Tuesday, March 24, 2015

The Cirlce is Nearly Complete

It's really wonderful to see things coming together so smoothly. Enjoy it while I can I say- as harder times are sure to come. It's been a few days since I've been able to update anyone, much less work on our project due to a busy weekend with family. But, there have been some very exciting updates. Chief among them, the first draft of our revised script has been finished and the Gallimimus model is nearing texture completion. Another critical step in it's development.

When I tasked myself to work on the script as I've mentioned previously, I knew there were a number of criteria that had to be met, for production reasons and so forth. I spent about a week just letting the thoughts rumble in the back of my mind as I pressed on with other issues. To be fair, I really wasn't looking forward to writing a first draft. It was a daunting task: take everything we've written before, capture the spirit of it, remove the fluff, polish the good parts and implement as much as we could into a compact spot. It just wasn't something I was looking forward to, but having a bit of time to let the ideas marinate did me some good. Best yet, it let the good ideas stand on their own and the bad ones fade to the background. I found I could focus on what was important when all the ideas of our previous script weren't jumping out at me at once saying 'well what about me?' So finally, I gathered my courage and dived in- and it didn't take longer then about five hours. Not too shabby for a days work. Next I'll be sending the draft to my other colleagues for them to review and I'll be setting up an appointment with 'James', a previous writer I've worked with to smooth out any details. Honestly, I don't foresee the script taking too many revisions, perhaps changes in verbage or slight actions sequence changes. But nothing dramatic- which is good news.

Having such a concrete script from the get-go also means organizing the film in a much more productive way. Storyboarding is an easy one to spot, but there's other advantages. Like the complementary use of B-Roll. For those who don't know, B-Roll is typically used in advertising. In a feature film for instance there's often a 'Secondary Film Unit' which goes around and shoots all the filler stuff- like rolling landscapes, the big master shots of a city, or other details that the main shoot isn't focused on. It's a time saving move for the production. Well, Ranger Corps don't have a second unit to go out and film with, and going to locations like Hawaii to film would certainly cost us a lot more than the roughly $500 we have to make this film. So that puts us in a pickle it would seem. But that's where B-Roll comes in. B-Roll is essentially the same thing, but more often than not it's filmed by someone else, so there's no control over what is being shot- but because there's so much footage you usually can make good use of some of it. You just have to be creative.

In the case of Ranger Corps, filming in Hawaii was out of the question. We're filming in Florida, so we do have some varying levels of passable jungle- but where we're lacking B-Roll can sometimes be used to fill the gap. Knowing this beforehand and designing the script with this in mind, has meant I can produce an animated storyboard, complemented with B-Roll, and temporary audio to create the film in pre-production before ever having to set foot outside. It's a big step forward for us, as it shows us a glimpse of what we're shooting and has huge implications from a storytelling point of view. As it stands currently, about half the film has been constructed this way and I imagine after tonight the latter half will also be constructed.


Last but not least, the Gallimimus model is nearing the end of it's texture stage of production. It's been nice to work on an organic model again, as it's been a while since I've animated anything, much less an organic. But truthfully, I over did it. The model really doesn't need to be as fancy as I made it for the screen time it'll in. But hey, it was nice to get things moving again. Next comes rigging, in which I place a bone structure in the creature to give it degrees of movement, then the run cycles begin, then animating the sequence, then rendering, compositing... and finally it'll be done. But the big thing is just finishing the textures.

Friday, March 20, 2015

Cheating Textures

I'm not sure words can really express how excited I am to be finished with modeling. Not to say I wasn't having fun, but now that the modeling is finished it brings about new challenges to breath life into this character. It's funny how simple things like skin folds or wrinkles can make so much difference, but it says something about who we are. When we see an older gentleman with harsh lines across his forehead and deep creases stemming around his cheeks, we see someone who loves to laugh and has marked his body with his tales of joy and love throughout his life. It's a sublte but visual sign of the person before us and in many ways this is true regardless of if you're human or even a dinosaur. The little details speak volumes about us.

As you can see from the photo above, I didn't get too far with the texturing last night. In fact the majority of the night was setting up for this process. To texture a 3D model like a dinosaur, is a lot like drawing on an Orange. It's way easier if the skin were to be removed and flattened out. Now, assuming you cut the skin in such a way that it would be easily wrapped around the fruit again, you'd be in a pretty good position to create some really stunning artwork when the peel is flattened out. This is essentially what was required of our Gallimimus. Her skin was unwrapped and flattened. The pieces that belonged together were re-stitched together and after hours of work, she lied out flattened before me. It was a very important step, because next I began to hand draw the detail back onto the dinosaur.

Which is pretty close to where I left off last night. While she does have a basic color attached to her right now, that's not really my focus. There's this certain truth to Animation in which states 'Never do more than required'. It seems lazy, but there's an honest truth in that. The audiences will never know what you didn't do if you plan ahead to know what they'll be looking for. Adding texture follows much of this same thought process. When I modeled the dinosaur I knew I wouldn't be forced to create an over zealous amount of detail because for one: the animal would be in motion, and a lot of detail would be lost in the blur, and two: the animal wouldn't be in any extreme closeup position.

There's two aspects to the texture which are really important. The first is called a Bump Map. Which works to create the illusion of thin creases in the skin, much like the ones you'll find on your own hands. These are low intensity creases. The next step is using a Displacement Map. This is unique in that it actually displaces the mesh itself and will react properly with lighting. You can see this most notibably at the moment if you look around the arms of the Galli. But the combination of the two tactics creates a pretty well done skin texture.

The downfall in all of this of course, is simply the fact that it has to be hand created. While there might be an automated process for it I'll find in the future. At the moment I can take credit for every wrinkle you see before you.

More to come!

Wednesday, March 18, 2015

Muscles Groups

Quick update today, last night I worked pretty hard to define the Gallimimus' muscle groups even further and smooth out some of the rough areas across the body. From about the shoulders back I'm pretty happy, even the feet have come a long ways since the beginning. The fingers still need a bit of work, they're a bit too sharp and fearsome in my opinion. The shoulder blade needs to be refined too to make for smoother animation when they're curled up into a 'traveling position'.

The head has brought about a new set of problems. I took a crack at it last night, but wasn't too satisfied with the results I was getting. I'll probably start from scratch again today and see what I can do. The skull is a very odd shape, namely around the eyes. It's a very angular shape that softens into deep wells for the eyes and chubby cheeks. I decided against designing the mouth to open, the animals simply won't be seen long enough to bother putting in that level of detail.

Tuesday, March 17, 2015

Galli- Galli- Gallimimus!

It's nice to see progress being made on the Ranger Corps front. Last night I got the change to flesh out the body and feet on our Gallimimus Model. This might just be the first herbivore model I've ever made and there's some unique challenges in that alone. Rather than teeth and a certain about of 'snear' Gallimimus are all about speed and raw power. Which has meant a lot of emphasis on muscle groups and giving the Gallimimus the right look that conveys speed. There's a silver lining however when it comes to this model and it's simply the fact that you won't see the animal resting in place but running in a group. This is beneficial because I won't have to put an extreme amount of detail into the model, considering it'll be blurred anyways. Which means a faster turn around for production. What you're looking at now is a good first past, but the final model will likely have twice the level of detail when complete. The feet still need additional work, they have this odd shape in which the toes are thin, the heel is thick and the lower leg bone bulges- finding the right ratio is a bit of trial by error. Tonight, I'll begin work on the hands and head too- which will have come with their own set of challenges. The fingers won't be difficult and again aren't required to be animated too heavily, the head on the other hand will be defined a fair amount. Not that it'll be seen in any high resolution, but I tend to think people's eyes gravitate to the head of most creatures. So I'd like to see it moderately fleshed out.

Other interesting aspects of the Gallimimus I've learned along the way are in response to its growth patterns. The young often has shorter snouts and grew in length with age. This has lead to me to consider creating a secondary model, tweaked to be a sub-adult. It would be a minor variation, but perhaps needed variety for the film.

On the scripting front, not a whole lot of progress has been made. I've been putting a bit of thought into the storyline, but I haven't taken the time to sit down and flesh it out. The problem really comes down to the main antagonist. With so little time for this story (I'm thinking under 5 minutes) that puts a lot of pressure to focus on only one main antagonist, rather than two- which was the original story design (like a one-two punch). But who knows, I have a clever approach to involving two antagonists, but it's really a question of logistics. Not to mention this means double the work.

At the moment, the idea stands that a Ranger has arrived on scene to a truck crash. He realizes the truck operators are dead and the animal cages have been torn open in the chaos that ensued. The problem is what was on board- creatures that were on their way to be euthanized. Predatory creatures with teeth like serrated knives and deadly saliva filled with a slew of incapacitating toxins. Finding and killing them is the Island's top priority. The problem is the Rangers are already deeply involved in a security threat. The island has just received it's first Tyrannosaurus Rex and she's scheduled to wake up soon. It's up to our hero, with limited chopper support to hunt down the creatures before they can escape the area. But even with the advances of 1992 military grade technology, is he the hunter or hunted?

The other issue is physical manpower. I'd like to produce this was as few of people as possible. Two or three would be ideal and I have people in mind- but the problem is again, logistics. More people, more problems. I'd also like to keep the speaking parts to a minimum, but again this becomes an issue with ideas of never before seen dinosaurs or abstract concepts. How do we explain to the audience its mouth is full of toxins if we don't say it? Showing it opens up a new set of problems. In these cases I often look back to Metal Gear Solid, where as an audience member we met Solid Snake, a fielded agent who still had a million questions about the complexity of the the 'Metal Gear' world around him, much like the players. We might be able to field a similar solution here too- perhaps the Rangers in the chopper are experienced, senior members and our hero is still a bit of a rookie. But they provide invaluable radio support and logistics from the air.

That's about all the film notes for today however- hopefully I'll have a much more rendered out picture by tomorrow!

Monday, March 16, 2015

UNITE the Jurassic Crew!

I've spoken to the main resources behind the Ranger Corps production and everyone is back on board. We've decided to shrink the size of the production and instead focus all our effort in a much more intense easily manageable piece of pie. Better to not bite off more than we can chew. I've promised to start work on the script, an early first draft drawn from the previous versions of Ranger Corps. It's a little sad to see all that work we did fleshing out characters get trimmed and cut, but in the end it's really the direction we have to go.

I've already made a decent amount of progress. The 'intro' of the film has essentially been edited together and only a few special effects are left in the way of finishing it off. The speed of which this has been accomplished can be attributed to a few 'advertiser' tricks up my sleeve, namely b-roll. But using this footage has increased production value, by showing aspects I would never be able to film myself (like areal shots over Hawaii). Thankfully, with a lot of animated models previously being created, this means production time is going to be a lot faster in general. This does however provide us with a certain challenge. The script is being condensed and much of the 3D models I've created can and will be utilized. But in a sense it's almost like building this film around a checklist. Does it include 'this, this and this'? Good. That's not necessarily bad and if anything opens up doors to new animation possibilities- without the concern of over burdening myself.

The rest of the crew is on standby until I can produce the first draft of the script. I'm excited and terrified all at once, as every scene and word spoken has to directly feed into the story and move it along in a very direct manor- time is our limiting factor this go around.

In my last post, I spoke about consumerism and how much of a role it takes in Jurassic Park. It was an aspect we previously had in prior versions of the script, but perhaps until now it wasn't fully understood. I'm really excited to see where this line of thought will lead us down the road. In particular, I'd like to offer audiences a certain twisted humor, or dark irony in how this plays out in reality. 'When shit hits the fan- save the park, in the most economic form possible.'

Friday, March 13, 2015

Jurassic Comeback

I can't tell if I like this beer, or I'm just drinking it because it's beer. Regardless, this post isn't about the simply amazing looking Jurassic World, in which I'm super over excited for. It's nice to see after years of waiting- and being fearful beyond words that Universal would ruin the franchise for good (if JP3 hadn't already done that...) that they were finally breathing new life into the series.

No, this post is about a personal project of mine that I started well over a year ago. It was called Ranger Corps: Jurassic Park. It was an indie film and had a lot of heart. The number of hours are beyond measure that a group of us spilled brainstorming, writing and designing this film. It was a real genuine act of love and it was unfortunate that life got in the way. A lot of personal drama got in the way of production, namely people moving, women, work and a slew of other time obsorbing issues. Try as we did, it just never panned out.

Truth is, I've felt terrible about putting the film on hold. Though I feared it may have been lost forever a few times, I always believed we would come back to it eventually. But perhaps it's for the best things did get torn apart. Because it gave me time to reflect and look upon the concept with fresh eyes.

At Ranger Corp's core, the film was to depict a Jurassic Park under construction, about 2 years prior to the film Jurassic Park. We really wanted to show how amazing this park was going to be, even if it meant just sliding in 'master shots' of in-construction park attractions, facilities or beautiful landscapes. The idea was to celebrate this beautiful world that was being protected by a group of extraordinary Rangers.

But things have changed. I've changed. In the year that's passed I moved on from working at Starbucks and took a job as a Video Production producer. It's been a great opportunity and I love what I do. However, it's shown me the other side of Video. While the average film maker is worried about telling a message or making an emotional point- Video Advertising isn't. Well, not in the same way anyways. I've done a lot of promotional work and advertising. Even just creating Product Example videos are highly analyzed and orchestrated productions. Scripting just the right message with the right visuals, to give the product just the right value that will send the viewer to that purchase page.

So recently when I started about picking up this project again, it got me to thinking about all the things I've seen since I started this project and it got me to thinking about how much consumerism is really the selling point behind Jurassic Park. The novel and even the film make no point to hide this fact, the entire idea is wrapped around the 'theme park' model! But there's a certain beauty that escapes all from all this and lets us forget that Jurassic Park is a money making machine- or that's the intention anyways.

I usually brainstorm and script the hell out of anything I'm working on. Logistically it's the smart way of going about things- but this time I had something very particular in mind. I wanted to sell the same smoke and mirrors act to the audience. I wanted to shovel it into their watering mouths... and then wrench it all away. I want the audience to feel the warmth of the embracing blanket of majesty and discovery- to only jarringly have it stripped away to a much more raw reality.

To achieve this I decided to use some of the same resources I would use if this was any other product I was trying to sell. There were the 'money shots' of dinosaurs, and the filler B-Roll that supplements the message that's being sold. Add in a touch of music that conjures feelings of the classic 'Jurassic Park' magic and you're well on your way to achieving JP Nirvana.

The project is a ways from completion, the hard part is ahead of us. But with a little luck I can bring the crew together and finally make something of this project once and for all.

Wednesday, March 11, 2015

Star Wars Rebels meets The Force Unleashed?

If you're avoiding spoilers, turn back now. However, if you've managed to watch the entire first season of Star Wars: Rebels come with me to bask in it's twist and turns. To really appreciate SW:R you have to rewind the clocks to the days of Star Wars: The Clone Wars. In my opinion Dave Filoni can be credited to reviving the SW prequels as actually entertaining. While many have expressed their opinions over the movies, there's really no denying that Filoni took a shamble of storytelling and made sense of it all. Of course he had help, but Filoni pioneered The Clone Wars in a way that mended broken Star Wars fans and brought them back to the prequel table. I was one of them.

Then the day came- Disney took over and suddenly the expanded universe was shattered, it was like as if a thousand voices screamed out at once... Needless to say I was pretty nervous, but I was happy to hear that The Clone Wars series along with the films would be be canon moving forward. While many of the story arcs remained unfinished, such as Asajj Ventress, Darth Maul, Ahsoka Tano and numerous others. We're now starting to see a ray of sunshine in what many fans considered a disservice by canceling the show. There's already reports of novels being written that will close the arcs on characters such as Asajj Ventress and season one of Star Wars: Rebels started a new arc for one very important character: Ahsoka.

As fans of The Clone Wars will tell you, Ahsoka started as the young, whiny kid nobody wanted following Anakin around. But as time went by and her character developed into a young woman fans started to grow fond of her character. In a sense, she complemented Anakin. She grounded him like most kids ground and mature normal people here on Earth. Suddenly Anakin had someone to take care of, to show what was right and wrong- and why. Things weren't always easy and Anakin learned a lot about himself along the way. But their relationship came to a sudden end when Ahsoka, disillusioned by the politics of the Jedi Order, left to follow her own path. It was a heavy blow to Anakin, but honestly I don't think anyone could blame her for leaving. Doing so however, saved her from the Jedi Purge and Order 66.


By the finale of Rebels (14 years later for those who are counting), we learn that Ahsoka is back and a member of the still fragile Rebellion. What position and if people even know she's a former Jedi is unclear. But we know that the spark has been lit. It's important to note that Bail Organa was there too and seemingly in a leader position. This is important, as Bail previously in the old canon- was a founding member of The Rebellion. It's also rather interesting to see that they decided to bring back Ahsoka at all, rather than simply finish her storyline in a novel or comic. Not to say that any of those sources have less merit, but simply because Rebels has a much larger audience at the end of the day. Bringing her back was certainly not an oversight, it's a very calculated move.

What's even more exciting is to see Darth Vader's arrival on the scene. With the Inquisitors exit from the show (or at least we're led to believe), it means bringing Darth Vader into a much more prominent role for the show and much grander scope to the Rebellion movement. Truthfully, I don't see the Inquisitor returning. While it's possible he may return as a supporting character of some sort, perhaps rebuilt like Darth Maul- his death marked a transition in the show. The Ghost Crew wasn't a real rebellion force, nor was the Inquisitor a real Sith. But the finale changed all that- suddenly what wasn't, now is. Which brings me to the future of the series.

We're moving into pretty touchy old canon territory. The formation of the Rebellion has already been covered through numerous sources, most prominently in The Force Unleashed. While many fans disdain the overpowered abilities of the central character: Starkiller- I still loved the narrative. While an overpowered character such as Starkiller does seem a bit much for today's new narrative, that doesn't mean there couldn't be a restructured telling of the old canon and this is why I think we're about to.

For those who don't know, Starkiller was Darth Vader's secret apprentice. Promised to rule the galaxy with Vader once they overthrew the Emperor, things went terribly wrong and Vader was forced to turn on Starkiller, using him as bait to bring the enemies of the Emperor together to be exterminated.

First, there's this rumor that has emerged, in which actor Sam Witwer (Starkiller) is interested in playing a role in season two. The article points to him voicing the Emperor. A good choice, considering his experience voicing the Emperor in The Force Unleashed, but I think it's a little odd he's been overlooked as reprising his role as Starkiller. There's really two reasons beyond the rumor that could make sense. For one, the return of Ahsoka is too good of an opportunity for her to reunite with Anakin- now as Darth Vader. As his former apprentice, this just begs for a very uneasy confrontation between the two. Something I'm sure the writers will drag out for a while.

More importantly, Starkiller was Darth Vader's secret apprentice. It's important to note that this notion of a secret apprentice was created before Ahsoka's character was ever conceived. But from a story telling perspective, it would make for a really amazing narrative to see Darth Vader, now evil- with a new apprentice, one in which he tortures physically and mentally as a dark reflection of his relationship between Anakin and Ahsoka.

The best reason to bring back Starkiller is because the writers killed off his character at the end of The Force Unleashed. While his character returned for the sequel, I'd be just as satisfied if they left that story to 'legends'. But it means no loose ends to worry about down the road.

So is any of this possible? Discuss in the comments!

Tuesday, March 3, 2015

[Early] Democracy 3 Review

It should be noted that I'm pretty piss poor at this game at the moment. There's a lot of moving parts and that leaves me questioning how to aptly play this game in order to get ahead. There's one big thing I've already noticed: making big changes means big public outcry. Even if what you're doing is for the best, the public either doesn't see the big picture or just isn't looking for true change. In many ways this mimics real life politics and almost makes me feel bad for the politicians. Almost. I've only played D3 for a couple hours last night and bought it on a whim for it's low price point and because it's sat on my Steam Wishlist for a long time collecting dust. It's a pretty straightforward game with a lot of complicated information, you defiantly have to think here and plan before you execute an order.

The biggest problem I've faced with D3 is how overwhelming it feels. Your nation starts with so many problems, it can feel like a bit much just getting started. The easiest thing I've found is to simply focus on one problem and see what small changes you can make to improve it, without a lot of major changes.

However, that hasn't stopped different groups from assassinating me for various reasons. I've had Conservative Patriots to Liberal Immigrants shoot me. But hey- can't make everyone happy. Having recently been watching House of Cards, one of the first things I toyed with was Frank's plan to empty welfare and deposit all the extra funds into state employee positions. Unfortunately, that too backfired as many of the state positions required a firm education or simply took time to see growth in that area.

One of the more annoying features of the game- which might actually have a good reason for being this way (although I haven't found it clearly) is the bubbles on the main screen. While the bubbles themselves are fine, however hectic they may be. The problem is they change position nearly every turn, which makes returning to that bubble confusing. Especially for new players who aren't aware of which bubble represents which function. The other issue is providing me with the right information- when I need it. When I decide to drop spending on something- lets say Military Funding, I really wish it provided me with automatic calculations on how much I'm saving, how my debt per turn will change and other graphical hard data. In a way, it almost seems like public opinion matters more than the actual hard numbers. Which might be the point all long. As long as the nation is happy it doesn't matter that Blacks are being put behind bars, the Religious Right is teaching Creationism and we're Nuking Korea.

The game is pretty intriguing and I'm happy I picked it up- it just seems to have a steep learning curve even with various tutorials. More updates soon- hopefully I get the swing of things shortly.

Monday, March 2, 2015

Plague Inc: Evolved Review

Plague Inc. has been one of those games that have been on my Steam Wishlist for a while now. There's really no reason I haven't bought it until now, other than to say I'm just a tad cheap. But with my paycheck and Tax Return clearing I figured I could drop the $14.99 that it was asking. To put it simply, I'm not disappointed in my investment. I do however, feel that they could and should do more to expand the game. It's important to note that this is a Early Access game and I understand that many game elements may change or be enhanced in the future. But as of now 3/2/15, this is my review.

The Good:

Plague Inc. is a seemingly daunting task at first and doesn't provide you with a lot of info to get yourself started. But things really aren't as hard as they first seem. Your first objective is typically to infect as many people as you possibly can. But there's plenty of room to experiment here, which can be fun and challenging in its own right. The interface is pretty easy to figure out and you'll be on your way to global destruction in no time.

The game is fairly fun, it's simple- but it's fun. You spend the majority of your time clicking popups which provide you with additional 'Bonus DNA' to modify your Plague with. The biggest challenge it seems is to create a contagious plague that isn't very lethal- at least not at first. Once you've spread to all corners of the Earth it's time to ramp up the lethality and start raining chaos upon the planet. This isn't always easy, and different plague's require different tactics in the short term.

It's tough to find other things I like about this game. It's very simple at its core- which isn't necessarily a bad thing.

The Bad:

The problem Plague Inc. faces, is how repetitive the game becomes. The major gameplay feature you'll notice is how much clicking your doing to recover additional 'Bonus DNA', while this feature isn't bad in itself. It calls back to the game's predecessor as a Mobile Game App. In the future, I'd like to see some creative variety in obtaining additional DNA. The other issue with gameplay is a pretty key factor to the game, in playing the game close to 8 Hours last night I found myself falling back to the same strategy over and over again. Infect with a low risk plague- then ramp of the lethality at the last minute to cause a massive kill off. Once you've got the swing of this tactic- the game starts to fade and the AI becoming glaringly obvious. This could be solved however, with different objectives or extended gameplay. Perhaps in the future we'll see scenarios where you've been contracted to kill off one countries population, while protecting another- or other such complicated scenarios which would produce much more intuitive strategy.

The next issue I ran into was the additional content the game provides the player. While it appears at first beneficial to know more about the country you're infecting- in reality the majority of this information is repetitive or can simply be thrown out as useless. Worse yet, many of the buttons you are able to click don't provide any tool tips, which makes early gamers feel rather lost- I know I did. In addition, the game also allows the player to zoom in and while this may be for a future feature that involves a much more in depth look. At the moment this serves no purpose and if anything- hinders the player from spotting the Bonus DNA popups.

Summary:

In the end, despite these flaws I'm assuming there's a plan moving forward to solve these problems. According to the Plague Inc. Wiki, the developer has gone over nearly half a million gamer responses to his game, in order to improve gameplay overtime. So I'll be looking forward to see where he takes this game in the future. Final score,

6.5

Sunday, March 1, 2015

The Gentle Weekend

This weekend has been one of those dream like weekends that can only be accomplished by not having children and the proper application of ignoring responsibilities. Yesterday was dominated by nearly an 8 hour House of Cards marathon which left me shocked and yearning for more as the final episode of Season 3 ended.

I was overall fairly happy with the third season, however I felt it very jarring to see Francis struggling to keep things together. Unlike previous seasons, it felt like things were constantly unraveling and just barely being held together by clinging bloody fingers. That's not to say the season wasn't good- but I left the season feeling unaccomplished. While season 2 left Francis taking control and achieving his dream, Season 3 was more of the struggle to keep what he had earned. So the ending wasn't nearly as grand as the previous season, but led to what should be a very interesting Season 4.

Today however, I decided to actually get up and take care of a few things. Which ultimately led to me to Starbucks where I met up with numerous friends and old coworkers. I was really happy to speak with Ronnie, who I spent close to two hours talking about the grandness of the universe, politics and sci-fi movies. It was really encouraging to talk to someone else who understood the largeness of it all and yearned to know more, like myself.

There's been a lot coming up, in regards to game updates and movies. I'll be writing more in depth reviews soon. So keep an eye out for those-