MOLLY’S GAME (2017): Slick, Riveting and a Royal Flush

mollys game

Released in 2017, Molly’s Game was all the buzz through the year. Based on a true story, it tracked the life of disgraced poker princess Molly Bloom. She was an Olympic level skier turned enigmatic hostess who ran the world’s richest and most exclusive poker game.

She ran the game up until the FBI caught up with her in 2013. Molly brought together the world’s most famous actors, sportsmen and other rich poker enthusiasts to battle in luxury hotel suites of New York and Los Angeles.

Molly’s Game, directed by Aaron Sorkin, takes us close into the hidden high-stakes games that occur far from sight. It’s a world that most are only familiar with through online sites like 888poker.

Movie-goers will be familiar with the name Aaron Sorkin. He was the writer behind some of last decade’s most famous and wittiest movies. He wrote Moneyball, The Social Network, and The West Wing. His style of writing is known to perfectly meld together showiness and quick wittiness.

In his directorial debut, the best features of his style come together. Molly Bloom and her lawyer’s performances turn the movie into one that’s full of twists and intrigue.

The story, mostly true to Molly Bloom’s autobiography of the same name, is a slick story. Jessica Chastain plays the protagonist and is well suited to the wryly humorous tone that Aaron Sorkin intended.

Viewers may remember Jessica Chastain from her performance in Miss Sloane and Zero Dark Thirty. She has already proven that she has the charisma and smarts to play such a tricky subject.

Similarly, here with her humorous narration, she is impossible to stop watching. Viewers and fans of poker are introduced to how poker works as well as a variety of strategies.

At 2 hours and 20 minutes, the movie certainly runs for longer than usual. It was also a common complaint amongst critics.

On the plus side, the movie remains engaging for the most part. This is especially true in the beginning. Here, Molly takes us through her childhood and the incidents that shaped her and changed her future. Her stern, always demanding father is played by no other than Kevin Costner.

She gets injured due to a freak accident and is tired of being in the shadow of her overachieving siblings. Frustrated, she heads to Los Angeles to find herself instead of law school. She takes up a job as a waitress and a day job as an assistant to a shady boss.

It was here that she stumbled into the underground world of poker. Turns out her boss was hosting weekly poker games for a famous Hollywood actor at the “Cobra Lounge.” This location is a real-life spot known as the Viper Room in Sunset Strip.

Molly’s Game draws many parallels to “The Big Short.” A beautiful combo of quick shots, images and graphics are used to let viewers grasp the intricacies of poker.

We learn the ins and outs of the game at the same time as Molly. Viewers learn the psychology behind it, the strategies and the common terms and phrases. According to many poker experts, the scenes and terminology are right on the money.

After she is fired by her boss, Molly wrestles the game and makes it hers. She adds plenty of glamour and ups the stakes. It’s a dizzying character growth but Jessica Chastain excels at the portrayal.

The movie takes us through two timelines at the same time. One shows us Molly navigating her lawsuit with the help of her lawyer. The other shows us how her poker empire was built and why she was known as the Poker Princess.

The villain here is Player X, played by Michael Cera of all people. It’s a very rare villainous role for him and is allegedly based on Tobey Maguire. Player X does not play for the money. Instead, he likes to destroy and watch his competition burn.

On the other end is Bill Camp, a strong player and a nice man. Unfortunately, he ends up on a downward spiral that wrecks his life and marriage.

However, of all the relationships, it is Molly’s and her lawyer’s, played by Idris Elba, that stand out. The two have crackling chemistry right off the bat – exchanging barbs, literacy references and other rapid-fire conversations.

Molly’s Game premiered in September 2017 before it saw a theatrical release in the US in December. It was immediately showered with praise and applause. It grossed $59 million worldwide, which wasn’t too shabby considering its budget of $30 million.

There was praise for the screenplay. Idris Elba and Chastain were highlighted for their performances with the latter’s performance considered her best so far. Chastain won a Golden Globe nomination for Best Actress.

The movie is almost four years old at this point but it remains a compelling and absolutely riveting watch. It’s a must especially to those who are fans of the poker game.

It can be tempting to be drawn to the real personas behind every character in the movie. But look beyond and keep your eyes on the story as this movie is sure to be a straight flush!

 

Neill Blomkamp | DEMONIC

Demonic Neill Blomkamp Interview

Returning with his first feature film since 2015’s Chappie, Neill Blomkamp was swapped science fiction for horror with his latest movie Demonic. Best known as the director behind the sensational District 9 and the Matt Damon-led blockbuster Elysium, Blomkamp produced his latest film during the midst of the current COVID-19 pandemic. Starring Carly Pope, Terry Chen, and Chris William Martin, Demonic follows a young woman who unleashes malevolent forces when a decades-old tension between her and her mother is revisited. A possession horror that also makes use of virtual reality and a game engine, the first trailer for Blomkamp’s new film was released earlier this month. Ahead of the film’s official premiere, Blomkamp sat down with STARBURST to talk about the challenges he encountered making this film, how the concept first came to him, and what other projects he has on the horizon.  

STARBURST: Your latest film was shot during the COVID-19 pandemic. What challenges did this present, especially for a body possession horror film?

Neill Blomkamp: We shot the film relatively early during our process of learning how to deal with COVID-19. I think if you were to shoot something now, the SAG [Screen Actors Guild] and DGA [Directors Guild of America] rules on how everything works would be more clarified than they were when we shot Demonic. It was early on and we were receiving different information from different people. So we had to figure out how to manage all of that, what the rules were, and how they worked. It probably slowed us down ever so slightly, but other than that there was no real difference. You just soldier on. 

This is your first out-and-out horror film, but all of your previous films (particularly District 9) have in some way involved bodily modification or change and the way this impacts a character’s sense of their own humanity. Is this a subject matter that particularly interests you?

I don’t know! I think the more films that you direct – maybe it’s the same for authors as well – there’s kind of a ‘psychiatrist’s couch’ element to it where you’re learning about yourself in some way. I know that I find the idea of body horror incredibly captivating, but I don’t really know why. I’m not entirely sure. And in Demonic it is definitely nowhere near as pronounced as in District 9. It is more about the psychology of what is a dream and not a dream, and where this character stands in the world at a given moment. But body horror is in there. It is definitely there. It’s just toned down a bit. 

You mentioned the psychiatrist’s couch, did you learn anything about yourself and the way you like to make films while filming Demonic, especially given how different it is from what you have made in the past?

I think that difference was a little more conscious and controlled than that. The film really had one single goal, which was to try and make audiences feel a sense of dread throughout the whole movie. That’s really all I was trying to do, and every decision we made worked backwards from that goal; the way the shots were composed, the way the camera moves, the selection with the score. Even the edit pace – everything was just trying to be slower and create this sense of brooding dread the whole time. That’s not a ‘psychiatrist’s couch’ situation. That’s a conscious, intellectually aware choice.

How long have you wanted to make a possession horror like this? And what influences did you draw on, if any? You have previously talked about your respect for DIY-style films like The Blair Witch Project and Paranormal Activity

Those films were massively inspirational in the sense that filmmakers went out and shot something on a very low budget and got a very visceral response from the audience. I would say that is how they were inspirational [to me] – not in terms of content. Demonic is kind of a weird movie that way. It’s very hard for me to actually point at references. I’m not sure what the references are, because it is so much more a case of all these different building blocks that we were assembling based on what we had access to during the beginning of the pandemic. An example is the cemetery in the third act at the end of the film. That was a location that we were able to access and we definitely wanted to use it, so we asked ourselves ‘how do we write that in?’ Filming Demonic was this reverse engineering process of putting everything together. The volumetric capture stuff, the VR stuff, and doing all of that inside a game engine… that was also a priority. So we thought ‘okay well if we know we have that, and we know we have this, and we know that all of these elements are coming together.’ The film almost percolated out of those elements. It wasn’t really a case of watching something and thinking ‘I want to use that, I want to use that, and I want to use that.’ So it’s super hard for me to point to references. 

So it sounds like to an extent you were making the most out of the technology and the settings that you had to hand, given the situation. 

Yeah exactly. It was highly, highly different to any other film that I have worked on before in the sense that everything had stopped and the world was figuring out the pandemic. There’s a whole lot of interesting shooting locations out here [in British Columbia] that are reflected in the movie. So we had access to them. The movie also started out as being entirely self-financed, and then AGC Studios came in and gave us more money. So we then gathered together and figured out how to do this, and asked ourselves what cool elements we wanted to put into it. That process is very different to sitting down and writing a screenplay that will reverse engineer the production and the budget back into it. Demonic was the other way around. 

How long had you been sitting on the concept of a film like this? How far back did the idea first come to you?

The only things that predated the pandemic that I can remember with Demonic were the idea of something to do with virtual reality and using volumetric capture. I knew that I wanted to do that. And if you look at Blair Witch it is just filmmakers going out and shooting stuff in the woods, so we thought ‘let’s go shoot some stuff in the woods.’ That’s really all I can remember existing before the pandemic. When you merge something like that with demonic possession… it’s a weird Venn diagram kind of overlap between science fiction and horror, I think in an interesting way. That was really the seed of it, and then you work backwards and incorporate the sets and the concepts that you want to put in there.

Did the cast rise to the story and the challenges presented by the pandemic? How was it to work with them on this film?

For sure. I loved working with all of the actors on this film. Particularly Carly, who was a real collaborator and team member. She was a really great asset to the whole movie. I had a super good time working with everyone. The cast needed to be the right kind of talented actors that could work under the pressure of a low budget environment, mixed with the pandemic restrictions. And they were awesome. It was a good shoot. 

What are your hopes for future projects after Demonic? Is body horror or horror in general something that you could see yourself returning to?

Working in this subgenre of horror is very interesting to me. I’m less interested in ‘gore horror’ but possession horror I like. So I could definitely see myself coming back to the genre for sure. 

Why is ‘gore horror’ less interesting to you?

It’s hard to put your finger on it exactly. I think that the supernatural and psychological part of horror is interesting because it’s more subtle and it operates on a different level. There’s something gratuitous about gore that for me personally I just don’t really resonate with. [With gore] I’m not sure exactly what the film is trying to tell me. So it’s just a personal thing. 

Was there anything about making a film like this, which is so different to what you have made in the past, that presented particular creative challenges?

The one thing that was radically different for me was just how low the budget was, compared to the other stuff that I have done. That was a symptom of just gathering a bunch of people together and basically self-financing it, and doing something while we were still figuring out what the pandemic was going to do to the rest of the film industry. That was the largest affecting factor. Having said that, filmmaking is very scalable. Once you establish what the budget is… the day to day stuff isn’t really that different. You just have radically less time and visual effects, radically less stunts, or your shoot days are not as numerous. But the actual day and the way it goes is standard filmmaking. 

Do you have anything else on the immediate horizon after Demonic? I know you have another project lined up called Inferno

There’s a science fiction film that I am writing right now that is most interesting to me, and that I would love to make. But the script isn’t done yet. Inferno is still moving forward; it’s just under a different structure. It’s going to take more time to put together so it’s just percolating right now. Theoretically, though, this other film that I am working on would be before Inferno anyway. 

Signature Entertainment’s Demonic opens ArrowVideo FrightFest on August 26th and is at UK Cinemas, Premium Digital on August 27th and Blu-ray & DVD on October 25th. You can watch the first trailer for the film here.

Aaron LaPlante | RESIDENT EVIL VILLAGE

aaron laplante resident evil village

Aaron LaPlante has worked his way up through the voice-over world in the last decade, and some of his most notable projects include HOTEL TRANSYLVANIA and PRIMAL. After keeping in contact with his good friend Sara Coates (RESIDENT EVIL 7: BIOHAZARD), he got the chance to be involved with RESIDENT EVIL VILLAGE as The Duke! With an ecstatic response from fans, this character has gone on to become much more than just a merchant in the game, he is Ethan’s bridge between the majority of what you witness. STARBURST catches up with Aaron to find out all about this mysterious, yet fantastic character!

STARBURST: You’ve done a lot of voice acting over the last decade, however, How did you first get involved with it?

Aaron LaPlante: The very beginning I think for any voice actor is an instinct thing. When you’re a kid, and you’re in class, and your teacher has a strange voice, your instinct is to go into the lunchroom with your friends and pretend to do their accent, you’ll say “Hey are you going to finish that cinnamon roll!” for their benefit to make them laugh. Once you find out that that’s going to make them laugh, it sticks with you for the rest of your life. Then as I got older, and became an actor. Every actor usually has a favourite thing that they focus on. For me, it was the sound of a character’s voice, it didn’t matter what character I was playing I always put a lot of emphasis on the sound of their voice, and try to make it different. So when I came out to Los Angeles, just like anything, you are trying to get involved in any way that you can. It just so happens that I got involved with a group of kids from Chicago that were starting a sketch comedy group, and when you do like a half-hour sketch comedy show you play about six different characters, but you play them one after the other. To differentiate between the characters, you’ve got to give them each a distinct sounding voice. So doing that for years made me known in a very small circle as a guy that could do different voices. One of my friends was working on a project, and the casting director asked if they knew anybody, he said “I know this guy Aaron who has kind of a distinct speaking voice, but he also does voices”. So I went and met her, it was one of those Hollywood meetings where you don’t know what the project is about, and you don’t know why you are there. You’re just like “Okay, we’re here!” So I talked to this voice-over casting director at Sony Pictures Animation, her name is Mary Hidalgo, she’s one of the most notable casting directors in the history of animation, and I was lucky enough to meet with her. It was supposed to be like a 15-minute thing, and it wound up being a two-hour odyssey, it may as well have been a therapy session! We just hung out and talked. She told me about the business, and I told her about my hopes to be involved with the business. Then, that was kind of it.

Aaron Laplante

Then about a month later, she contacted me and said that Sony was working on a Popeye movie, and would I be able to do scratch for Bluto. I didn’t know what scratch meant, and I came to find out that for the pre-production process of an animated feature, they need voice actors to come in and do the voices of the characters to serve the storyboards. For all of the pre-production meetings with the executives. Story meetings etc. So, you’d record the part, and then eventually your voice would get scrapped. They would bring in a famous actor to do it. So I thought whatever, this is the chance to be able to do this. So I auditioned for that, and I put my own spin on it. The director that was doing it just so happened to be Genndy Tartakovsky, who is notable for Dexter’s Laboratory, Samurai Jack, helped with The Powerpuff Girls, the original Clone Wars cartoon, and so many others. So that was just a really lucky break, because I didn’t really know what I was doing, I just did what I thought I was supposed to do. It just so happened to be what he wanted me to do. I think that he kind of liked working with me, because I’ve worked on everything that he has done since that time. Popeye didn’t go anywhere, unfortunately. But he did Hotel Transylvania, so I was doing those. So you’ve got that avenue, and then over here, I’ve got a friend who got a job as a low-level engineer at a place called Studiopolis that does a lot of dubbing for Anime, and he suggested me there for years and years. Finally, there was a show that had a bunch of monster sounds. It could potentially ruin an actor’s voice, but I went in there and went for it. For every session that I would do, there would be one or two characters that talked, and he let me do those characters. Then finally after a while, they said “Who did that voice?” and then people would say “Oh that’s Aaron” so I did that as well. It’s kind of like once I started doing the work, and talking about doing the work, people in my life that were involved one way or another sort of came into the mix. In a nutshell, that’s how I got in!

Hotel Transylvania

Jumping forward to more recently, how did you then get on board with Resident Evil Village?

When people move out here to Los Angeles, you focus on one thing, and your friends focus on other things. Then you are all doing your own things! Then, if enough time passes, before you know it you almost circle back together, and you get to work together. In this instance, this goes all the way back to high school when I was a senior, I was in a French class with a girl named Sara Coates. If you’re familiar with the Resident Evil universe then you’ll know that she played Marguerite Baker in Resident Evil 7. She was a friend of mine back then, and she’s a little bit younger than me. I got out of school, and we both went in our own directions. We kept up and checked in on each other. I lived in Seattle and so did she, then I moved down here to Los Angeles, then I feel like five or six years later she moved down here. We would keep in contact here and there, and hang out, but then I didn’t really hear from her for a while, and then Resident Evil 7 came out, and I found out she was in it. I was like “Oh my God, that’s absolutely incredible.” She was excited, and then a few years went by after that, and then I get a call from her, and she says “Hey, I’m helping out with casting on a project, would you want to come and audition?” Towards the beginning of the game, where there’s that old guy with the gun, and then the Lycans pull him out through the ceiling, who only has one part. The part I auditioned for was not that scene, but something like that, some old woodcutter in a shed. I did this crazy voice, and then afterwards Sara said “Well, you didn’t get that part” and I was like “That’s OK! Thanks anyway, I’m used to that, I audition all of the time and don’t get the part” but she said “They’re saving you for a bigger part” and I was like “Oh, well that’s never happened to me before, but, OK!” A month or so went by and I got another audition, and I went in there and did that one. That went really well, so I went in and did another one, except this time, they focused a lot on telling me about the physicality. Not a lot of people realise with these games, that when you audition for them they don’t give you the script that’s going to end up in it, because they are so secretive. So they write a dummy script that doesn’t really have much to do with the game, but it has sort of a sense of what the character might be. At the time they told me that he had a thick Eastern European accent, and a really gravelly voice. I also saw a picture of the character I was playing, and he was really big. So I did my accent for that, and then in the second audition they said “Move around a lot, get some cigar ash on you, and go woah, or whatever.” So I auditioned that way, then a couple of months later they told me that I got the part. The funny thing is, not even for a second did I know that it was to do with anything Resident Evil, I just thought that it was for some random game that she was working on. Later I asked, like “What is this for?” and they were like “It’s for Resident Evil Village dude!” Right when they said that, I was immediately transported back 25 years to when I was in 7th grade, playing the game with my friends at a sleepover, and it scared the hell out of us. So it was full circle in a lot of ways.

How excited were you when you found out you were playing The Duke, and how did the voice come together?

There was excitement for sure, but there was also a lot of anxiety. That’s another thing that I want people to know about these games, because they are so secretive, they tell you what you are doing, but it’s like you are going into it a little bit blind. Maybe for a bigger character, they’d give them a bit more information about the script, but for me, when we went to the table reading they had still not decided what they wanted The Duke to be. So I didn’t have any lines to read at the table read. In fact, Neil Newbon who plays Heisenberg was in England, so I did his lines, to kind of fill in. So after the table read I was going home like “Well, I don’t really know what this character is going to be!” I’ve played games before that have merchants, and I imagined that he would be in some centralised location, and that he would sell you some stuff, and I’ll probably just say the same things over and over again, like, “Well, that’s a good choice!”. The reason why they took so long is because they took The Duke a step further, they said “Yeah, he is going to be situated in this one area, outside of the village, but when you got all the stressful, and scary parts of the game when you are fighting the four lords, he will show up there to.” So I think they were still trying to work that out. So before going in there, I had no idea. I sort of knew what my voice was going to sound like, but when I got in there to record the very first line “I’ve been waiting for you Mr. Winters, anyone who is anyone has heard of the likes of you” they progressed my voice from an Eastern European accent, into something more light, and lilting, almost as if he has a British accent, without having a British accent. We worked on it. What’s funny is, the very first day, the first things that we recorded for the most part, were for when you are playing the game and you buy something, he comments on what you bought. You are fixing up your weapons, and he says “Weapons Modifications? I can do them for a small fee” The voice is very much different, and less lower down than it is in the cut scenes. The reason why is because that was the first stuff that I recorded. So as we went on in the game, and as I settled into the voice a little bit more “That’s when this thing came out” – the voice of The Duke.

In true Capcom style, there’s not a lot of backstory to this character. However, for you, how would you describe him to a gamer?

I think I would say if they’re a gamer, you’ve got the relationship with him that you do with most merchants in most games. However, I do think that they took The Duke a little bit of a step further. They made him extra helpful to you. At the same time, they also made his personality kind of mysterious. So you rely on The Duke a lot, but you don’t know if you can trust him. Those are some of the greatest characters in history. These anti-heroes. Ones that you always expect, right until the last moment, to turn on you. Especially in the Resident Evil universe. It’s supposed to be scary, you’re supposed to feel alone, kind of bleak. In Resident Evil 7, there’s like no help to be had, when you’re wandering around the house, maybe the phone will ring and you’ll pick it up and there will be some mysterious woman saying “Go to the trailer outside!” or whatever, but that’s about it. In a sentence I would say that The Duke provides the player with a level of relief that they’ve never had in a Resident Evil game. That’s why people love The Duke so much! It’s something that I didn’t account for. A lot of the other characters are different, cooler, scarier, dangerous. Those characters are right for the cos-players, people doing fan art. Whereas people’s enthusiasm for The Duke is something a bit more personal, it’s not so much visual. I’m not seeing a lot of fan art of The Duke, and certainly no one dressing up like The Duke. So yeah, I would say that he is a familiar fixture, but he is a very unique take on a familiar fixture.

Comic cons are extremely creative, so I have no doubt that someone will be dressing up as The Duke in the not too distant future!

Yeah! I challenge readers of this article to do a Duke cosplay! I’ve been doing this for a while, and most of the parts that I do, the project itself goes out there, and it’s a big part, but I’m normally just a small part of it. So none of the attention ever gets turned towards me, which is fine for me. Like Hotel Transylvania, those movies go all over the world. I’m doing Primal right now, which is a masterpiece in the animation world. There’s no dialogue so they don’t have to dub it in any language, it’s all over the world too. It’s about the animation, and it’s not about me. So the fact that fans are paying attention to me, or that there’s any attention on me at all, is something that I’m not used to. However, I’m starting to embrace the fact that I’m doing for people what so many people have done for me, and that is to contribute to something that I can nerd out about. It’s really meaningful. So the anxiety I feel about the sudden attention is suddenly cast aside as I know people are getting such a kick out of this game. It makes me feel good.

Do you know anything about how Capcom put the look for The Duke together, and maybe, what their influences were with that?

I wish so much that I could tell you, but I really don’t know. I will say one thing, and it’s what they pride themselves on, which is an intense attention to detail, and also as much realism as they can get. Even just walking around the Village, and how it all looks medieval. As far as The Duke goes, I will say that when I first saw a picture of him he still had the suit, and the enormous belly that hung over. Swelled feet. His face was a little bit more grotesque, he was bald, I only saw a brief picture, but it looked like he had some growths on his face. However, I think that they very intelligently decided to make him more cherub-like, because that ended up being the function, that he is just this kind, nice, helpful, friend along the way, that you don’t know if he is going to turn on you. This is just me speculating, but at one point they might have had a plan for him to turn on Ethan, and then maybe they were like “No, it’s more important for him to be a friend to Ethan.”

There was no Motion Capture for The Duke, and a lot of people do ask me about that. Though I wish I could have taken part in that, The Duke is so big that they didn’t have any need for it. I was only sometimes there to deliver lines to some of the actors and help out in that way. When you’re standing next to The Duke, and neither of you say anything, he makes little sounds, he coughs and yawns. While I was recording those sounds I was able to look at footage of The Duke and follow his movements, similar to how I do the character on Primal. So I got a chance to see it. His design didn’t really change that much from that point, after what I saw. I thought I’d see that, and then maybe he’d look a little different when I played the game, but it stayed pretty much the same. Obviously, there is a lot more detail that went into it. Everybody gets excited about the voice actors, and that’s great, I get excited about voice actors as well, but I encourage anyone to find some behind-the-scenes footage of what they do at Capcom. How they design stuff is just absolutely beyond me. I sincerely hope that they come out with a book or something like that. There’s some footage on YouTube where you can see the Motion Capture process. It’s amazing what they do.

Like we discussed, Capcom is obviously known for keeping plot backgrounds a mystery, which works well, because some of the greatest characters ever made in game, TV, film, are the ones that we know very little about. As a viewer, you gravitate towards that mystery, you want to know more, but you also don’t. When Ethan attempts to ask who The Duke is, he simply replies “I’m not sure even I can tell you that!”. So, how important is it to have this perfect level of mystery for a character, and do you have any theories about his background of your own?

That’s another thing that’s been really neat. These games come out, and people are excited about playing them, and then they complete them. They make mods and stuff, but what’s amazing is the amount of creativity that comes out of it. Whether it be people making mods, or writing their own fan fiction, or putting out videos that discuss theories about The Duke, and where he came from, what he is all about. Any time anyone asks me where I think The Duke came from, I just reference all of those videos, because there’s no way that I could be as creative as them. It’s incredible. There are little clues, like that moment when Ethan is in the back of his carriage, and he looks down and you see that sigil you think “Was The Duke a lord, and then he turned good?” And I sometimes wonder if he is psychic somehow, does he have psychic ability because he knows where to be, wherever Ethan needs him. Any time he talks to Ethan, he gives him advice. As much as he seems mysterious, I also try to add in that he knows Ethan is going to succeed, and that he is being kind of playful. That’s what I thought about when I was doing it. As if he was kind of psychic.

We must ask, who came up with the throwback line for Resident Evil 4, “What’re ya buying? Ha! Just something an old friend of mine used to say,” and what do you think that it brought to the game?

I wasn’t familiar with Resident Evil 4, I’d never played it, but I was aware that there was a merchant in the game. I had talked to one of the producers and asked if there’s ever been a merchant in the Resident Evil universe, and she said yes. So I went back and looked at some videos of it. When I recorded this game, instead of looking at a script that has dialogue, and also paragraphs describing the scenes, it was an excel spreadsheet with sentences on it. You go in there, and you read the sentences, and they have to give you context for pretty much everything you’re saying. We’re going through, and then at the end it said “What are you buying? Just something an old friend of mine used to say” Right before I said that line, one of the producers Rosanna said “Okay Aaron, that is a throwback to Resident Evil 4” and she kind of explained it to me. So I did it. What was neat was, when I said “What are you buying?” I didn’t do this intentionally, but it sounds like The Duke is doing an impression of that merchant. He’s trying to do an impression of his friend the merchant. So then I recorded it, and then forgot about it. As the game has come out, it’s another thing that people just get super stoked over, which I love.

In the game, how essential/important do you think he is for Ethan, and the game player? When it sort of comes to bridging the gap between the player, and well really, the rest of the game? The bosses?

I think he is super important. Playing other games with other merchants, you imagine the function to only be practical, you need to buy weapons, you need to buy ammunition, supplies. You don’t really tend to get too much advice from a merchant. It’s usually just like “Here’s a thing, buy this, buy that, sell this, or whatever” but with Resident Evil – and I am sure there are other games that do this – it sort of takes it a step further. Instead of it just being practical, it almost becomes like emotional support, because people have told me as much. Personally, when I was in Heisenberg’s factory, that was the most stressful part of the game for me. Some of that stuff really upset me, I was like “Oh my god!” There was one point in that where you come around the corner and you see The Duke, and I felt that wave of relief. I thought it was just a feeling that I was having, and as the days have gone on, and I’ve become aware of what people think of The Duke, I’ve realised that I’m not the only one that felt that way about him.

You can play it once, and go back through again and make your relationship with The Duke different. For instance, when I played it through for the first time, I didn’t ever have The Duke cook me any meals. I didn’t know how that worked, so I just didn’t do it. And then the first time I played it through, people don’t believe me, and this is 100% true, I went through the entire Castle Dimitrescu part without seeing The Duke. The room is right off the four statues, I just never went into that room. Which I just didn’t realise. Some games lead you in a specific direction, if you try to go off the path, or if you get confused like I do constantly, they’ll sort of help you along. With Resident Evil, there’s some really cool stuff, and if you didn’t see it, well that’s your bad. You go back and play it again, and you get to have a whole new experience. I’m in the process of playing it through again, and you can bet that every chicken and pig I see I kill. I’m getting the benefit of The Duke’s recipes, and he is saying stuff that I never heard on the first run-through because I just didn’t engage with him too much. Frankly, after a while, the game is so stressful that I forgot that The Duke was me, I took to him like anyone else.

Talking about Ethan, and if possible, can you tell us a bit about what it was like to work with Todd Soley?

It was great! I only got to work with him for one day, and it was the scene when he wakes up in the carriage. So while we were doing it on the Motion Capture stage, a lot of people have probably seen this behind-the-scenes video, he is in a suit, and he is on an apparatus. I couldn’t for the life of me explain how this technology works, and I’m not even going to try, but I’ll set the scene for you. We are on a sound stage, actually right down the street from my place here in Venice Beach. He is up there doing the thing, and he’s got the cameras all working, and then I was off to the side, sitting in a chair, and at a certain point I would say “At last, he awakes” giving him the pep talk, then we have this conversation until he finally jumps out of the carriage. That was the only time that I was helping him out, and he is great. He has been doing this stuff for a while, so he doesn’t really approach it from a very actor standpoint, where he is like “Okay guys, give me a second” which is great, because it’s not how I work either. I don’t subscribe to that style of acting. He just gets in there and does it, and it was great. Unfortunately, our work together was brief so I didn’t get a chance to work with him too much, but yeah, it was a lot of fun to do that. As fun as this game was to work on, my next goal is to maybe get a chance to put on one of those suits, and actually interact with some of the other actors. I did a signing recently with other cast members, and it was the first time that I met them.

So, looking back on working on the game overall, is there a maybe particular scene that stands out to you as being highly rewarding to work on?

I’ll admit this to everyone, I watch this scene over again because I’m proud of my performance in it. So it’s when The Duke lays it out, and he talks about the four lords. He goes through them one by one. When we recorded that, obviously not all of the animation was done, but some of it was. When he is talking about the four lords, these pictures flash, and you can see Heisenberg’s Factory, Donna Beneviento’s house, and you can kind of see a bit of the lagoon for Moreau, but they sort of keep that a secret, and then, of course, the castle. I watched that montage, and then I would talk about Donna Beneviento and pause for a second, and wait for the next thing to flash on the screen. So it was all basically done in one take. I’m sure that they cut it up, and used took parts from different takes, and put it together. However, kind of telling the story, and setting the stage, that was my favourite part to do. After a while when you are sitting in the booth going “Oh, that’s nice! You have enough money for that one? Oh, you can’t afford that one?” Those are fun and everything, to do the variety. But to take that voice, and that character, and setting the stage for the game, that was my favourite for sure.

What else can we expect to see from you in 2021 as an actor?

The show I do for Cartoon Network is called Primal, that one, there are ten episodes of it, and we are now doing a whole another ten, another series. A lot of it I can’t really talk about. So yeah, you can look out for Primal, and there’s going to be some movies coming up. Hotel Transylvania: Transformania is coming up pretty soon, and I play the gremlins in that. Then there’s a lot Anime, Naruto, things like that. I would say that Primal is the most anticipated by me, and other people. Hopefully there will be a lot more coming up, because this game was a home run for my career, but the bases were loaded. It’s Resident Evil. Now, all I’m thinking about is trying to get back on base. So that I can round them again. That’s the life of a voice actor, you do one thing, and you’re like “That’s great” but then you think, “What are we doing next” Primal is an ongoing thing. It’s an amazing show, if anybody hasn’t seen it, check it out, it’s really cool.

For more from AARON LAPLANTE, check out his TwitterInstagram, and StreamilyRESIDENT EVIL VILLAGE is available on Xbox One, Xbox Series X, PlayStation 4, and PC.

Read our other RESIDENT EVIL VILLAGE interviews here:

THE TELEPHEMERA YEARS: 1982 – PART 4

Ah, telephemera… those shows whose stay with us was tantalisingly brief, snatched away before their time, and sometimes with good cause. They hit the schedules alongside established shows, hoping for a long run, but it’s not always to be, and for every Knight Rider there’s two Street Hawks. But here at STARBURST we celebrate their existence and mourn their departure, drilling down into the new season’s entertainment with equal opportunities square eyes… these are The Telephemera Years!

1982-83

There’s a weird bleed between decades that can often result in the start of one decade looking very much like the end of the last but it’s fair to say that, by 1982, the eighties had firmly grasped control of the timestream. TV audiences were thrilling to the adventures of CHiPs, The Fall Guy, The Dukes of Hazzard, and Magnum, PI, and were willing accomplices to the crime-solving antics of Quincy, ME, Cagney & Lacey, Simon & Simon, and the whole Hill Street precinct, as well as taking a trip to Fantasy Island to see Ricardo Montalban.

New shows hitting the airwaves included The A-Team, Knight Rider, and suave British action hero Remington Steele, but we’re not here for those blockbuster hits; this is The Telephemera Years, after all. This week, we’re far more interested in what the kids were watching – these are the Saturday morning debuts of 1982…

The Gary Coleman Show (NBC): In 1982, Gary Coleman starred in The Kid with the Broken Halo, a TV movie about an angel-in-training (or recently deceased child) called Andy LeBeau whose wisecracking antics were a constant thorn in the side of his mentor. For some reason, NBC decided that this would make a perfect premise for a Saturday morning cartoon and engaged Hanna-Barbera to produce thirteen episodes, which were aired between September and December 1982.

telephemera 1982 gary coleman

Coleman reprised his role as LeBeau in the animated show, although there was no sign of Robert Guillaume as his frustrated teacher. Instead, dead boy Andy was dispatched each week to help out a kid in need by the appropriately-named angel supervisor Angelica, only to foul things up and need to learn from his mistakes to put things right.

Standing in his way was Hornswoggle, the opposite of a guardian angel, who tried to thwart Andy’s schemes but always seemed to end up on the losing side. Because God, I guess. There’s never been a DVD release of The Gary Coleman Show, which is a shame because it’s a feel-good show with a big heart, but some maniac has put together a five-hour edit of the entire series on YouTube if you’re that way inclined…

Gilligan’s Planet (CBS): Poor old Gilligan, trapped on a desert island with no one except two hot teenage girls and an assortment of wacky adults, with no hope of ever escaping… Until, that is, the Professor invents a rocket ship and – instead of just flying home – the gang jet off to the stars and crash-land on a mysterious planet, the rocket wrecked beyond all hope of getting them back to Earth!

telephemera 1982 gilligans island planet

Gilligan’s Planet, which began airing five-and-a-half-thousand days after the original had finished its run, was produced by Lou Scheimer’s Filmation studio for CBS and featured all of the original cast reprising their roles, except Tina Louise, who had refused to do anything Gilligan-related since the show ended in 1967. Instead, Dawn Wells, who played Mary Ann in the original show, played both Mary Ann and Ginger (who was drawn blonde) on the cartoon.

The show recycled old Gilligan plots, only with an alien theme, and introduced a new character in the form of Bumper, a reptilian alien that Gilligan kept as a pet. One of the chief writers on the show was Paul Dini, later better known for his work on Batman: The Animated Series, and if you’re curious as to just how far they could stretch the premise, the entire series was released on DVD in 2014.

Pac-Man (ABC): The highest rating Saturday morning show of a season which also included shows like The Smurfs and Spiderman and his Amazing Friends, Pac-Man was watched by twenty million children – and a fair few adults – on its debut on ABC, on Saturday, September 25th 1982.

telephemera 1982 pac-man

Produced by Hanna-Barbera Productions, and inspired by the popular video game, the show saw Pac-Man (voiced by Marty Ingels) negotiate life in Pac-Land with all the trappings of an ordinary suburban existence, but Pac’d. Thus Pac-Man was married to Pepper Pac-Man (Ms not Mrs), they had a Pac-Baby, and he could be found walking his Pac-dog Chomp Chomp. Causing all manner of trouble for the Pacs were the ghosts – Inky, Blinky, Pinky, and Clyde – who were sent out by the devilish Mezmaron, who wanted to control the supply of power pellets.

This flimsy idea not only ran for forty-four episodes, it also inspired the games that inspired it, with Pac-Land and Pac-Man 2: The New Adventures featuring concepts invented for the show. The cartoon got an airing in the UK as part of the Roland Rat-presented children’s block on TVAM and it is available on DVD if your nostalgia buttons need pressing.

The Dukes (CBS): If you ignore all the racist undertones of a bunch of southerners enamoured by the confederate flag, The Dukes of Hazzard was a lot of fun, especially the times those Duke boys had to pile into the General Lee and lead Rosco P Coltrane and Boss Hogg on a merry chase. So what if we had a show that was all car chase, all the time?

telephemera 1982 dukes of hazzard

The Dukes is built on the concept that Boss Hogg wants to foreclose on the Duke’s farm but has somehow agreed to a race around the world, with the winner getting the spoils. Hogg has brought his Sherriff along for the ride – I guess it’s a free-for-all in Hazzard County now – and all that stands in his way are those pesky Duke boys, Coy and Vance. What’s that? Who are Coy and Vance?!? They’re the Duke cousins who totally appeared in the parent show naturally and not because Tom Wopat and John Schneider were on strike over pay…

For the second season – yes, it got a second season – Wopat and Schneider were back, and so Daisy was joined by Bo and Luke on their race around the world, stopping off in places like Morocco, Greece, India, and the Arctic Ocean. The final episode ends in the Philippines, where Uncle Jessie turns up with a treasure map he found at home, thus negating everything that happened in the previous nineteen episodes. It’s on DVD but don’t, okay?

Mork & Mindy/Laverne & Shirley (ABC): Laverne & Shirley was a spin-off from Happy Days that starred Penny Marshall and Cindy Williams as two brewery workers who were originally introduced as promiscuous boozehound friends of Fonzie, but were toned down for family audiences when they got their own show. In 1981, and based on a 1979 episode of their show, Hanna-Barbera produced a cartoon set in their army days, and when the show was given a second season, it was paired with a new animated Happy Days spin-off, Mork & Mindy.

telephemera 1982 laverne shirley

Mork had also first appeared on Happy Days and had enjoyed a successful live-action, prime-time sitcom starring Robin Williams and Pam Dawber, and despite that show ending in the Spring of 1982, his wacky adventures were ripe for his own cartoon. Mork & Mindy was paired with Laverne & Shirley to make a whole hour of fun, and the second season of Laverne & Shirley was tweaked to add in Fonzie and his dog Mr Cool, who had starred in two seasons of their own animated show, Fonz & The Happy Days Gang; the combined hijinks were unstoppable.

Well, almost. Cindy Williams quit the main show and, although her role in the cartoon was taken over by Lynne Marie Stewart, just eight episodes of Laverne & Shirley with The Fonz were produced. Mork & Mindy got a full season of twenty-seven episodes, the latter nineteen paired with episodes from L&S’s first season, but the whole thing quietly disappeared in March 1983, two months before the live-action Laverne & Shirley fell off the air.

The Incredible Hulk (NBC): There was a time when Marvel didn’t really do live-action. Their shows, which never tried to recapture the action of the comic books due to budgetary reasons, were lacklustre, and only The Incredible Hulk and Spider-Man got any kind of purchase, with failed pilots for Captain America (twice) and Doctor Strange drawing laughs rather than ratings.

telephemera 1982 incredible hulk

Cartoons were another matter, though, and Marvel’s own studio was knocking them out of the park. Both Spider-Man and Spider-Man and his Amazing Friends were popular Saturday morning hits, and after the success of the Hulk’s TV adventures – reduced to a competent, if occasionally plodding, “walking the Earth” show – it was decided that the jade giant would be next for the animated treatment.

The Incredible Hulk didn’t have the budget worries of the Bill Bixby show and so comic villains like Quasimodo, Puppet Master, and The Leader, as well as the Bruce Banner’s cousin She-Hulk were introduced, alongside series regulars Betty Ross, Rick Jones, Thunderbolt Ross, and Ned Talbot. Despite its exciting promise, only one season was produced as Marvel Productions moved into the lucrative licensed property market with GI Joe, Transformers, and My Little Pony. Like all Marvel cartoons, you can watch The Incredible Hulk on Disney+.

Next: We take a short break from our time-travelling to focus on some more Titans of Telephemera, starting with Kenneth Johnson!

Check out our other Telephemera articles:

The Telephemera Years: 1966 (part 1, 2, 3, 4)

The Telephemera Years: 1968 (part 1, 2, 3, 4)

The Telephemera Years: 1969 (part 1, 2, 3, 4)

The Telephemera Years: 1971 (part 1, 2, 3, 4)

The Telephemera Years: 1973 (part 1, 2, 3, 4)

The Telephemera Years: 1975 (part 1, 2, 3, 4)

The Telephemera Years: 1977 (part 1, 2, 3, 4)

The Telephemera Years: 1980 (part 12, 3, 4)

The Telephemera Years: 1982 (part 1, 2, 3, 4)

The Telephemera Years: 1984 (part 1, 2, 3, 4)

The Telephemera Years: 1986 (part 1, 2, 3, 4)

The Telephemera Years: 1987 (part 1, 2, 3, 4)

The Telephemera Years: 1990 (part 1, 2, 3, 4)

The Telephemera Years: 1992 (part 1, 2, 3, 4)

The Telephemera Years: 1995 (part 12, 3, 4)

The Telephemera Years: 1997 (part 1, 2, 3, 4)

The Telephemera Years: 2000 (part 1, 2, 3, 4)

The Telephemera Years: 2003 (part 1, 2, 3, 4)

The Telephemera Years: 2005 (part 1, 2, 3, 4)

The Telephemera Years: 2008 (part 1, 23, 4)

Titans of Telephemera: Irwin Allen

Titans of Telephemera: Stephen J Cannell (part 1, 2, 3, 4)

Titans of Telephemera: Hanna-Barbera (part 1, 2, 3, 4, 5)

Titans of Telephemera: Kenneth Johnson

Titans of Telephemera: Glen A Larson (part 1, 2, 3, 4)

Titans of Telephemera: Quinn Martin (part 1, 2)

Win Classic Eco-Horror PROPHECY on Blu-ray

win prophecy

The 1979 eco-horror Prophecy is out now on Blu-ray, and Eureka Entertainment has given us three copies to give away to our readers. Just watch the trailer, read on, and enter below…

Robert Foxworth and Talia Shire star as a doctor and his wife who travel to Maine to research the impact of the lumber industry on the local environment. They begin to investigate a succession of mysterious and terrifying events: ecological freaks of nature and a series of bizarre and grisly human deaths. Something unimaginably horrible waits in the woods. Something unwittingly created by man, which will become an uncontrollable, merciless machine of destruction.

A graphically violent piece of environmental horror from director John Frankenheimer, Prophecy comes to Blu-ray for the first time ever in the UK. Presented as part of the Eureka Classics range with a Limited Edition O-card Slipcase and Collector’s Booklet [First Print Run of 2000 copies only].

a Rafflecopter giveaway

PROPHECY, John Frankenheimer’s thrilling and unflinching creature feature, is OUT NOW on Blu-ray and can be purchased here: https://amzn.to/3fhnluN. Check out our review.

 

Five Films to Check Out on Horror Channel This Week – 160821

horror picks

Here are some great reasons to tune into Horror Channel this week….

Tuesday August 17th, 10.50pm – Hellraiser III: Hell on Earth (1992)

Pinhead (Doug Bradley) is back – encased in the Pillar of Souls – and wants to take over more souls with his Cenobites. Bradley also plays Pinhead’s former self in the form of a First World War British army captain. A fun third instalment into the series based on Clive Barker’s book.

Wednesday August 18th, 6pm – The 4400 (Season 1 Episode 1)

The popular series from 2004 returns as part of the Sci-Fi Zone on weekdays. 4400 people, who disappeared many years earlier turn up altogether, beamed down by a ball of light. Unaged and with no memory of what happened, they struggle to adapt to the modern world, and some have special abilities. A reboot is due soon, so why not catch up with the original?

Thursday August 19th, 9pm – Christine (1983)

John Carpenter’s adaptation of Stephen King’s classic novel about a 1958 Plymouth Fury with a possessively murderous mind of its own. A cracking film that’s still a lot of fun to watch.

Friday August 20th, 10.50pm – Flatliners (1990)

An all-star cast – including Kiefer Sutherland, Julia Roberts, and Kevin Bacon – make this OTT thriller a great watch. A group of students attempt to find out what happens when we die, so devise an experiment that allows the volunteer to have experiences of the afterlife, but each one comes back with something sinister. Directed by the late Joel Schumacher (The Lost Boys, Batman Forever).

Sunday August 22th, 6.45pm – Krull (1983)

Fun cult sword and sorcery fantasy with a great cast of British talent. The plot’s overly convoluted, but the effects and adventure are too enjoyable to miss. Watch out for Liam Neeson and Robbie Coltrane as bandits, and Carry On regular Bernard Bresslaw under a load of makeup as the Cyclops. Director Peter Yates had a fantastic, varied career with credits such as Summer Holiday, Bullitt, and The Deep.

Tune into Horror Channel on Sky 317, Virgin 149, Freeview 68, Freesat 138.

Neil Newbon | RESIDENT EVIL VILLAGE

After focusing on TV and film at the start of his acting career, NEIL NEWBON decided to take on the voice acting/performance capture side of it over the last decade, and at this point, he has well over 100 titles in that field. Fans of the games will remember his work as Nemesis and Nikolai in the RESIDENT EVIL 3 remake, and in VILLAGE he returns as one of Mother Miranda’s subjects, Heisenberg. Although this character may initially come across as well, a bit crazy, players will go on to discover that there’s much more to Heisenberg than meets the eye. STARBURST catches up with Neil to discuss his character’s evolution in the game, the full story to how that awesome voice with a little bit of Nicolas Cage influence within it came together, and why RESIDENT EVIL BIOHAZARD and RESIDENT EVIL VILLAGE work so well together!

STARBURST: How did you first get involved with acting?

Neil Newbon: I was always a storyteller, I was always a role player, storyteller as a kid, I was obsessed with stories, and I used to read ferociously. As I got older my mother introduced me to theatre, and plays. She used to take me to Stratford Upon Avon to see Shakespeare, she was always encouraging me to look at the arts. I did a bit of ballet when I was a kid, I was always artistically lead in terms of my taste, I was always quite intrigued by stories and performance. I was lucky enough to be accepted into the National Youth Theatre in London, with the now sadly passed Edward Wilson who was an extraordinary human being. I also joined the Central Television Workshop, which was run by Colin Edwards in Birmingham – it’s now run by Tim Smith – and started doing some plays, and early dramas with them. Through those two institutions as a kid, I realised that I had a passion for acting. I understood and loved performance. That was my introduction to it. I was then very lucky that through the National Youth Theatre I got spotted by an agent when I was about 19, I turned professional, technically when I was about 20. I did two gigs before in my teenage years. However, I’m also quite academic, so I promised my parents that I’d finish my A-Levels, even though all I wanted to do was run away to London. I stayed in Birmingham where I’m from, and finished school. I realised that acting was my vocation, that I knew that’s what I was going to be doing for the rest of my life if I was lucky enough to get work. It just meant that suddenly I had a lot of pressure off. Academia became a fun sort of interest for me, as opposed to I absolutely need these grades, to go to university, to get this job, have this house, etc. For me, at around the age of 16, it was like “Great, I’m on my way already” because I knew what I really wanted to do.

You then, in maybe more recent years, decided to jump further into voice acting, how did this happen, and what do you love so much about this type of acting?

I trained for about ten years whilst I was working with Giles Foreman Centre for Acting. I also developed my voice at RADA. I was very lucky that I have, what people have told me, quite a mailable voice. It’s got a good quality to it. In 2010, like with most actors I was struggling, not with work, I was getting work regularly. I was struggling with the financial side of it, because there just wasn’t that much money in what I was doing, it was a lot of indie films, great, really interesting projects, but you’ve got to eat. So I suddenly realised that I’m a gamer, I’ve been a gamer all of my life, I love games, actors do voiceovers in games, why am I not doing that? So I started to explore this possibility in about 2008, and through that I found information about Motion Capture/Performance Capture. I found an article in, I think, PC Gamer, about voice-over. Right at the bottom corner was a picture of someone in a Motion Capture suit, I looked at it and went, “Wow, that’s like theatre and film. That’s amazing!” It made instant sense to me. So the voice-over, and Motion Capture side for me, both happened around the same time. I was lucky enough to get on a few gigs, I did Lego Minifigures World, playing Swashbuckler, and Caveman – the only time I managed to get a Birmingham accent into a game, I’m still trying to do that!. I also worked on Funcom’s The Secret World, the original version of it, and then we revamped it for The Secret World Legends, which is out at the moment. And I also did my first MoCap gig. So yeah, that’s how I started off getting into voice over for games, and then I was lucky enough to get a voice-over agent as well, who are amazing, called Lip Service, whom I adore, and I’ve been with them since I started doing voice over, or just thereafter.

For my first Motion Capture game I got an audition, and I think I even sent in a DVD of my showreel, because I’m pretty sure the online stuff didn’t really work that well at that point, back in 2009. Brian Mitchell and Stacey Boisselle saw my acting reel, and also my ridiculous list of physical skills that I picked up along the way, because I’m just a geek and I thought that archery was cool. I found myself in an audition room with them, for Ghost Recon Future Soldier with Ubisoft, and I got it! I got to play 30K in that game, as well as a whole bunch of multi-role stuff. That was it, I was suddenly doing voice work and Motion Capture in games. My whole career took this really interesting diversion. I was still doing TV and film at the same time, but suddenly I was allowed to do character work, constant character work in this side of the industry where there aren’t that many actors, especially Motion Capture. I now do short workshops in Motion Capture, nothing too crazy, but a couple of days workshop to help people get a leg up in Motion Capture, to understand it. To demystify it as a strange experience, because it’s a technical skill, and it’s a new craft of acting. It’s been a trip, and I think at this point I have over 100 titles in voice-over, and performance capture, MoCap so far. In ten-eleven years, that’s pretty interesting. With voice-over work, performance capture and MoCap, it allowed me to do everything, but it allowed me to become the actor that I always knew that I was, the one who I was struggling to show, which is a character actor. When you have a certain look, you get typecast very strongly, which is not a bad thing, but for somebody like me, it was frustrating because I’m a character actor. So to not be able to do that, was creatively frustrating. So all of that said “We can take your face off, you don’t need that anymore” I can play anyone.

Going back to before your involvement with Resident Evil 3. How much did you know about the franchise already, and do you maybe have any memories from playing the games?

It’s quite widely known that I am a terrible Resident Evil player. I am shockingly bad at those games. Me and Resident Evil quit on amicable terms back in the ’90s after Resident Evil 3, where I failed to get past even halfway through the game. I was like “You know what, we’re done!” I remember sitting on the floor on the flat I used to have with a PS1, I was just like “This is not my game, but it’s OK! Why don’t we just be friends?” The first game I ever completed in the series – with a lot of guidance – was the Resident Evil 3 remake last year. I love them, and I think the games are amazing. The world is really cool. It’s like the ultimate action, horror, genre. It’s zombies, excitement, strong characters. I really like it.

How did you end up becoming involved with Resident Evil Village?

I was lucky enough to of worked with Steve Kniebihly a few times now, we met on Planet of The Apes Last Frontier, which by the way, is not a game, it’s a TV Miniseries, and I wish that they’d publicize it as that, because it’s not a game. If you haven’t checked it out, it’s on the PS4. It’s really worth your time. The acting is amazing, the story/writing is brilliant. It’s just not a game, so don’t go in with that mentality. It’s just an interactive TV series. Anyway, I met Steve on that, and it was incredible, since then we’ve become great friends. He is one of my best friends. So when he went out to Japan on this project that he was doing, he invited me to audition for that, we’d already done two games before this point, but I always audition, nothing is for free. So he invited me to LA to audition for RE 3, which I got, which was amazing, and then when he knew that he was doing Village, he again asked me to audition for it. He knows that I’m a multi-role character actor. So there is no danger of me repeating my performance in that way, as I can stretch to a very different kind of character, and be pretty much hidden in that character. So yeah, he asked me to audition for Resident Evil Village. I didn’t know what it was at the time, none of us knew, but I had my suspicions a little bit. I did a self-tape casting in a very dingy hotel, somewhere in the South of England, which I thought was really fitting, because it was like this horrible hotel, the walls were peeling, the doors were creaking, I thought “This is brilliant, it’s like a set!” So I did one tape, and I don’t think I did more than that. Because Capcom and I also have a relationship with past work, I think once they saw the tape, obviously they understood my work anyway, and Steve and I had worked together so much, I think that was kind of it. It was more like “Yeah we can see him doing this, so let’s make the offer to him” Which I was very grateful, and humbled by. That they had that confidence in me.

Karl Heisenberg

When did you find out that you were playing Heisenberg, and what was the audition process like?

They told me I was playing Heisenberg when they had cast everybody for their particular roles. That’s when I knew that I was going to be playing Heisenberg. I think that I auditioned for four or five different roles. I did suspect that one of them was Chris Redfield, and I remember doing the audition thinking “I’m pretty sure that this is Chris Redfield, there is no way on God’s green earth that they are going to give me that role!” It’s just not happening. I’m the antagonist. The audition process is important to me. I have very rarely been offered roles without an audition. I think that’s important, regardless of your relationship with a team or director, or your standing in the industry, whichever part you are from. I think auditioning is really important. You might have an idea that somebody works in a role, but until you have that experience with them, you might get it wrong. It’s good for actors not to have hubris about that. That’s your work, to audition, and show your work. If you get the gig, then it’s kind of a bonus really. I play for free, but my time is very valuable.

What attracted you to playing the character Heisenberg, and how did you approach playing him and creating his voice?

Initially, I had a very different idea about what Heisenberg would look like, so for me, the only accent was Trans Atlantic, I had in my head, this image of Cary Grant, using references like Jimmy Stewart, I don’t know how Nicolas Cage got in there, but he did. Deep down it’s the sort of mania of him. You can’t play emotions as an actor, you play actions. You should never play archetypes. You should always try and colour your characters with all kinds of different interesting aspects that are suitable to the character. Like a lot of actors, I often look at real people. To see what their rhythms are like. Anything to break up my own rhythm. Anything to stop my own habits from coming through, can only help me to serve the character better. So I had this very strong idea that he was going to be smoking jacket, looking a little bit like Hugh Hefner, Cary Grant, weird connections like that, with Nicolas Cage in that. Obviously Capcom like the take. They thought it was a little loose, very distracted, but very intense as well. When I came to actually shoot it, they were like “This is what Heisenberg looks like” I was like “Wow, that is completely the polar opposite to what I had in my head” That was really interesting for me as an actor. To do the opposite, and the less obvious thing. So I love the fact that Capcom went with my take, and he looks like that. It was genius. It also made sense. With immortality, your ambitions get bigger and bigger, you’re going to get bored because you’re going to live forever. So I dig the fact that they are all going to get bored at some point. These eccentricities and the mad things that they do is a way for them not to kill themselves.

How would you say that Heisenberg compares to Mother Miranda’s other subjects? What makes him different/stand out?

The word villain is an interesting one, because it’s a way of putting the boss guys, and the good guys into sections. For me I never feel like I play a villain, I just play a character who is doing what they’re doing. I don’t judge them with morality, because that’s the audience’s job. Heisenberg is interesting, because he is like the only one who doesn’t want to be in the family any more. For him, it was like “This is a terrible mistake”. It’s like the genie in the bottle scenario, he’s got all of this power, but he is trapped, in this Village. At the behest of Mother Miranda. So I think for him he has got this interesting motivation, in that, he genuinely wants out. **Spoiler** he tries to make a deal with Ethan, and that’s interesting because it feels like he genuinely means it. For that moment in time, he is not thinking about betraying him, I could have seen a scenario where they would of done it together, and he would of literally just kicked Ethan out, and gone “Awh, thanks very much! Are you still here?” So he is then no longer a villain so to speak, he is more of an anti-hero, while still being villainous, which I really like! So yeah, Heisenberg’s motivation is very different, he has a real need for freedom, to get out. So in that way, he is very similar to Ethan, they are both sort of trapped in the circumstance. I also like the fact that Steve let me do a very counter opposite delivery. Fundamentally it’s Steve and Capcom’s choice at the end of day, with the vision. They allowed me to bring some of my approach to it with the character. All of the characters are so different to each other, which is really important for the player.

Can you tell us a bit about the Motion Capture process for this game? What was it like to work with, and what particular memories do you have from being on set, putting Resident Evil Village together?

It was great, I travel extensively, I spend a lot of time in America, as well as the rest of the world. So it was great to be out in Sony Studios Santa Monica with everybody. I was filming a whole bunch of games simultaneously. I was doing work in Hungary, Los Angeles, Japan, it was like crisscrossing the world, which was incredible. It was great, we have challenging days, because we always do. It was very effective in terms of the planning, and the execution of it. All of the actors were prepped on time, and it was really fun. I’ve been doing this a long time now, so to step into a Motion Capture volume, regardless of where it is in the world, it is all familiar to me. It’s great to work with new actors, and actors that I have worked with before. Jeff Schine and Nicole Tompkins. I did a lot of days on that shoot. I got to play multiple characters like Lycans, I was part of the wolf pack. So I got to play with lots of different actors, and be in lots of different types of scenarios. Which is exciting. So for me, it was a wonderful experience. The Sony Santa Monica technical crew specialists there are amazing. It’s like an airport lounge, it’s a beautiful Motion Capture studio. It even has a sister studio, because there are two of them in one building. The people there are amazing, they are a really good crew. This is the interesting thing about MoCap and performance capture, you don’t get so many heavy egos, with TV and film sometimes you can get little situations that are a little out of hand, and it can be quite heavy. It can be very very stressful. You do have your challenges with Motion Capture, but I do find it a lot more relaxed. Everybody mucked in together. The suit itself is a leveller, it levels everybody, you can be like an A-List actor, but you still ain’t going to look good in that MoCap suit. You are still going to be a little bit exposed. We are still going to be able to see most of the contours of your body. So everybody just reverts back to the crafts first, like, “Why did they become an actor in the first place?” to tell stories. That’s what that suit does, it brings everybody to the same place. Everybody is equal in that sense. For me, this is my point of view. Actually, if you do multi-role stuff, you may have more time on set, and do more work, than maybe the A-List actor who is carrying the show. So for me, multi-role work in the performance capture volume is amazing. Just being around talented people, and a creative environment. It makes you just feel so happy. I love working in the volume, it’s my home.

It’s a real ensemble experience. The cast and crew are all together, the crew are just as important as the cast, and you are working together to make a performance. The specialist crew will often help the actors with understanding the volume if they’ve never been there before, or they might tweak things. Sometimes actually you can allow space to help the specialists with what they need, in terms of the animation. Sometimes you have to, because there is no way around it. For instance, when we are using the HMC (Head Mounted Cameras) and the hats, I can touch the hat but I can’t put anything in front of the camera. All these different limitations, and freedoms, the relationship between the actors and the specialist is super important, you have to be respectful, and you have to be collaborative. You have to work together to make this performance work, because it is so technical. That’s sort of what we teach at my Motion Capture class, it’s what I try to promote, it’s a new acting technique, and it requires a lot of technical knowledge in regards to how these things should work. You can be very free in these things, but there are a lot of constraints, that come with it. That you don’t get with TV and film. Likewise in MoCap/Performance capture you can spend more time acting in one day, than you will ever do in any other medium. You can be shooting for ten hours a day, and working for nine of those, as an actor in the volume, with a set change of five minutes. A whole new set change, epic level set change. It’s great.

Nikolai Zinoviev

Tough question time. In both Resident Evil Village and Resident Evil 3 you got to play a “villain”. However, for you, and if you can, how would you say Heisenberg compares to Nikolai? What are their key differences?

I think the two characters are quite different. Obviously, their roles are as antagonists, or the villains of the piece. Along with Nemesis, who I also played. They are very different characters. Nikolai is a mercenary through and through, he is highly skilled, highly motivated, but singularly motivated on money. He is born to battle. He feels most comfortable in a war-zone. Whereas shopping at a local 7/11 makes him feel excruciatingly painful. Normal life freaks him out, he thinks money doesn’t buy you happiness, but it does buy you a plane, which will take you to an island that you own. That’s what happiness is to him. He wants money, means, a comfortable life, because most of his own life has been a shit show. He is a tenacious survivor, he is almost amoral, he thinks “This team has to die for me to get this” cool I’ll do that. It’s very cut and thrust, but it doesn’t mean that he can’t have fun along the way. That’s the interesting thing about Nikolai. Heisenberg shares that, and that’s the similarity between them, of owning their fun in what they do. I imagine Heisenberg saying “If you can’t have a little fun, then what’s the point in immortality” That’s probably one trait that they do share with each other. Heisenberg isn’t really interested in accusation of money, it’s not about that, it’s about the creation, pushing reality in a way that nobody would dare do. He is kind of a Frankenstein character in that way, he is quite happy to put a propeller on somebody’s head to see what happens! He is a natural tinkerer, so he is more of a creator, whereas Nikolai is a destructor, Nikolai takes money, life, data, just rips it all out for himself. Whereas Heisenberg isn’t motivated like that. He is very much “I want to make this!”, he wants to create, and see what happens. Ultimately, he wants to be left alone in that. He doesn’t want to have to deal with people, he just wants to create in his factory. I think they both want world domination, but I have a feeling that Heisenberg would never conquer the world, because he would keep procrastinating over designs, he’d be like “This is amazing! Now what, I’ll do something else!” He will constantly be making new stuff, and he will just never get round to world domination. Ethan & Chris Redfield had nothing to worry about, because we all know that in 100 years’ time, Heisenberg is still going to be there, tinkering away. On his to-do list “Must conquer world! One day!” So for me, they were quite different characters, but they did have a thread of similarity. It’s interesting being an actor, because I like to change accent, physicality, to break myself up so you can’t see so much of myself in there. Ultimately it is my instrument, my soul, whatever you want to call it. My ability, my talent, my craft work all goes into these characters. So there’s always going to be a thread through all of them.

The main thing for the actor is to give the audience something they don’t expect, or that they haven’t seen before maybe. It’s important to try and hide yourself, because the more you know about me, and my personal life, then the less you may think about the character. So if someone is a supporter of my work, and it’s very flattering if they are, and who I am and where I am from. They may have a moment where the character does something, but they would think that the actor wouldn’t do that, or doesn’t like that. For me that’s like damaging the immersion of that character. So, I’m pretty private, and I think that that’s the best way to be as an actor. The character takes foreground, I want the character to be at the front of the work, and the actor should be like “Yes, this is me, but you don’t know too much about my life, because this character is way more important”

For those gamers that haven’t done so just yet, why should they play Resident Evil Village?

You should play every Resident Evil! It’s a brilliant franchise. You should play Resident Evil 7 first, because it’s a really scary game, and that obviously leads into Resident Evil Village. You can get them as a duo pack on most formats, so do that! You should play them because it’s an action-horror, it’s adrenaline-filled, heart racing, and (In the voice of Heisenberg) “It has some pretty good actors in it as well I’d say!” The whole cast is a delight and is just amazing to watch. It’s just a really wild ride. If you play 7 and 8 together, they are very different, 7 is terrifying! It’s like Alien and Aliens, I think that’s a great comparison. Village is a great experience, especially if you’ve played 7. Village for me, felt like it was payback time. You destroyed my life, so this is kind of like, Ethan gearing up. Which is very empowering for players. The games work together well for the evolution of the story.

What else can we expect to see from you as an actor in 2021?

I’m currently still working on Baldur’s Gate 3, I play Astarion in that, one of the companions who is just such a good character to play, I’m having a hoot. That’s a continuing project. There is an animated film that I can’t talk about, it’s either coming out at the end of this year, or probably next year because of the pandemic pushing everything back. I’ve done some action directing, on an animated film. I also did a historical docu-drama, which is I think, also coming out this year. There’s lots of stuff like that! None of which I can mention. There’s lots of stuff bubbling away, but I am always open for work. I’m a workaholic. If anybody wants to contact me, then you are most welcome to do so!

For more from NEIL NEWBON, check out his TwitterInstagram, Streamily, official website, and visit www.performancecapturedproductions.comRESIDENT EVIL VILLAGE is available on Xbox One, Xbox Series X, PlayStation 4, and PC.

Read our other RESIDENT EVIL VILLAGE interviews here:

Katie O’Hagan | RESIDENT EVIL VILLAGE

Most fans familiar with the gaming franchise will remember Mia franticly chainsawing her way towards them in RESIDENT EVIL BIOHAZARD! It was a terrifying moment, which reminded the players why they fell in love with RESIDENT EVIL in the first place. With VILLAGE, actor KATIE O’ HAGAN has returned as Mia, and in this instalment, we get much more depth and backstory to the character! STARBURST finds out all about her time working on RESIDENT EVIL VILLAGE, whilst also looking back on the now-classic BIOHAZARD…

STARBURST: How excited were you when you found out that Mia was coming back in Village, and that she is now an integral part of the Resident Evil fan community?

Katie O’Hagan: With Mia, there’s something about her that I always loved. With 7 I was so hopeful that they wouldn’t kill her off, you just never really knew, because I never knew the full story. You always got it in pieces. So I was very happy when 7 ended and she wasn’t completely dead, but at the same time, you don’t know if the next game or games down the line will bring back characters. You just never know, you always hope. If you’re not dead you at least have a little bit better of a chance. So, when I got the phone call for 8, I was ecstatic. Just knowing that they wanted to bring her back, which then meant that there was something about this character that they liked, which they wanted to expand upon, and grow. I definitely did not think that when I accepted this role in 2015 that it would have become this, but I am very grateful for all of it, and it has been so much fun.

What do you remember the most from your first day back on set playing Mia in Resident Evil Village?

My first day was actually that opening scene with the trailer, that kind of left everybody questioning what was real. If they did Mia wrong or not. So my first day on set was that scene, and that was the only part of the script that I got. I thought that they killed Mia off. I didn’t know originally. So I went in to shoot that day, and I was very excited because I got to see Todd Soley (Ethan), who I hadn’t seen in a few years, so that was really exciting to get to re-connect with him and work with him again, and then meet a couple of the new actors that I had never worked with, and it was the first time that I got to meet the director. That was really cool. This was all pre-covid. I actually got to be around people! I think on a lunch break, Todd and I were chatting, and I said “I’m just so bummed that they did Mia like that, they just killed her off so quickly.” Todd kind of looked at me, and was like “You don’t know do you?” and I was like “Know what? What do you mean?” Because I missed the table read, so everybody else knew the majority of the story, and I did not. So I had to find out that day that there was more to Mia than meets the eye. So that was really fun.

Leading on from that, how did the Motion Capture process compare this time around? Were there any changes with the technology, or the process in general since you worked on Biohazard?

I’d say that the biggest differences that I noticed were the helmet and the face cameras. As a woman with long hair, they definitely made them a bit more comfortable. If you’re doing Motion Capture, and you have long hair, you’ll want it up in a ponytail, out of the way. In 7 there were a lot of times where I had to try to have a low pigtail, get it out of the way so that I could fit the helmet on with the camera. They have these new helmets with a patch in the back so that your ponytail can stick out of it! As silly as it sounds, that was one of the most exciting things for me. I don’t know the technical side, I am sure things have advanced incredibly since 2015, but that’s a side that I’m still learning about, and I think it’s amazing. I really don’t know a ton about it, so I answer this question from the actor side, the comfortability of what they’re putting us in, and how that’s advanced. There was a lot less of having to deal with stuff on your face this time around. Just having a helmet and a camera, versus 2015, where I had face markers half of the time, so about 160 little dots all over my face. All of these drawings on my face. So that’s how it started, and then it shifted to a helmet with a camera. It kept progressing. So it was like a helmet with a camera but they still had to draw stuff on you, and then it became the helmet with the camera, and you just get to be you! I was like “Oh, there’s so much less that I have to worry about” A makeup person doesn’t have to be drawing things all over me. So for me, those were the biggest things that I noticed.

I think a lot of people remember Mia coming straight at them with crazed eyes and a chainsaw in Resident Evil Biohazard! However, in this one, it feels like we get to see much more of who she really is. So how exciting was it for you to explore this character’s background further, and to just give her more depth in Village?

I was so excited. I absolutely loved 7. I loved getting to play the crazy, and the confusion, that whole side. The biggest thing with 8, was that it was such a different side to Mia. It was really cool because you got to see more of the family element, her with Ethan, how she wanted to fight for her family, and just how much she truly loves Ethan. In 7…you question it! She did a lot of terrible stuff, that created what happened in 7. She was very selfish, and then in 8 I feel like this selfishness had faded, she grew up a lot, and she cared more about this family, Ethan, Rose. So when I got the script, and I got to see how in-depth Mia gets to be as an actor that was really exciting. With 7 it was just OK, over the top! It wasn’t as in-depth emotionally, it was just like “Possessed, scared, possessed, scared” This time I got to be a real human, and give those emotions. My goal was to make the gamers, and the fans feel something. It seems like I did it, I mean, I cried at the end, and I heard that other people have to.

Talking about the actual voice of Mia, how did that originally come together, and how would you say that it’s progressed/changed over the two games?

The voice just came out at the audition. I first auditioned back in 2014, and it was the possessed version. That was where it started, all of the possessed and crazy, and then from there it was basically like “Tone it down, can you be normal” For her voice, a lot of people see that her normal voice is very similar to my own voice, it’s a little different, but it’s very similar. Possessed definitely different, but no, I didn’t have to do any crazy accents. I got to just focus on the acting part of it, and just let the voice come. With Mia, it was a lot of the caring, contemplation, and the family, and that’s just kind of what I built on for everything. The voice just kind of came with the scenes. The moment I read the scenes, I knew what was going to come out. I knew that voice. It made it so much easier because they are such emotional scenes. You get a lot of flashbacks in 8, but when you do get Mia’s “scene scenes”, they are so emotional. So I just came out with it. I’m sure a lot of the actors will say this, but when you’re doing motion capture, you just throw yourself into it. You have to because you are in a spandex suit with a helmet, camera, and tons of people around you. Your props are just bars and tennis balls. You have to use so much imagination. I’ve been doing this character for so many years now, that she’s just there. She just pops out!

Can you tell us about what Todd Soley was like to work with this time around, and how you think the dynamic between Mia and Ethan has grown/changed over Resident Evil 7 and 8?

Jumping back in with Todd was like no time had passed, which was really great. I had seen him once or twice since 7, at other events and things. So when I found out Mia was coming back, I did find out right away that Mia and Ethan are coming back, they are married, and they now have a daughter. That was exciting. They said you and Todd are going to be the only ones that know this is Resident Evil Village right away. So a lot of people that were new to the franchise didn’t know right away that they were working on a Resident Evil game. So I felt a little special, like “I’m not clueless this time! I know, I can’t say anything, but I at least know!”. With Todd, it’s like seeing an old friend who you haven’t seen in a while, and you just jump back into it. That was great, and it reminded me of how well we worked together, it was just fun to do that.

Katie O’Hagan

When it comes to Mia and Ethan, you get such a different side of Ethan in Resident Evil Village, you get this whole new, more expanded character. I feel like you really get some depth with him in this game. So it was fun to see him get to do that. Then within the family dynamic, seeing what’s going on, and how far they’ve come in the three years since he found her. I always joke that in those three years, besides having a kid, I’m sure that a lot of couples therapy happened. He went through a lot with her. So I really hope that they went to couples therapy. Even if it was Umbrella couples therapy, just therapy! She chainsawed his hand off, that’s something that you are not going to forget very easily.

Also, going on from that, what do you think it brings to the game by not showing Ethan’s face, and for you playing Mia, do you feel like this brought more pressure, as the focus really is much more so, on the characters around him?

It didn’t feel like there’s pressure on myself. With 7 being in VR, it seemed like they wanted the players to feel like they were Ethan. So if you have a face connected with the character, it’s harder for me to feel like I’m that person when I’m playing because it is, it’s all first-person, except for a few cut scenes here and there. I always felt like I liked that, and I know there are some people that don’t like it, but I always thought that it was cool, because it gives you the chance to become the hero. You’re the one doing this. You’re the one fighting all of these molded. Trying to save everyone. So I get why they did that. In 8 it’s not VR but I think they stuck with the idea that they had in 7 because you still feel like you’re the character, but it also gives that intrigue of “What’s going on, why do we still not fully see him? What’s really happening?” Capcom sticks to ideas like that so that they can have their twists and turns. They can trick you into thinking something, and then all of a sudden it’s like “Nope! Over here! You thought we were going this way, but actually, this is the truth”.

Neil Newbon (Heisenberg) described Resident Evil 7 and 8 as Alien and Aliens. With Resident Evil 7 being straight-up scary, and with 8 being a little bit more action-heavy at times. But for yourself, how would you say that the two games compare to each other?

Neil nailed it with that, in 7 they wanted the scares, they wanted to bring back that horror, and they went for it. I love horror, so it was very exciting to be a part of that, but then they did get feedback saying that it was too scary. In 8 it’s like, they still wanted the horror, but they toned it back a little bit, there are of course fans that like 4,5,6, which are a bit more shoot ’em up, just grab some machine guns and start blowing things sky-high. So I feel like 8 kept with the horror, bringing that back, but they also wanted to give something for the people who liked 4,5,6. They let fans have the chance to do a bit of everything. I think that’s smart because you can’t please everyone, but at the same time, it’s so awesome to be able to get that mix of everything. It keeps it fresh because Resident Evil wouldn’t be 25 years old if they were doing the same thing every single game. They keep it fresh, and they keep people on their toes. It’s really smart how they linked them, but you can let go. At the same time, you have to remember that Ethan and I are supposed to be just normal people in 7 that got mixed up in all of this. In the three years between 7 and 8, you do find out that Ethan now has tactical training. Mia has some sort of training. So I think that’s why it made sense for them to do a bit more of that fighting.

Going back to 7 a little bit again here, I was wondering if there was anything you learned from working on that game, that you actually carried through to the creative process of Village?

7 was my first time doing Motion Capture and voice over, so I think that everything I learned within 7, being comfortable in the space, taking the direction, how to be comfortable with my body, and how to move it, because it’s so important in Motion Capture that you really know your body, and physically what you do. Before this, I did a lot of theatre, I was very wacky, and you don’t always know what your body is doing. So I had to kind of remember and keep track. So I learned all of that in 7, so when 8 came along, I feel like getting into character, and getting back on the stage was so much easier. There wasn’t a worry, and there wasn’t time needed to process everything. It was just go there, and then the moment I put on the Motion Capture suit I was like “Here we go, I’m ready!”

Okay, so tough question time. Looking back on Resident Evil Village, what would you say was the most memorable scene for you to work on as Mia, and why?

There are a lot of really good scenes. I have two favourites. Probably – spoiler – the scene where Chris Redfield finds the real Mia. I loved that scene, she’s weak again, so it gives you that vibe of 7 again where she’s been captured and imprisoned for who knows how long. Chris shows up, and he’s like “We’ve found her! Bye!” He is about to leave her there. So I always thought that scene was really fun to do. The way I get to snap, and give that mum voice of “What are you doing! You can’t leave me here! Are you insane?” I really liked that, and it felt like the first time where you really got emotion from Mia. You get little bits with the flashbacks of her and Ethan, but when she yells at Chris asking him “Where is my husband? Where is my daughter? You promised that this wouldn’t happen, we trusted you!” It’s gut-wrenching when you hear her saying that because it is. She was already screwed by this company in 7, and then, it’s happening again. There’s something, you feel it in your chest when she says that to him. I loved doing that scene, because not only was it slightly comical, when Chris is like “Hey, what’s up! I’m going back over here”, it then goes on to become very serious, and real. So I really really liked doing that scene.

For those that for some reason haven’t played Resident Evil Village yet, why should they check it out?

I think we already pinpointed what Capcom does best, which are the twists and turns, so if you haven’t played 8, not only are you getting the horror Resident Evil that you know from the past, but now you are also getting a kind of Tim Burton feel, fairytale story from it, or Brother’s Grimm. When you think of classic fairytales, pre-Disney, that’s the type of fairytale you are getting. Village of Shadows, it’s to teach you a lesson, there are things to be learned. You get to meet so many more and different characters in this one. Which is amazing. There are so many boss fights, again, the twists and turns, Capcom tells you one thing, but you’ve got to keep playing to see where it’s going to go, because it never goes, where you think it’s going to go. So! If you don’t play, you won’t know. Everybody is going to talk about it at the water cooler, and you are going to be like “Wait, what?” It’s going to be like Game of Thrones all over again. You’ve just got to do it. Get in there, play it, so you can then talk also instead of plugging your ears going “No don’t spoil it!”

What else can we expect to see from you as an actress in 2021!?

With COVID it’s been a little bit slower, but the world is opening back up, which is amazing. It’s very exciting. I’m working on a little project that we can’t talk about just yet. Just working on voice-over things, like usual. Auditioning every day, which is just fun, fun, fun. The biggest thing is to just follow my social media, where I’m all about giving a heads up to people when something is coming out, once they finally give you that checkmark of “You’re allowed to talk about this!” I’m just excited to let people know as the year progresses what is coming up, and then also right now, it’s all very RE Village related. I have a Streamily page, and I do live autograph signings, which has been so much fun, since cons went away for so long. The virtual cons have been really cool, to get to interact with fans. I hope to be this year, going to actual cons, and meeting people in person finally. So that’s what I’m looking forward to the most, being able to meet people in person. The RE fans are just AMAZING, I’ve never felt such love. It’s so cool, and it’s such an honour. I look forward to being able to give back. Going to these cons, meeting people, talking to them, and answering their questions. I’m very excited. Right now, until that happens, www.streamily.com/KatieOhagan is the place to go to see what’s available for live signings.

For more from KATIE O’HAGAN, check out his Twitter @KatieoActs, and Instagram @KatieActs. RESIDENT EVIL VILLAGE is available on Xbox One, Xbox Series X, PlayStation 4, and PC.

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[ENDED] Win Brilliant Horror Comedy SCARE ME on Blu-ray

win scare me

Following its hit streaming debut on Shudder, Josh Ruben’s superb comedy-horror Scare Me hits Blu-ray in August and we have three copies to giveaway to STARBURST readers. To be in with a chance, just watch the trailer, read on, and enter below…

Critically acclaimed comedy horror hit Scare Me, from Josh Ruben in his feature directorial debut, which he also writes and stars in, makes its UK Blu-ray debut this August from Acorn Media International in conjunction with Shudder, following its success on the streaming service.

This ‘Imaginative and witty, razor-sharp horror comedy’ (Bloody Disgusting) combines innovative sound design and gripping performances from Aya Cash (The Boys, You’re The Worst), Chris Redd (Saturday Night Live) and Josh Ruben for an outside-of-the-box horror, unlike anything you’ve seen before. There may not be monsters and ghouls but Scare Me will still have you cowering behind the sofa with vivid storytelling akin to those dark nights around a campfire. Set to be released on 16 August 2021 on Blu-ray, DVD and digital, this is one horror that will have you both laughing your socks off and scared silly.

A chance meeting between new in town Fred (Ruben) and renowned author Fanny (Cash) results in the beginning of a ‘friendship’. During a power outage, they decide to tell each other scary stories. With the pizza delivery driver (Redd) joining in with the fun, the two grow increasingly competitive. The more they commit to their tales, the more real the stories become. As Fred’s masculine pride is challenged, fiction turns to fact as the terror gets all too real.

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Josh Ruben’s Scare Me is set to scare you on Blu-ray, DVD and digital from August 16th

Exclusive Extract: Legacy of Light by Matthew Ward

Legacy of Light cover

Legacy of Light is the keenly anticpated third book in Matthew Ward’s  Legacy Trilogy. Starburst has gotten it’s hands on an excerpt of Chapter One to wet your appetite until the book arrives on shelves the 19th of August.  If that’s not enough, they are details of the books ‘blog tour’ at the bottom of the page. Enjoy!

 

Soot spiralled through heavy snows, soaring over twisting alleyways and broad, cobbled streets, the rich wood-smoke from hearths mingling with sour blackstone from factory and forge. Priests proclaimed that blackstone tainted the air as surely as it did the soul. Altiris – who’d spent most of his twenty summers clinging to life in a slave’s shack on Selann for his family’s supposed transgressions – loved priests even less than the chill that had never quite left his bones, and rejoiced that the bitter scent banished both.

Tressia had lost much in the recent years, but to Altiris’ mind it seemed never to lack for priests.

At his side, Viara rubbed gloved hands together and stared gloomily along the nearly-empty street. “I didn’t realise we’d be walking halfway across the city.”

“Exercise does you good.” Altiris lengthened his stride, boots crunching on the thickening snows. A broad-brimmed rover’s hat, wool-cloak and thick gambeson beneath phoenix tabard kept gooseflesh and shuddering joints at bay. “Gets the blood moving.”

The cold had summoned a fair portion of Viara’s blood to nose and cheeks, all of which conspired to shine brighter and ruddier in the lantern-light than the scarlet ribbons woven through blonde plaits. For all that she was Altiris’ elder by three years she looked younger – a soft-skinned highblood for whom service in the Stonecrest hearthguard was the first physical work she’d known.

She cast a longing look at the Brass Key’s swinging sign; at shadows moving against windows hung with bright-painted wooden pendants with the silhouette of trees and angelic serathi. The tokens of the season. Muffled notes of ribald carols shuddered onto the street. “We’ve passed dozens of taverns already.”

Altiris nodded at a pair of constables heading in the opposite direction. “Squalid dives, hardly fit for Stonecrest Phoenixes … much less for the Lady Soronav.”

Lady Viara Soronav stifled a scowl at the reminder of the times to which her family had fallen. All the more reason to use it. Life as an indentured slave was no more easily forgotten than the livid rose brand on Altiris’ wrist. The Soronav family had prospered from the oppression of the south. Even if Viara herself was too young to carry the blame, the sins of her kith hung close. There was joy to twisting the knife.

Especially as she so wanted to be liked.

“Yes, lieutenant.”

“‘Altiris’ is fine.”

For all that Viara nodded, the correction fell flat. It was supposed to be largesse. A gesture of equality. Lord Trelan pulled it off all the time. Altiris never quite managed the right tone.

He longed for Lord Trelan’s easy authority. The ability to make suggestions that were taken as orders. And if Josiri Trelan – separatist, outcast and apostate – could cheat monolithic tradition and become a hero of the people, then surely fate could be persuaded to allow the same for others.

To be acclaimed a hero in his own right. To have his opinion feted and his name celebrated. A decade ago, it would have been impossible, but with the decimation of ancient families by war and misfortune, the old conventions were coming apart.

Maybe there was opportunity, even for a low-blood southwealder. And wouldn’t that be something? But for all that, Altiris was only a young man with a sword and something to prove, and there were plenty of those to go around. Other talents outshone the mundane.

He nodded to where the timeworn timbers and leaded window of the Ragged Wayfarer clung to the crossroad’s eastern corner.

“Here we are.”

“Thank Lumestra,” Viara muttered. “My fingers are about to fall off.”

They skirted the derelict townhouse on the crossroad’s southern corner – its collection of huddled souls gathered around a guttering fire – and crossed the dunged roadway. As the last sparks of the year died, the lucky ones might find shelter in church or alms-house, some wealthy patron easing conscience by letting the downtrodden pass Midwintertide in fleeting comfort. But not tonight.

The city wall loomed, tarpaulins and scaffolds dark shapes against the billowing snow. One of a dozen new fortresses to bolster the city’s defences. All of it behind a stout fence, and the silent, towering silhouette of a kraikon. Sunlight crackled softly across the giant construct’s bronze skin and steel plate, the magic that powered its metal frame still vibrant, even in the snows. There’d be simarka too, somewhere close by. Kraikons were all very well for throwing a scare into trespassers, but the bronze lions were faster, and far more suited to running those self-same intruders down.

After the quiet chill of the streets, the warmth of the Wayfarer’s hearth stole away Altiris’ breath. The buzz of conversation and mournful refrain of an unseen piano were loud beyond words. Beneath the low, bare-joisted ceiling, the scent of woodsmoke and ale hung heavy with promise. Drifting eyes made incurious inquiry, then returned to the serious business of staring moodily into glass or tankard.

Not so the matronly woman behind the bar. “Lieutenant Czaron! Here to settle your tab?”

He met the glare with practiced nonchalance. “Next week, Adela. On my word as a Phoenix.”

“You said that last week.”

“Did I?” The smile was for onlookers, not Adela, who was immune to such things. “If it helps, my companion’s paying.”

Adela snorted and turned her attention to another patron.

“Oh I am, am I?” murmured Viara.

“You wanted to talk. It’s only fair. A lieutenant’s wage doesn’t go far.”

She regarded him stonily. “I’m starting to believe what the others say about you.”

“And what do they say about me?”

“That you’re a rake who spends entirely too much time carousing with the likes of Konor Zarn, and not enough at minding your place.”

“Folk invite me to parties. It’d be rude to say no.”

“And miss the chance for a little social climbing? Absolutely.”

“I’ll take wine. There should be a little of the Valerun Red left.”

Taking expression’s descent from ‘stony’ to ‘scowl’ as his cue to depart, Altiris threaded his way through the crowd to an empty table beneath the window. Like so many of its era, the leaded upper frame trammelled a small, stained glass sun, though accretion of smoke had long obscured its radiance.

He peered at the crossroads, the fire in the derelict house just visible through the snow. Where he’d be, but for Lumestra’s grace. Setting aside hat and gloves, he smoothed unkempt red hair to something resembling respectability and made silent note to spare a few coins on the return journey.

Viara slid a bottle and two glasses onto the table and sat on the bench opposite. “Adela says that if you don’t clear your tab by the end of the month, she’ll send her son to settle the debt.”

“You’re misreading the situation. She likes her little amusements.”

She eyed the Wayfarer’s clientele warily. “Yes, lieutenant.”

Altiris frowned. “What’s wrong?”

“People keep staring.”

“You’re a Phoenix.” He filled both glasses with a flourish and set the bottle aside. “You’ll get used to it.”

Phoenixes transcended myth. The firebirds of legend who carried Lumestra’s tidings through the stifling Dark that devoured all things. The hope that never died. Then again, it didn’t hurt that even swaddled in a hearthguard’s unflattering uniform, Viara was easily the most stareable thing in the Wayfarer. Enough to set hopeful hearts aflutter. All the more ironic – and not a little depressing – that he felt no such stirring himself.

“If this isn’t a squalid dive, I’m glad we passed up the others.” Viara raised her glass, dark eyes on his for the first time. “Or is it that your debts are slighter here?”

Altiris took a sip of wine and made note not to underestimate her. “What was it you wanted to talk about, anyway?”

“It’s complicated.”

“I’m discrete.”

Again that appraising, careful stare. “That I doubt.” A sip of wine, and she sat back, lip twisted in irritation. “My father has … expectations.”

“I see.”

“He suggested working for Lord Trelan might restore lost opportunities.”

Opportunities. A seat on the Grand Council that granted a generous stipend without asking much in return. ‘Oversight’ of an office of state while others scurried around doing the actual work. Once a highblood’s birthright, now callously ripped away by Lord Droshna’s decree. No Grand Council. No Privy Council. And no station to which Viara and her peers could aspire.

Time was, she’d never have lowered herself to join a hearthguard – even one so storied as the Phoenixes. Nobles went into the chapterhouses to earn a knight’s plume. But with most of the chapterhouses gone or faded, and conscription making no exception for a family’s wealth? Well, better to stand service in a noble’s guard than trudge beneath a regimental banner or crawl around alleyways in a constable’s tabard.

It explained her disgust that Altiris was welcome in what wealthy circles remained, even though she apparently was not. Or had too much pride to enquire. It remained a sour note with Altiris that his invitations from Konor Zarn in particular sprang not from personal regard, but because a Phoenix tabard at Woldensend Manor’s lavish balls implied rather more influence with Lord Trelan than facts supported. But it was better than nothing.

Motion beyond the window caught Altiris’ eye. An officer in a Drazina’s midnight black and silver swan drew into sight at the crossroads, his horse champing restlessly.

“And these opportunities haven’t arrived?” he asked, eyes still on the street. “What do you expect? You’ve been at Stonecrest for what, a few weeks?”

“Two months. Lord Trelan hasn’t even acknowledged my existence.”

Beyond the window, the officer headed deeper into the city. A pair of cloaked Drazina knights followed in his wake. A low dray cart in theirs, its rider swathed against the cold. Four others brought up the rear. A heavy guard for something so unassuming.

“I’m surprised you didn’t try for the Drazina,” said Altiris. “Lord Droshna’s ear is worth more.”

“They wouldn’t take me.” She offered a self-deprecating smile tinged with bitterness. “I’m too short.”

“Ah. I don’t know what to say.”

“Tell me how I can get Lord Trelan’s attention. Lumestra, but I wasn’t brought into the world to guard the someone else’s silverware!”

There it was. The entitlement. The sense that the world existed only in service to one’s desires. It was disappointing, somehow, for a woman of Viara’s obvious intelligence to be so blinded by her upbringing. But wasn’t everyone?

“What makes you think I can help?” asked Altiris, his attention now on the inside of the Wayfarer more than on her. Something wasn’t quite right, but the more he tried to determine what, the further he strayed.

“Can’t you?” said Viara. “You live in the house, not the barracks. You dine with the family, and as for how you carry on with Lady Reveque–”

“That’ll do.” The last thing he wanted was to talk about Sidara.

Viara regarded him with a poisonous mix of uncertainty and embarrassment, afraid she’d overstepped. It’d be so easy to knock her back a peg or two. One more small act of recompense for old harms. But no. Childishness was all very well, until it crossed the line into malice.

Besides, Viara wasn’t the only one who wanted to be liked.

Altiris took a deep breath. “Lord Trelan prefers deeds over words… and bloodline. He’s a man of action. Why else do you suppose he runs the constabulary?”

“Father maintains that action is vulgar.”

“I’m sure he does. But it doesn’t change the fact that if you want to…”

That was it. The tavern was quieter, a small but significant number of faces having departed into the cold. Unheard of in the Wayfarer this side of midnight. And across the road. The fire blazed in the derelict, but its supplicants were gone.

Snatching hat and gloves from the table, Altiris started to his feet. “Come on.”

Viara blinked. “What? I don’t–”

“Do you want to catch Lord Trelan’s eye, or don’t you?”

The challenge did its wicked work. She emptied her glass and, with a last despairing glance at a bottle still half-full, followed into a snow-swathed world. One Altiris swore was colder than before.

“What’s going on, lieutenant?” she asked through chattering teeth.

Colder or no, the snow had definitely thickened, tracks and boot prints softened beneath soot-spattered white. Enough to follow, but not to show how many others had passed that way.

Altiris set off in brisk pursuit, exhilaration counteracting the chill. “A cart came through not long ago. Guarded by a half-dozen Drazina, no less. And just by chance, folk lose their taste for drink, and our friends by the fire forget the cold?”

“It’s an ambush?”

“Half of one. The rest’ll be up ahead somewhere. Probably before the Three Pillars checkpoint.”

He quickened his pace. Viara’s cry called him up short.

“Wait! If it is what you say, shouldn’t we… you know?” She jerked her head towards the incomplete fortress, where the kraikon’s magic sparked and crackled through the snow.

They should. They really should, but then there’d be no chance of taking credit for stopping whatever was going on. “We’ll leave her out of this one.” Seeing Viara wasn’t convinced, he struck a winning smile. “But if you’d rather sit this one out, I’ll understand.”

Ambition won out, as he’d suspected it would, and she stalked on past. “Three Pillars isn’t far.”

They hurried on, following tracks that threatened to vanish at any moment. Bravado flickered as shuttered windows passed away overhead. For all that the city was home to thousands upon thousands, it was possible to be alone very quickly if you strayed down the wrong street. And in the frigid anonymity of the snows, every street could quickly become the wrong street. Especially in Wallmarch, where construction work had displaced so many and made potential lairs of most buildings.

A half-demolished warehouse passed away to Altiris’ right, a church’s lychfield to his left. The snows parted, strobing merrily in the light of a damaged lantern, half-hanging from its post.

The dray cart sat slewed across the road, crates jettisoned in its wake, horse staling into the snow as if nothing were amiss. Falling snow dusted motionless bodies, blood seeping scarlet through white.

“We’re too late,” murmured Viara.

Altiris crouched beside the nearest Drazina. The blood that had so alarmed ebbed from a bruise on the back of his head – his helmet lay a short distance away. “He’s alive.”

“This one too,” Viara replied from nearer the warehouse. “But she won’t stay that way without help.”

Leaving the unconscious Drazina behind, Altiris clambered up onto the dray. The attack had been too precise, too efficient, to have been without deliberate goal. The kind of robbery the vanished Crowmarket had once conspired to so well.

“All right. We head back to the Wayfarer and raise the alarm.”

Quicker to get the kraikon’s attention than to reach the Three Pillars checkpoint. Besides, Drazina were more interested in inspecting identification papers than helping those in need – even their own.

The cart itself looked almost untouched, its crates and strongboxes still wedged in place. A sword, half-unwrapped from a bolt of velvet cloth, lay atop a burlap sack of the sort used to transport mail. A highblood’s possession, if ever there was one, with golden wings as its hilt, and a large, many-faceted sapphire set in its pommel. Dulled through lack of care – the tang of the blade pitted with rust – but still, too fine a prize to leave behind.

Unless the robbers weren’t yet done.

“Lieutenant? I think there are too many bodies.”

They rose out of the snow as Altiris spun around, four dark-clad figures armed with knives and cudgels. Two, he recognised from the Wayfarer. The others were strangers. Unremarkable men and women you could cross paths with anywhere. A cudgel crashed down. Viara dropped without a sound.

“No!” Altiris drew his sword.

He went utterly still as a sheen of steel slipped beneath his chin.

“Put it down.” The lilting voice was warm against his ear.

Gut seething sour, Altiris obeyed. The simplest of snares, and he’d rushed straight into it.

“That’s better.” The voice, maddeningly familiar, adopted a mocking tone. “I thought we were followed, but to find it was you? Been a long time, my bonny.”

Stray memory flared. “Hawkin?”

“The very same. Haven’t you grown into a fine young man?”

Hawkin Darrow. A southwealder like himself. Once trusted steward to the Reveque family, but in reality a vranakin of the Crowmarket. “I thought you were dead,” spat Altiris.

“Thought, or hoped?”

“Longed for.”

Bracing against the dray’s floor, he slammed back into Hawkin. She yelped, and then they were falling over the cart’s runners and into the snow. Altiris landed hard, his grab at her knife-wrist a hair too slow. But the wing-hilted sword, dragged from the cart during the fall, landed beside him.

He snatched it up. Hawkin shuddered to a halt, chestnut curls dancing and the tip of the pitted blade beneath her chin. Her eyes filled with poison, then bled into approval. “I always thought you showed promise.”

She’d worn the intervening years well. Thinner, perhaps, the vivaciousness of youth – of the mask she’d worn while spying on her those who’d thought her friend – eroded until only whip-thin essence remained.

So easy to ram the sword home and avenge old betrayals. But movement in Altiris’ peripheral vision reminded him that Hawkin was not alone. Even if he fought his way clear after, her death would be Viara’s too.

“Enough. Let her go.” The speaker stood by the roadside, one elbow braced against the church’s lychgate. A sharp-accented voice, a shock of ash-blonde hair and a black silk dress that was in no way practical for the weather. She drew closer, skirts dragging at the snows, and halted level with the motionless Hawkin. “No one has died. No one need die. Not for the Lord Protector’s trinkets.”

A rolling whisper billowed beneath her words, a breathy not-quite song that itched at the edge of hearing. One that flirted with melody but never fully embracing it, like waves rushing across an unseen shore. What showed of her skin above frilled black lace was pale in the manner of highblood fashion, but to a degree well beyond the limits of cosmetic powders and lacking their fashionable sheen. Her face was younger than Altiris’ own. Ageless, blue-green eyes belied those slender years.

Altiris stuttered a laugh to hide his discomfort. “These belong to Lord Droshna?”

“They used to.”

“Then you’re a bigger fool than Hawkin.”

“One of us surely is. Put down the sword.”

The song’s intensity swelled, its whispers no longer the burble of the shoreline, but the roar of a storm-wracked ocean. Altiris drowned beneath their rushing waves. He fell to his knees, heart hammering, lungs heaving for breath, his sword hand spasming and empty.

“No!” snapped the pale woman.

Altiris forced leaden eyelids open. The pale woman stood above him, sword point-down in her right hand. Her left gripped Hawkin’s shoulder. The cart bucked and heaved as their companions completed the interrupted robbery.

Hawkin’s knife glinted in the lantern-light. “He knows I’m alive. He’ll tell others.”

The pale woman held her back without obvious effort. “And whose fault is that? You know the Merrow’s rules.”

Hawkin snarled and followed the strongbox-laden robbers into the darkened lychfields. The pale woman squatted beside Altiris, the sword at her shoulder and the ghostly whispers on the edge of hearing once again.

“I could have let her kill you,” she breathed, her lips inches from his ear. “Think on that. Are you certain you’re on the right side?”

Her lips brushed his cheek. Then she was gone, rusted sword and all, lost in the snow, whispers fading behind her.

“Viara?”

Clinging to the side of the ransacked cart, Altiris made it to his feet on the third attempt. Viara lay where she’d fallen, face down in the snow. Alive, as the pale woman had promised.

But the rest? Hawkin Darrow back in Tressia? The Lord Protector’s possessions stolen? The Crowmarket resurgent? What more could the night throw at him?

A repeated, scraping thud sounded through the swirling snow. Metal feet falling on stone. Altiris’ heart, already at a low ebb, sank further.

One last humiliation.

A gleam of golden eyes presaged the simarka’s arrival. By the time the cast-bronze lion sat on its haunches before him and cocked its head in sardonic inquiry, Altiris had almost reconciled himself to what was to come.

“I need your help.”