbro, but what they were looking for was someone to make a non-movie based game. They both felt that we would be a great fit and War for Cybertron was born. The success of that game allowed us to make Fall of Cybertron.

bigduo209: I love games that use Sci-fi inspired weaponry/abilities and not just future-looking guns (Ratchet and Clank, Bioshock), how many crazy weapons have you made for Fall of Cybertron?

Matt Tieger: The great thing about this game world is that there are absolutely shotguns and sniper rifles, but also lightning guns, acid guns, and 'tron' disk guns. The guns are divided into Primary and Heavy weapons. Many (but not all) of the more sci-fi guns fall into the heavy weapons category. In SP there is a Teletraan Store where you can buy and upgrade those weapons. In MP the weapons are divided between the classes based on countless play testing hours - so not every class can use every weapon. As to the exact number of them, since you explore and find blueprints to unlock them i don't want to spoil anything, so ill say quite a few more than we ever had in War for Cybertron.

Jason Schreier: How would you convince a non-Transformers fan that he/she should play your game?

snowtires: Play the demo, it's awesome.

Matt Tieger: Good Question, and one that I often think about. The worst compliment we get about War is, "what a great game, too bad nobody knew about it." What i would say is this (in my most passionate game dev voice. "forget Transformers, forget Michael Bay, forget the toys, and consider for a moment a game that allows you access to your vehicle at any moment in time, a game where the core tactical choices are movement based, and now imagine a game where each character is a unique experience with different vehicles or special abilities. This game offers something that no other game can, huge variety and tactical variety. Oh yeah and it happens to be Transformers"

SaburoDaimando: What are some of the lessons you learned on designing Fall of Cybertron compared to War for Cybertron?

Matt Tieger: When we developed WFC we looked for similar games that tackled similar level design issues and frankly, found none. So we blazed a trail and learned alot. With FOC we again did a survey and found WFC to be the only comparable game, so we set out to exceed it in every way. As one example, the driving got a bit stale in WFC, it might seem like a small thing but in FOC we added terrain, so instead of all flat metal surfaces, you now had hills - which innately make driving more fun. We also bowed down to the gods of player choice, and for much of the game you can tackle problems as you see fit - stay in vehicle the whole time, Transform constantly, etc. We had some of that in WFC, but now it is the rule in FOC.

Mike Fahey: WHERE IS OUR BEAST WARS GAME!?!?! ALL CAPS!>!!>!??

Hlokk: Most important question! Notice the all caps!

Matt Tieger: I get asked this alot. Lets see how this game does. We do have Dinobots and Insecticons, so i'd say its in the realm of possibility - someday.

Marquis_Gabriel: When taking on a IP, especially one with tie in's to a movie. What are your expectations?

Matt Tieger: just to make sure - we are not related to the movies in anyway, we are a distinct storyline. We do this by telling their story before they ever reach Earth. With any game you need to find the 'heart' of what makes that game so unique (original or licensed). Strip everything else away and Transformers are about 'transforming' (i know sounds simple, right?). By focusing on that single concept and making everything else supportive to that, we stay true to the license while still making a great game.

KnickKnackMyWack246: How does this universe connect (if at all) to any Transformers stories other than G1? A friend of mine suggested it's a prequel to Transformers Prime while another believes it's a prequel to the Michael Bay films. Can you clarify?

CodeMonkey76: It's a prequel to the G1 television series

Matt Tieger: G1 is our primary touchstone, meaning that we look to G1 for visual ques, abilities, VO quotes, etc. We look to not violate the Movie universe, but aren't beholden to it (and we do in-fact stay in the distant past to help with that). Prime has the most relevance with our game, there are many things introduced in WFC that are not part of the Prime show, like Dark Energon. There are a few elements that have the same 'visual DNA' like the Nemesis for example.

Emmerson: With how the Transformers scaled in the first game, with Scorpinok and Omega Supreme being the biggest we had seen. Then in the second game with having combiners, and then summoning Metroplex, how can you guys top that in terms of Transformers power and scale? How will you handle the issue like Fortress Maximus and Unicron?

Matt Tieger: Quick edit : last game didn't have Scorpinok in it (although that would have been cool) it had Trypticon. Your essential question is, "How do we keep ratcheting up from here?" Honestly, I dunno - you made some good suggestions, what we will do is wait and see what the reaction from this game is before thinking that far ahead.

Brian Erice: Im curious about the campaign design change for FOC. Why did you move away from the two split campaigns that were in WFC?

Matt Tieger: Excellent question. Game Director is often thought of as the best job ever, and some days it is, but often we have to make excruciatingly tough calls - the campaign change was one of those. In WFC, you had 2 separate campaigns that you could play in either order, so we never knew how you were going to play. What this meant for the game that there were functionally 2 first levels, 2 second levels, 2 3rd levels - you get the picture. and when you had played 50% of the game you had really played 100% of the game. We believe that one of the primary reasons for the major criticism of the game, "The gameplay got repetitive", was in-fact because it DID get repetitive based on the campaign structure. So we made a single interwoven campaign where we could pace it well.

Mungry: Hey Matt, huge fan and I love everything about the game we have seen so far! My questions is about multiplayer. I am wondering if their will be killstreak rewards in the game and if we can expect new multiplayer game modes as the game progresses through its life? Thx - SoooMungry

Matt Tieger: SoooMungry - I'm actually a fan of yours. At the studio we watch your Youtube channel and read the comments - thank you for your excitement for the game. Regarding Killstreaks, we had them in for a while during our dev of the game, we took them out for balance reasons. Let me explain, every game has a very unique MP pace and with all the changes from WFC, what we were seeing was runaway gamers, specifically due to killstreaks. By removing them, they game was more competitive. Along a similar vein we removed double jump, many gamers initial reaction were negative until the played it for a bit and realized that the streamlined approach actually made it better. remember this isn't WFC2 this is FOC.

DinoDinoBot: What made you guys change your mind about releasing it on PC after you said you wouldn't? And what do you think is the best addition or special feature in this version?

Thanks for the Q&A.

Matt Tieger: coming off of WFC we needed to laser our focus on FOC. Reducing the number of platforms that we ship on was one way to do that - and it was the right call for the dev team. The fan outcry wasn't lost on us, however and once we saw how much PC gamers wanted it we started looking for solutions. The short version is that, a PC version exists because of the fans.

czen2: Is there any plans to include other combiners like the aerial bots ,protectobots, or even transformers like ultra magnus ,hot rod,cup, etc.

Matt Tieger: Yes and no. The curse of Transformers is that there are so many of them. Last time I spoke with Hasbro i asked them how many there are, their response was in excess of 11,000! We simply cant put that many into the game. What we do have is customization in MP. There are millions of combinations and enough color choices that you can make, and name, a garage full of Transformers.

Emmerson: As my favorite Transformer(s) ever, I have to ask, Where is Devastator? Any chance on seeing him in the new game?

Matt Tieger: Devastator isn't in this game. however, who knows where we go from here

Leebee: how did you guys approach designing multiplayer this time around? what features did you guys want to add to make it fresh from the last game? how often did you guys release new builds to tweak overpowered/underpowered stuff? will keeping the MP suite fresh and balanced be a priority for you guys after release?

I'm a huge fan of asymmetrical competitive multiplayer design, and I love giant robots. you could say that I'm a huge fan of your games. :3

cheers, and thank you.

Matt Tieger: We host 5pm MP matches for the team, EVERY night through the ENTIRE project. Now not everyone can play every night and sometimes the build breaks, but more often than not the team is playing. What that means is that it gets tweaked every day, we try all sorts of stuff, game modes, who has what gun, footspeed adjustments, everything. the 'secret sauce' is countless hours by a dedicated team.

James De Moss: Will we see humans in the franchise? I know WfC and FoC take place waaaaaaay before humans were in the picture, but will the franchise ever go that far into the future?

Matt Tieger: Certainly not is this game, but we will have to see.

Aidil42: During development, with all ideas flying around, do you sometimes wish you're not tied up to an already established franchise?

Matt Tieger: In this case, i'd say no. The harder decisions are what not to put in.

FullmetalPrime: Are there any characters, save the Dinobots of course, that you'd like to have included into this months Fall of Cybertron?

Matt Tieger: Triple changers. I always thought that concept was a cool one. We just didn't have the bandwith to do it right, that I am not sure how much fun Astrotrain's train mode would be.

CFNexus: Any chance there could be a Transformers MMO in the future? Ive been thinking about 1 for years. I have already thought of character creation, mechanics and plenty of other things. I think and MMO has some very interesting things going for it.

Callum F, Northern Ireland.

Matt Tieger: It is definitely a big enough universe, but at HMS we aren't geared for MMOs.

mandrate: Is Co-op has been taken out for a more immersive single player storyline?

Matt Tieger: I mentioned earlier about tough decisions - this was the other big one. We do however recognize that Co-op is part of fan expectations, so we really put a lot of focus on Escalation. It is crazy addictive 4 player online Co-op, trust me you will like it.

Zurick: Will there be a 3rd game in the series?

Matt Tieger: Maybe. Lets see what the fans are saying about this one first.

dinowho: Why you no give autobots combiners? AerialBots! Thanks for revitalizing the Transformers to the glory they deserve

Matt Tieger: Deceptions get Bruticus, Autobots get Dinobots - sounds pretty fair to me!

Glenn Beck: Pre-order G1 DLC has been shown played to "The Touch." Make us all happy and tell us you have some Stan Bush somewhere in the game.

Matt Tieger: you will be happy.

Trax0r: How come it took 25 years for a designer to finally make a great Transformers game (WFC)? It seems like its the perfect premise and platform for a good story/fighting/shooter, and yet until, WFC, the ones that did come out were total shit.

Matt Tieger: Transformation is a tough concept to wrap you brain around. It sounds simple enough, but when you start to really knuckle down with the geometry and the mechanics it is a unique problem with no real parallels. We took this as an opportunity to do something different, I am glad you feel that we succeeded.

opieman2010: From what I can understand, War and this game are considered the "revised" official canon for the Transformers, as well as the Prime cartoon. How involved was Hasbro, outside of just overseeing the story? Were any other writers brought in to work on this that have also contributed to the Transformers story?

Matt Tieger: Hasbro was very involved, but the story starts and ends here are HMS. We have some very talented writers, a studio full of G1 fans, and a design staff that is passionate about bringing the story out in the world.

Cabbagetroll: Any hints to what else you guys are working on? Maybe a little bit of news about Deadpool?

Matt Tieger: No can do.

frizzlestick: The first level of the demo had you playing as Bumblebee, but for some reason his voicebox was smashed. I really enjoyed Johnny Yong Bosch as Bumblebee in the first game, so will he still have a voice or is this a reflection of the Bay-era where he never speaks?

Also, Dinobots are awesome, but they did get messed up by Devastator in the 80's film.

Matt Tieger: BB does not have a voice in FOC. This is one element that is in fact a reflection of the Bay movies. Per a comic that was a 'movie prequel' he has his voice box crushed by Megatron, in the game there is a VO that allude to that fact.

Chris Zombiechild: Are there any other cartoon series from the same era that you would like to make a game for?

Matt Tieger: Thundercats, Dinoriders, He-Man. Not sure that anybody other than me would want to play them, but they could be awesome. Also Big Trouble in Little China would make an amazing video game.

djs2879: How soon do you expect the Dinobot DLC to come out after launch?

Matt Tieger: not soon enough by most peoples standards, but it will happen.

Anubis_Arcane: Will we be able to use our custom built transformers for escalation mode? A few of my friends and I were wondering if that might be a possibility down the road.

Matt Tieger: in Escalation you play as the named characters, we chose this for 2 reasons. 1 so that you could use the official iconic characters with your friends and 2 because that mode requires an extreme level of balance within the team, we needed to set the rules.

montymonster50: I love the WFC multiplayer, but I thought it died out (relatively) quickly. Are there any plans to expand the multiplayer to keep players involved for a longer period of time?

Matt Tieger: Tell your friends about it. Seriously, we are very hopeful that the community can reach a much larger self-sustaining size this time around. ATVI has gotten behind the product in a big way, so if you love it help us get the message out there.

Seibertron.com: Are there any Easter Eggs in the game that die-hard Transformers fans can look forward to? (other than Stan Bush's "The Touch")

Matt Tieger: tons of them, keep your eyes open

TheBigTsk: Will the MP skills that were so popular in the first game be back? Right now there doesn't seem to be much info and the info that is out there looks bleak.

Matt Tieger: This game stands on the shoulders of WFC, but it isn't WFC2. Things are slightly different, and in our opinion significantly better. What I suggest you do is try the demo, you initial reaction might be that you miss something specific, but i'd bet that after a few matches you will realize the clarity of the MP experience and see how much better this game is. WFC had really good MP, FOC has great MP.

mannoroth0913: My question has to be: Is Grimlock as amazing in game as the trailers make him out to be, because there's no way I can miss a chance to play as the King

Matt Tieger: Yep. Not only is the gameplay fun, it is very unique compared to every other playable character and the story is exceptional - you get to see how they are created in a brand new official cannon story.

Atomic3xplosion3564: Is it possible for you guys to make a movie?

Matt Tieger: LOL. I hear that alot. Thanks for the vote of confidence.

Liquid-X: Will we get some version of Starscream in a cape and crown?

Matt Tieger: smells like an easter egg to me.

opieman2010: What does an Easter egg smell like? Probably a lot like a regular, hard boiled egg.

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Transformers Podcast: Twincast / Podcast #349 - Agent of Chaos
Twincast / Podcast #349:
"Agent of Chaos"
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Posted: Saturday, May 4th, 2024

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