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    W H Y

    T H I S

    , W A Y ? ^. F O L L O W

    T H E B O P Y

    P A R T S .

    I F I N

    L P O U B T . . . ,

    TO MS!N A M E ' S T U R F A P E I ,

    S P E C I A L . O P S .

    W E ' R E O N T H E

    ^ S A M E S I P E . ^

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    W a r P i g s i n StarCraft S

    $3M i

    mtBBSwltmjm

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    B l

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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

    iii

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