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Goodbye, Syd Mead Share on Facebook Share on Twitter Update ID

Sad news to report tonight: legendary production artist Syd Mead passed away earlier today at age 86 (obituary). He leaves behind an enormous body of work that has inspired millions and helped define how we envision the future.

Mead began his career in 1959 as an automotive artist, envisioning what the next generation of cars might look like for the Ford Motor Company. In 1961, he struck out on his own as a freelance industrial artist. For three decades, he helped create what would become a familiar look for the future in marketing materials for companies ranging from old standards like US Steel and Atlas Cement to up-and-coming electronics concerns like Sony and Phillips. In the late 1970s, he expanded his oeuvre to include film production concepts and quickly established himself as one of the best in the business. Whether or not you've ever heard his name, odds are you must know some of his concepts, an unreal list of credits that includes Star Trek's V'Ger, Aliens' USS Sulaco, Short Circuit's Johnny 5, 2010's Leonov, Blade Runner's futuristic Los Angeles, TRON's Light Cycles and countless other key visual elements elements that helped define classic genre films. To those that knew him, he was considered exactly as down to earth as his visions of the future were not and is celebrated as someone who made a point of sharing his skills and experience with up-and-coming concept artists, helping to inspire a sense of cooperation instead of competition in the field.

Other concept work by Syd Mead.

Wing Commander fans may also know that he developed the initial alien concepts for Wing Commander Prophecy. There's no doubt that countless fandoms across the internet are putting together similar remembrances of his involvement in the creation of their worlds and in that spirit we would like to share a brief history of his involvement in Wing Commander. While Origin's marketing made sure that Syd Mead's name was closely associated with the game from its announcement, many people are unfamiliar with what he actually did for the project. Much of this confusion stems from the games' marketing material seemingly promoting Mead as the visionary behind the entire game and some from Origin's Official Guide to Wing Commander Prophecy incorrectly crediting him for some of the game's storyboards, set designs and human ships. In short, Syd Mead was responsible for establishing the look of both the alien spacecraft and the creatures themselves. His work took the form of 2D concept sketches and contrary to popular belief he did not design every spacecraft. Instead, his job was to provide examples early on from which in-house artists would derive additional ships; conversely, he did much more work on the Nephilim creatures themselves than ever appeared in the game.

Other concept work by Syd Mead.

Wing Commander IV shipped in February 1996 and it quickly became clear that the next iteration of the series would not be business as usual. Chris Roberts departure to form Digital Anvil cost Origin's Maverick team some of its most experienced talent and made Electronic Arts nervous about Wing Commander's future viability. In the interim, artists who did not leave to join Digital Anvil were tasked with assisting other teams working on projects like Ultima IX, Wing Commander IV Playstation, Crusader: No Regret or a number of other unrealized products (including pre-production on Silverheart and Hazardous Duty, a Wing Commander FPS). The pre-production phase of Wing Commander Prophecy, then called Wing Commander V, began in late April 1996 and continued for several months as Electronic Arts held the team in limbo deciding on a new management structure and overall direction for the product. One bright spot of this restructuring period was the appointment of the team's new art director, Mark Vearrier. Vearrier was a veteran of Dynamix projects like Nova 9 and Aces of the Pacific who had gone on to work as a 3D artist on Wing Commander III and IV. Now he was tapped as the lead charged with managing what would eventually become the next game's eleven-person art team For the next four months, he would continue to prove his mettle by overseeing the initial concepts for Wing Commander V's human ships as well as side projects like the new Origin logo animation, the Kilrathi Saga introduction and scheduling for the soon-cancelled Maniac Missions spinoff.

Manta progression: Art Director Mark Vearrier's original sketch, Syd Mead's exploration, 3D model constructed in Alias and final in-engine asset.

During this time, the topic of bringing in an outside concept artist to help define the look of the series new enemy aliens was brought up. This would serve two purposes: it would give the team fresh material to expand upon as production geared up and it would provide an Electronics Arts' marketing group concerned with the impact of Chris Roberts' departure on players with a 'name' that could be promoted as being involved with the project. Syd Mead, then already a legend, was among the names discussed. Vearrier reached out to Mead who seemed interest and the idea sat dormant for several weeks. At the end of August, the conversation resumed and Mead agreed in principal to work on the project. Hammering out the formal agreement took more time than was expected but by mid-October the contract was signed and Mead's timeframes had been established. As a contract artist rather than in-house talent, Mead would would work remotely from his studio in Detroit, Michigan and provide specified deliverables to Origin in Austin, Texas via mail. The process would be collaborative, with Vearrier providing an initial brief and rough sketches which Mead would develop into full blown concept drawings. As email had yet to become ubiquitous, Vearrier would provide feedback to Mead via phone meetings between iterations of the artwork. Per the agreement, Mead would have three major deliverables: examples of alien capital ships, examples of alien fighters and concepts of the alien creatures themselves. This sort of arrangement was common for films but unusual for games in 1996; it has since become the norm with projects like Star Citizen bringing in top film talent to define their overall look early in development.

Moray progression: Syd Mead's original sketch, updated feedback version, 3D model constructed in Alias and final in-engine asset.

The first package of artwork from Detroit arrived at the end of October and large 18"x24" printouts of the pieces were hung in the Maverick team's conference room and hallway for feedback from the larger team. That feedback would be collected and then passed to Mead by Vearrier. The team was very happy with the overall look to the point that work on building the first Mead-designed model in Alias, the next step in the process for creating individual ship assets, began immediately rather than waiting for his final delivery. It was a happy case of the first direction being the right direction and the next two months would see an ordinary back-and-forth to provide feedback and drill down on different ideas. By the time the development team broke for Christmas in 1996, Mead's final artwork had been delivered and the game had moved into full production.

Kraken progression: Syd Mead's original sketch, updated feedback version, 3D model constructed in Alias and final in-engine asset used in a cutscene and in-flight.

In terms familiar to the average Wing Commander Prophecy combat pilot, Mead was directly responsible for the design of the Kraken ship killer and the Manta and Moray fighters. These pieces would be modeled in Alias by production artists at Origin and then roughly twenty additional ship designs would be derived from their appearance. Mead explained his process: "The Aliens, I thought, should incorporate a queasy level of organic growth detail which would look appropriately weird and also indicate an exotic method of manufacture. The [fighter] cross section is axially hexagonal. The 'capital ship,' is immense in story scale, measuring about fifty kilometers in length. The command level is at the top. The spherical front end opens in an iris-like maw that can spew out hundreds of bio-mechanical fighter ships to form a frightening attack."

Warlord progression: Mark Vearrier's initial sketch followed by Syd Mead's concept and the final version which appears in the end of the game as well as in in-flight taunts.

In addition to his defining work on the game's alien ships, Mead was also responsible for a considerable amount of work on the alien (later called Nephilim) characters themselves. While the aliens appear only briefly in the game on comm VDUs and in a short cutscene, the game's designers sought to lock in a much fuller concept of them which was to have been applied forward to future stories. In total, Mead designed three different castes of aliens: drones, lieutenants and queens. The drones would appear as the game's normal pilots (though they were never modeled in Alias), the lieutenants are the 'warlord' aces which kidnap Commodore Blair and the queens would not be included in the game at all (though they were sometimes referred to as the 'mother creature' in taunts). Mead describes his process for imagining the aliens: "Creating the alien characters for WING COMMANDER V was a challenging exercise in combining several morphologies, something I have been doing since childhood. I have always been fascinated, for instance, with the mythical horseman creature known as a centaur. The Alien character set had to reflect a hierarchical social and command structure. What more natural 'fascistic' model than the colony-mind genetic imperative so elegantly exemplified by ants, bees and wasps. The bottom social order were the solder Aliens following the 'worker bee' and the 'drone' example. I decided on a six-legged physiology, using the rear set as the primary weight and mobility support. Having thus established a kind of bipedal locomotion, the middle pair of legs became an additional mobility assist when rapid turning or climbing was required. The forward set became the 'arms' with a kind of hand gesture and grasping function. The middle hierarchy were the Lieutenants. This level had a vestigial 'royal' carapace growth at the junction of head to thorax. And the 'queen' commander class had an elaborate carapace with distinctive silhouette 'points' on either side of the carapace. To further distinguish these royal variations, only the queens had the additional identifying characteristic of carrying weaponry mounted into the carapace plate."

The Warrior: Syd Mead's concepts for the Nephilim drone or soldier class. These were intended to be used as the game's ordinary pilots although a separate model was not built.

The Mother Creature: Syd Mead's concepts for the Nephilim queen.

Although Origin would not develop additional alien designs, Mead remained proud of the work. In 2001, he published an art book titled Syd Mead's Sentury which included a look at some of his Wing Commander artwork. He would also go on to incorporate some of the alien pieces in his regular convention slideshow, sharing the work directly with interested audiences around the world. Mead would note that he never personally saw the final application of the designs because as a Macintosh user he was never able to play the finished game.

Left: Syd Mead's 2001 art book, Sentury. Right: Syd Mead presents recolored Nephilim artwork in a slideshow at Dragon*Con 2001.

Syd Mead's influence on Wing Commander came late in the game but it was unquestionably significant. In addition to defining the new enemy, his alien aesthetics were used in much of the promotion for the game and his name was routinely mentioned in interviews. In a better world, his artwork for Wing Commander Prophecy's new enemy would have inspired multiple future games and his work on the deeper background of the aliens themselves would have become an essential part of the universe. Of course, it's still possible that could happen someday! Regardless of Wing Commander's future, Syd Mead leaves behind a legacy of unparalleled visions that are unlikely ever to be equaled; he will be missed.

Examples of other Nephilim spacecraft designed by Origin artists based on Syd Mead's aesthetic.

Happy Birthday Star Citizen! Share on Facebook Share on Twitter Update ID

Roberts Space Industries is celebrating the seventh anniversary of Star Citizen's launch today as Cloud Imperium continues to grind away on a number of difference fronts. A playable alpha is up to version 3.6 with a handful of playable first person, space combat and racing arenas. The SC community continues to stay highly engaged with frequent global 'bar citizen' get togethers and their annual Citizen Con, which will take place next month in Manchester, England. Their well known crowdfunding machine continues to take in surprisingly steady revenue. The project took 6 years and 1 month to amass its first $200 million in contributions, and they've managed to generate nearly $37 million more in just the past 11 months. That's a slight uptick compared to the average in prior years, which is kind of amazing. Last year they released a flashy Squadron 42 trailer, but the news there is slightly more technical lately. A mixed bag of engineering, graphical, AI and other progress reports fill weekly updates. A S42 roadmap shows things have slid slightly since our last report with a beta currently slated for sometime in the third quarter of 2020. Does this mean fans will finally get a chance to play before the development turns eight? We'll see!

Time to Celebrate

Seven years ago today Star Citizen was announced to the world, and together, over the subsequent years we have built the most engaged, creative, and fervent communities in gaming. That unbridled enthusiasm demonstrated again and again by Star Citizen players and fans has been front and center over the past month in the Ship Showdown celebration and tournament. From mind-bendingly creative nomination submissions, to spirited discourse and campaigning during the head-to-head rounds, your passion and dedication have sounded true.

Flashback to 2012: Look at these kids!

Experimental Cockpit Views Tested in WC4 Remaster Project Share on Facebook Share on Twitter Update ID

Here's another peek at the immersive Hellcat cockpit Pedro is working to incorporate into his WC4 Fan Remake project. As the team works through the details, it turns out that the question is more complex than just adding in Defiance's cockpit art. There are several ways to do it, and each option has various advantages and disadvantages. You can help weigh in with your thoughts at the CIC Forums!
This is the camera Defiance originally intended (I'm now loading the cameras from the model files he provides so you don't get stuck with programmer settings). This would be the default view closely mirroring the original. The joystick and throttle were primarily meant for VR, so for any players opting for a more traditional view the hands/ legs wouldn't even be visible. We'll add them but will prioritize other things.

Anyway the reason I'm setting this up is my next focus will be the cockpit camera and it raises questions. Quarto suggests looking to WCP's cockpit - that rolled the cockpit without impacting the ship or the HUD. Again it's the most recent example of a WC title but it's still 2 decades old. Would anyone object to moving the camera instead of the cockpit and having the reticle adjust accordingly? This seems to be what RGO, Star Citizen and other titles do.

Just for my own knowledge (no promises on what options we'll add) but what cockpit settings would people use if available?

  • HUD only (classic style)
  • The above minimalist cockpit
  • WC3 style cockpit with joystick/ legs visible (note that in 16:9 this will mean even more lost screen space)

Forbes Explores Star Citizen History Share on Facebook Share on Twitter Update ID

Forbes magazine has published an interesting article on the ongoing development of Star Citizen. As this also appears in the May 2019 print, the article spends some time initially to catch the reader up on the concept of crowdfunding, the history of Star Citizen and Chris Roberts' background as a game developer and movie producer. There's an update on the game's haul so far. It's taken in some $242 million from players and another $46 million in private investment, so they'll soon cross the $300 million milestone. We noted just six months ago that they hit $200 million, which suggests their revenue intake is still surging ahead at a very strong pace and may have actually accelerated in 2019. Per the game's roadmap, the Squadron 42 campaign beta is still a good year away, and there's significant work yet to go on building out the game's universe.

The piece also delves into some of the more controversial aspects of the game's long development cycle, feature creep, Roberts' management style and his personal history. While the author questions whether the game will ever be completed, he also acknowledges there are thousands of fans having fun in what is already available. No matter what happens, it's a sure bet that we're watching gaming history being made here and we'll be continuing to talk about how this saga unfolds for years to come. Check the full article out here.
If you don’t play video games, you probably have never heard of Roberts. But in the world of consoles and controllers, he is Keith Richards: an aging rock star who can still get fans to reach into their pockets. Roberts first gained fame with his early 1990s hit Wing Commander, a space combat series that grossed over $400 million and featured Hollywood stars like Mark Hamill and Malcolm McDowell. He followed that success by starting his own studio, Digital Anvil, with Microsoft as an investor.
Thanks to demi for the tip!

Star Citizen: Past & Future Share on Facebook Share on Twitter Update ID

For those who haven't been closely following the development of Star Citizen lately, there have been a few interesting announcements on the project's financials and upcoming plans.


Cloud Imperium recently released an accounting document that details out how the company used its money form 2012 through 2017. They spent $193 million on development and other expenses during that time with more than $4 million per month going out in 2017. We know they hit $200 million in crowd funding in November, but they also have other resources such as $46 million in private investment raised in December.


The most visible development lately has been to bolster the game's persistent universe and core technology, but a roadmap to Squadron 42 has also been released. This is the single player campaign starring Mark Hamill and John Rhys-Davies, among others, which many Wing Commander fans have been waiting for. New details outline a number of milestones for this year with a target for achieving beta status in the second quarter of 2020.

Lastly, we have a blast from the distant past. Here's a snippet from a May 1995 article that challenged Chris Roberts to dream up his ultimate video game if there were no technological or financial constraints. Here's what he said!
What would I do if there were literally no limitations? If money and technology were no object, I'd make a game like, oh, Wing Commander III!

Seriously, I'm pretty fortunate right now in having access to enough resources to pursue many of my dream projects. But what I'd really like to do is a game where you could travel from planet to planet - and there would be hundreds of planets - with full 3D action. You could go down and explore each planet in detail and interact with all sorts of live-action characters. Plus, you could retool your ship with lots of different guns and engines.

The project would feature all the best elements of adventure and virtual reality, but with the same high production level of a Hollywood blockbuster. That means big-name stars and the look and quality of, say, Bladerunner. I guess my goal is to bring the superior production values of large Hollywood movies into the interactive realm - creating an environment that was really cool and really fun and where you could spend hundreds of hours exploring a virtual universe that seems totally lifelike down to the smallest detail. Sort of a SimUniverse on steroids!

Roberts Space Industries Passes Go, Collects $200 Million Share on Facebook Share on Twitter Update ID

Chris Roberts announced today that proceeds towards Star Citizen and Squadron 42 have now surpassed $200 million. This incredible milestone comes a bit over six years since the project launched and comes from 2.1 million different gamers in 171 countries. For those who haven't tried the current playable version, a free play event will be held from November 23-30 with various options each day. For those holding out for the Squadron 42 story game, the team plans to release an updated roadmap to completion next month. That will be interesting to see!

This week marks the start of our 2948 Anniversary Event, which celebrates the end of the original crowdfunding campaign back in November 2012. This year we are particularly excited by our Free Fly event where we are opening the opportunity to try out the 80 flyable ships and vehicles in game. Star Citizen Alpha 3.3.5, which brings a lot more content, including the planet of Hurston, it’s moons and the major landing zone Lorville, is currently in PTU and should be Live in the next few days.

We are getting closer all the time to having a living, breathing persistent universe and as we close out this year, I look at the technology we must complete to achieve the vision and realize we are nearer to the end than the start. This knowledge, aided by the continued support and excitement we feel from all of you propels us forward with enthusiasm and a thirst for seeing the universe of Star Citizen become a home for gamers everywhere.

Thank you, each and every one of you, for believing in the vision, supporting its development with unwavering commitment and making gaming history. See you in the ‘Verse!

— Chris Roberts

Roberts Space Industries Celebrates Six Years with Dazzling S42 Trailer Share on Facebook Share on Twitter Update ID

Can you believe it's been six years since Chris Roberts launched Star Citizen? The Cloud Imperium team returned to Austin today to hold an enormous Citizen Con bash for dedicated fans. A major highlight was a slick update to the current core game, but Wing Commander fans are also likely to have an interest in the story campaign game Squadron 42. The latest trailer for the game is heavy on the story and emphasizes the contributions of motion captured actors like Mark Hamill, John Rhys-Davies, Gillian Anderson and Gary Oldman. Looks pretty crazy! Check it out below.

YouTuber Volunteers as Tribute Share on Facebook Share on Twitter Update ID

Wild Aces has cut together a nifty tribute to the Wing Commander series in the Star Citizen engine. It features a variety of spaceflight, atmospheric and pilot sequences set to the main soundtrack theme from the Wing Commander Movie. Good stuff!

Star Citizen 3.2.2

Musik from Wing Commander Soundtrack by Kevin Kiner & David Arnold

Wing Commander 'Arcade' Built for BritizenCon Share on Facebook Share on Twitter Update ID

BritizenCon is an annual event for fans of Star Citizen in the UK. In conjunction with JR Design & Fabrication, the main panelists at the event were able to sit behind a really cool desk inspired by a setting in the game. On top of that, the WC fans there also built a really cool arcade style kiosk with built-in Wing Commander games! They designed a cabinet around a 27" monitor and loaded up Wing Commander 2, Armada and more on the systems. Everything was topped off by a keyboard and joystick built into the frame so that fans could simply walk up and jump into the games. You can read up further on how everything came together here.
Second on the list was to recreate some of the trading consoles and re-purpose them as Wing Commander arcade machines. As soon as we had this idea it had to be done!!

Painted and in place at the event they certainly went down well with the crowd and the people we spoke to really enjoyed the trip down memory lane playing through all versions of Chris Roberts' 90s games.

Explore Wing Commander History as Prelude to Star Citizen Share on Facebook Share on Twitter Update ID

Magnets & Miracles Gaming has put together a historical overview video series going through some of Chris Roberts' older games and how they formed the genesis of what we see being planned for Star Citizen. It's similar to what the Cloud Imperium crew put together in their series of RSI Museum videos. Part 1 focuses on basic back story, Wing Commander and Wing Commander II.

Part 2 covers Strike Commander, Wing Commander Privateer, Wing Commander 3 and Wing Commander 4.

Star Citizen is older than 2012. In fact its roots lie deep in the 90s. Do you know Wing Commander? Starlancer? Freelancer? No? Yes? Doesn't matter. Enjoy the video!

Star Wars Excitement Spills Over Into Wing Commander Share on Facebook Share on Twitter Update ID

Mark Hamill's return to the Star Wars series and starring role in The Last Jedi has also sparked a wave of interest in his work between epic film projects. The gaming press has largely already done this thanks to Mr. Hamill's role in Star Citizen, but now it's spreading to a more mainstream audience. A recent article at Pajiba highlights this. The hook is that the author has fond memories from playing WC4 in the '90s, but isn't the type of person to figure out that the game is easily playable on modern computers (with higher resolution DVD movies) at places like GOG.com. Instead, he's found someone who's uploaded all of the movies to YouTube and caught up that way. Despite playing to the stereotypes of early video game FMV, it's hard for the author not to also be swayed by some of the nostalgia that comes rushing back after all these years. Clearly he's not alone, and there's likely more than a few former pilots out there looking to relive some of the fun. If you know people in this boat, let them know that all the WC games are available at GOG! And you can find the full article referenced today here.

I’m not sure I can fully convey just how entertained I was watching this, but what struck me the most was that these cutscenes somehow simultaneously represent the pinnacle of what could be accomplished twenty years ago, while also providing a clear example of just how far we’ve come (both in terms of technological advancement, as well as developing narrative in video games) since then.

Squadron 42 Relaunches With New Preview Videos Share on Facebook Share on Twitter Update ID

It's been a big week for Chris Roberts and the team behind Star Citizen. In addition to the big 3.0 alpha for the playable Star Citizen preview, they've posted the biggest reveal so far for the Wing Commander-style single player spin-off campaign, Squadron 42. Below we've posted both the two minute trailer that features Mark Hamill and the hour long gameplay walkthrough. Those who pledged towards the project five years ago get the final game when it was complete, although it was split off from the core Star Citizen in February 2016. A new website has been set up with all the details.

Pushing the boundaries of what's possible in real-time character rendering, Squadron 42 utilizes advanced performance capture techniques to translate all the nuance and power of the award-winning cast of actors including Mark Hamill, Gary Oldman, Gillian Anderson, Mark Strong, Liam Cunningham, Ben Mendelsohn, John Rhys Davies, Andy Serkis, and more to life. This was accomplished by using one-to-one facial scans to create hundreds of unique blendshapes along with animated wrinkle and blood flow maps. These work in conjunction with our high-fidelity facial rig and skeleton to bring a whole new level of realism to the more than 10 hours of performance captured for the game.

Catch Up On Strike Commander's History Share on Facebook Share on Twitter Update ID

The DOS Game Club is a really cool place dedicated to gaming highlights of the '80s and '90s. Their community selects a game each month, and then they jointly play it together and discuss in their regular podcast. A recently selection was Origin's Strike Commander, and our own Bandit (LOAF) was able to participate in their episode on it. They had a super fun time! Download or stream the show here. And how much do you love DGC's website? Everything is done up in ASCII text with DOS GUI menus - fantastic!

In episode 5 of the DOS Game Club Podcast, Martijn (“Tijn”) and Florian (“rnlf”) discussed Origin System’s Strike Commander with the excellent Ben Lesnick.

Ben has been a Wing Commander fan for a long time and somewhat of an “Origin historian”, who has gotten to know many of the people involved with the development of the Wing Commander games, as well as Strike Commander and other games by Chris Roberts and Origin Systems. He helps to run the Wing Commander CIC fan site over at wcnews.com and is currently working with Chris Roberts on Star Citizen.

Privateer Browser Game Art Found! Share on Facebook Share on Twitter Update ID

An amazing discovery tonight: the former EA Phenomic studio, the team responsible for Lord of Ultima, worked on a Wing Commander: Privateer browser game less than five years ago! The online portfolio of art director Karsten Mehnert was recently updated to show several pieces of concept art from the proposed game. As the artwork specifically references Star Citizen, we know this project was in development after late 2012! Sadly, EA Phenomic was shuttered in 2013, which means it's unlikely this take on Privateer will ever happen. Could a similar project ever materialize? As Colonel Blair says: there's always hope! We're hoping to learn the rest of the story behind this idea, and will update you if anything more is discovered.

Maniac & Paladin Visit London Film & Comic Con Share on Facebook Share on Twitter Update ID

BrynS stopped in to share some positive Wing Commander experiences from this weekend at the London Film & Comic Con. He managed to meet Tom Wilson & John Rhys-Davies and get them to autograph his copy of WC3. Both were fantastic con guests, as usual, and they both seemed to enjoy talking about something other than the roles that they're more commonly known for. Only one day remains for fans who might want to get a chance to meet the actors in person, but for those not in London with the means to go, here's more from Bryn:
If you're able to get there I'd recommend getting your virtual ticket for both as early as possible. Both were were busy throughout the day signing when not doing photo shoots, although Tom in particular had a crazy and probably the busiest queue throughout the day by my reckoning due to the huge Back to the Future interest -- he was sitting alongside Christopher Lloyd and they did a bunch of joint photo shoots. I picked up my virtual ticket just before 11:00 for Tom and only got see him for an autograph shortly after 17:00.

Both him and John were signing like troopers all day pretty much right up to closing just before 18:00. I can only imagine the mental and physical exhaustion these cons must put on them, having to greet and chat with so many fans in an often conveyor-belt fashion. That said, I have to say that both were true gents and extremely courteous. I was the 360th signing of Tom's yesterday when I saw him and there was still a long queue behind me. While he signed my Wing Commander 3 box I just asked him if he had more Youtube videos in the pipeline and he said that we was planning more. If his signing queue hadn't been so busy I would have asked him about his comedy and some WC questions so I just thanked him after that and shook his hand. Great guy!

John's queue wasn't as constrained as Tom's and John was really gregarious and giving with his time, asking questions to each fan and regaling all with anecdotes from his range of work. Just before I was up to see him a member of Showmasters event team went up to him and said that some press wanted to interview him. John's response was that he would be happy to but not while there was a line of fans waiting to see him and they were welcome to wait in the line. What a gentleman! Both seemed pleased to be signing something other than Gimli or Biff photos too. John briefly talked about his Star Citizen work as well.

Anyway, I was able to get them both to sign my Wing Commander 3 box and to say I'm a chuffed Wingnut is an understatement; I'm still beaming!

If you're close by I'd definitely try and get there!

RSI Museum Looks Back at Wing Commander III Share on Facebook Share on Twitter Update ID

I was honored to get to spend another hour talking about the history of developing Wing Commander games on this week’s RSI Happy Hour. Wing Commander III marked a major shift in the scale of how games are managed and created… setting the stage for games like Star Citizen. Enjoy!

RSI Museum Brings the A Games Share on Facebook Share on Twitter Update ID

I was recently honored to appear on another episode of RSI Museum, the Cloud Imperium Games’ livestream that talks about the history of games that influenced Star Citizen. This time, we talked about (and took a look at) Wing Comander’s Academy, Armada and Arena. Enjoy!

Privateer 101 Stream Share on Facebook Share on Twitter Update ID

Welcome to the Gemini Sector! I was recently lucky enough to host another live 'RSI Museum' segment for Star Citizen's Happy Hour program... this time, talking about Privateer! To make a long story short, we ended up being too excited about the game to ever really do any flying. But it should be an interesting history for anyone not familiar with the game's background:

April Fools! Redux Share on Facebook Share on Twitter Update ID

Wing Commander made an appearance in two great April Fools' tricks yesterday! First, the Star Citizen subreddit rebranded itself as the Wing Commander subredit for the day, complete with new content and images. Best of all was their custom cursor, which featured a Dralthi and targeting reticle. We may have to steal this:

The team at Rebel Galaxy won the day with an incredible fake trailer for a sequel to Privateer called Grayson’s Revenge:

If only! They posted several additional images on social media showing the Drayman, Retros and more:

As for the Carl LaFong poll... well, that of course was deadly serious.

Variants on a Theme Share on Facebook Share on Twitter Update ID

In honor of Mike Winterbauer's Kickstarter we thought we would take a look back through the history of 'that look.' What look? The classic Wing Commander cover art! The original version premiered in 1990 and has been redone in several different styles over the years. Here's a quick tour:

Wing Commander (1990): The original, enduring classic. The Wing Commander cover was created digitally using game assets by artist Denis Loubet. This artwork has been used countless times since for advertising, re-releases, compilations, the official guide and other ports (including the Amiga, DOS/V and SegaCD versions.) The artwork is very true to the Wing Commander experience, although it does have a number of differences from the completed game.

Wing Commander: Freedom Flight (1991) and Wing Commander: End Run (1992): In late 1991, Baen launched a series of Wing Commander tie-in novels which were heavily supported by Origin. It was only logical that the covers should bring to mind the game series. Artist Paul Alexander was comissioned for four cover paintings, the first two of which were patterned after the Wing Commander I art. It's not clear exactly what we're seeing in either image; Freedom Flight may be the cockpit of the Bonnie Heather as it sneaks behind Kilrathi lines... End Run, on the other hand, suffers from the same problem as the Wing Commander II box: the carrier's registry number doesn't match the one in the book (the TCS Tarawa was CVE-8, not 12!) The Freedom Flight cover was also available as a poster; both paintings were reused for the German translations of their respective novels.

Wing Commander (Super Nintendo) & Wing Commander (Super Famicom) (1992): Mindscape licensed the original Wing Commander to adapt as a Super Nintendo game in 1992 (and followed it the next year with a standalone version of The Secret Missions.) As noted recently, the American and European boxes used a new painting by Michael Winterbauer as the cover. In Japan, an entirely different version was created showing a significantly different Hornet cockpit, an exploding Fralthi and a Gratha. Collectors of odd items should note that this artwork was also used on a Japanese phone card!

Super Wing Commander (1994): The last canonical use of the Wing Commander I cover composition was, appropriately, the 1994 remake for the 3DO and Macintosh. This version is clearly a rendered scene rather than a painting of a stitch of existing game assets... but in many ways, it's actually the closest to the original: unlike many of these contenders, it features a Dralthi exploding through a Hornet cockpit!

Unofficial Versions: Sybex's Secrets of the Wing Commander Universe adapted the pose with Drakrhi instead of Dralthi... and even Chris Roberts' latest game, Star Citizen, gave a nod to it in an issue of Jump Point magazine. Know of any other games or products that use the same design? Let us know on the forums and we'll include them in a future post!

We have also collected 'unboxed' versions of several of these pieces over the years, versions that aren't covered by the frame or advertising present in the finished versions. Enjoy!


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Episode 37 - Back to Gemini!
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