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Interview « CoolMiniOrNot »: Fel Barros

1/ A classic of ours: your personnal pop culture absolute reference ? And the one specific to zombie universes (if different)?

I am a big fan of Hitchhiker’s Guide to the Galaxy. Zombie related I would say Resident Evil 4 for Gamecube, Dawn of the Dead in the movie department and World War Z for books.

2/ What kind of games do you like? Do you play Zombicide?

Before I started designing my own, I was a huge eurogamer. After my first design, I decided to broaden up and now I play everything but wargames. My favourite games are still the ones with heavy player interaction and where the players have a deep influence in the game outcome.

I played a little of Season 1, but I went all in after Black Plague as I’m much more into the Medieval theme.

3/ A bit more about yourself, in a few words; and how you ended working for CMON.

I’m 33, father of a 6-year old, game designer and developer, game hoarder and platypus enthusiast. As for CMON, I sold them two games I designed (Looterz and Gekido) and they approached me after to do some development work, in the end, they liked it, and I was hired a few months later

4/ These first developments, were they around your own games? How many games did you designed? Among them, how many did you sold?

No, my first few projects are still unreleased. The first big project I worked on was The World of Smog: Rise of Moloch. I designed 8 games, CMON, so far, bought two of them (Looterz and Gekido).

5/ Which one is your « favourite » (without the « there can’t be » card )?

Can I do a top 3?
Warzoo, about the book Animal Farm which was my first game and has a special place. Gekido coming out this year because I really enjoy fast paced interactive games and Space Cantina, a dice placement, euroish pretty heavy on theme. Honorable mention to Looterz that was released last year and has been published in some countries (including France!) with more to come!

6/ What do you do for CMON, and for which game(s) of theirs (since you are not on Zombicide)?

As a Senior Developer, my main job is to challenge the game designers and find possible flaws and balance issues that need to be solved. Sometimes we delve more into it (for instance, Guilherme and I did a lot for Masmorra’s coop). I also evaluate the new titles to see if there are good fits for the company. As for the games, I work on most of our big titles: The World of Smog, Massive Darkness, The Godfather: Corleone’s Empire, and Masmorra. Right now, I´m working on Rising Sun and pretty excited about it!

7/ Would you have any teaser for us about Massive Darkness?

I think Zombicide fans will love it. It doesn’t have many similarities mechanic-wise (aside from tiles and movement) and has this « Diablo » feel of lootin’, hackin’ and slashin’. It was our first collaboration with Guillotine and it was awesome. They have a pretty solid view of their games and a design philosophy that makes it easier to understand how they helped shape this big franchise that it is Zombicide.

8/ Anything yourself came up with about it and that you are secretly very proud of?

As for « secretly proud », we don’t have much in the way of ego or we couldn’t do our jobs, but I threw in some cool abilities for my favourite class, the Barbarian and helped create some pretty fun scenarios. Massive Darkness was a huge effort involving lots of people, and I’m just proud to be part of the team that helped shape the game into its final form.

9/ How would you describe a typical work day for FakeDutch? A week?

Development is done in a team. We are 5 now, each one heading a game. So we usually exchange a lot of feedback but a typical day involves playtesting, filling spreadsheets and keeping documentation of everything that we do. There is a lot of prototyping as well and skype calls and chats with the designers about some of our choices and trials.
Sometimes I will go and say « hey, I broke your game, sorry », and go back to fixing whatever it was hampering the progress. We try to play as much as we can, so a typical week would have us playing 2-3 times, following playtest sessions 2-3 times a week, filling logs and doing necessary changes after enough observation time.

10/ Do you work with Thiago?

Yes! Thiago is the producer and we joke that he is the one who puts a break on development dreams. Sometimes we go and ask « hey, can we have an extra token that does this? » « No! » Development is based heavily around the product and the producers make sure we are keeping the product intact and as expected. He is the producer for Rising Sun while I am the lead developer, so we are working a lot together lately.

11/ Is there a brasilian connection inside CMON, then? Beside the joke(s), do you think some kind of brasilian thinking influences the games you work on?

In Brazil, we have an expression called « Gambiarra ». The urban dictionary defines as:
« A brazilian expression. It basically means to use improvised methods / solutions to solve a problem, with any avaiable material. »
English equivalents would include « McGyverism », « Kludge », »Quick Fix », « Alternative Engineering », « Workaround », and so on.
I am not familiar with every culture process for development but in Brazil we tend to look more often to solutions than at the problems/be contemplative. Using Gambiarras, we try to solve problems as quickly as possible to be able to play again. Sometimes we will use a sticker instead of printing a whole board again or improvise some textbox to avoid reprinting cards, and we will do a bad design decision (consciously) just to be able to playtest something else in a shorter time frame.
The other important point about our culture is our natural ability to blend in and make people feel like long lasting friends after a very brief period of time. Some Europeans and North Americans find that « intimacy » a little disturbing, but in the gaming area, it is really helpful to make the work between us developers and designers easier and smoother.

12/ What kind of survivor would you be?

The same role I want to play in most dungeon crawlers, the bloodthirsty, crazy, zombie-killing machine that will probably die first (but I will take some with me!)

Time to come to an end, I really thank you for accepting and being both kind and precise.

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Interview « What about Zombivors »: Nicolas Raoult

FROM THE CONCEPT TO THE GAME

1- Flashback: who had the original idea to offer a zombie alternative for the heroes? What was behind that idea?

The Zombivors appeared during the first Zombicide Kickstarter. We thought it would be cool to have a zombie version of the heroes, to bring another funny touch into the game. A bit later, we thought it would be cooler to play those versions. At that time, Zombicide was a totally and only cooperative game for us. Introducing a player to control the zombies would need too many rules. Eddie, the mascot of the Iron Maiden band, was our inspiration for the Zombivors!

2- Once the idea in the air, how did you managed to get the concept of a « hero-turned-into-zombie » into the game (and have the Zombivors we know)?

Because of their particular status, we considered that their skills could be exotic. The challenge was to keep their former personality, game-wise, and have a zombie twist on it. They are slower but have sometime very powerful skills.

3- How did you playtest to get the final rules of Resurection, Zombivors and Skills?

We defined a list of skills dedicated to Zombivors, and we introduced them into the standard profile of the chosen Survivors. Then we played them, again and again and again, until we had something both easy to remember and remarkable on the board. Playing a Zombivor is to be a Survivor like no other. Really.

4- Was any mechanism left on the side (which one)? A skill maybe?

None that I could remember of.

5- Is there a specific M.O. to build the Zombivor profile from the Survivor profile? Any « do » or « do not »?

Everything is on the actual ID cards. The Yellow skill is specialized. Then one Orange and one Red skill are each replaced by a Zombivor skill. We tend to modify the move oriented skills first (but not always).

Zombicide_Nick_Dave_Cholo

ZOMBIVOR: THE ORIGIN

6- I realize that in fact the zombie of Zombicide has to be more defined to judge the logic with which Survivors react to zombies and Zombivors (object of the following questions). Is the zombie a dead human coming back from the dead, or a transformed live human, without conscience? (Because that is the spoiled keystone of a Zombivor, that he still has his former conscience.)

The Zombicide zombies are alive. Whether they have a conscience or not is a mystery I do not wish to disclose for the moment. 🙂

7- So the Zombies attacking someone alive kill him for good, or do they change him into a zombie/Zombivor?

They try to turn him into a zombie, but they show lethal enthusiasm doing it.

8- Talking about fluff, how do humans in a team made the first distinction between a presumably dead coming back as a zombie attacking them and a presumably dead coming back as a zombie that will prove friendly?

The Zombivor talked to them.

9- The human give it enough time to actually speak?

Generally, no. It is up to the Zombivor to try and let them know who he is.

10- Fluff-wise again, there is a mechanism (biology, magic, virus, wtf) to explain the transformation of a human into a zombie on one hand, into a Zombivor on the other hand. Yet they do share the same cause, « given » by other zombie(s). What decide if it is the one or the other? That being said, it is not a zombie on the first hand, but a regular Walker, or toxic or berserker, or a regular Runner, or toxic, etc, a mechanism that is yet to be explained too!

We do not want to share the information at the moment.

LIVE AS A ZOMBIVOR?

11- Still fluff-wise, the upcoming of « Ultimate » Survivors raises the question about the official individual story of each Survivor. Does it even exist, or is each life left open? (Even more with the Lost status!)

The life of each Survivor is left open, at least for now.

12- Disclosed information about Lost Zombivors imply that it turns into a zombie in the end, it being only a matter of time. How does a teamwith both Survivor(s) and Zombivor(s) handle such transition?

The invasion is too recent to let anyone knows if the lost status is inescapable for the Zombivors. Anyway, no one trusts Zombivors. Now that the first Lost appeared more than ever.

13- « Inescapable »!! Is that question valid regarding Zombivor and back to Human?

There again, it is too soon to speak about that. (you missed that line, didn’t you? ^^)

ZC_Lost_Zombivors_zombivors

ZOMBIVOR IN THE FUTURE

14- Let’s have a history lesson. Since when do zombies exist in the Zombicide universe (not necessarily in so many numbers)? Zombivors? Maybe in the middle-age of this universe, maybe before? Who get the idea of some prequel of the universe, and since when is it alive (talking about Black Plague)?

Let me answer with a question. Why would you think that Black Plague and actual Zombicide take place in the same universe?

15- I asked before the fantastic aspect of Black Plague was spoiled. With the known information, either it is the same universe – with some aspects to clarify –, either they are distinct. Question is: Is it the same universe? If not, are they linked? Would there be causal connections?

That is not defined yet.

16- Let’s assume that a Survivor-Zombivor couple is inspired by some character. Such supposed inspiration seems to work only with the Survivor. Would there ever be such alleged take on the Zombivor? ^^

Movies, books or music are filled with undeads that are heroic and/or sympathetic. 🙂

17- Zombivor, Ultimate, Lost. Is there any new hero status coming up?

« Surprise ».

18 – Will Black Plague Survivors have Zombivor version?

I said « Surprise ». 😉

[Eren Histarion: On 04/18/2015 Guillotine Games answered on Facebook about Black Plague Zombivors.]

Jason Jackson: Will the Zombivor mechanic be part of the rules for Black Plague?

Guillotine Games: No, It will not…

Thank you Nicolas !

See you soon!

Nico.


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Interview « Custom Tiles » MagusOz

1/ Could you present yourself in a few words?

Hi, some of you may know me on various 3D and sci-fi forums (yes, I used « forums » instead of « fora » — deal with it) as Magus or MagusOz. I’m a general web and graphics monkey with a sideline in 3D VFX. When I’m not chasing squirrels, I work as a Web Developer and Digital Designer at The Australian National University in Canberra (Australia). I’m older than I look, but younger than I feel. Married, with 3 kids, 4 cats, 3 rabbits, 1 dog and 63 fish. They’re very important facts to know… 🙂

2/ Could you give us a quick word about you and how you fell into Zombicide?

I’m a huge fan of the sci-fi, fantasy and horror genres so of course I watch « The Walking Dead » TV series… And while discussing the merits and flaws of a true zombie apocalypse on one of the forums I frequently visit, I saw a comment about a zombie themed game that was trying to get off the ground on Kickstarter — my first thought was, « what the hell is kickstarter? Is it like Indiegogo? »… and a few clicks later I was totally hooked… I backed Season 1 with all the extras — extra figures, extra dice, extra tiles, extra everything… I was like some dopamine
fuelled addict, I couldn’t get enough of this Zombicide game, and that was before I even played it.

I was so excited by Zombicide Season 1 that I managed to get 3 other friends into it, and added them to my pledge with all the extras as well. When Season 2 came around I backed it on the first day, with ALL the extras again. Then Season 3, came along and I pledged within the first hour (but still didn’t get the earlybird special!) and in the end I pledged US$440. So I think it can be safely assumed that

  1. I like Zombicide, a lot…
  2. and my wife has no idea how much money I spend on Kickstarter…

3/ How did you worked your maps? Did you playtested them? A lot?

I’ve got a core group of 5 friends who come over regularly to play Zombicide (usually 2 or 3 times a month) and one night someone said, « we need a graveyard or something… », and being the easily distracted person that I am I set off about the google-verse to see if anyone else had thought about making custom Zombicide tiles. There were a few bits and pieces around that were pretty good, but weren’t exactly what I wanted, so I decided to make my own. I scanned the original tiles at 2400dpi (yes that IS pretty huge!) so I could use the same roads and save myself some
time. And then I walked around taking photos of paving, and rocks, and grass, and I searched around the google-verse for a bunch of royalty free odds and ends. In the end I took everything into Photoshop and created a large 75cm x 75cm (300 dpi) map that could easily be cropped into 9 tiles.

Graveyard Warfare was my first custom tileset. There was no playtesting at all, I just figured, « it’s a map with corners and straight bits what needs to be playtested? »… I was wrong… Have you ever seen a horde of Zombies suddenly multiply by splitting, and splitting, and splitting again because there’s a huge open space with more than one route to get to your survivors? It’s terrifying! That first game we had a few houses at the bottom of the board (3 tiles wide) and then the full graveyard (3 x 3 tiles = 9 tiles) for a total of 12 tiles – It was a simple mission, search the graveyard for a weapons cache and kill all the Zombies… we were expecting a 2 hour game… we died in about 45 minutes… An abomination appeared in the 3rd turn and just chased us around the Graveyard while all the walkers and runners kept splitting. I quickly modified the map to include a crypt in the centre square so the splitting was cut down a lot… Zombies still split quite a bit, but not as much as they used to…

Obviously, the next lot of maps I made were definately going to be playtested, a lot. They weren’t.

Just after Christmas 2014, one of my Zombicide friends pointed out that when the Season 3 box turns up I’ll have the full cast of The Big Bang Theory, and that I should make a set of tiles for the apartments. Well, challenge accepted. After a short time in the google-verse I found that someone had already built the apartments in an interior design app — most of the work was already done for me. All I had to do was throw on some trees, garbage bins, paving, grass and a liberal dose of blood spatter. I think they turned out ok. 🙂 But again, no playtesting… I just threw
them together and hoped they worked.

I’ve run a few missions with « The ZOMBi-CIDE Theory » tiles and I think they stand up well during game play. But they’re not really modular like most Zombicide boards, you can’t move them around because the design is fixed – you have to have all 8 tiles aligned properly or the set won’t work. Which is fine for it’s intended purpose. If I had the time to do it all over, I would’ve reduced the scale down to 6 tiles – 3×2… it’s just a bit too big… but I don’t mind…

So now I had 8 new tiles, and I needed to put something on the back… but this time I did things better… I came up with a set of « blank tiles » to use as templates.

zombicide-blank-tiles

After I printed several copies on paper, and laid them out on a table, I began to pencil in some walls. Then I thought about where characters would move about, how line of sight would affect the game play, and what sort of machinery or controls would be needed in each area of the board. After playing out a few options I settled on the simple plans that became the Waste Treatment Plant.

It’s modular, it works with it’s own tiles and you can also join certain tiles seamlessly to the original Zombicide tiles.

I have a companion tileset to the Waste Treatment Facility coming soon, called ‘Zombies in the Toxic Factory’. This will be a set of 6 tiles that form a small nuclear power station — but there’ll also be a bonus of 3 extra tiles that can be used to link and extend this new set to both the original Zombicide tiles and also tiles for the Waste Treatment Facility.

On the back of the Toxic Factory there’ll be a cathedral based on the floorplan of the Basilique du Sacre Coeur de Montmartre in Paris. Not an exact replica, mind you. I don’t want to spend the next year getting the details absolutely precise. It’ll be a simple homage to the architecture. 🙂

4/ Do you worked on your dedicated Mission?

I haven’t got any Missions for my custom tiles at the moment, but I’m working with a few other members of the Zombicide community to create some scenarios. They should be ready soon. Keep watching http://zombicide.sigil.biz for updates. But I do have a Mission that I submitted to Zombicide.com that I’m particularly proud of — Damnation Alley.

I’m also in the process of writing a mission for « The ZOMBi-CIDE Theory », where the whole gang needs to save ‘Dave’ because he refuses to acknowledge the existence of Zombies in the « real » world and he won’t come out of his room.

5/ What is your favorite Mission, and why?

C42 Spring Cleaning by Lachlan Abrahams. Not only because he’s a good mate of mine, but also because this Mission is hard. It has a real genre logic to it — it always makes me think of those spooky, tense moments in Season 3 of « The Walking Dead » when they had to fight their way through the Prison. When you play this Mission you can get lost in the whole drama, because it can be so time critical. One wrong move and suddenly you’re panicking and running blindly through the corridors… well, when the lights are low, and you have the soundtrack to « 28 Days Later » playing in the background « shit gets real, man »…

6/ How do you hear about our French Zombicide Fan Site?

I was looking to find some Zombicide tiles that I could steal on the Board Game Geek site. I wanted something set in the sewers, and I found the drafts of the Sewer tiles that your community was working on at the BGG site. Then after clicking around for a while I realised that they were still under construction, and there hadn’t been updates for some time.
Damn it! I wanted those sewer tiles, they were awesome! And then by chance I saw drafts of the Highschool Funeral tileset, so I had to have them. Et Voila! I stumbled into the French community site to grab the hi-res downloads! And I’m glad I did. I poked around the site and managed to scrounge up some ideas for other tiles, including a hidden door that leads to an underground bunker full of Ultra-Red weapons. Nice!

I also made up several sets of the High School Funeral tiles to give to my friends as a Christmas present. They were very impressed with the artwork. So please pass on our compliments to the team that created those AWESOME tiles.

I certainly appreciate how fans give back to the community that inspires them, and that’s why I made all my tilesets available to the zombicide community in as many forums as possible…

You can feel free to translate the descriptions of my tilesets into French and post links to my content on http://zombicide.sigil.biz if you think your members would appreciate my work.

Thanks for the opportunity to talk about Zombicide. My apologies if I wrote too much, it’s only because I’m a big fan of the game — and I’m jazzed to be on the show, man…

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A-Zombivors

RULES FOR A-ZOMBIVORS

The new guy discretly asked me what West was doing by « my » side, in a gesture loaded with inuendo. All get there sooner or later… The answer is so simple that it deceives them all the same: solidarity is most precious; any help is accepted. There is no room among survivors for prejudice, or everyone is endangered.
As long as West can give me his « last name, first name and profession », our hourly ritual, he is as suitable as my best friend as anyone else. Don’t get too excited, though. At the first word of gibberish, one of us would have to run very fast.

A-Zombivors (Abominations Zombivors) are Survivors like any other, with noticable exceptions as follows:

  • Any A-Zombivor in play forbids the same Abomination to spawn – at least the same sculpture. The substitution rule applies and a Fatty with retenue spawns instead.
  • A A-Zombivor do not have any Survivor’s profile. If he dies – at 5th Wound – he cannot ressurect, but the mini is laid down anyway, in his Zone, off game. When a Zombie card spawns an Abomination of any type, dead A-Zombivors may also come back into play, whatever the cause of their death. They discard all their Wound cards and keep the rest of their inventory.

A-Zombivors share some Abomination’s traits:

  • A Survivor that kills one get 5XP.
  • Any bonus or malus which involves an Abomination applies:
    • A 3 Damage weapon requirement to wound an A-Zombivor, resulting in 3 Wounds.
    • Skills specifically linked to Abominations. « Collector: Abomination » for instance. A Survivor with « Dreadnought: Abomination » cannot be wounded by an A-Zombivor: the Survivor would tank the A-Zombivor’s Ranged attacks targeting his Zone, which could not be asigned on an upper target priority.
    • On the other side, any Skill linked with Zombies, like « Taunt » or « Shove », cannot be used on an A-Zombivor.

If there is any doubt or incompatibility, Survivor aspect wins

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South Park Survivors

Zombicide_South_Park_Cover

The fan-site watch department was quickly aware that the Zombicide game made it into a South Park episode.

The intel department quickly looked out for information from officials, from both Zombicide and South Park. Was there any deal, and therefore game material beside the cameo? Was there any Zombicide release prepared to respond to South Park, game material speaking? The investigation was published.

Moreover, the R&D department wished to quickly produce its own release, since there would be no official one:

You are free to make survivors inspired by South Park, but none shall be regarded as “official”

Guillotine Games

Former Survivor oriented projects (Human Companions, A-Zombivors) used illustrations from the game. The female A-Bomb proved how hard it is otherwise to have an official polish in the end.
How could we create brand new characters and keep a game standard result?

The community was close to play the “Kovalic” card and use illustration from the cartoon when Brutal Benji came up with a brand new tool for Survivor customization: the mash-up.

We had our path.

For the game profiles, we wanted each character to stay true to his personality and blend in the game as well. First tries were not that satisfying. It lacked some impact.

We worked in order to change that and to build a team which had its own new flavour. This process used some remarks buried in the South Park threads. Meaning the long term use of starting gear, often dismissed when the Mission or the Campaign goes on.

The biographies were written to fit everything in, even when bios, profiles and illustrations influence one another.

We are proud of the result and hope you’ll have fun to have the Comedy Central bad boys turn your gameboard upside down.

A special thank you to Brutal Benji (design & co), PinkEye (design, cover & co) and KingZombie (English review).

South_Park_Figurines

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[Angry Neighbors] Survivor’s IDs for Human Companions

Kickstarter_3_Compagnon_AN

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English

Nemesis Cards

27/08/2014 : Rules Nemesis Card v1

  • Idea: Season 3 Kickstarter comments
  • Rules: XofMdS (and lot of discussions on our forum)
  • Cards design: Polymorphal
  • Nemesis board and Rules layout: Brutal Benji

Fiche_Nemesis_HD_VO_v2

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English

Interview « MapEditor Contest »: Duncan Callander

1/ Could you give us a quick word about you and how you fell into Zombicide?

A couple of guys at my local club in Cambridge Sons of War, had kickstarted Zombicide from the start and one night I was asked to join in, from the first game I was hooked and never looked back.

2/ How did you worked your Mission out? How did you playtested it?

I am a big fan of the walking dead and was just watching a replay of the episode where they stormed the prison and I wanted to try to design a mission that had that sort of feel from the start. One where you were under pressure and could not hide in a room searching for the best weapons.

I was lucky, Scott a former winner and a close friend was able to take me through some of the play testing stages.

There are two options to play testing to keep it simple and slowly increase the difficulty level, or to go full out and make it as hard as possible and scale it back as you need. It really depends on how aggressive you are with your play style and how much time you have free. I was lucky as Scott prefers the first option while another good mate keith prefers the make it as hard as you can. So I was able to test the mission from both angles depending on who I was playing with at the time. To find the correct balance.

While play testing its also a good idea to use the same team with this mission I used the 4-6 characters that I thought would have the easiest time and then tried it with the characters I thought would have a hard time.

That way when someone is playing my mission regardless of characters chosen the mission is achievable, that being said I do like to chose my characters at random when playing missions.

3/ Could you timeframe the different steps to the publishing?

Designing a working mission took me about two months with play testing at least once a week, either full scale from start to finish or just the first 12 turns, if your played my mission you will know why.

3b/ Did you choose « La Santé »? Why? Scott talked about a famous prisonner, who was it? What else did GG changed?

I wanted to pay homage to guillotine games and set my mission in France. So I needed a famous prison players across the world could relate to.

The Bagne of Toulon made famous by Victor Hugo was closed in 1873.

Almost nothing is left of the Bastille except some remains of its stone foundation.

La Santé Prison is one of Frances most famous prisons thats still operational.

There was no changes to my map, I had anticipated some of the starting zombies being removed.

But that’s the challenge of my mission its stressful, you have two groups of zombies chasing you from two different directions. You need to work as a team, communication and planning is the key. Everyone needs to search every round.

The mission brief was changed it was rather long and I admit parts of it was unnecessary.

La Santé Prison has both a VIP and high security wings. Which made it perfect to have my original idea of nick naming the berserker abomination Carlos after one of the former inmates who returned.

The bereserker adomination is the key to my mission. You need him to help you escape but you have to deal with him sooner than later.
So I liked the idea of giving him a nickname.

missionC45

4/ So now you won. How does it feel?

I didn’t know if I would win or not, I just wanted to design a mission that was fun and enjoyable to play.

To see your mission printed so others can enjoy is a great feeling.

5/ Are you still motivated to win a second time?

Im currently working on about 2-3 missions and maybe when the time is right I may submit another one.

6/ Tips? Advice?

Work out what you want to accomplish with your mission. Have a clear picture of what you want to achieve.

Keep it simple at first expand it as you progress.

Design the map but don’t be afraid to change it.

Push the envelope if you come up with a new rule, weapon or timing step then you have a good chance of standing out from the other missions.

Play test it and try to break the mission, you know your mission better than anyone else how would you exploit it? If you can exploit it then so can others.

Have fun, if your play testing your mission several times and your not enjoying it then others wont when they play it.

7/ What do you think about previous Missions? Any favourite?

Id probably have played C37 so many times id have to list that not just because its Scotts and I helped play test it 🙂

There are so many good missions, what I look for in general when deciding on what to play is something that is unique and offers replay ability.

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Interview « I am Legend »: Jeff

The interview was designed and conducted by XofMdS:

Could you present yourself in a few words?

My name is Jeff Blakemore and I am a husband and father of two sons. Both sons are in their twenties and I especially enjoy that they will play games with me. I collect board games and love to play them and several miniature games. I play Cygnar, Chaos Space Marines, and too many factions to list in any Spartan game. I visit my local games store to play X-Wing and Attack Wing. I also enjoy painting. With the nerve damage, my painting will never be more than a table top standard, but now I paint for just me and find that is most satisfying.

How and when did you found out about Zombicide?

One of my friends had a relationship with Cool Mini or Not and had shared the Season 1 Kickstarter on its first day. For the next week, I’d visit Kickstarter several times a day. I’d vacillate on whether to pledge or not. I took the plunge telling myself that if the game part did not pan out, I would have plenty of models on which to practice painting. By the end, I was committed to two of everything. The game showed up a week before Gen Con and I took it with me. We played in a lounge and started with the first mission and held on by the skin of our teeth! We could not keep quiet and had quite a crown around us by the end, cheering us on. The thrill was visceral when the zombies spawned and we were close to running out of walkers. I still love the ability to get immersed so much that I feel a bit of the fear as the horde shambled towards the survivors.

Do you know why you were picked up for such great homage?

I am told it was because of the things I did to help people pledging during Season 2. I had a lot of free time and spent all of it keeping up with the comments. I tried to answer questions, kept a pledge calculator updated and also kept a forum page filled with « Useful links ». I did it because it was fun and I wanted as many people to have the fun that I do when I get to play the game. I also managed to make friends with people all over the world, It is so very cool to share an interest globally!

Kickstarter_12

From that point, how did Guillotine Games and you processed into the design of your Survivor? Is there any Easter egg around its art? Did you get to choose your weapon(s)?

For reasons I cannot yet share, I wanted to use my wedding pictures as the starting point. I can say it involves my wife at the same time. When the email came, I was taking Ambien and had answered it in my sleep. I did ask about using a picture of myself from 1981 and included two rather dark pictures my dad took at the wedding and included a little bit about myself. I’m not sure how often we sent messages back and forth. I found out my sleep self had done this a couple of months later when I received the survivor image back. I was disappointed at first, but the picture was far better than I expected. There were things like my hairstyle that seemed off to me, then I remembered that my hair rarely stayed neat and the drawing was much closer to the truth. I have not worn a leg brace but have had health problems for much of my life. One health issue is that many of the nerves in my extremities that make me use a cane or walker. The leg brace is a nod to the extra effort it takes to get myself around. If anything were an Easter egg, that would be it. Because my sleep self answered and did not specify a weapon, Guillotine Games stepped up and chose for me. I also gave them few clues for my bio and my wife and sons said they nailed it.

Is the project with your wife an official Zombicide one? Is it still going on?

It is the result of a Kickstarter, but not involved with GG or CMON. The person in charge caught a bit of wishful thinking and decided to make it happen. So telling the world about it belongs to them.

Zombicide_Box_Angry_Neighbors

How did Guillotine Games and you processed into the profile of your Survivor? Did you get some access to new Skills/Rules to eventually pick one of them? Does it reflect some kind of your personality, or did you choose a more fictional path?

As my sleep self did this part, I really do not know.

Assuming you now know your profile, or at least have some hints; any second guess about this matter?
« We all brought our own solutions to the zombie issue. Tell me about yours! »

A logical mind and skilled marksman, Jeff is used to bringing his unique point of view to any situation arising in the zombie world. More often than not, he’s advocating the use of teamwork and precise strikes to reach the intended goals. But then come the times when he goes silent and single-handedly kills scores of zombies one headshot at a time.

I am a software engineer, so logic is very much a part of who I am. Much of my leadership training was in Boy Scouts and it emphasized teamwork. But I have not picked up a gun in a long time. With the damage to my nerves in my hands, I don’t think I could keep a rifle steady. (But it is a cool thing in my alternate self!)

What about your Zombivor? Doesn’t it feel weird to have this reflection of yourself?

It feels a bit weird having a survivor! The Zombivor image was intriguing. I had not thought of myself as being in the early stages of the infection but always as a « finished product. » Seeing the transformation through someone else’s eyes was very cool!

We can’t imagine the « pride » (maybe a better word would fit) you can feel. Are there anyone in your entourage with whom you can share that?

Both of my sons have a good idea what it would mean to them to have a game piece in their favorite game. And they tell me that they are both proud and happy for me. I posted up a link on Facebook as soon as I secured an Early Bird slot in the Kickstarter. I now wish I had not. One friend did not see the post and I told him in person. His response made me feel fantastic.

What are your next moves regarding Zombicide?

Trying to keep up with the comments on the Kickstarter project is first on the list. I have made friends all over the world through the Kickstarter projects and I hope to keep that up. Also, I hope to tap into the current enthusiasm to get the wiki up and running on ZombiesDash.com. And maybe, hopefully, finding two or three people that will keep a blog too. I’ll get to play entirely for fun this next week. I hope to also go as my Zombivor self to the Zombie Shamble at Gen Con.

Why won’t you support the « Free Jason » initiative? 😉

I feel that I am an ambassador for Zombicide, and as such, I cannot show favoritism. (Free Jason!)

Kickstarter_3_Jeff

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Interview « Guillotine Games »: Nicolas Raoult

The interview was designed, conducted and translated (from French) by XofMdS:
 
Shall Nicolas Raoult be introduced? His name is on the front of what makes us coming here… Anyway, for those who want to cath up, some readings:

What would be your cultural milestone?

The animated series of Batman from the 90’s. I’m fascinated by its universe like Greek mythology, with its capricious gods and its world going down. From my point of view, the true heroin of this universe is Gotham City herself. Bruce Wayne is kind of the active witness, delaying the inevitable.

Zombicide_Batman_01

What would be your zombie cultural milestone?

« The Zombie Survival Guide », the book from Max Brooks. Second degree in it is delectable, and you learn plenty (yes you do).

What came first: you wanting to do a game with zombies, or a cooperative game against an AI? (or else?)

We had the game core mechanism. Theme was picked by Raphaël Guiton and Percy de Montblanc.

What was the first stone to build Zombicide rules? Which keystone was decided first?

Full coop aspect. Considering our state of mind at the time, it could not be otherwise!

What kind of Survivor would « Nicolas » be, if you’d be in the game?

In case of a zombie apocalypse, I’ll die in less than ten minutes.

No one thinks he’ll survive? A bit of self-confidence!! What is your favourite game style, then?

I’m more like a shooter, with side specialization on support: Distributor, Shove, Control, +1 free Search, etc. It’s more an adaptation to my partners than a real choice: Raphaël Guiton and Jean-Baptiste Lullien are all into savage fighting.

Your favourite in-game weapon?

The Sniper Rifle. Distant threats gets terminated with this weapon (Runners, Zombie Dogz, Toxic,…) while your fellows play mass elimination at short range. Also, in a Competitive mode (season 3), it becomes the ultimate dissuasive weapon. I do not like to take other players’ characters down.

How is an official Survivor done? (Images, ID card, team coherence,…)

It depends. Most are defined before, with a profile for a specific purpose and a full briefing for the concept. Others come more lightly, with concepts coming from the outside. We create their profile according to our inspirations, to our perception of the character. Everything is tested.

Legend Tiffany mentioned « something » you turned into a weapon. Art, or a real in-game weapon?

It would take the surprise away to answer here. Tiffany is outstanding.

We saw a non-Mickey Rourke on the Dronio website. Is there many visuals that do not make it? Will they ever?

Who is Mickey Rourke? ^^

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First Kickstarter gave the impression of a mutual surprise between backers and creators. The second seemed more prepared. Were there still unexpected stretch goals (from the creator point of view)?

For the first Kickstarter, yes. Everyone was better prepared for the second one.

Is there any room for backers requests, improvisations?

Yes there is, if one strikes us very much.

Could something like the « Wrath of Kings » crossover be done again?

Of course! We think the Zombicide world is elastic enough to easily allow such crossovers. Who doesn’t dream of his favourite hero in the game?

The game has many metal music references, especially in season 2. Do you want to give some credits to a not enough known and loved genre? What would be your metal milestone?

We listen to metal music while testing Zombicide. It puts us in the mood. On a personal note, it helps me to project myself as a player and not as a designer.

In a few days, the third Kickstarter campaign. How is the creator-side just before such a run?

The real world and the imaginary word switch positions.

And during the run?

We have to be ready all the time, to listen to the backers, to be reactive if the plans have to change. And they will change, no matter what happens. It is an intense and instructive experience.

This KS3 will launch the batch of x and y reference requests. On the other side stands the Miramax precedent. How are the references picked up?

Oh! I remember at last. Mickey Rourke is that giant mouse, isn’t it?

Zombicide_Rourke_01

Any bet on the outcome?

I am always pessimist when it comes to the results of Kickstarter project I’m part of.

I was talking about the soccer world championship in Brazil. Any bet?

None 🙂

What about the Zombies that Eren Histarion labelled « VIP » (Village People, Elvis)?

These Zombies introduce a new game mode that gives a very funny and light flavour to Zombicide. We laughed a lot creating them!

You favourite Survivor mini? Zombie mini?

Josh from Season 1. Orange makes him stands out. And he wields a gun in each hand, which is classy!

The Runner with the sweater in Season 1. I find him perfect.

How do you determinate a relevant feedback from the players, assuming you get a lot of these?

I can only speak for myself: I need numbers, facts, objectivity. I can deal with the feelings, of course, but I miss something if it comes alone.

Which feedbacks did you put into season 3?

Mmh… All of them.

Impossible. Fans ask for everything and the opposite! What input was made to clearly soothe them?

I understood « players » as « testers ». Introduce something to make players happy generally speaking? The Mission contest! And it makes us happy too. We like innovation brought by the community in these peculiar Missions. They allow the presentation of mechanisms that would be a bit too hardcore for base game boxes.

All in all, which feedback was the most perturbing, or debated? Which took you aback?

One made by a tester, who saw only Zombicide on the competitive side. He did not have our cooperative experience, and so had a different vision of the game.

Is there any « french touch » among the feedbacks?

French do not like themselves enough. Either themselves or each others. This is clear when playing.

THE preconception (therefore false) that must be shot down?

« Cars are overpowered ». A Survivor being at the red level on the wheel of his car when the rest of his team enters the yellow level endangers everyone.

I know you get the first batch of our community cards. Which one do you think stands out?

I smile at the manhole token.

The « SunShade Inc. » Urban legend or true?

Urban legend. 🙂

Very active online, you became quite absent since the end of KS1. Why did you withdraw?

I was counter-productive.

Any come-back?

Most probably not. 🙂

Even as a reader only? You do not watch communities’ forums?

We read them. The fact that we do not submit anything let the reactions be spontaneous.

The games-with-zombies family extended a lot since the Zombicide launch. What would be THE thing that still makes Zombicide special?

The balance among the designer team feeds the play experience. That is a strength to me.

Could « The Others » have any link to Zombicide or not at all?

Link is possible.

What does a typical week of Nicolas looks like?

I have no typical week. That is one of the privileges to be freelance, things do not repeat themselves.

What are the projects regarding yourself? Guillotine Games? Zombicide game(s)? Zombicide universe?

This is classified. 🙂

Come on! Percy « next door » tells us that Guillotine Games works on 4 different projects, one being linked to Zombicide. Is this a new mode, like TCM or Angry Neighbors or Zombie Dogz may be referred to, or is it something completely new, linked to the Zombicide universe?

That is so Percy-ish! 🙂

Which important question did I miss? (Deal is that it won’t be asked)

« What did Zombicide changed in your life? »

Any last word?

Thank you for your job at Eren Histarion’s website!

17/07/2014 : Bonus
Would you be the « NICO » in « NICO SPECIAL »?

Yes. One way or another, I always put my hand on a sniper rifle during our tests. So we thought it would be nice to have an appropriate Ultrared weapon.