starcraft comic episode 0.pdf
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W H Y
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W a r P i g s i n StarCraft S
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The War Pigs, elite Marines with a reputation for getting dirty jobs done,
are going to be playable as mercenary units in the upcomingStarCraft2:WingsofLibertygame
This team was created to handle missions that required more ingenuity
and inventiveness than your average brain-panned Marine could provide.
The War Pigs are al l criminals given the option of retaining their
memories in exchange for a l i fe sentence with this dangerous crew. Few
M a ri n e s a re cra z y e n o u g h o r de a dl y e n o u g h to f i t th e bill.
The War Pigs have tightened up their organization since the "Raynor
Incident" (chronicled in the StarCraft comic ), and have recruited moreba tt l e -h a rde n e d ve te ra n s i n to th e i r ra n ks. W i th n e w sta n da rdi z e d
uniforms and weaponry, the War Pigs are the ultimate mere troupe for
missions requiring decisive action.
mim
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N a m e : P y r i u s . R o m y
R a n k : C l a s s i f i e d Date of Birth: 2444-08-12
S e x : M H e i g h t : 5 1 0 W e i g h t : 175 Ib.
E y e s : B LU H a i r : BL N
D i s t i n g u i s h i n g M a r k s : N e e d l e a n d P r e s s u r i z e d S y r i n g e S c a r r i n g o n A r m s ,
L e g s , Ne c k , a n d F e e t
/ H
C R I M I N A L H I S T O R Y : f
J
C h a r g e D e s e : M a n u f a c t u r a of C o n t ro l l e d S u b s t a n c e s , M a n u f a c t u r e ,
Po s s e s s i o n , a n d Di s t r i b u t i o n o f To x i n s Wi t h t h e I n t e n t t o Ki l l o r n j u r e ,
Po s s e s s i o n o f a Co n t r o l l e d Su b s t a n c e , Sa l e o r Di s t r i b u t i o n o f Dr u g
Pa r a p h e r n a l i a , Sa l e o r T r a n s f e r o f Co n t r o l l e d Su b s t a n c e s (
S e n t e n c e : L i f e ' /
A T T N :
T A M S E N C A U L E Y
S U B J E C T : R O M Y P Y R I U S S K I L L S A S S E S S M E N T
S T A T U S : C L A S S I F I E D
Pyr i u s ' h i s t o r y o f d r u g a b u s e a n d d i s t r i b u t i o n i n c l u d e s t h e ma n u f a c t u r i
o f n a r c o t i c s t h a t we r e l a t e r f o u n d t o b e e n g i n e e r e d a s l e t h a l s l o w-a c t i n g
p o i s o n s . Cr i mi n a l i n t e n t a s i d e , h i s g r a s p o f c h e mi s t r y , me d i c i n e , a n d
b i o l o g y i s u n p a r a l l e l e d a mo n g s t t h e o t h e r Wa r Pi g s . Pyr i u s d o e s h a ve a
h i s t o r y o f d i s l o ya l t y t o h i s f r i e n d s a n d b u s i n e s s p a r t n e r s , b u t t h i s s h o u l d
p r o ve a d va n t a g e o u s a s i t s i mp l y me a n s t h a t e mo i o n a l a t t a c h me n t s wo n 't
a f f e c t h i s a b i l i t y t o c o mp l e t e a mi s s i o n .
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The fol lowing is an excerpt of an interview
with Simon Furman that was conducted by Chris
M e t z e n ,
Blizzard Entertainment's Senior Vice
Pre si de n t o f Cre a t i ve D e ve l o pm e n t, o n Ju l y
28th, 2009.
Ch ri s M e tz e n : How did you get into the comic
book business?
S i m o n F u r m a n : Well, like a lot of people, I
started out on the editorial side of things, work-
ing on comics from behind the scenes. Comics
were something l'd grown up with and loved as
a kid, but l'd grown away from them a little bit in
my teens. Then I started working for a big UK
pu bl i sh i n g co m pa n y ca l l e d IPC M a g a z i n e s.
It h a d a w h o l e b u n ch o f g e n e ra l - i n te re s t
m a g a z i n e s a n d a de di ca te d co m i cs d i v i s i o n , a n d
i t w a s i n th a t co m i cs d i v i s i o n ki n d o f by
o s m o s i s w h e r e I ^ ^
e n de d u p w o rki n g . I t j * . .
was the start of a jour-
J|pi^^ .*>
ney of red isco very for ' ,
me as I came to realize
just how much l'd loved m *th ese th i n gs a n d j f l
m i s s e d t h e m . * ^
L a r g e l y t h r o u g h *
d e a d l i n e c r u n c h e s
where we didn't have a
w ri te r o r w e w e re
fall ing short of t imeI pitched in and did a few
spec scripts here and there, f inishing off series,
doing l i ttle one-shots, dropping in where a
writer had dropped out. I found I had a wee bit of
a talent for it and also loved doing it. The idea
that you could actually make a l iving as a
comics writer was something that had never
really occurred to me before, but suddenly i t
was a very real possibil i ty.
Ch r i s M e tz e n : Do you think you conceptualize
a sto ry d i f fe re n t l y i f i t' s se r i a l (e .g . ,
Transformers) and you know that you have a verywide tableau to work with? Is your approach
different for smaller projects?
S i m o n F u r m a n : I wou ld say m y approach is
pretty much the same whatever l'm doing: I
always try to look at the bigger picture first so I
know exactly where we're setting something,
what the larger ground rules are, and then boii i t
al l the way down to an individual character or
three, which I sti l l believe underpins so much of
g o o d ,
solid storytel l ing. So I tend to want to
know everything that's going on, and then I can
focus in on individual characters and stories,
expanding on the little gaps you see in the
bigger picture.
W i th so m e th i n g l i ke Transformers, so much
was already laid out right from the start. The
characters had their personalities, and you had
this epic, far-reaching backstory. I looked at that
whole vast canvas, and then I searched for the
sm a l l e r sto r i e s w i th i n , th e f i n e de ta i l yo u
just cant get with that big a brush. You cant
possibly cover everything, even in the most
comprehensive style guide in the world or the
absolute best series bible. The great thing about
Transformers wa s that there we re so manyplaces to go with it and broaden it out. The thing
l've become quite well known for, especially in
Transformers, is taking somewhat non-entitiesa n d bu i l d i n g pe rso n a l i ty o n to th e m a n d
m a ki n g th e m "fa n -
:
\ . f a v o r i t e " c h a r a c t e r s .
Cjb' Thi s is what I Iove
doing, because as soon
jiSf . a s 1v e 9 0 t t n e D a r eI bo n e s o f a ch a ra c te r
j " " ' a n d s o m e p r e c o n c e p -:Jr
tion that they're this,
M that, or the other, then I
Wm - set out to con foun d
th a t pre co n ce pti o n by
building them up or
making them different or adding in unexpected
layers. This is really what f i res me up about
co m i cs: bu i l d i n g d i spa ra te ch a ra cte rs i n to
(hopefully) great stories.
C M : What are some examples of your favorite
characters that you've put a spin on and gotten
the most kick out of?
SF: A good example is a robotic character
called Death's Head, whom I created back in the
1980s for Marvel UK. We started off needing just
a th ro w a w a y ch a ra cte r , a g e n e r i c m e rce n a ry o r
bounty hunter, for a UK Transformers strip. Butw h e n th e v i su a l s fo r th a t ch a ra cte rfro m th e
artist Geoff Seniorstarted dropping on our
desks, we loved them so much that we thought,
"There's no way we can just throw this character
out after maybe one or two stories." So, we did
this emerge ncy retrofitting wher e I just layere d
all these extra quirks and eccentricities and pre-
pared a special one-page story so that Marvel
could duly copyrightthe character. Death's Head
just took off from there
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C M : What is i t that makes you feel most satis-
d wi th y o u r wo rk? Do es sa t i s fa ct i o n co me
ough more in the works of your pure imagina
ri because you've done a lot of licensed stuff
ke
StarCraft)? Clearly you'd have more fun
irking on som ething l ike StarCraft.
aughter]
C M : Bu t i s th ere a ra t i o b etween p u re
lagination and l icensed projects having more
saning to you at the end of the day?
S F: H onestly, I just Iove tel l ing sto ries. Give
e the playground, the toys, and l'm happy to
wh erev er wi th th em. Wh a t I l i ked a b o u t
C M : O v e r t h e y e a r s , w e ( B l i z z a r d
E n t e r t a i n m e n t ) h a v e d o n e c o m i c s , m a n g a ,
novels, and short stories in addition to our
gam es. W e've alw ays l iked the idea of trying to
meld a lot of those mediums together. So you
might see characters pop into the game who are
from a unique manga story. What's your take on
that kind of stuff?
SF: To me that's the meat and potatoes of
storytel l ing, that everything interacts and that
a n a ct i o n o v er h ere h a s rep ercu ssi o n s wa y o v er
there. It's like a big picture that you don't
necessari ly need to see al l of, but you can
go over there and have a look at that, and
ultimately everything matters. I Iove the fact
mmI
I
m
mm
mm
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STARCRAFT O, publistied by WildStorm Productions. an imprint of DC Comics, 888 Prospect St, Suite 240, La Jolla, CA 92037.
Copyright 2010 Blizzard Entertainment, Inc. AII Rights Reserved.
Starcraft and Blizzard Entertainment are registered trademarks of Blizzard Entertainment, Inc in the US and/or other countries.
WildStorm and logo are trademarks of DC Comics. The stories, characters and incidents mentjoned in this magazine are cntire-
ly fictional. Printed on recyclable paper.
Printed by World Color Press, Inc, Montreal, QC, Canada 3/8/10
DC Comics, a Wamer Bros. Entertainment Company.
ff)
1J
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