As promised, a note to let you know that Blizzplanet have published the StarCraft interview I mentioned in my last StarCraft blog update. The first two questions and answers can be read below. For the rest, check out the Blizzplanet website here.
How does your experience with The Transformers translate into your new role in the StarCraft comic book? And what’s your feeling on taking this project?
SF: Just to reassure people, the StarCraft comic is a robot-free zone as far as I’m concerned, though we do have a… no, maybe that’s just too much of a spoiler! I suppose if anything translates from my Transformers work to StarCraft it’s that I have lots of experience with licensed characters and working within a complex, highly intricate/interactive universe. When Blizzard Entertainment told me they wanted the comic as fully immersed in established StarCraft lore, locations and characters as possible I was delighted. I love to think that what we do in the comic has impact on and ramifications for the larger StarCraft universe, and that characters from the comic will then cross over into other StarCraft media. It makes me feel a part of something very big, evolving and exciting. Hopefully that’ll translate to the scale and scope and impact of the stories too. Four (or so) issues in, in script terms, and I’m having a blast. I try not to think of it as just a game, but as this whole sweeping, epic sci-fi/war opus, to which I’m now adding extra layers.
Who is the captain of the War Pigs and what can you tell us about each of its crewmembers?
SF: Well, that’s the interesting thing about the War Pigs, they don’t really have a captain or a designated leader. When we first meet them, Brock Valevoss is nominally in charge of the unit, but events in #1 force change on the War Pigs’ structure and their entire way of thinking (especially as relates to any one individual calling the shots). There’s a random, chaotic nature to the War Pigs anyway, and that’s reflected in the almost democratic way they plan and execute their mission(s). If there’s a driving force, story-wise, it’s Cole Hickson, the scarred Guild Wars vet with a dark, dark secret or three. But as we (and the other War Pigs) scrape the surface of Hickson, we uncover a whole other side to the man, which might just finish the War Pigs before they really get started. But then, given all our War Pigs are ex-cons facing a life stretch in prison or a death sentence, it’s safe to assume that they all have rocks they’d rather never got turned over. Nuura Joss, chief pilot of the War Pigs’ ship, the General Lee, has a traumatic past that still dogs her present, as do Turfa Dei, a former insurgent-for-hire with a penchant for blowing things up, Iggins, a man haunted by the cheating wife he murdered in cold blood, and Romy Pyrius, the crew medic with a big, bad STIMS habit and a whole medical college’s cupboard full of skeletons. This is one messed up bunch of desperate, unstable and dangerous individuals, all one short step from just crashing and burning, but, strangely, the War Pigs unit, a kind of last chance/last resort, gives them all the one thing they’ve never had: a sense of real belonging, a facsimile of ‘family.’