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The War Pigs, elite Marines with a reputation for getting dirty jobs done, are going to be playable as mercenary units in the upcoming StarCraft2: Wings of Liberty game.
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This team was created to handle missions that required more ingenuity and inventiveness than your average brain-panned Marine could provide. The War Pigs are all criminals given the option of retaining their memories in exchange for a life sentence with this dangerous crew. Few Marines are crazy enough—or deadly enough—to fit the bill.
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The War Pigs have tightened up their organization since the "Raynor Incident" (chronicled in the StarCraft comic), and have recruited more battle-hardened veterans into their ranks. With new standardized uniforms and weaponry, the War Pigs are the ultimate mere troupe for missions requiring decisive action.
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Name: Pyrius. Romy Rank: Classified Date of Birth: 2444-08-12 S e x : M Height: 510 Weight: 175 Ib. Eyes: BLU Hair: BLN Distinguishing Marks: Needle and Pressurized Syringe Scarring on Arms, Legs, Neck, and Feet CRIMINAL HISTORY: Charge D e s e : Manufactura of Controlled Substances, Manufacture, Possession, and Distribution of Toxins With the Intent to Kill or înjure, Possession of a Controlled Substance, Sale or Distribution of Drug Paraphernalia, Sale or Transfer of Controlled Substances Sentence: Life ATTN: TAMSEN CAULEY SUBJECT: ROMY PYRIUS SKILLS ASSESSMENT STATUS: CLASSIFIED Pyrius' history of drug abuse and distribution includes the manufacturi of narcotics that were later found to be engineered as lethal slow-acting poisons. Criminal intent aside, his grasp of chemistry, medicine, and biology is unparalleled amongst the other War Pigs. Pyrius does have a history of disloyalty to his friends and business partners, but this should prove advantageous as it simply means that emoţional attachments won't affect his ability to complete a mission.
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know everything that's going on, and then I can focus in on individual characters and stories, expanding on the little gaps you see in the bigger picture. With something like Transformers, so much was already laid out right from the start. The Chris Metzen: How did you get into the comic characters had their personalities, and you had this epic, far-reaching backstory. I looked at that book business? whole vast canvas, and then I searched for the Simon Furman: Well, like a lot of people, I smaller stories within, the fine detail you started out on the editorial side of things, work- just cant get with that big a brush. You cant ing on comics from behind the scenes. Comics possibly cover everything, even in the most were something l'd grown up with and loved as comprehensive style guide in the world or the a kid, but l'd grown away from them a little bit in absolute best series bible. The great thing about my teens. Then I started working for a big UK Transformers was that there were so many publishing company called IPC Magazines. places to go with it and broaden it out. The thing It had a whole bunch of general-interest l've become quite well known for, especially in magazines and a dedicated comics division, and Transformers, is taking somewhat non-entities it was in that comics division—kind of by and building personality onto them and osmosis—where I ^ ^ making them "fanended up working. It j*. . \ . favorite" characters. was the start of a jourJ|Şpi^î£^ .*> Cj^b' This is what I Iove ney of rediscovery for ', doing, because as soon a s 1v e me as I came to realize 9 just how much l'd loved m * I bones of a character these things and jflş j""' ^ and some preconcepmissedthem. * ^ :Jr tion that they're this, Largely through * M that, or the other, then I deadline crunches— Wm set out to confound where we didn't have a that preconception by writer or we were building them up or falling short of time—I pitched in and did a few making them different or adding in unexpected spec scripts here and there, finishing off series, layers. This is really what fires me up about doing little one-shots, dropping in where a comics: building disparate characters into writer had dropped out. I found I had a wee bit of (hopefully) great stories. a talent for it and also loved doing it. The idea that you could actually make a living as a CM: What are some examples of your favorite comics writer was something that had never characters that you've put a spin on and gotten really occurred to me before, but suddenly it the most kick out of? was a very real possibility. SF: A good example is a robotic character called Death's Head, whom I created back in the Chris Metzen: Do you think you conceptualize 1980s for Marvel UK. We started off needing just a story differently if it's serial (e.g., a throwaway character, a generic mercenary or Transformers) and you know that you have a very bounty hunter, for a UK Transformers strip. But wide tableau to work with? Is your approach when the visuals for that character—from the different for smaller projects? artist Geoff Senior—started dropping on our Simon Furman: I would say my approach is desks, we loved them so much that we thought, pretty much the same whatever l'm doing: I "There's no way we can just throw this character always try to look at the bigger picture first so I out after maybe one or two stories." So, we did know exactly where we're setting something, this emergency retrofitting where I just layered what the larger ground rules are, and then boii it all these extra quirks and eccentricities and preall the way down to an individual character or pared a special one-page story so that Marvel three, which I still believe underpins so much of could duly copyrightthe character. Death's Head good, solid storytelling. So I tend to want to just took off from there!
The following is an excerpt of an interview with Simon Furman that was conducted by Chris Metzen, Blizzard Entertainment's Senior Vice President of Creative Development, on July 28th, 2009.
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CM: What is it that makes you feel most satisd with your work? Does satisfaction come ough more in the works of your pure imaginari because you've done a lot of licensed stuff ke StarCraft)? Clearly you'd have more fun irking on something like StarCraft. aughter] CM: But is there a ratio between pure lagination and licensed projects having more saning to you at the end of the day? SF: Honestly, I just Iove tel ling stories. Give e the playground, the toys, and l'm happy to wherever with them. What I liked about
CM: Over the years, we (Blizzard Entertainment) have done comics, manga, novels, and short stories in addition to our games. We've always liked the idea of trying to meld a lot of those mediums together. So you might see characters pop into the game who are from a unique manga story. What's your take on that kind of stuff? SF: To me that's the meat and potatoes of storytelling, that everything interacts and that an action over here has repercussions way over there. It's like a big picture that you don't necessarily need to see all of, but you can go over there and have a look at that, and ultimately everything matters. I Iove the fact
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WORLD
OF
WARCRAFT
An amnesiac washes up on the shores of Kalimdor, starting the epic quest of the warrior Lo'Gosh, and his unlikely allies Broll Bearmantle and Valeera Sanguinar. Striking uneasy relationships with other races, as well as each other, they must fight both the Alliance and the Horde as they struggle to uncover the secrets of Lo'Gosh's past! Written by Walter Simonson (THE JUDAS COIN, Thor) and illustrated by Ludo Lullabi (Lanfeust Quest) and Sandra Hope (JUSTICE LEAGUE OF AMERICA), this is the latest saga set in the World of Warcraft!
WORLD OF WARCRAFT
WORLD OF WARCRAFT Book Three
WORLD OF WARCRAFT Book Four (Corning Fall 2010)
WORLD OF WARCRAFT ASHBRINGER
Simonson Buran • Bowden
Simonson Simonson • Bowden
Simonson Simonson • Bowden
Neilson • Lullabi Washington
Book Two
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STARCRAFT «O, publistied by WildStorm Productions. an imprint of DC Comics, 888 Prospect St, Suite 240, La Jolla, CA 92037. Copyright © 2010 Blizzard Entertainment, Inc. AII Rights Reserved. Starcraft and Blizzard Entertainment are registered trademarks of Blizzard Entertainment, Inc in the US and/or other countries. WildStorm and logo are trademarks of DC Comics. The stories, characters and incidents mentjoned in this magazine are cntirely fictional. Printed on recyclable paper. Printed by World Color Press, Inc, Montreal, QC, Canada 3/8/10 DC Comics, a Wamer Bros. Entertainment Company.
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