Tom Six | THE HUMAN CENTIPEDE III (FINAL SEQUENCE)


As the latest in the sickening HUMAN CENTIPEDE series slithers into UK homes (uncut, to boot!), we got the chance to quiz writer/director TOM SIX about his controversial films…


STARBURST: The first Human Centipede film was inspired by a punishment you thought of for child molesters, so was it a natural progression for you to set the third film in a prison?


Tom Six: Absolutely. I used innocent victims in the human centipede, and this time I wanted to make the circle round and use my original punishment idea for part three, and that’s why I came up with the idea of doing it in a prison.


This film is much more of a satire, even though there were elements of that in the previous films, how important was it for you to end the trilogy making such a potent statement?


Not really a statement, what happens is, each film is a reaction to the other. And the film got so big, it was a pop culture phenomenon, and people wanted more: a bigger centipede, helicopters and things… it had to be bigger and bigger. And what I did, I used the idea and almost made a parody on the human centipede films itself. I made the films deliberately larger than life; the acting, myself – I wanted to go out in a glorious bang! And that’s what I did.


The character of Bill Boss is completely over the top and very sadistic, how did you go about writing that role?


I wanted to have the complete opposite of Dr Heiter, who was researched and very meticulous. And this time I wanted a complete asshole! A vile, sadistic guy who screams, who has no holdbacks whatsoever! It was a very big joy to write all that and Dieter gave it everything! We loved creating that together. He’s a very annoying character as well, and that’s what I love.


Both sequels have been ‘meta’ in approach; it’s quite a bold way of filmmaking, almost deconstructing cinema and the audiences, each film digesting the previous, at what point did you hatch that plan?


When I was writing part two, I was travelling all over the world to film festivals. People reacted so strongly to the films, they came up with ideas and plans for new films, so I wanted to integrate that in the story. Everyone said ‘what if a maniac out there makes a human centipede?’ And I thought that was a great idea! I was playing with that already, and I thought that guy must not have any medical knowledge, which makes it worse. So that film was based on a guy watching the first Human Centipede, and then in the end, what I wanted to do was make a movie centipede. Each film can literally be connected and be digested by each film. So part two begins with the ending of part one, part three begins with the ending of part two, so you can literally connect the films. I thought that was a very cool idea.


 

 


It looked like a very hot shoot, did that cause any problems?


Oh yeah! It was a tough film to make, as you can imagine, putting so many people on their hands and knees in the desert. We had so many extras who begged me to be in the Human Centipede! We had buses full, and there was a lot of older people in there who wanted to be in it. It was blazing hot, and people had to be on their hands and knees. There was doctors there to check on them, and I felt really like a megalomaniac filmmaker when I was doing those things, but it was worthwhile.


But we imagine they’re glad to see themselves on the screen?


Oh yes they are! ‘That’s me number 49!’


Has there ever been anything you’d think of that would be ‘too much’ to film?


No, nothing! When I write my scripts, I enjoy them so much, I see the comedy in there. A film is all fake; latex and such. In my opinion, all three films are comedies, so I never think that things are going too far. Because I know it’s all fake! I enjoy pranking with the audience, I love that people are upset. I see my films as uppercuts! I love it when people hate my movies or absolutely love my movies. I would be offended if people reacted in a mediocre way, ‘oh, they were alright, what’s for dinner?’ I hate that!


The Human Centipede III seems to have breezed through the BBFC, is that a little surprising since the second one had so much trouble?


Absolutely! They gave us such a hard time with part two, but under a lot of pressure; I think the whole world was looking at them ‘what will they do with part three?’ Part three is not as gory, I think and maybe the head of the board has changed, I don’t know. But it came through without any cuts, and that’s pretty surprising. I’m very happy with that as well, of course because now people can see the film as it was intended, but it was surprising!


Does it bother you that some people don’t get the humour behind the films and think that you’re just all out to shock?


A lot of critics, what I saw in America, are paid to do the critique, but didn’t like the first two films. Then I think ‘why are you sitting there, then? You hate the films already, before you see them!’ They are very sour. I make the films for the fans and lovers of this kind of films. I don’t make the films for the critics. But again, I enjoy to see those sour faces watch my films. They have to sit through them, and I love that! And their reviews make great marketing. They think ‘I’ve made this great piece where I break down Mr Tom Six’… and it only helps me!


What’s next for you, now that the Centipede’s finished?


I am working on The Onania Club. That will be a film again with dark comedy and very horrifying stuff. It’s just the way I write my films so it will be an uppercut again for the audience, and I think people will either love it or hate it. But the most important thing, it’s very original; that’s what I aim for. I don’t want to make films that I’ve already seen before. I can’t tell you the premise yet, because it’s so simple again, and I’m sure South Park will easily use it again for their work . We’re going to shoot it at the end of this year, so hopefully it all goes right, and we’ll have it next year.


Providing there’s no delay with the distributors again!


Absolutely, yeah! Hopefully, and the delays are always based on other people not us!


If you had to be stitched into a Human Centipede, who would be the worst person you could think of to be behind, and who would you want to be behind you?


I always want to be the front guy, as you can imagine. I would hate it to be in the middle! Hmm… who would I hate? Oh, those ISIS idiots! If you had a centipede with those guys, I’d love to be on the front of them!


THE HUMAN CENTIPEDE III (FINAL SEQUENCE) is screened at selected UK cinemas from July 10th, and released on DVD/Blu-ray and VOD on July 20th.
 


Mark ‘Jock’ Simpson | EX MACHINA – AVA EVOLVED

Mark Simpson is better known to comic books fans as the artist called Jock. He’s best known for his work in The Losers, Batman, Wolverine and 2000 AD. He’s also provided concept paintings for movies such as Hancock, Dredd and Batman Begins. His most recent movie work has been Ex Machina, and he has a limited edition collection of the art from this movie out in August. We caught up with him to find out more.

STARBURST: How different was working on Ex Machina compared to 2000 AD?

Jock: Compared to working on a comic, films are entirely different. Not just what is required of you, but the pace and approach to the images too. With film, your work has to have a reality that the filmmakers understand and have the element of real world design that will make something achievable on film.

Why Ex Machina?

The draw for me was working with Alex Garland — we worked together on Dredd and I found him to be challenging and really smart. So when he called about Ex Machina, it didn’t take me long to agree. And the script was so good – with the A.I. robot Ava at the heart of the story. Again, it was very challenging making her work. All of my work with Alex is in this portfolio release. I’m very proud of the package.

And how does it compare with the work you did on Dredd?

Dredd was louder, larger and more bombastic. Also, being an adaptation, we were always aware of the source material. But being a big Dredd fan, that was fairly easy for me. With Ex Machina, it was an entirely original story and had a much more thoughtful quality to it. The work reflects that.

What is your dream movie project?

I don’t really have one, to be honest! Our comic, Wytches, is currently in development with Brad Pitt’s company Plan B, so that’s my current focus and I’m hoping it comes together well. I would have happily got the call to work on the new Star Wars films, saying that!

You’re a legend in the British comics industry. What’s next comics-wise?

Well, thanks for saying so! I still feel like a newcomer in lots of ways, but I guess a lot of time has gone by since first drawing Dredd in 2000AD. I’m currently drawing an issue of Batman with Scott Snyder, before we start up again on the next arc of Wytches from Image Comics. That should be out at the end of the year.

Finally, what tips do you have for new artists?


Persistence, persistence, persistence… always. Stick at it if you believe you can do it, and be honest with yourself.

You can find out more about Ex Machina – Ava Evolved here.

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Russell Friedenberg | WIND WALKERS

Russell Friedenberg is a writer, actor and director whose previous work includes Ibid (2008) and Among Ravens (2014). His new film Wind Walkers follows a group of men on hunting trip who encounter a mythical creature they cannot fight.

STARBURST: Where did the inspiration for Wind Walkers come from?

Russell Friedenberg: First of all, I’m educated as a historian. My undergraduate degree is in history and I’ve always had an inclination towards indigenous cultures around the world. I’m fascinated by their mythologies as well as how they dealt with colonialism specifically, though the theme that captured me was that memory is political; without us retaining our memories and our mythos there’s no aggregate to the political environment we’re in. What did the indigenous cultures do to fend off the onslaught from colonial invaders and did they invent their own mythos? Cut to modern times and we send our offspring off overseas to fight and so we’ve forgotten the history and the stories.

There is an interesting dynamic to the group with clear affection but also underlying tension. How would you describe them?

There are certainly personal tensions here. Sonny has issues, as his two best friends went off to war and he didn’t, so he positions himself as the alpha male in the group whenever he can. It’s really hard to put seven people in a shack and keep it interesting, but for me without character there is no plot. If they only had to fight some clichéd disease, then there would be no tension or arcs and it would be boring. And we had to do all that in seventeen days!

There seemed to be a mythical element to the creature or infection but also something new. How did it come about?

Our systems aren’t necessarily immune to so many things we don’t understand so some of the inspiration was of a disease that develops and then takes hold. I worked with Rudy and he had a very distinct vision of how it would overtake him in the film. We talked about cultural relevance and the legend of shape shifters in his culture such as the wendigo; incarnations of spiritual viruses that take over.

The creature seems to emerge from some characters having been prisoners of war.

The Native Americans speak of the invaders bringing viruses those people couldn’t fight and now their descendants are going abroad and doing the same thing, fighting in places they don’t belong. It’s the theory of blowback. It doesn’t matter who you are, there’s this idea that essentially this will come back on you.

We wondered how much of the global element you filled out in notes or a background script as the news broadcasts keep alluding to a bigger contagion.

I wanted this to be a life raft where the viewer was focussing on one small island of what is occurring as a real global crisis. We have issues in a modern day family and how that played out, but I wanted there to be glimpses that if they ever do get away, then there’s nowhere left for them to go. We had a kind of Kubrickian ending really; is there hope or isn’t there? Perhaps there will be a sequel!

How was the filming process? It looked like a tough location in which to work.

I was a very lucky as I had an amazing cast and crew who all had a “can do” attitude. Everyone just got in line behind my vision and when you’re doing low budget films, that enthusiasm really shows through. There are some wonderful performances throughout; everyone stepped up.

We were interested in how much of the original script or story made it to the final cut?

It changed tremendously; not in the vision, but how it happened. My original idea was set in a different environment where the hunters were snowed in, but when we ended up shooting in Florida then that changed to a hunting shack in the everglades. I’d still love to do something with that original idea though as that kind of isolation interests me.

You have a few films in development according to IMDB. What’s next for you?

I’m very lucky. I’m shooting a thriller soon with Lena Headey and I have a western I’ve been developing for a while and Vera Farmiga is involved in that. It’s very exciting. I’m just about getting ready to start an action thriller in the vein of Drive meets No Country for Old Men, but no-ones attached to that yet.

WIND WALKERS is screened at London’s Film 4 FrightFest on Friday August 28th at 1pm in Discovery Screen 1, and will be released in September.

Chris Harvey | CHAPPiE

Neill Blomkamp’s latest movie CHAPPiE returns to the Johannesburg stamping ground which he brought so memorably to the screen in his acclaimed debut feature District 9 in 2009. Set in the near-future, the film tells of a city where Law and Order are maintained by robot Police scouts – and what happens when one robot, nicknamed Chappie, falls into the wrong hands and is reprogrammed with an inquisitive, sometimes petulant human personality. STARBURST spoke to Chris Harvey, the film’s Visual effects Supervisor, about the challenges in bringing sci-fi’s latest mechanical man to the screen…

STARBURST: What did your job as CHAPPiE’s visual effects supervisor actually entail? Were you in charge of the film’s digital and practical effects requirements?


Chris Harvey: No, primarily for me it was to do with digital. I was the overall supervisor and also running the main team over at Image Engine, which had the main FX tender on the movie. In pre-production you’re often very involved in planning the builds, but in CHAPPiE we were very involved in terms of his actual design which was exciting. Neill knew how much he was going to rely on VFX in the end, so he got us in very early, earlier than you often get a chance to so we were actually part of the design phase. We were also involved in the pre-production, planning the shoot in terms of ‘How are we gonna shoot this?’ so that later on it’ll come together in post-production, so there was a lot of pre-production planning, working together with all the different teams whether it was lighting, photography, working with special effects because we often work hand-in-hand. Then there’s the shoot itself; you’re on set every day, making sure people are doing what you’d previously told them you were going to need them to do and just dealing with surprises that come up on the day, and collecting all the data we need to have back and then we get into post and we’re just executing the shots for however long the production cycle might be. You’re basically creatively looking at everything that’s coming in from the VFX side of it.


What were your first reactions when you saw what must have been a very ambitious script for CHAPPiE?


When I first read the script and first talked to Neill about it – I saw some early designs at the same time – it was really exciting, because I loved the script, I thought it was gonna be a lot of fun but that there was definitively a big challenge ahead! You know there are going to be a lot of shots, he’s going to be a fully-CG character and as he’s the title character of the movie he’s going to have to be real, people can’t question his physicality or that he’s actually there, because he has to be there. On top of that, people are going to have to connect with him as a robot which is tough because he doesn’t have a lot of physical features, he doesn’t have a lot to work with for emotions, apart from the ears and a couple of eye bars – mainly it’s just body language. So that was the real challenge; step one: he’s got to look real, step two: people have to relate to him somehow in a large range of shots and in any kind of environment. Just in those terms it was going to be a big task.


Most people might assume that CHAPPiE was realised through Motion Capture, but apparently that wasn’t the case. Can you explain a little about how you actually created him and brought him to life?


The design process started really early on. Neill did a lot of concept designs over at Weta Workshops; hundreds of drawings went back and forth between them and once he got pretty much locked into a design he was happy with, he sent them over to us and we fleshed out the design in three dimensions so Neill could look all around it, and we printed out just on paper a life-sized one so he could stand there and look at it. We really went into detail, thinking ‘Well, what are all the pieces that make him up?’ It’s one thing to have a sketch of it but then you start thinking ‘How does this joint work, what does this gear do and where does this hose go?’ Everything had to be built out of real-world mechanics, so we did a lot of research into robotics, everything was based on that. We sent all our 3D files to Weta Workshop and they 3D-printed a whole bunch of ‘practical’ CHAPPiEs, which were used for any robots which were ‘off’ in the film, or just being dragged around so we could use them as lighting reference and then also for texturing. But because they were ‘built’ as a real robot, we were able to go in and take hundreds of thousands of photographs of these things and use all of those photographs to create our digital textures and shades to put on our digital asset. Then Sharlto performed it; he wore a grey suit which a lot of people think was Motion Capture, but it really wasn’t, it was just a grey bodysuit. Weta Workshop built a chest-piece made out of old motocross armour that had the same dimensions as CHAPPiE so that Sharlto could interact with people and lean against things, and we used his grey suit for lighting reference. Then the animators hand key-framed a performance to match his performance. So while he literally did the performance, it wasn’t Motion Capture, it was all hand key-framed on top of him. Some people call it rotomation or poor man’s Motion Capture, but ultimately it was a huge team effort between Sharlto – a very good actor – giving a great performance and then the animators with their very detailed eye matching that performance by hand, copying it and adding subtleties on top of it.


Presumably the biggest challenges were in the sequences where he’s closely and physically interacting with other characters and scenes where he’s in chains or rain is falling on him?


Those scenes were a huge challenge. It was something I actually encouraged. A lot of the artists on the team were like: ‘Stop telling them to do this!” jokingly but I was saying, ‘This is gonna help us later, guys, this is gonna make it look real’. I would encourage Neill and the other actors to interact with CHAPPiE as much as possible, because typically you’ll tend to shy away from that in VFX because those are hard shots when someone has to touch a digital character and they hug or they’re on top of them or stepping on them or even if it’s just getting Sharlto to pick things up. I was saying ‘Walk around, touch stuff, move stuff, interact’. Even in the scenes with the chains, originally there were just a few chains and then Neill said, ‘Would you mind if I put some more on him?’ and we said to put a whole bunch on, because everyone knows how a chain moves and if he moves around the chains might bump into something or bump onto him and all those interactive things make him seem more believable. But for the artists when we get it back, it’s very challenging because first of all we’ve got to paint Sharlto out of the shot – he was literally hand-painted out – and then we had to create our digital version so he fits into the environment in the same way. It was a lot of effort from the team to make those shots work, but I think they help to make his physicality work.


It seems that without Sharlto Copley’s input, CHAPPiE could have turned out quite differently…


Absolutely. Sharlto was CHAPPiE, there’s no question! He was the heart and soul of that character in terms of his performance and his emotion and everything else. Neill and Sharlto would come up with ideas about what CHAPPiE would do in a given situation and the way people would interact with him. The animators layered some subtlety on top, they had to animate his ears and his eyebrows, but the performance is 100% Sharlto.


Neill Blomkamp came onto the movie with a very clear vision about the film’s visual aesthetic, especially in terms of the realisation of CHAPPiE. As a VFX specialist, is there a risk that this could restrict your own creative input or is it helpful to have a director who’s so well-prepared?


It’s incredibly helpful because it’s really important to have a clear decision-maker, not someone who’s saying: ‘oh, maybe we’ll have this or maybe that, can you show me five options and maybe I’ll pick one of them?’ Neill’s very clear with what he wants to do; the nice thing about him is that he doesn’t prevent the creativity. He was still very open to new ideas. For example, on set I’d come up to him and say, ‘Hey, we can do such-and-such here’ and because he knew what he wanted in his story, it was easy for him to say, ‘That’s a great idea, it works, let’s do it’ or ‘No, don’t do it’. If it was an idea he liked, he was quick to grab it and say, ‘Let’s go with it.’ So it really fostered creativity because it allowed him to trust us to do our job because we knew the framework we were working inside.


What were the other difficulties you encountered in bringing CHAPPiE to life?


Beyond the problems of getting his physical presence right, there was the question of making him emote. That was a big question. We figured out fairly early on through a bunch of tests that we could solve that one and make him emote. The other challenge was in the sheer scope of work because there are 1000 shots of him, a huge volume of shots of a CGI character. And maybe people take it for granted because they think there’s just one CGI CHAPPiE, but in reality we had over 22 CHAPPiE because CHAPPiE had to progress through the film. He had to pick up dirt when he walked through something, if he got burnt by fire it had to leave burn marks, if he got hit in the face he’d be scratched. There were all these little variations and things which would build up through the course of the film that we had to track and make sure were consistent. A big story point is his battery level, which is going down throughout the film, and we had to track the percentage on it on every single shot and we sometimes had to go back in and change the battery level on shots which had changed slightly in the edit as now the percentage levels were off. There was just a massive amount of data tracking of making sure sequentially all those things hook up properly.


Digital effects appear to improving in leaps and bounds every year. Do you think there’s ever going to be a limit to what can be achieved digitally?


It’s an interesting question. Digitally, given enough time and money, you can kind of more or less do anything (time and money being very significant factors). I mean, could you create a 100% authentic digital human?  Maybe, but that’s very expensive and it’ll take a huge amount of time. Would it really be worth it? In some ways the question is less about ‘could we’ but more ‘should we’. I think sometimes movies are getting so bloated with VFX these days just because they can do them; no-one’s stopping to say, ‘Yeah, but do we need to do this?’


Do you think digital effects and practical effects can work side-by-side, or do you foresee a time when practical effects will become obsolete?


I hope practical effects never go away because there’s an authenticity to them that. I don’t care how good digital FX are, there’s just something about something that’s real and tangible and it’s not even just about what’s on screen at the end; it helps the cast. If you’re on set and you’ve got a guy laying a bunch of squib hits on the ground so there’s explosions going off around an actor who’s running along, the performance is going to be much better than if he’s just running in front of a green screen, because stuff’s happening around him. I think that if people are smart, we should certainly be able to work together between practical FX and digital FX, it’s really about finding the best way for the two to work hand-in-hand rather than saying, ‘Oh, it’s just practical’ or ‘Oh, it’s just digital.’ There’s a lot of people who say movie-making should go back to practical, but it shouldn’t because there’s some stuff we can do better digitally and likewise everything shouldn’t be just digital either; it’s about finding the proper balance.


CHAPPiE is available now on Digital HD, on Blu-ray July 6th, and DVD July 13th.


Ernie Barbarash | POUND OF FLESH

Jean-Claude Van Damme’s current movie, Pound of Flesh, sees the Muscles from Brussels on a mission across Manilla to find his missing kidney. With a lot more to the story that just that attention-grabbing premise, we were lucky enough to grab an hour with director Ernie Barbarash. Having worked with Van Damme three times now, we shot the breeze with Ernie on Pound of Flesh, on working with the legendary JCVD, on juggling the expectations that come with a Van Damme film, on allowing filmmakers and actors to take risks, on working on low-budget movies, and a whole, whole, whole lot more of fascinating topics.

STARBURST: Firstly, that plot. The premise of Jean-Claude Van Damme hazily waking up in bathtub, missing a kidney, and then on a mission to get the organ back – that’s pretty out there. When you first hear that, you find yourself thinking “Really?”

That’s funny, that’s what I thought too. The script was actually sent to me as a writing sample for Josh James and it was quite different originally; it was a group of guys doing it – a little more of an Expendables feel. I didn’t know what to expect to it. I didn’t actually have any preconceptions, but I do find today it is interesting how when I do my own material and when I read other writers that your audience, when they go and see a movie, will have seen a trailer or seen publicity or will know what it’s about through social media. So it’s a very different thing because you kind of need to tell yourself as a filmmaker to be very careful. People are coming to your movie knowing what the concept will be. So if you take too long to set it up then you’re going to be behind them somehow. But yeah, I think that’s one of the things that appealed to me about the project. Yes, there was the first thing that was talked about, but there was more layers of the story, more surprises and twists and turns. For me, it was really about the relationship between the two brothers. I’m an only child myself but my wife has got three siblings – so it’s a very different dynamic. For me that was one of the most enjoyable things of working on the film; working on the relationship of the brothers, working really with philosophical differences over religion and faith and the way the world works. When people talk about liking character-driven genre movies more than a script that’s kind of an excuse for people to just have a bunch of fights, I would like to say that I like very much character-driven genre films but also ones that try and deal with issues other than ‘why are we fighting’.

So when you first heard of the film, was it something that you were always interested in or did you think that the premise sounded maybe a little too outlandish?

Well interestingly enough, it was sort of a slightly different process in that originally I was sent the script as a writing sample of Josh James. I thought it was well written, then some years passed. I’d done a couple of other films with Jean-Claude Van Damme. Some people had sent me another script for Jean-Claude. The particular script I read, I thought it wasn’t very good. It was one of those films that had just fight scenes for no other purpose than just having people fighting. Then something clicked and I said, “You know, I read a script a little while ago that would actually be perfect instead of this.” So I got back in touch with Joshua James, who said that he’d rewritten bits of it and then sent me a new version that was more of a ‘brother story’ than just Van Damme’s character with just a bunch of old army cohorts. It was a better script. I brought that to Jean-Claude and he really liked it. Often when material comes to me, like it does to most filmmakers, it needs help, especially in the low-budget genre film world. There’s a lot of material out there that isn’t more than what’s on the surface, so you celebrate when a script comes and it’s really good and there’s more to it. So I came upon it that way, it wasn’t where somebody said “Hey, I have this script and this concept, would you be interested in reading it?” I remembered it and went about it that way, so it was really kind of a happy coincidence. And it wasn’t originally set in Manilla, it was set in Brazil or somewhere else. Like a lot of films, you sort of figure out where eventually you’re going to actually shoot it based on a lot of other factors than just script.

 
Jean-Claude Van Damme in Pound of Flesh 

And when you came across the script years prior, was it always envisioned by Josh as being a Van Damme vehicle?

No, I don’t believe that Josh wrote it with Van Damme in mind. It’s always helpful, in terms of getting films financed, to have a recognised name. Even people who have nothing to do with film know that. So in certain places, when you work with Jean-Claude or most actors who do this for a living, they would like input into the script. And Jean-Claude was actually pretty happy with this; there wasn’t that many changes we made for him. There was some dialogue tweaks there, and obviously he speaks in a certain way. You wanna kind of marry him and the script in a way that works. Also, in terms of the script, we wanted to create a different kind of fighting style than he had done before in some of the scenes. He had a lot of input into that. Certainly we tailored the script for him, and he loved getting involved from the ground up. And I think that’s really the way to go when you’re working with a seasoned professional; you really make them part of the process as opposed to dictating stuff. I come from the theatre and I’ve worked with actors since I was 14 years old. It’s the way to go when you really want to create something that works.

We guess getting a name like Van Damme involved, from a production point of view it automatically gives a boost to a low-budget film. There’s that name value and the fact that certain fans will buy every single film that this guy does, regardless of plot.

He really does bring that. What’s interesting is, yeah, it does enter in to things from a finance perspective. It does help to have a recognisable name. Part of me wishes it didn’t. A lot of good films don’t get made when they don’t have that, but in this case the genre matches the actor who has done a lot of films in the genre. On the other hand, I would love to see more people who finance films get out of their box, get out of the comfort zone. For example, with Jean-Claude it would be great to do a comedy. I think he’s a really funny guy, he’s really good at broad comedy. I saw him in a small comic film a few years ago and he was really good. It would be nice to get an action-comedy going on at some point. But yes, absolutely in terms of getting the film made, it does tell. Then it’s a question of making everything else work. I’ve made low-budget genre films, and some other things too, but some have worked out and some haven’t. I’ve not yet made a huge Hollywood blockbuster movie. There’s a certain amount of art and craft that goes into getting the creative with the commercial and the financing and the production end and getting it all to work. You cannot throw money at the problem, so I think everybody, from Jean-Claude to everybody else, has to make sacrifices, either financial or schedule or any type, to get these films made. At the end of the day, it’s really rewarding to get the fans of the genre or the fans of the actor really enjoying the film. Those are the ones who really matter. That’s your audience. The mistake is to try and compete with the $200 million blockbusters, because the publicity is there behind those movies. So in a way, you’re trying to create something that you know will appeal to the fans because they’re your base audience, the ones who are going to enjoy it the most. Sometimes they’re the ones who go out of their way to see this in the few theatres it plays in or however it comes out. We actually had an LA premiere for the film and it’s been doing well. I’m so glad that with social media these days you can get feedback from fans. I come originally from the theatre so I often do miss the live feedback component involved. In the theatre, when you put something up on stage you’re watching a performance and you’re getting feedback right there from your live audience. With a movie, the work is kind of separate from the audience in terms of time. It’s some months or sometimes a year or more after you’ve finished working on it that you get to see some reaction.

On the flipside of that, if you get a large name involved, in this case Jean-Claude Van Damme, then do you think the film can be hindered in how it then has certain expectations and certain boxes need to be ticked?

You can take those things as a hindrance or you can take them as a challenge. Because it’s a Van Damme movie people expect a certain amount of fighting and action and fight choreography. I think you have to take that and use it. In this case, a funny anecdote about the film, is the whole idea that Van Damme does the splits because he’s not done the splits in a movie in some while. It was funny. I was sitting in a coffee shop with John Salvitti,the fight choreographer, putting the fight sequences together for the film, and as we were sitting there I got an e-mail from the producer, Kirk Shaw, kind of in a joking way saying “One of the international sales people on the film is wondering if Van Damme is going to do any splits in the movie?” That was because that commercial had come out, the one where he did the splits on the trucks and stuff. I looked at it, I showed it to Salvitti, he laughed, and I said, “Poor Van Damme, man. Every movie they want him to do the splits.” I laughed about it and then a couple of weeks later I met with John again. This time he was like, “You know, I have this way where I actually can get the splits in to the movie and it would be organic.” And you really want fight choreography to be organic to the story rather than the fight choreography leading the story. So that was the idea that he had for the sequence that played in all the trailers. I loved it, it was great and it actually made sense. We had a great time with that. That’s an example of how getting a particular person and the signature stuff that’s associated with them. To me, as long as you can make it work as part of the film then that’s great. There could be negative ways in which it can work, like adding things to the movie that don’t belong there. I think the trick is to take those things that could be a hindrance and then look at them as a challenge and to put them in the film in organic ways. I’m no genius – sometimes I succeed, sometimes I don’t – the key is to just keep going at it, to keep trying. I just always remind myself that you’re in this for the long haul and you do this for a living. You just put it out there and do the best job you can and try and make it work.


Ernie on the Pound of Flesh set with Jean-Claude Van Damme 

What makes Pound of Flesh different to many other Van Damme movies, and action movies in general, is that it’s a lot more character-driven than people may be expecting. There’s an initial fight scene which is very much a traditional Van Damme sequence, but then the action takes a backseat and when it does come then it’s a lot more grounded and methodical…

To me, and I’m not sure if I’m the first person to make this comparison, but it’s almost like musical theatre. You have a musical where you have songs, and you always want your musical numbers to not just be there just so that people can dance and sing, you want the songs to be organic to the story. Sometimes I think that if fight sequences are not organic to the story then they actually stop the story, in a way the action sequences actually stop the action. The audience can tell if the story pulls you along, and if there’s enough suspense and mystery and drama going on then you really want to know what happens next. Then your fight sequences come naturally out of that. Your fight sequence also needs to tell a story; it needs to have enough moments where you don’t know if your hero is going to win or not. Even if you know that at the end of the day that Van Damme will win the day and win the fight, you still need to put enough obstacles in place where you go “Wow, how’s he ever going to get out of that?” On the different fight style here, that was very much by design by John Salvitti, Jean-Claude, myself and everyone else involved. The idea was that we started off with a classic Van Damme fight against Darren Shahlavi, then as he gets drawn into a world that he doesn’t know that much about then the fights get more grappling, more MMA. Things change. And Jean-Claude really wanted in this film to do a different style. In a way we bookend it; it starts with a classic martial arts fight, then at the end there’s kicking as well as the grappling put together for the final fight with Darren Shahlavi. I’m glad it all worked out. You have a plan but then you’re changing things as you shoot because organically that’s what happens, so at the end I’m glad that it worked out.

And the slower pace of action fits well with the plot of the film, with the fact that Van Damme’s character has been drugged and is missing a kidney.

Right. And Jean-Claude, he really liked that. He’ll say this himself, but he wanted to make it as real as he could to a guy missing his kidney. It was his idea for his character to be taking morphine. As a martial artist, he’s very, very in tune with his body. I wish I was in 1/8 as great as shape as him. So he was very much in tune with making sure that it was very real for the character. And my wife is a nurse! As she watched the film, once in a while she’d be like “How can you really do this?” But I find that sometimes a suspension of disbelief works, and I think that Jean-Claude did a really good job of keeping it real.

The cinematography also helps out in that regard, with the look of the film often taking a hazy turn in order to fit the mind-set of Van Damme’s Deacon character.

I think so, and I think that in a way the messiness is part of it. You really want the audience to see the world as he does, but not in too much of an overt way. In the flashbacks, we really stylised that in the editing room to drive that home. Also, the style of shooting when you’re shooting fights and you’re shooting sequences like that, you really want the camera to be sometimes as fluid as the action without… sometimes I think things go over the top and the camera is so dynamic that you don’t understand what is physically happening with people. That drives me crazy in movies. Yeah, you can have a crazy, shaky camera, and that’s fun for a second, but I want to actually see who’s hitting who in these sequences. It’s a challenge, right, because in editing the fights you wanna be wide enough outside the action to see what’s going on but you also wanna be thrust into the middle of it. I think you need both, but you need to understand what’s going on. If not, then you take people out of the movies for a while.


Ernie with JCVD on Six Bullets 

Personally, the first film that comes to mind with that problem is the first of Michael Bay’s Transformers movie, where it all looked really smooth and good but you often couldn’t tell what was really going on.

What’s funny is that when that franchise happened my son was really young, and he loved Transformers. We went to see them all, and yeah, very much, I think in a lot of films I think what happens often is that just because a $200 million can afford those sequences then they’re really, really long. Finally you’re like, “How many different ways can you show things smashing into buildings?” And it’s hard. I get the impulse – you’re spending money on it, so you want to show it. I have a great editor on my films, and he’s always just “The story comes first, the story comes first.” You’re taking the audience on a journey through time, right? I’m an amateur magician, and there’s an old vaudeville adage that goes something like, “Keep it short enough to leave them wanting more.” And I think that’s very true of films as well. You really need to understand the time that something is going to take to view.

That’s certainly a great way to put it, and it immediately brings Man of Steel to mind…

It’s funny, I just thought of that too. I’m a huge fan of those movies, I love them, but once in a while you’re sitting in the theatre, and I turn to my wife and go “Is this still going?” You know what’s funny? In that movie JCVD, Van Damme totally spoofs that whole idea and things just go on and on and on.

On the topic of JCVD, that won a whole lot of plaudits. You’ve worked with Van Damme on three movies now, but it seems that since JCVD and The Expendables 2, people started to see him in a different light and as more than just a guy who kicks people in the face. Having worked with him, do you feel that people don’t appreciate just how good Jean-Claude can be?

I think that absolutely is true. I think he really can do more than people think he can do, and I think JCVD is a really good example. I only started working with him after JCVD but part of me really wishes that he had gone on to make more films like that. I hope he keeps doing films that are out of the genre. Although everybody loves to see Jean-Claude Van Damme fight, maybe comedy… I think he’s a really talented guy, really very versatile, and I guess I can only talk from personal experience. As a director, I’m known for certain types of films and for being brought in to do like “Here’s a $50 million script. Can you make it for $10?” You’re trained as a director in all sorts of genre and it’s part of the fun of the job to one day be making a Jean-Claude Van Damme movie and then one day be making a Hallmark TV movie. Very much the film industry as a business is very much in the business of saying, “Well we have some projects that are horror films, let’s get the guy who made that movie we’ve seen before and are certain he can do the film we want.” I think very much that people think Van Damme and think it’ll be an action movie where he beats the crap out of people. I think he deserves the opportunity to do more and I think he enjoys doing more. If you go through Jean-Claude’s filmography and notice how many times he loves playing people in disguise or doing the whole twin thing, he loves playing different people. Not to sound too artsy here, but it’s almost like back in the ‘20s when Stanislavski’s method acting, what people really thought it was, when that came to America and everybody thought that method acting was sort of like making yourself true to a role. Yes, that’s part of it, but they also misunderstood Stanislavski as a theatre artists doing 100 times that and he got to perform in many other ways. In a way what’s great about actors like Van Damme is that they weren’t placed in what became this American method acting stuff is that it’s not about making the role like yourself, it’s actually about getting yourself be like the role. That’s why I like working with British actors, because they’re really well trained in the theatre and in acting, in creating characters, and they look to come in and play someone else. And it even happens with established actors, where they’re themselves, they’re the persona. You go and see a movie with an actor because you know they’re going to do the same thing over and over again. There are actors who I love working with who don’t need that, who really love being other people.

There was a stage, particularly in the ‘80s, that when you went to sees a Van Damme film, a Schwarzenegger film, a Stallone film, a Lundgren film, you knew exactly what to expect. And even more recently, with somebody like Johnny Depp even there’s a certain similarity and familiarity to nearly all of his roles.

And I think a lot of action movies, sometimes the actors themselves wanna do different things. Sometimes people don’t understand what the film audience want, so there’s just the same old, same old over and over again, just producing the same thing. But I think that it’s part and parcel in having a consumerism-driven film industry.

It’s almost as if there’s a fear to take risks at times.

Very much so, actually. With what I do, the question that comes up disguised in many different ways is “What’s going to sell well at Walmart in the DVD bin?” The fact that that question still comes up really surprises me in this day and age, but maybe the way the media platforms are changing, maybe the fact that you can do much more targeted marketing through a Netflix or through Amazon Prime or through Hulu getting in the game, through Vimeo. I’m very much heartened by the fact that you can see such very good television on Netflix and Amazon Prime, stuff that never would’ve started on network TV or basic cable. I think it heralds a much more robust and interesting period of creative space for filmmakers. I saw something from Kimberly Peirce, the director of Boys Don’t Cry, where she hopes and thinks that this resurgence of great work, of great creativity, taking place in television is going to recycle back and give us great theatrical movies. Instead of killing movies, it will hopefully revive them. I think there’s something very human and deep-rooted in our psyche that makes us wanna go around a campfire and listen to each other’s stories, i.e. why do we wanna go to the movie theatre? Why do we have Game of Thrones watching parties as opposed to just sitting alone and watching it on our laptop? There’s something in a shared event that we need. I tend to enjoy a film personally sitting in a huge space with other people enjoying it as opposed to just watching it by myself.

 
Darren Shahlavi in Pound of Flesh

With Pound of Flesh, you go to work with Darren Shahlavi on one of his last features before he sadly passed away. How was it to work with him?

Losing Darren, to all of us, it was just a huge blow, a huge tragedy. I’d never worked with him before, he was introduced to me by Mike Leeder, who was our co-producer and a friend of mine who lived in Hong Kong and is a huge martial arts casting director and producer and fan. Darren was just so terrific to work with, always there 150%. He came, I think, easily a week earlier than he needed to to the shoot so that he could train more and work with Van Damme. He stayed later than originally planned so that he could do more work and help out. He was just the nicest guy, he was a consummate professional. He was perfect for the role, he wanted to do more. It was such a tragic moment. The last time I saw him was late November last year when we met to do some looping on the movie and fix some sound issues that we had. He was going off to work in, I think, Romania or Bulgaria to shoot a film, and we made plans to get together when he was back in LA and we could maybe do another project together. The next thing I heard was the night he passed away, somebody posted on Facebook that he’d passed away and I was just shocked. It’s a real loss both to the martial arts and to filmmaking. Through the tragedy I got to know his sister and mother, who came from England to Los Angeles, and they’re just a wonderful family, really nice, beautiful people. It was just completely unexpected as he was in top shape. It was really tragic; they found he had some heart condition that he didn’t even know he had, and he had a heart attack out of absolutely nowhere. What I remember Darren saying was that he’d always wanted to work with Van Damme because Van Damme was one of his childhood heroes and was one of the reasons that he wanted to be a martial artist and an actor. And that really showed in his joy of working with him on the movie. It’s a real loss because he really was incredibly talented. Not just as a martial artist but as an actor. What convinced me to cast him in the role was not really his martial arts. It was more that he was this guy who could take a bad guy and make him kind of human at times. It was really the dialogue that he has with Van Damme when they first meet up. He was just terrific to work with and it’s a real shame that it was the first and last time I got to work with him. His sister’s putting together some sort of memorial fundraiser in, I think, Manchester coming up pretty soon.

Having worked with Van Damme three times now, have you noticed any changes in his approach? And was there any consideration to maybe having him play the bad guy in Pound of Flesh?

There wasn’t, only because when I suggested the film to him he really wanted to play Deacon. I think he enjoys playing the bad guy – I’ve talked to a lot of actors over the years who always say the bad guy is the more fun role to play. The challenge is humanising the bad guy. The key when I’m writing my own material, I find the key to making an effective bad guy is actually making sure the audience understands why he or she became the way they are. In truth, I have worked with Jean-Claude three times but we’ve worked together in terms of time over 4 or 5 years, so it’s not like I worked with him 20 years ago and 10 years ago and now. In a way, he personally hasn’t really changed that much in that amount of time. I think he just loves exploring new material and to try to stretch himself and push himself, but it also has to do with the material too. Again it goes back to I wish people would offer him different material. I know he’s trying to develop several comedies as well. I think that it’s important for all actors, actually, to do different things, to stretch beyond where they’re comfortable or where people are comfortable seeing them. In a way, I think we all need to push ourselves to take risks. Despite the fact that of how some things will feel, somehow there’s no way we’re going to get beyond churning out the same stuff if we don’t try new things. And it’s hard. I can only talk for myself, but this is what you do for a living so in a way you can’t fail too many times. I think it’s one of the challenges of being a working filmmaker as opposed to a filmmaker off a trust fund. Often I find it’s easy to be an interesting, risky filmmaker when you only have to do it once. I enjoy working with Jean-Claude, and hopefully we’re working on a few potential future projects. I like the fact that he also works with other people and then we get to come back and work together. It’s healthy, and we get to learn from each other. The thing with the film industry, I find, is that because things cost so much money then it’s hard to take a risk.

Last year saw Van Damme playing the bad guy in Peter Hyams’ Enemies Closer, and he just seemed to be having so much fun in that role…

I’ve only seen pictures and clips. I’ve not seen the whole film yet, and I should, but I think that he enjoys that stuff. Like anybody. It’s like I make action movies, I make family movies, I have done some horror films, as a writer I’ve written African-American romance, erotic thrillers. Those things came to me originally as just a job. You’re offered to write something and you take the gig. And I find those things, to do projects that are out of what you’d normally do, there’s some freedom to that. You try stuff because if it’s not going to work then it’s not like someone’s going to hire you again to do that. Then you kind of do it and realise it kind of works, then they hire you again. Like with anything, because you give yourself the mental freedom to be able to enjoy what you’re doing, you actually do better work. And I think that’s exactly what happens with Jean-Claude playing Villain in The Expendables 2 or playing that crazy guy in Enemies Closer. Because you’re finally able to kind of enjoy it, you go “Hey, let’s have some fun.” Then the results are really entertaining.


Darren Shahlavi, Jean-Claude Van Damme and Ernie Barbarash on Pound of Flesh 

So what is up next for yourself then?

I’m working on a number of projects. Unfortunately some of the stuff I’m contractually told not to quote things or talk about. In the current world and with social media, it’s almost the minute you mention something then it becomes real before time. That’s the thing with having platforms that are both news as well as publicity. For me, I am working on another potential project with Jean-Claude. Yes, it’s an action movie but it’s a very different kind of action movie. It also involves Kirk Shaw, the producer of Pound of Flesh. That is probably a project that will shoot in Europe, so that’ll be interesting as it’s more closer to Van Damme’s home base and where he’s from. And I really love working in Europe. I haven’t worked there since I produced a prequel to 9 1/2 Weeks, called The First 9 1/2 Weeks, in Luxembourg. So I’m looking forward to that. I’m also writing a pilot for potentially a new TV series that I’ve been hired to create. It’s sort of a superhero franchise and I can’t really say more than that. It’s sort of taking a character that was mentioned once in a comic book and making this character in to a real known superhero.

And is it a mainstream comic book that they’ve been mentioned in?

Yes. It’s really kind of a very minor character. So that’s a fun project. And I’m talking to some folks in Canada about a ghost movie. I haven’t done that in a while, and I really enjoy that stuff. It’s about ghosts, and I believe that Guillermo del Toro said it best in Devil’s Backbone when he said that the definition of a ghost is something that’s sort of a memory. There’s a very smart way that a character in the movie says that, that ghosts are truly about psychology more than supernatural. I enjoy that ideal. I find as a freelance filmmaker, you always have to keep nine balls up in the air for one of them to hit, so I’m overlapping right about now. I’ll potentially be off to shoot something in the early summer. But I’m always on the lookout for smart material, and I’m always writing myself, but I really enjoy smart genre films. I love genre movies but I love when they’re smart and tell a story too.

And do you personally prefer the writing gigs or would you rather direct?

I guess I’d always have to say directing, mostly. As far as work goes, as in work-for-hire, I get more directing work than writing work. On the other hand, part of it is down to economics; directing work tends to pay more. I think you need to do literally five writing jobs to make up for one or two directing jobs. I love doing both in the sense of I enjoy writing. Not so much Pound of Flesh, but with other projects I often rewrite what I direct pretty extensively just to make it my own and also to make it ready for production and sometimes to fix story problems. Also to maybe tailor it to the actors. But I love doing both. It’s a very different process. When you’re directing, you’re dealing often with hundreds of people at the same time. With writing, you’re kind of dealing with you, and it’s an interesting dynamic to go back and forth because it uses different parts of your brain. It puts you in different places. When I’m a director, I sometimes look forward to being alone in a room with my computer or alone in a coffee shop with my computer and I’ll deal with one executive or one producer on a project. Whereas when I’m alone writing, I’ll wonder where all of the people are. But I’m very fortunate to be able to keep working, to have different aspects of filmmaking that I can delve in to. I find that writing is one of the most important parts of the filmmaking process. People have sometimes asked me what is my advice to young filmmakers, and I’m always like, “Teach yourself to learn how to write more.” I think that’s the key. Most problems in most films actually come from the writing as opposed to anything else. You can fix any aspect of filmmaking after the script much easier you can the script after it’s been shot. Some people talk about saving movies in the edit room but it’s actually kind of a miracle when you’re able to do that. You can fix things in the edit room but you can’t really save anything. You can put band aids on things but you can’t carry out surgery.

Pound of Flesh is out on DVD and available digitally now.

 

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Karim Flint & Sajan Rai | CON HOT

With Comic Conventions being all the rage in the UK, it was only a matter of time before some indie comic creators decided to run a Kickstarter campaign to produce a regular comic on the subject. We caught up with Karim Flint & Sajan Rai to find out all about their latest project, CON HOT.

STARBURST: What is CON HOT?
Sajan: Well it’s an ongoing comic book series created by myself and Karim. CON HOT explores the weird and wonderful world of comic con, following the loves, loses and lives of cosplayers, comic book collectors and everyone in-between.
Karim: For us it’s very much an homage to old school romance and fantasy comics from the ‘70s and ‘80s, but with a more modern, meta perspective. You’ll laugh, you’ll cry, you’ll question the very foundations of reality. You know, the little things.

Have comic conventions changed in recent years?
Sajan: I’ve only been exhibiting at them in the past three years, but they’re growing exponentially. The crowds are getting bigger and bigger, and there’s a lot more mainstream appeal.
Karim: I’ve exhibited at a big con like the MCM, which I think had 120,000 visitors in May. And then you have smaller, indie events like CECAF. Each of them has their own appeal, and big or small there’s no shortage of amazing things to do whatever your particular geek preferences happen to be.
Sajan: People are coming along just to see what it’s all about. Which is great. And we’re hoping CON HOT embodies that sense that anything can happen at a con.

Why do you think they are so popular now?
Sajan: I think a big part of it is that “nerd” or “geek” culture are part of the mainstream now. The first Spider-Man trilogy arguably created a snowball effect that’s avalanched into these huge new film franchises and TV spin-offs. Previously, comics were most accessible over the counter or in the occasional video game. Now they’ve branched out, much like the gaming industry, and there’s a much larger audience for all the things that you can find comic cons.
Karim: For me, part of the recent surge in popularity is because, despite the various freedoms we currently enjoy, we’re still living in a very judgemental society. Comic con allows you to be whoever you want to be, without any kind of judgement because everyone there is part of this awesome geek friendly community. That’s what we’re trying to tap into with CON HOT, that sense of community and belonging.

Which conventions can we see you at?
Karim: Well if our Kickstarter campaign is successful, we’re aiming to launch CON HOT at the London Film and Comic Con, so people should definitely come and find us there.
Sajan: I’m really busy this year, so I’ll be at Manchester MCM, Helsinki and Thought Bubble. And hopefully, a few more if I can squeeze them in!

What tips do you have for those new to artists alley?
Sajan: Don’t be afraid to be a salesman, which doesn’t mean going for the hard-sell. Just talk to people! The crowds at conventions are really interesting and fun. Just have a good time and be constantly figuring out how to do better. If sales aren’t going well, take it as a sign that there’s always something you can do to improve your stall, technique or product.
And if that’s the case, don’t let it get you down! The feeling of constantly improving yourself, and what you’re putting out in the world is a thrilling experience.
Karim: I agree. You’re not just selling your work, you’re selling yourself. The people who do really well at comic con are the ones who aren’t afraid to reach out to people, talk to them, find out what they’re looking for in comics and give it to them.

What challenges are you looking forward to taking on with this project?
Sajan: My two top priorities are drawing it all on time, and wanting the artwork look instantly appealing, which is a challenging combination. But not remotely undoable.
Karim: We’re crowd-funding this project, which is always a risk. Because if you go on Kickstarter right now you’ll find dozens of really incredible comic book projects. But I think we’re doing something no one else, and hopefully that’ll shine through.

Why Kickstarter?
Sajan: Kickstarter is the biggest name for crowd-funding, and it’s served me and my friends’ projects well in the past.
Karim: Crowd-funding a project allows to put out a really high-quality product, without having to worry if you’re going to make rent or be able to eat this month.  

What’s next for CON HOT?
Sajan: After a successful campaign, our next goal would be expanding the franchise – finishing our 4-issue run and starting work on new titles that’ll fall under the CON HOT banner.
Karim: Not many indie publishers want to take a risk an ongoing series. It’s all anthologies and one-off volumes. We want CON HOT to be become and established franchise, something that we continue and develop as our readership grows.

You can find out more about CON HOT’s crowd-funding campaign here.

Joseph Mallozzi | DARK MATTER

It’s been a while since TV gave us a good, old-fashioned spaceship science fiction show but Syfy are attempting to redress the balance with their new thirteen episode series DARK MATTER created by Joseph Mallozzi and Paul Mullie (both of whom worked extensively on the Stargate family of series) and based on their four-issue comic book miniseries published by Dark Horse Comics in 2012. In the series, six amnesiac strangers wake up aboard a huge and powerful spaceship with no idea how they got there or why they’re there. STARBURST spoke to Joseph Mallozzi, now one of the co-executive producers on the series, about boldly going where no TV show has gone in recent years…

STARBURST: Can you explain how the original strip came about and what influenced the shape and style of the story?

Joseph Mallozzi: I’d been sitting on the show concept for years and when Stargate finally ended, I decided it was time to go out with it. One thing I learned during my days in development (where I got my start) is that an established property trumps an original idea every time. And so, I approached Dark Horse Comics about launching the prospective television series as a four part comic book series first. We did – and the collected four-issue trade paperback proved an invaluable visual aid to selling the show.

How did your time working on the various Stargate series influence the creation of Dark Matter as a comic strip and now as a TV series?

I developed Dark Matter over my many years on Stargate, so it should come as no surprise that the show has a very Stargate sensibility. It’s a fun sci-fi series with an emphasis on camaraderie and humour.

The comic strip series was intended as a springboard to the TV series. Were you confident that the show would actually become a TV series when you were creating the comic book and how has the story changed – if at all – in the transition to the visual medium?

Oh, you can never be confident in this business. In fact, around this time last year, I assumed the show was dead and another project I had in development was about to be greenlit. A month or so later, it was the reverse.

Was it always the intention that the show would find its home on Syfy?

Ideally, yes. Syfy is, well, the home of sci-fi on television. The bigger networks approach science fiction with a certain amount of trepidation, preferring more contemporary, Earth-based variations.  We’re doing a ship-based SF series – and Syfy is the perfect home for it.

How accommodating have Syfy been in terms of allowing you to shape and develop the series as you see fit? Have Syfy had any hands-on involvement in the direction of the show?

They’ve been very accommodating and incredibly supportive in everything from creative, through production, to publicity and marketing. David Howe, Tom Vitale, Chris Regina, and the gang in PR and Marketing have been an utter delight to work with.

It’s been a while since we had a traditional spaceship sci-fi show on TV. Why do you think the ‘genre’ fell out of favour?

Ship-based SF is such a narrow sub-genre that can be incredibly successful (i.e. Star Trek) or not (take your pick). It tends to be considerably more expensive to produce than, say, a near future Earth-based series, so it’s always a much bigger roll of the dice. If it works, however, there is no more fiercely loyal and passionate audience out there.

Presumably, the series will move beyond the story told in the comic book run. How far in advance had you plotted the series before it was even commissioned?

As I said, I’ve been developing this show since my Stargate days. That’s a lot of time spent plotting. I have a five-year game plan and arcs for all seven characters – beginnings, middles, and ends. Ideally, we’ll have five seasons to tell our story. We have the journeys of all seven of our crew members mapped out in our heads and, like in real life, it won’t be a happy ending for everyone.

How conscious have you been of the need to establish the show’s identity away from the classic spaceship-set shows of the past?

As an SF fan, I’m well aware of what has come before and have worked hard to craft a show that pays tribute to past classics while forging a new path. In the pilot, we establish our world, our premise, the mystery at the heart of the series, while servicing seven different characters (it’s truly an ensemble show) – all of who have lost their memories and, thus, have no reference points to draw from. It’s a bit of a challenge, but allows us to nicely set these seemingly-familiar elements up – and then upend expectations in future as the series progresses.

What can viewers expect from the show as the series progresses?

Would “the unexpected” be a permissible answer? No? Okay, how about: twists, turns, surprises, action, adventure, humour, awesome visual effects, and engaging characters.

What are your own personal tastes or preferences in the science fiction/fantasy genre?

I’m a big reader. Some of my favourite authors include John Scalzi, Alastair Reynolds, Iain M. Banks, and Joe Abercrombie.

Do you think it’s harder to launch a new genre show and to actually be seen and heard in today’s multi-choice/multi-channel/Netflix world?

It’s not necessarily harder to launch (in fact, one could argue it’s easier to launch given the need for product), but it’s certainly a lot harder to get noticed.

Why should STARBURST readers tune into Dark Matter?

Because it’s been a long time since we’ve had a fun sci-fi show on television and that’s how I would describe Dark Matter: character-focused, ship-based fun with plenty of twists and turns along the way.

Finally, what’s the relevance of the Dark Matter title for the series?

The ‘Dark Matter’ of the show is actually more thematic than literal. As some scientists posit the existence of this nebulous dark matter which hypothetically makes up about 25% of the universe, the premise of this show alludes to the “dark matter” that resides within all of us – to varying degrees.

Dark Matter airs on Friday nights on Syfy in the USA and begins its run in the UK on Syfy on 15th June at 8pm.

Mitch Murder | KING FURY

Swedish musician, Johan Bengtsson has been making sweet ’80s synth jams under the Mitch Murder moniker for half a decade now, going back to before his 2010 release, Burning Chrome. He recently came to wider notice for his work scoring the massively-popular sci-fi action homage, Kung Fury, which also marks Bengtsson’s first new music since last year’s Interceptor release on Mad Decent. We spoke with the musician about how he came to work on the music for Kung Fury, as well as pressing him for details on that sweet David Hasselhoff track…

STARBURST: First of all, how’d you come to be involved with the Kung Fury film?

Johan Bengtsson: Well, apparently David Sandberg had listened to some of my music around the time he spawned the idea for Kung Fury, so he got in touch and I ended up doing the theme track for the initial Kickstarter trailer, and it sort of snowballed from there. I spent the next year and a half coming up with tracks and ideas for tracks for different scenes, etc.

The sound on this score is similar to your previous music, but is has this distressed sound, like a VHS tape going out of whack. Was that an aesthetic choice that you or the filmmakers made?

Even though I make ’80s music, I usually tend to try and keep it “fresh” sounding, like it was mixed and recorded last week, and not rely on effects and filters etc. to deliberately try and make it sound old and worn out (with a few exceptions). With Kung Fury it was different, since the entire style of the film is sort of ‘lost VHS tape from 1984’, which is why a couple of the tracks has those wonky old worn out tape-effects here and there.

What was the process of producing that Hasselhoff cut like?

Originally, I made that track as an instrumental for the film (Enter the Fury on the soundtrack), but then me and David started talking about how we should try and get someone to sing like a proper end-credits track for the movie, so he got in touch with Jörgen Elofsson (a well-known Swedish producer) and we all met up in Jörgen’s studio and proceeded to go through some of the tracks I’d already made.

As soon as Enter the Fury came on, something sparked and Jörgen pretty much started improv-singing the ‘action’ chorus right then and there. I instantly felt like, “Yeah … Hell yeah!” So, he got to work on the lyrics and vocal melody, and I re-arranged the track to make everything fit.

Months later, David got in touch with Hasselhoff (who apparently loved the Kung Fury trailer) via Universal and he flew over to Stockholm for a couple of days to record, and that was basically it. It’s definitely something I still have trouble believing actually happened, and I’ll be forever grateful to David and Kung Fury for making it a reality.

It seems pretty natural that you’d end up working with someone like Hasselhoff at some point. The music of Mitch Murder is definitely inspired by music from the ’80s, but it seems like it exists outside a particular timeframe. When did you figure out that it was the style in which you wanted to work?

Back in the late ’90s, I listened to a lot of ’80s electro and Italo disco, as well as ’80s-inspired contemporary electro by acts like DMX Krew and others on his Breakin’ Records label and at first, I pretty much tried to replicate that style. A couple of years later, I discovered Paul Hardcastle’s self-titled LP from 1985, and couldn’t stop listening to it. Tracks like Rain Forest, Fly by Night, and King Tut had a huge impact on my music back then as well as the early Mitch Murder stuff (which didn’t come about until around 2008). So, if I had to pick a defining moment for what type of music I would end up making, it has to be when I bought that first Hardcastle album. I’ve hopped quite a bit between styles since then, but that’s definitely what got me started.

Does it have anything to do with the fact that this electronic style seems to have held on far longer in Europe than in other parts of the Western world?

Has it? I don’t know about that. According to statistics (on Soundcloud, Youtube and so on), my biggest fan base has always been (by a pretty overwhelming majority) from different parts of the US. Also, back when I started putting ’80s cheese on the Internet, the ones wondering ‘WTF’ I was doing and why, were mainly fellow Europeans. That was a while ago though – I don’t really see much of that anymore. People seem to have gotten around to the fact that the ’80s were pretty bad ass, after all. For now, at least.

Your work has gone from imaginary soundtracks, such as SPRAWL, into actual scoring work with Kung Fury and Impact Winter. Was this the plan all along, to eventually start scoring real projects?

It was never something I planned, but I’ve always been a huge gamer and ever since I started making music I’ve thought it’d be cool to make music for games someday, so I’m glad I’ve gotten the opportunity a couple of times now. Scoring in general also gives you the chance to work around a set theme, which is something I find inspiring, and love doing.

Will Impact Winter‘s music ever see release, given that the game failed to make its Kickstarter goal?

Mojo Bones (the developer) are still working on the game. It’ll just take a bit longer, I suppose. The game got greenlit on Steam in just a couple of days after it went up, so there’s clearly a demand for it.

The Kung Fury soundtrack is available for download on iTunes – and will be available on vinyl LP on July 8th.

Mark Torgl | TOXIC TUTU

Ever wanted to know the almost true story of Mark Torgl, the man behind The Toxic Avenger’s Melvin Junko? Mark’s teamed with filmmaker Joe Nardelli to bring fans Toxic Tutu, a mockumentary that takes a skewed and humourous look at Mark’s life since the fateful day Melvin was affected by radioactive waste and turned into Toxie. With Toxic Tutu in the final stages of an Indiegogo campaign, we were lucky enough to catch up with Mark to discuss the feature, Toxie and plenty more.

STARBURST: When and how did the first idea come up to make a mockumentary looking at your story?

Mark Torgl: Toxic Avenger was made 30 years ago, where my character Melvin becomes Toxie. 2 years ago, the monster convention Mad Monster Party based out of Charlotte, North Carolina called me and said their fans wanted to meet me. I had never done a monster convention as I’ve been successfully working as a TV editor in Hollywood all these years. So I thought it would be fun and agreed to participate. My only requirement was that my fans must be allowed to tickle my ass with a feather when they wanted to. My film school friend Joe Nardelli asked if he could come along to document my experience at the convention. I said yes and Toxic Tutu was born.

You’ve largely been out of the spotlight since Toxie first appeared back in 1984. What was it like to see the rise of the Toxic Avenger whilst you stayed out of the public eye?

Yeah, I was largely out of the limelight as I was living with Julie the sheep in a wooden shack in the swamps of New Jersey. When I finally saw the light of day, I was happy to see that Toxic Avenger had survived and thrived all these years. And since the birth of public media it has exploded. I did a couple of small acting roles for fun, including a cameo in Toxic Avenger 4 and a cameo in the upcoming Return to Nukem High: Volume 2. Now that I have been attending other monster conventions to continue with the making of Toxic Tutu, my cult celebrity popularity has blossomed and my penis has grown 2 inches.

How much of Toxic Tutu actually pulls from your real life experiences?

The filming we do at conventions is real interactions with fans. The fictional story is a whole made up world of where and why I have been in hiding all these years. Toxic Tutu is “The Almost True Story of Whatever Became of The Toxic Avenger’s Mark Torgl!”

And for the moments of Toxic Tutu that use creative freedom and look to exaggerate certain aspects, were there any particular things that influenced those ideas?

It’s all based on my experience in the original Toxic Avenger; the fictional idea that something happened to me on the set of The Toxic Avenger in the waste site where the movie was made. Toxic Tutu is also an homage to Troma, and the cinnamon anal cream that Lloyd uses on his haemorrhoids.

How was it to come back and work with so many of the Troma family on a full feature again?

I always enjoy working with the truly independent Troma gang. It’s all for the love of film and definitely not for financial gain. Lloyd is a comic genius in my opinion, and there is never a dull moment when we are together. I’ve attended several conventions where I sat at the Troma booth with Lloyd to meet the ravenous Troma fans. Troma fans are the greatest and best looking fans in the world. Lloyd and I also have spent a good amount of time in the restrooms of the conventions comparing urine streams.

You appeared again in Citizen Toxie, but do you think there’s any way that we’ll ever see another Melvin Junko appearance at some point?

Lloyd is busy writing Toxic Avenger 5 and he has said there will be a part for me, but I will have to pay Troma $50 to be in it. Also, there has been a Hollywood version of Toxic Avenger in development for a while. I would love to have a part in that, maybe as Melvin’s dad or a sheep.


Your on-screen appearances have been kept to a minimum over the decades, which makes this feature even more intriguing. Was your absence by choice and was it a case of you just being happy to focus on other avenues in life?

I never wanted to be a struggling actor looking for that next gig. I went to NYU grad film school to work on the other side of the camera, and that’s what I’ve been doing. I originally got involved with Troma because they put up a notice on the NYU job board to come work on a real film. I started with Troma working as the script supervisor for The First Turn On, the movie they made the year before they made Toxic Avenger. During the filming of The First Turn On, the actor that was supposed to play Duane, the camp counsellor’s boyfriend, didn’t show up and Llloyd told me to step in and do the part. Duane was another over-the-top socially awkward outrageous nerd. There is a dinner scene I have in this movie that is unlike any dinner scene ever filmed. The next year when they were casting Toxic Avenger, Troma called me up and asked if I wanted to play the lead character of Melvin as they were looking for a similar character to what I did on First Turn On. I told Lloyd I would do it but I wasn’t going to pay them $50 to do the part. They finally said, “OK, just pay us $25.”

As for Toxie himself, do you feel that he’s often overlooked when superheroes are discussed amongst film fans and critics?

Toxie is a superhero unlike any other so I think it’s appropriate not to be lumped in with other superheroes. Toxie is comic, socially-aware, wears a tutu, and comes from a background of super nerdom. Other superheroes only wish they could be compared to Toxie.

At our publication we absolutely love pretty much any and everything Troma, but do you think that the reputation of Troma Studios as low-budget, guerrilla filmmakers hinders the company in the perception it has from some in the film industry?

Of course, but it also sets them apart as being completely autonomous and unbeholden to Hollywood. Hollywood cannot make a movie the way Troma does, and that’s something Troma prides itself on.

If all goes well, when can fans expect to see Toxic Tutu and how will you be distributing it?

We’re deep into post-production and we still have some pickups to shoot and a big finale scene that Lloyd Kauffman is in. We are hoping for a release in early 2016. We will be shopping for a distributor soon, and have not ruled out Troma.

Finally, for those wishing to help out, how and where can they do so?

Our current Indiegogo campaign to raise the finishing funds needed to complete Toxic Tutu can be found at Indiegogo “TOXIC TUTU Finishing Funds”. Also, check out our progress and updates at ToxicTutu.com and the Toxic Tutu Facebook fan page.

Be sure to check out the latest teaser for Toxic Tutu:
 

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Ryan Lee | Space Bear Development


Blending two genres together is always a challenge, and the more diverse they are the more difficult transition. We’ve seen many ambitious projects over the years, but few seem to have blended quite so successful a mixture of elements as Space Bear Development’s latest Kickstarter backed video game.


Galaxy Heist can be seen as the natural next step down the road the likes of Guns of Icarus: Online started on. You have ships, you have multiple roles and you have just enough people to try and keep the ship flying, fighting and not exploding while in combat. Atop of all this though, you now have the opportunity to board enemy vessels, destroying them from within as you fight your way to the bridge. Offering space pirate style combat along with a variety of interesting weapons (a flamethrower in an enclosed artificial atmosphere ought to be especially interesting), this particular Kickstarter project is visibly going the extra mile to create a well-rounded and in-depth experience.


With the opportunity to ask further questions about their plans for Galaxy Heist and what will follow should their goals be met, we sat down to speak with Project Lead Ryan Lee…


STARBURST: Given boarding is such a crucial part of the game, can you speak at all upon the tactics and mechanics involved in defending or boarding a vessel? C4 charges and venting atmosphere via destroying glass have both been unveiled thus far. However, can defenders go so far as to perform acts such as setting up traps at choke-points?
Ryan Lee: Players can definitely ambush other players in certain parts of the ship to try and help them defend. Setting traps isn’t a feature yet, although we plan on expanding the uses of C4 past just using it to break onto the ship so that could definitely come into play. There are multiple routes around the ship to give players options for sneaking around, like small vents to crawl through and hatches to jump down.


How wide a variety of ships and drones will be on offer from the start, and will we see designs being tailored to fit differing methods of gameplay? Along with choosing the placement of turrets on a ship, do you have any further levels of customisation planned?
Customisation isn’t too complex at the moment, players can change the colours of their ship as well as the colours of the character they want to play as.


Initially, we’ll have 3-4 big flagships with fully modelled interior FPS maps inside them.  Players can then chose right away which one they want to use. They will also be able to choose their preferred drone fighters which escort each flagship, about 3-5 different types will be available initially.



Given this is an extremely team orientated ship combat game, will we be seeing any varying classes or roles between players akin to Guns of Icarus Online? If not, will players be rewarded for carrying out a certain role such as a dedicated pilot or engineer?
One of the stretch goals will be to have much more advanced ranking system which shows what each player excels at. Right now the players can play as either an Engineer, Mercenary, or Soldier but the stats for each one will start out similar as combat is focused on skill over character level.


Along with triggering the self-destruct system of the enemy vessel, are there any alternative ways in which players can win matches? Will it be possible to win without boarding an enemy ship at all?
No, in order for a flag ship to be completely destroyed it has to be boarded. This gives a lot of incentive to get people onto other players’ ships. If a ship isn’t boarded when it’s disabled eventually the flag ship will fix itself and the players on board will resume attacking others in the space battle.



One of the most interesting concepts on offer is how players can switch teams mid-match. Can you expand upon this further in terms of how this will effect game balance or any limitations you might put in place to prevent relentless backstabbing?
I don’t think there is any room for backstabbing as players can only jump to another flagship on their team, unless the match is setup were each flagship is on its own team, then switching teams won’t be allowed. It’s just a way for players to not be stuck on a specific ship if they don’t like the players they are playing with. Their overall team will consist of at least six flagships so they will have some options to move around. Also players can chose to jump into a match alone with nobody on their ship, however if they get boarded they might be welcome to having players from other ships pod over to help them defend it.


Once a vessel is boarded, can players using drones or turrets assist in helping either side in any way? Can teams boarding a ship actually find and disable any of these systems?
Once a ship is boarded, both parties load into an interior map of the disabled ship, defenders spawn on the flight deck while the attacking team loads onto the bridge that connects their ship to the disabled ship. There is no connection with the players running around inside to the space battle outside. The players still in the space battle will see the two flagships locked together will not be able to interfere with the battle going on inside.


How wide a variety of weapons will there be on offer at launch, and can players expect to see a few unique tools or guns which make use of Galaxy Heist’s unique mix of gameplay?
There will be about 10-12 weapons placed around inside of each ship that players can grab while they’re running around along with a few special weapons. The current special weapon we’re showing off is our Vacuum cannon which throws out a wave of distortion and ragdolls any players it hits. It also blows out any nearby windows which rips any nearby players out into space.
We’re also playing with the idea of a harpoon gun that can be used to pull players back into the ship quickly if they get sucked out into space.



While the main use of the tether is to serve as a boarding harpoon to reel in a vessel for a boarding action, are there any other planned uses for the weapon beyond this?
We don’t have any other uses for the tether at the moment.


Finally, should the Kickstarter prove to be a success, what stretch goals do you have planned for your game?
The first thing will be modelling the interior of the drone fighters so that players can look around inside their ship while they’re flying through a massive space battle.
Other tiers include things such as a more competitive ranking system, special survival game types and server wide organized battles with clan options.



Galaxy Heist is currently active on Kickstarter, to support Space Bear Development in their efforts or discover more information about their game, please click here.