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LEGENDARY BACKSTORY

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BEHIND THE UPRISING

Behind the scenes of Pacific Rim Uprising with director Steven S. DeKnight and stars John Boyega, Scott Eastwood, Cailee Spaeny, Charlie Day, and Burn Gorman.

With Pacific Rim Uprising now in theaters, Backstory sat with director Steven S. DeKnight and the cast to discuss behind the scenes stories, insights, and inspirations behind the highly anticipated sequel to 2013’s monsters vs. mechs epic.

“One of the first things I decided to do was not try to imitate (Pacific Rim director) Guillermo (del Toro). As far as I'm concerned, no one can imitate Guillermo, with his eye and his vision. And he was very supportive of that. He said ‘Look, I want you to go off and make your Pacific Rim movie, not my Pacific Rim movie. Go make your own movie. Which was fantastic. It was really the spinach I needed to get the courage to fulfill my vision.” – Steven S. DeKnight

“I wanted the human world (of Pacific Rim Uprising) to be more layered. I wanted us to actually make a few scenes that really commented on the class issues. When you have a world that’s been disrupted by the apocalypse, what happens with your world? And with Jake, we’re able to see how things actually work; money and currency aren’t a thing in certain areas. It’s about food and objects and the transferring of that, and so that’s something we explored.” – John Boyega

"My favorite scientific aspect of the Pacific Rim universe is the cosmology. In the first film, it was very much Charlie (Day)’s character who was the Kaiju expert and Gottlieb was much more into the mathematics and the structure of the universe. That aspect is what interests me most.” – Burn Gorman “I like that fact that’s it’s all one hundred percent scientifically accurate and realistic.” – Charlie Day

“I think the most difficult thing with the stunt coordination and choreography was to make sure it was in sync. We could learn to do the fight choreography ourselves, but then we had to be totally in rhythm with each other. I had never done anything like that in a film before." - Scott Eastwood

“Jake was a full creation that we had to figure out. With him being stuck in his father’s shadow, it could go one way: you could have a character that embodies a hero and follows the same path his father did throughout the whole film. But, I’ve always wanted there to be an arc. I want my characters to start off a certain way at the beginning of the movie and by the time you watch the end of the movie, they’re a different person - something’s changed. I wanted the same thing for Jake, so we started him as much more of a rebel.” - John Boyega

“I had been auditioning for about four years. Four years of no’s, four years of driving from Springfield, Missouri to Los Angeles in a minivan with my mom, couch-hopping, doing that whole thing. There were a lot of sacrifices and a lot of 'what am I doing?' I just wanted to be a part of something, I wanted to make something with people. And when I got a call for this, and I did my self-tape and went pretty full-out on it. I wanted to show I was down to do the action, so I was slamming my body on the ground. I was like 'I can do this! I’m ready for anything!' Then I got a callback and met with Steven, and then did my read with John and we did some improv stuff in the audition. I was back in Missouri when I got the call that I booked the role and the whole room started spinning.” - Cailee Spaeny

“I loved the first movie with the way it established the PPDC. Now, moving forward ten years, I really wanted to break down some of those borders and those barriers and really present a movie to the world that shows we can come together and we can work together. And for the younger audience in nations all over the world, I really wanted to drive home that it doesn't matter where you're from, it doesn't matter who your parents are, doesn’t matter the color of your skin, or your religion, you can be a hero. You can make a difference in the world, especially if you work together.” - Steven S. DeKnight

“I felt like it was really important to do justice to this character. I wanted to make sure she was grounded. She’s such a badass character who is so educated, and is smart. She’s a genius, she stands her ground, but at times she’s just a normal kid too.” - Cailee Spaeny

“I took inspiration from so many classic robot and monster movies. I’ve gotta go back to Ultraman, which I still love. All the way back to Johnny Sokko’s Flying Robot, Astro Boy, Battle of the Planets. All of the monster movies I grew up with – the man in suit movies: Godzilla, Rodan, Gamera, all of that. They all went through a blender of the subconscious and then I just tried to pour my heart out into the film. I really wanted to capture that kind of feeling that I had when I was a kid watching those movies.” - Steven S. DeKnight

Don’t miss Pacific Rim Uprising, in theaters everywhere now. Get your tickets here.

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Pacific Rim Uprising Drops Action-Packed New Trailer

Starring John Boyega, Scott Eastwood, Cailee Spaeny, Jing Tian, and Charlie Day, the trailer to Steven S. DeKnight's film continues to up the excitement.

Pacific Rim Uprisingdropped an all-new look at the upcoming film with an action-packed trailer featuring stars John Boyega, Scott Eastwood, Cailee Spaeny, Charlie Day, Jing Tian and more. Wednesday's trailer release followed up Tuesday's reveal of a new poster for the film.

The highly anticipated film features the return of the globe-spanning conflict between otherworldly monsters of mass destruction and the human-piloted super-machines built to vanquish them in a spectacular all-new adventure.

See the new poster and watch the trailer right here. Don't miss Pacific Rim Uprising, directed by Steven S. DeKnight, coming to theaters March 23, 2018.

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The New Frontier of Gaming

A Conversation with Cyan’s Rand Miller

Rand Miller has been on the frontline of innovation in video gaming since the 1980s. Founding Cyan in 1987, he and his brother, Robyn, set the stage for a full-on revolution in the computer gaming space. Six years later, Cyan released Myst, which soared past every boundary of what could previously be possible in computer gaming, taking full advantage of the CD-ROM’s massive storage capacities (at the time). Over 15 million sold units later, Myst held the honor of being the best-selling PC game ever for almost a full decade and Cyan became recognized as a video gaming icon, known as game-changers for their innovation in both the franchise and their other subsequent endeavors. Today, it was announced that Cyan is continuing their tradition of pushing the envelope into the next frontier: console-based virtual reality. In partnership with Legendary VR, Cyan is releasing to console to their critically-acclaimed game, Obduction, with exclusive all-new content for Playstation 4 and PS VR. Legendary Backstory got the opportunity to talk to Rand Miller about this exciting next step for Cyan, his thoughts on virtual reality, and the future of the interactive gaming medium. See the full interview below!

Q: Talk a little bit about your time before Cyan. Where did your passion for game design come from and how did you develop it into what Cyan has become? What games inspired you growing up?

RM: I had my first encounter with a computer game in 5th or 6th grade, and it was like magic - like I now had access to magic. The game was simple (a text based lunar landing game), but it set me on a path. I wrote my first game shortly thereafter, and I’ve been creating games ever since. The inspiration for the games have always been related to what media I am consuming. After watching the Starsky and Hutch TV series I wrote a game about driving a Ford Torino with a bomb in the trunk. After reading the book, The Swarm, I wrote a game called Swarms about saving the US from an attack of hybrid bees. After playing D&D I designed an adventure that I could take others through.

Q: Myst, in many ways, was a revolution in the computer gaming space, igniting the CD-ROM as a legitimate gaming platform. What was it in the early 1990s that drew you towards CD-ROM vs. the popular consoles coming out at the time?

RM: My brother Robyn and I had been building worlds for children (The Manhole, Cosmic Osmo, Spelunx). In many ways, we practiced our craft with those early children’s games - testing the water, and seeing what was possible. When the opportunity to build Myst came around, we decided that CD-ROM’s massive storage capabilities (at the time) would allow us to build an adventure large enough to not require starting over. The player would have so much to explore that they could be entertained for hours without the need to build in “friction” that make them start over. It was the size of this new technology that allowed us to provide an adventure that had a slower pace, puzzle based friction, and a rich storyline - and we tried to design the game around the new medium.

Q: Give a brief rundown of what the story of Obduction is for the fans who don’t know. What does the idea of it being a “spiritual sequel” to the Myst/Riven saga mean to you?

RM: For us, the spiritual sequel aspect of Obduction means that it’s not the same story as Myst, but it reaches back and embraces the idea of being thrust into a situation that is completely foreign and perplexing. There is something so appealing to that original Myst feeling of being dropped into the middle of a story and gradually uncovering the details of what went on in this strange world - and realizing that you are now part of the story. Obduction re-creates that feeling better than any Myst sequel can, because it’s new. A strange alien artifact whisks the player away to some crazy alien world that has chunks of Earth scattered around. It’s perplexing, evocative, and mesmerizing - we love that feeling!

Q: Cyan has built an incredibly loyal and passionate fan base over the years and Obduction feels like a true celebration of the fans, as it was kicked off via a very successful Kickstarter campaign. What was it like to bring the fans together and make them part of the process to create a new game?

RM: Having the fans be part of the Obduction creation was a special gift - we’ve described it as having 20,000 additional cheerleaders who stood with us as we created the experience. We’ve always felt a strong obligation to provide wonderful experiences, but crowd-funding seems like it removed a layer of abstraction and allowed the fans to see a bit more of the process - cheering us on and supporting us along the way.

Q:What was your first experience with virtual reality? What was it about Obduction itself or the current VR landscape to make you think that the time was now right to adapt one of Cyan’s games into VR?

RM: I was able to try VR many years ago when it required a file cabinet-sized computer, was pretty grainy, and used a tether as thick as a boa constrictor. It was really intriguing back then, but it seemed so far off. Then when I tried the recent iterations - it blew my mind. There was suddenly a sweet spot that had been hit - of course VR was now within reach of the masses, but there was also a visual quality that passed some kind of threshold, and the hand controls added an almost tangible intuitiveness to interacting in these worlds. All of those things are what we have always been excited by.

Q: What challenges did designing the game for VR present to you compared to your past games? Did anything surprise you?

RM: Performance is always a challenge with VR - especially with our focus on rich visuals. VR requires two high-res screens to be refreshed at a high rate - there is a lot of horsepower driving things. Because our games are visually stunning and not twitch/reaction based, we felt like we could push the quality of the visual bar higher - even if it meant a slightly reduced frame rate. We pushed hard in that direction - and managed to keep the frame rate high enough to provide a comfortable experience for everyone. One thing that surprised us was just how much VR provides a sense of scale. Objects and spaces that we built, that looked fine on a flat screen, would suddenly seem too large or small in VR. Because you’re fully immersed in the 3D VR worlds you are able to gauge the size of things like never before. It’s that intense immersion that provides such a sense of presence.

Q: Do you have any favorite easter eggs hidden in the game?

RM: We have a crazy Russian control panel at one point that is a bit of a red herring. In fact, it’s used to enter into an “easter egg” mode where some of our Kickstarter backers were able to add their own “eggs” to the game. But the number that is used to enter easter egg mode is a fun little easter egg itself - it’s actually a phone number from the British TV series The IT Crowd, - a 20 digit emergency phone number that has a song to help people remember it.

Q: What are you most excited about in the present VR gaming space and what are you most excited about for the future of VR games?

RM: The present space is exciting as a transitional phase - game creators (including us) are starting out by moving what they’ve done on 2D screens into the VR space. But with every product that comes out, VR starts to take on more and more of a life of its own. The exciting aspect of the future of VR is the fact that it’s so wide open to be defined - the things we’ll see as the medium begins to mature on its own will be mind blowing.

Q: One of the hallmarks of Cyan’s games as well as Legendary’s properties across multiple mediums is a love and passion for world-building. Cyan’s worlds have always been expansive and intricate and leave fans wanting to discover more, a tradition that continues with Obduction. Where does your approach to world building come from and how are you able to approach each new game to do the story world justice?

RM: We love rich worlds - games, movies, books, TV - doesn’t matter. Those rich worlds are what help us believe. The details we put into our games are meant to give it authenticity and credibility, so that even tiny aspects support the storyline and draw the player in. We don’t just put a skin on a game-play mechanism - we weave the story, the environment, and the friction in ways that feel valid and real - that support each other. Good, convincing, world-based entertainment should always feel like the story is so much bigger - that the experience you're having now (whether game, movie, book, TV) is just a small window into that much larger story world.

Q: In the way that CD-ROM was a new frontier for gaming in the early 1990s, what do you see as the next evolution or frontier in gaming? Is it virtual reality as it exists now or is it something the public hasn’t seen yet?

RM: I feel very much with VR like I felt with CD-ROM. It’s a technology that at first we adapt our old experiences to - but then learn what new tricks the new technology can bring to the table and begin to take full advantage of it. I’m not sure how the hardware will evolve, but VR has crossed some kind of magical threshold that convinces our brains, more than ever, that we’re actually living these experiences. That’s powerful!

Q: What’s next for Cyan? Are you looking to continue pushing more into the VR space in the future?

RM: We’re aiming to create more and more VR experiences. We are so excited by the possibilities that we already have almost a dozen ideas at various stages - with different degrees of interaction and storytelling, but all of which are meant to transport players to whole new words. Exciting times!

Obduction launches today on the PlayStation® Store on PS4™ with a PS VR update coming soon. The PS4™ purchase of Obduction includes the PS VR update. Obduction PS4™ demo is playable in the PlayStation® kiosks at GameStops, Best Buys and Walmarts worldwide, and will be playable with the Cyan dev team at PAX West in the PAX IndieMegabooth, September 1-4, at the Washington State Convention Center in Seattle. Stay tuned for more updates at www.obduction.com.

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Creating a World of Witches and Wonder

A Conversation with Firebrand's Jessica Chobot, Erika Lewis, and Claudia Aguirre.

Firebrand, the latest original title from Legendary Comics is heading into the home stretch of its inaugural run on digital comics platform, LINE Webtoon. The weekly series follows teenage witch Natali Presano as she comes to terms with her role in a supernatural war, while dealing with the everyday pressures of young adulthood. Firebrand is the brainchild of Jessica Chobot and Erika Lewis. Chobot is best known as host for Nerdist News. Before joining Nerdist, she was a host and recurring personality on IGN and G4. Lewis has made a name for herself as a young adult and fantasy author with her work Game of Shadows, and The 49th Key, in addition to Firebrand. “Jessica Chobot has been such a huge part of the Legendary family for years,” said Robert Napton, Vice President and Editorial Director of Legendary Comics. “We were so thrilled to have an opportunity to support her exploration of a new creative venture and we know that she and Erika Lewis have created a truly compelling new heroine and story that fans will truly become immersed in.” Legendary Backstory had the opportunity to talk with Chobot, Lewis, and artist Claudia Aguirre about the exciting new series as it heads into the second half of its season. See what they had to say about creating the comic below!

Q: As an intro, can you tell the readers a little bit about what Firebrand is all about and talk about the process in which it’s come to fruition. Where did the idea originate from, how did it develop, how did each of you become involved and come together to create it, etc.?

JC: You know, Firebrand is sort of a combination of a coming of age story and a traditional hero’s journey. At its heart, it’s really about a young woman who we’ve seen growing up, who basically just never felt like she belonged anywhere. This was actually an idea that Erika had that she came to me with one day when we were just talking and hanging out. We started volleying ideas back and forth and eventually realized we should do something with this because it started to grow so quickly during that first conversation. So we just started meeting up after that and exchanging ideas and characters and relationships. Eventually it really felt like we had something and we wanted to shop it around and obviously one of the first places we went to was Legendary. EL: Jessica and I worked together at G4 and both had obsessions with witches and magic and all things insane. But for me, I’m obsessed with ancient myths and legends, especially when it comes to magic in different places around the world. Basque is such a unique place and culture and really unlike anything else around it. I did a lot of research into pre-Christianity times in Basque, finding timeless myths. We hope to bring to pieces of them to life in a very unique Erika-Jessica-Claudia type of way. I saw (artist) Claudia Aguirre’s work at another publisher and I was so impressed, and was like ‘oh, how cool it would be to have three women!’ So (Legendary Comics’) Robert Napton got in touch with Claudia and thankfully she was excited about the idea!

Q: Claudia, can you talk about the process in designing the look of Firebrand from early sketches to the finished art?

CA: Well, the creative process for me is like a movie in my head. Jessica and Erika are great. They are very, very cinematic in what they describe so I can see it in my head. I initially try to make sense of my own idea and I do some thumbnailing on paper and try to make it look really cool. Then, I start translating that onto the computer, so I’ll draw it and show everything to the team. They’ll tell me if it doesn’t work and give me feedback. After that, I do the inking process and then the colors too.

Q: Which real stories and history (if any) did you pull from to inspire the style of witchcraft/characterization of the Sorgin in the series? Are there references to any of these in the story or in the artwork?

EL: Historically speaking, the Spanish Inquisitions have been incorporated into the backstory of "Sorgin" mythology, our fictional universe. The inquisitions put paganism on trial during the spread of Christianity in Western Europe. Although you can find a good deal about the Spanish Inquisitions and witch trials, the specific story we tell in Firebrand is something Jessica and I made up. CA: For the art, there is definitely a strong influence from Spain, the border between Spain and France. It’s definitely a process of trying to piece things together to make a whole universe that isn’t there. It’s quite fun.

Q: It’s evident that Natali Presano is a badass. How important is it to have kickass female protagonists like Natali in comics? Are there any comic characters out there that you drew inspiration from in fleshing her character out?

JC: It’s always been important, and we’ve always tackled the story with Natali being a character with a lot of self-sufficiency. But, with how things stand in the U.S., it feels even more important right now. Not only to have that represented for women and girls, but really for anybody who feels left out from “average society." It’s helpful to have a character that shows, if you are true to yourself, you can utilize your power to get through tough times. You can be admired and I think that is so important to have that in a character right now. EL: Absolutely. When Natali sees a wrong, she wants to right it. She wants to do the right thing. But sometimes what she wants to do butts up against Sorgin law, and causes her to get in trouble. Not that it would ever stop her. Deep down inside, she has what it takes character to do the right thing and stand up for what she believes is fair. CA: We always needed people like Natali in comics - we need to not feel alone. For people who feel alone or have been through things, it is important to have these characters portrayed. We have the opportunity to be someone who makes a difference, so we have to make use of it.

Q: Going back to the artwork, it features a cool contrast between the realism of the human world in Washington that Natali comes from and the more fantastical setting of Eder. Claudia, what went into imagining and designing both settings and what key differences did you want Eder to have to set it apart from the human world?

CA: Well, I tried to make the culture. I sadly couldn’t find much in history before Christianity, so I found out a little of their principles and dialect and some stone monuments that they had. Essentially, I took a little of all of this and tried to make an evolving city of Eder. I tried to stay away from the Stone Age so I could make it a little more medieval. I could Google Map a lot of the places in Seattle, so that made that setting easier to do. But the main expansion for me was to try and make it a bit more magical. I tried to make the magical more blueish and the realistic setting of Seattle more grey.

Q: Were there elements of your own lives that you drew from to go into the story or even into the artwork?

EL: On the story side, I will say that for me, I am from D.C. and grew up in a politically charged environment. A very argumentative atmosphere. The kind of place you either love or hate. Also I am from a divorced family. Some of the characters may have been developed around real people. Also, I understand Natali's need to want to feel accepted for who she is, to be a part of a family that allows her to be herself, because I never felt like I fit in anywhere. JC: I guess for me, it wasn’t too specific besides growing up and being interested in the paranormal and the occult and being the weird girl at school. I was kind of shunned by a lot of the kids growing up, so for me it was a matter of identifying as not part of the group mantra. Also though, as I grow up, realizing that there isn’t anything wrong with me, it is just what I like. So that is what I think I brought to Natali in a little bit of a subconscious way.

Q: The “direct address” to the reader style of narration is a cool device that makes the story feel almost interactive in a way, drawing the reader in and directly questioning them. How did you decide on that and what do you think it brings to the storytelling?

JC: Well, we didn’t start with that in the beginning - we had a traditional approach. But we decided to bring in Natali’s voice, because we wanted to break the fourth wall and feel more invested by having Natali talk more to them. EL: She is sarcastic at times, and very powerful. The real parts of her, like everyone, can be insecure and afraid and we try to really humanize her and let people into the fact that she isn’t necessarily what she puts out to the world. All of those things surrounding Natali, her internal voice, we were hoping to give people an insight into who she truly is.

Q: The series is at times hilarious and at times deals with some pretty dark themes. How do you walk that tricky tightrope in the writing and the tone to maintain that balance?

JC: It is a fine line, especially if you have a younger audience. However, these things really happen, so sugarcoating it isn’t necessarily a great thing to do either. So, drawing on all of the traumatic experiences of Natali’s we really wanted to approach all of them from the best angle we could. We wanted to give the backstory and make it relatable, but not turn off the readership by going overboard. These are all issues kids and families deal with growing up, so we wanted to address them but remain respectful. EL: You can see in the comments on each issue: people talk about things they go through. With Natali specifically, the balance of keeping the comic relief but also the dark tones, the greatest thing was using that inner voice and letting the reader into her head; knowing when she was excited, or feeling sarcastic or funny. We tried to make it palatable. We tried to do moments of light-heartedness, especially during those first few chapters.

Catch up on Firebrand's entire first season before new issues are releasedevery Wednesday over at LINE Webtoon

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Making a Comic Into (Virtual) Reality

A conversation with the creative team of Schell Games, who brought Grant Morrison’s Eisner-nominated series Annihilator to life as an immersive virtual reality experience.

Legendary VR was established to extend the worlds of our films in exciting new ways - as seen with Kong: Skull Island, Warcraft, and Pacific Rim. At the same time, the VR team has been at work on dozens of experimental projects pushing the boundaries of storytelling within virtual reality. When Legendary Comics published the psychedelic Annihilator series by Grant Morrison, we saw a fun opportunity to expand and experiment with a new medium: comic books. Annihilator had its initial run as a 6-issue series in 2014, following the character of washed-up screenwriter, Ray Spass, as he begins to lose his grip on reality, leading him on a mind-bending sci-fi adventure alongside of his own fictional characters. Hailed for its zany creativity and Frazier Irving's stunning artwork, Annihilator earned a Best Writer nomination at the prestigious Eisner Awards for Grant Morrison.

When deciding how best to tackle this ambitious experiment, Legendary VR partnered with Pittsburgh-based Schell Games to help them bring the comic to life. "I wanted to see how we could translate the uniqtue panel-by-panel experience of reading a comic into Virtual Reality without just creating an animated short. It was important to maintain the pacing of a comic book," said Ethan Stearns, Vice President of Legendary VR. "After we saw how Schell Games approached their title, I Expect You to Die, we became excited to work with them to merge these mediums. Grant Morrison's source material is so cerebral and has such wonderful character dualities. This allows you, as the viewer, to project your character into the scene and maintain the continuity of the narrative." Legendary Backstory had the chance to talk to Art Director Ben Greene and Project Director Tim Sweeney from Schell Games about the process of adapting Morrison’s surreal subject matter, what it was like to literally lift a comic straight from the pages, and the future of VR as a medium. See what they had to say and take a look at exclusive concept art and stills from the experience below.

Q: For starters, talk about what the concept of the Annihilator VR experience is for those who haven’t tried it and discuss how it relates to the source material.

TS: We took the first issue of the series and we isolated a few key moments inside that, putting you into the perspective of Ray Spass, the narrator inside the comic book. You get to experience his apartment, his meetings with his agents, his mental conceptions of the work he is working on from inside his point of view. Those are things he is working on inside the comic book but the environment and interactions are unique to the VR experience. It’s those things unwitnessed, implied, or obvious in hindsight that foreshadow things deeper into the series. BG: What was initially engaging and worked really well was the fact that it was comic material and especially since we were targeting the Gear VR, we knew what our limitations were. Because of that, we could say “Hey, it would be neat if we just kind of placed you in the center of all of this crazy activity.” What’s cool about the Annihilator universe is that it’s this kind of this constant head-trip and you’re never quite sure what’s going on. So, that was immediately inspiring to be in the middle of being able to play with transitions and elements within the environment that would morph and change and surprise you in a first-person way. You are there, you are present, these elements are there with you and this isn’t something you would get from an amusement park attraction or even a funhouse. We’re able to manipulate the space around you so organically, the material in Annihilator gave us a lot of room to play with for the experience.

Schell Games’ 360° concept art mock-up of the cafe scene, mapping out the full visual experience for the user.

Q: Can you take us through the process of how this came to be from inception to the final experience?

BG: It’s been almost a year and half now since we first had that meeting and there was a lot of great material being thrown around during that brainstorming session at Schell. Somebody pulled the Annihilator book out of the box and said “Hey, this is something new that Legendary has on its shelves that they’re really excited about.” So, right from the beginning it was sort of highlighted amongst the materials we had to look at. I think that Jonas Quantum was sitting there and maybe some Pacific Rim, all of which are neat, but Annihilator pushed the possibilities of the experience a bit farther and more immediately. There was just more to play with, more to daydream about and brainstorm over. There were many connections and we decided to attempt to pursue it in a roundabout way and let the guests organically experience it from the main character’s space and point of view. His sort of descent into madness and what that is like. TS: Ben put together an animatic of the experience that gave everyone a clear impression of how we were going to approach doing this. It was shot-by-shot thinking about how the visuals stack up and with the medium being so new and the headsets being limited in technical capabilities, You always are thinking about if this is going to be something that can actually be accomplished. There were several things that drew us to this property, one of which being that, at its core, it’s playing with perception and crossover between realities, like what VR does as a medium. The medium is all about virtual reality and playing with stories about virtual reality. The other thing is that most of the environments and scenes we are seeing are very familiar to people coming in off the streets. So even if the virtual reality is new and terrifying, you get a gentler introduction than if you were to just dropped right into a roller-coaster. BG: I think that for me, VR represents a doorway into providing experiences that you might read about in a comic or might watch somebody experience in a film. Yet, it’s in a way that puts you in a scenario that you would never have any other way of experiencing.

Q: If this is any indication, VR seems to be an interesting medium for comics to continue experimenting in that’s not at all like “adapting” the comic to film or TV. The Annihilator experience shows you can create a fully immersive comic book to step inside of. What do you think about the unique blending of these two mediums and are you working on anything else in this realm?

BG: We’ve kicked around several ideas and ways of approaching a combination of literature and the environment you experience that literature in. Different ways of breaking out of the sequential way of telling a story in this new space. Currently, we aren’t working on anything but it’s always in our back pocket. We like to show off Annihilator when we have guests that’ll come through and be curious about what is possible with VR. TS: I think there is something unique about VR being a newish medium and there are fewer expectations placed on it. There are certain things we can get away with because we can create things like an immersive 2-D environment and what it looks like. We don’t have to modify the original artistic vision of the comics to make it work with animation or live-action or to make it work with 3-D. There is a purer interpretation of the art at a basic level and that isn’t something that can be done immersively, sequentially, interactively outside of VR. I think people are more accepting of the novelty of it all because the medium itself is so new. BG: We try to be aware of what else is going on in entertainment production, especially in games. When we started to wrap our heads around this, we researched if others were doing something like this. We jumped on the internet, asked our friends and we found a couple things encroaching in the same direction, but nobody had really jumped into it and we felt that we had something special by how we approached it. The VR experience is another way of more deeply understanding the universe of Annihilator. Ultimately, I hope that other developers interested in VR and comics can look at Annihilator VR and be inspired by it to create the next step in that direction.

Q: One of my favorite parts of the experience is how interactive it is, utilizing the gaze function to not only advance the narrative but also to add some unexpected and strange details that really flesh out the world it takes place in. How difficult is it creating such an interactive story world as opposed to a more straightforward “on tracks” approach and how did you go about deciding what details to include in the environments?

TS: When we do an experience like this, we need to make sure the critical path is obvious. People shouldn’t feel like they are going to get stuck at any point. Once that happens, we say “what else makes sense to add interest to this?” A lot of what happens then is figuring out other things to put in. Some of those decisions are very late in the game, but every piece of the environment is sort of a blank page for us to brainstorm what in the property could fit there. BS: There’s no mobility, just 360 degrees of world. We didn’t want to beat you over the head with all the details. We took basically the first issue and brought in elements to each of the scenes that expanded the story in a more organic and discovery-oriented way. If you just went through the main path, you’d get the gist of the experience, but if you go through a few more times there are new things you have the opportunity to find. Typically, people find three interactions per scene, but in reality, each scene has five plus things to discover. Each one tells a bit more about the story, or at least builds on the character. Even details like when you are sitting in the office, like on the table is his license and business card that tells you a bit about who he is and what he does. We have this piece of paper from the hospital that says “brain tumor”, which sort of highlights the information available throughout the experience. The more you go through it, the more you begin to explore. We were finding people would discover more about what was going on, but it still maintains the mystery a bit. TS: It doesn’t need to stand on its own. This really is an introduction companion piece to the comic. All the questions that people raise, we expect them to be answered by picking up the book.From the standpoint of what is going on in the experience, you want to immerse yourself in the graphic novel and we tried to get that out through the VR experience.

Q: It seems like every time someone tries the experience, there are new details and easter eggs to find. What are your favorite easter eggs that might go unnoticed the first time through it?

BG: I have a favorite that is hidden in the environment. It’s more for your subconscious to pick up on. Annihilator has an unsettling theme throughout the book, and we wanted to make sure that there was a not-everything-is-right feel. If you are in Ray’s study and you look around, there is a bookshelf off to the left of the desk. You’ll see it a few times throughout, but something throughout the experience that I added is that behind the books are all the dead haunted faces from the space station. There are all of these cursed victims on that station with him and I put their faces in the shelf peering out between the books. If you ever catch it, it is unsettling. TS: (Production Manager) Jeff Outlaw’s favorite is in the Annihilator scene, if you poke around the left desk drawers, one of the little cute andcreepy creatures will emerge and warn you about the danger. That’s something few people get. Only a handful of people will see it. My subtle touch to realism is that the chair will rotate to catch up with you and squeak even though you can’t see your body in VR. BG: When we were building the scenes, audio was super important. It builds presence in VR which is cool because it takes you into these spaces. It can totally help anchor you in the scene.

360° concept art from Schell Games, laying out the experience’s space sequence.

Q: Where do you think VR is headed as a medium and where would you like to see it go?

TS: We are very future-facing as a studio, and there is a lot of on-the-horizon talk. I hope that the technology catches up with the intentions of the creatives behind it. I would hope that even if something were small, that we wouldn’t have to agonize over it. There is a lot of constraint working in VR right now, especially in mobile content. Between that and the adoption of it, I think that I just want to see all of that stuff thrive and grow and expand. I want it to drive the numbers and I don’t want people to worry about the constraints. BG: Even just general budget constraints and all of those concerns should ease up as players/guests start to increase and more people are using VR. There are a couple cool things recently where 7 hour long immersive games are used in VR and consoles. I’m interested to see the numbers from that and how that inspires next year’s VR development in similar platforms. There are lots of cool things happening, but I’m holding my breath trying to see what people jump on. TS: One of the things we try to do here is figure out the best strengths of the medium and leverage those to help. That’s an area where there is still uncertainty. What are people going to get into? What will they take from it? It’s the best period for experimentation because it is an open field right now. I think that it should continue that way for as long as possible to avoid things getting trapped. If you take a look at some areas of technology, we enter a cul-de-sac where the evolution has metastasized. I just would like to see mediums reach their full potential before they become very solid.

After all the hard work, the experiment between Schell Games and Legendary VR has paid off as the Annihilator VR experience is now available for download for Oculus and on Google Play. Grant Morrison’s Annihilator is available as a complete collection on Amazon.

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Constructing a Dystopian World

A Conversation with The Thinning Director Michael Gallagher

A Conversation with The Thinning Director Michael Gallagher

The Thinning is a new YouTube Red Original Movie from Legendary Digital Studios starring Logan Paul, Peyton List, Lia Marie Johnson, Calum Worthy and Ryan Newman. Set in a future where population control is dictated by a high school aptitude test, two students must take down the system before it takes them first. We had the chance to sit down with Michael Gallagher, director of The Thinning, to talk about how he went about creating an original dystopian world from the ground up, what it was like working with Logan Paul, and what real world elements inspired the film’s design. See what he had to say below.

Q: Legendary has a history of putting an emphasis on “world building” and The Thinning very much follows that trend. Talk about what it was like creating an entirely original dystopian world from the ground up for this. Did you pull inspiration from any other dystopian/sci-fi/young adult geared stories or worlds to help you create this one?

MG: The movie is set in a sort of not-too-distant future / bizarro version of America— an authoritarian government runs all schools like prisons. The failed students are sentenced to death and passing students are thrown lavish parties. Designing the high security school was key. We have a fictional task force called the Department of Population Control— DPC for short. Showing a high school run by militarized guards forcing students into a scary TSA-style search really helped warn the audience that this is a new America. I was heavily inspired by paranoid thrillers of the 60’s and 70’s like The Parallax View and 3 Days on the Condor. I love movies following an innocent thrown into a conspiracy plot and having to prove that nothing is as it seems or they will lose their life in the process. I am also a huge fan of the social satires of John Carpenter, who is such a master at exploring current issues in a sci-fi setting and making them edge-of-your-seat, entertaining thrill-rides.

Q: The Thinning feels timely and relevant in so many ways, even aside from any political themes. The film feels like it resonates with young people and their anxiety about school and getting into college and test-taking in particular, especially as there’s more and more focus put on learning differences and test-taking abilities. What was it like satirizing this in a way that hadn’t been done before?

MG: School always felt like it had life-or-death stakes to me. Kids are trained from literally pre-school, that they have to do well on tests, get good grades, and get accepted into the best college or your life will be a complete failure. And most of the emphasis is put on the weekly/monthly results as opposed to actually learning and retaining information. And the fact that colleges are becoming so expensive that students are taking out massive loans that they are stuck paying long after school is over. So really students are becoming imprisoned in debt by following the system. I don’t want to discourage teens from going to college, but I do think it’s important to not just follow what everyone else is doing and find your own path.

Q: Talk a little bit about finding and shooting in the high school location – that was a real school right? It looks so futuristic and cold in a way that feels like it should have been made up just for this film.

MG: We found this real, public high school called Diamond Ranch out in Pomona, California designed by Thom Mayne. I never thought we’d find a school that already looks like a high tech prison. All we had to do was add motorized metal shutters to create the lockdown effect, a few metal detectors, guards, and we were good to go! 

Q: The officers in the film definitely have some twisted Stormtrooper vibes to them and go a long way in creating the tension of the world. What was the process in designing their look?

MG: I was heavily influenced by riot police imagery, particularly in other countries like the Taiwan— we used the same ballistic face masks that they use. I think using real items in a new way can be an efficient means to stay grounded and keep costs down while building a new universe. I love the tactical feel of Sicario and how brutal the police imagery felt. But I realized that the feeling of a tough and punishing task force was achieved by just watching these soldiers waiting for something to happen. This led me to take time early on in the film and show the DPC Guards watching the students, waiting for someone to get out of line. The threat of violence is often more terrifying than showing acts of violence.

Q: : It’s not easy to make a scene of kids taking a test particularly exciting, but the film succeeds in making those sequences perhaps the most tense of any in the film. How do you go about constructing that tension in the cinematography, visual and sound design, and editing?

MG: I was so lucky to be surrounded by an incredibly talented team. Our Composer, Brandon Campbell, did a phenomenal job scoring this movie. His music creates so much heart-pounding tension. Our camera team— Greg Cotten, Director of Photography, and Arjun Prakash, Gaffer, really nailed the lighting and atmosphere of the testing sequences— we wanted an eerie blue-green glow from the tablets as the main source of light on the students faces to give them a sickly look as they nervously punch in answers. But the biggest props go to Brian Ufberg, Editor, who really built an amazing pace for the testing sequences. It was their combination of talents that made those scenes so cinematic and tense.

Q: Logan Paul is obviously a big talent but this was one of his first ventures into dramatic acting. What was that like working with him to bring Blake to life?

MG: Logan Paul is an enormous talent. He came into audition for the movie, as this role was worlds different from the type of persona he normally portrays online, and he just nailed it. I was honestly amazed at how controlled and dedicated he was to creating this character from the ground up. When he walked out of the audition room, we all knew Logan was our Blake Redding. And throughout rehearsals and production, Logan was so focused and incredibly fun to work with. He has an infectious energy and kindness that rubs off on everyone. I really can’t wait to work with him again...

Q: The film feels oddly relevant with some aspects of our current political climate. When you were developing this, were there any real-world headlines you were pulling from as inspiration or is it mostly a coincidence that the film has turned out to be a sort of satire of our current political landscape?

MG: Our running joke is that The Thinning is a vision of “post Trump” America— and that if we do a sequel it will just be a documentary. The film was meant to feel more dystopian than I think it actually does because of the recent political promises of restoring “law & order” back to America. The only person who I hope doesn’t watch this movie is President Trump. I’m afraid it might give him some ideas…  

Q: The film hints at the larger world beyond Texas and the US in the creepy video before the little kids take their test. Can you tell us what life is like in any other countries with the way they handle the need to cull the population? Any possibility of exploring other parts of the world going forward?

MG: We originally expanded on the bigger population questions in our screenplay. Because the story is so centralized to America, we felt it might be confusing to have so few mentions of other regions. The idea is that every country can choose how they will meet their quota of eliminating 5% of their population annually. Some countries would have mandatory birth control, others would eliminate 5% of the elderly— you can see how it can quickly raise so many questions. If we were to continue the story, I hope to explain that the thinning is a controversial law that some US states are attempting to replace with other solutions— which explains the Governor’s charge to run a pro-thinning platform and make it a federal law.

Q: Talk a little bit about the film’s color palette and how it changes throughout the story. I noticed early on how gray the school was before all hell breaks loose and a lot of reds and blacks obviously work their way in once the breakout begins. How did you go about mapping that out?

MG: In the script, we had a clear idea of using the red light as a sort of mood setter— to show that this world we know is being disrupted and our heroes are in immediate danger. There is a major power shift at that moment in the script so it’s nice to visually convey this to the audience with a dramatic change in color palette. Our production designer, Alec Contestabile, was really terrific in helping determine the colors and moods of various locations— we landed on cool metallic blues for the school and dry yellows for the desert to really create that desolate sand-swept Texas vibe.

Q: Without spoiling anything, the film ends with a big surprise that still leaves many things open-ended. Can you give us any hints at what’s to come next?

MG: Honestly, I am just following the political news as closely as possible to get ideas. I feel like any continuation of The Thinning will have to be more comedic since real life is basically devolving into a long, sad, episode of VEEP. But in all seriousness, any sequel would follow our characters further down the rabbit hole and show how deep the corruption goes within the government. And we will definitely add more fuel to some of the love triangles because if there is anything I love more than crazy politicians, it’s love triangles.

The Thinning is currently streaming on YouTube Red and is NOW available to rent or purchase on iTunes, Google Play, and Amazon. Storyboard art by Amy Umezu

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Creating Colony: A Conversation With Carlton Cuse

Tearing down the Wall with Colony's Co-Creator

Q: Can we challenge you to briefly recap the story of Colony thus far for those who have yet to watch?

CC: In a sci-fi allegory to Nazi-occupied Paris, the world has been invaded by aliens, who have installed a human proxy government. The Bowman family struggles to survive as they face all the issues that come with occupation and colonization.

Q: Of all the potential Blocs in the country and the world, how did you settle on Los Angeles as the initial backdrop of this show? Is there something specific about the city’s geographic and sociological landscape that lends itself to the story?

CC:So much TV is now shot outside of LA we thought it would be an interesting visual place.  We wanted to subvert expectations and start with blue sky and palm trees and deviate from the traditional dark and monochromatic dystopic look.

Q: Speaking of the LA bloc, the end seems to be fast approaching for the city, can you give us any hints about what to expect for Los Angeles in the Season 2 finale (and where we may be headed in Season 3)? (Please note – we will give spoiler warnings for any questions that reveal details of recent episodes).

CC:Big, big things are happening at the end of season two that upend the Bowman family and the LA Colony.  Enough said! 

Q: The idea of “building walls” to divide people has become central to political rhetoric of late. In the context of the show, what is the symbolism of “The Wall,” and how, if at all, does this meaning relate to the current political climate?

CC:Ryan and I started conceiving and writing the show long before Donald Trump emerged on the political scene.   Hopefully he didn't steal our idea when he came up with the idea of building the wall between the US and Mexico.  The best science fiction should reflect the politics and themes of the times in which is was created.  We think the wall has lots of different symbolic importance and I wouldn't want to define it with one answer. 

Q: A focus of the show seems to be how differently people react under truly extraordinary circumstances -- do you think there are parallels that can be drawn between the circumstances and characters of the show and anything you see happening in the real world? What do you think we can learn about ourselves when tested?

CC:There is this terrible tendency humans have to subjugate each other when given the opportunity.   It has happened throughout history.  People are complicated; we are capable of powerfully connecting and working together to do amazing things.  And yet we are equally capable of causing each other great anguish and harm.  The question examines humanity under great pressure and asks how will you behave?  How will you define yourself?  What are the costs and consequences of the choices you make?

Q: In relation to world building within storytelling, what film or TV world (other than your own) has inspired you the most and why?

CC:Stephen King is my writer hero.  He is an incredible world builder who takes incredible ideas and makes them authentic and compelling through the power of his characters and his storytelling.  His work is a constant source of inspiration.   

Colony - Behind the Wall

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Colony Behind the Wall

The Magic of Making Colony

If you ever wondered how they dropped a giant wall into the middle of Los Angeles, here’s a never-seen-before glimpse at Colony’s visual effects. Check out more side-by-side comparisons highlighting the VFX from Colony’s Second Season: CLICK HERE Legendary Television & Carlton Cuse’s Colony, starring Josh Holloway and Sarah Wayne Callies, airs Thursdays on USA at 10/9c. Season one is now streaming on Netflix.

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Kong Skull Island Art Celebration

Collaborations with The Legendary Art Series

The Legendary Art Series celebrates the big guy himself with these testimonial art collaborations in The Tribe of Kong Tribute Art Series. Featuring work from Mondo and the acclaimed Francesco Francavilla, Karl Fitzgerald from Bottleneck Gallery, several artists from Poster Posse and emerging new talent from the Posterspy community, Kong has been brought to life through the eyes of today's top creators. Take a minute to celebrate the work of these artists and share the love of Kong! Kong: Skull Island is in theaters everywhere March 10 and tickets are now available: BUY TICKETS

Francesco Francavilla for Mondo. Available to purchase HERE

Karl Fitzgerald for Bottleneck. More information about the gallery here and on Karl Fitzgerald here

Randy Queen, Martin Able and Gino-Acevedo

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Kong Returns to Hollywood in Massive LA Premiere

Photo Gallery

The original movie monster icon returned to his Hollywood roots on Wednesday night and the stars came out to pay their tributes to the King.Kong: Skull Island’s LA Premiere took over Hollywood Blvd where the film’s cast, including Tom Hiddleston, Brie Larson, Samuel L. Jackson, John Goodman, and more walked the carpet before seeing the movie in the Dolby Theater. See the full gallery of photos from the night here, and get your tickets to see Kong: Skull Island in theaters NOW

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Kong Returns to New York in Tribe of Kong Art Show

Photo Gallery of the Event

The King had a much more celebratory trip to the Big Apple than his last visit, this time returning to celebrate the release of the upcoming Kong: Skull Island in a limited engagement tribute art gallery at the Bottleneck Gallery in Williamsburg, Brooklyn. In addition to original concept art and key art from the film, the gallery featured seven original pieces from artists around the world commissioned by Poster Posse and three original pieces commissioned by Bottleneck Gallery. Take a look at all the photos from this weekend’s event and celebrate the return of the King in Kong: Skull Island, hitting theaters this Friday. Kong: Skull Island is in theaters everywhere March 10 and tickets are now available: BUY TICKETS

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A Look Behind the Scenes of Kong: Skull Island

Director Jordan Vogt-Roberts and the cast reminisce about shooting in the film's exotic locations.

Kong: Skull Island took its talented cast and crew on across the globe during production. Spanning three continents, the film shot in Vietnam, Hawaii, and on Australia’s Gold Coast to create the film’s visually stunning settings. Take a look at Backstory’s behind the scenes gallery for a glimpse of some of the stunning real-world locations that were utilized to bring the mythical Skull Island to life, accompanied by quotes from stars Tom Hiddleston, Brie Larson, Samuel L. Jackson, John Goodman, and Jason Mitchell detailing some of their experiences on set. Kong: Skull Island hits theaters everywhere March 10, get tickets here: BUY TICKETS

Photos by Bryan Chojnowski

“In our film, Kong is more fully a character than a creature. He has empathy and pathos, and can connect with others on an emotional level. There’s a humanity to Kong – a heart that I think people will respond to. In fact, I can’t think of another monster that has that kind of human quality.” -Jordan Vogt-Roberts

“I was so appreciative that we shot in real locations instead of all on a green screen because I hadn’t done a film like this before so I think it would have been a leap for me to have been on a soundstage where everything was just green screen. At least with this, we were in these epically gorgeous surreal locations.” - Brie Larson

“We had a set that was right outside of the Iwi village that took us 3 boats to get there. We had to jump on one boat and then jump on a speed boat, then jump on these little row boats.To go to all these untouched places...it was incredible. Even if you visit Vietnam you probably won’t get that experience.” - Jason Mitchell

“It started when I was a kid, like it did for so many people. I’d be Kong for Halloween and it’s something you want to believe in. It’s willful suspension of disbelief. He’s become a part of our mythology as a country. You want to believe in him because he’s big and he’s strong and he’s good and he’s always pitted against really bad people.” - John Goodman

“I was so excited to be able to take real film photographs because I was traveling all over the world and had beautiful subjects to take photos of so it was great to be able to capture that.” - Brie Larson

“Kong is this enduring myth of movies - he represents the power and majesty of nature, the mystery of the unknown, and there’s a very child-like affection that we have for him. Kong’s quite often minding his own business and doing his own thing, and it’s only when human kind interrupts his peace that we disturb the balance of things.” - Tom Hiddleston

“The Gold Coast was kind of strange because there was stuff out there that could hurt us that we didn’t necessarily know was around. There was a brown snake under (producer) Alex Garcia’s chair one day. We’d look up and there’d be kangaroos hopping through the shot or koalas hanging up in the trees. There was always some kind of spider that no one knew what it was.” - Samuel L. Jackson

“It was really important to me in this retelling of the Kong tale to have something that’s new and different when it comes to this iconic female character and that relationship with Kong. What’s so cool about her is that she’s just as courageous and brave as all of the dudes are but she never carries a weapon throughout the whole movie and the thing that ultimately is her strength is her vulnerability. It’s an incredible lesson to have within this huge epic action movie.” - Brie Larson

“I was always in awe of Kong when I was a kid. My friends and I would pretend to run away from him or capture him and I always wished I could be in a movie with a monster like that in it. All of a sudden I’m in one. I’m part of the mythology now.” - Samuel L. Jackson

“Shooting in the jungle was just incredible. You’re in the environment but we’re still pretending so it has a way of making you feel in awe. It’s humbling.” - Jason Mitchell

“One of the first days we were shooting we got to go up in a helicopter and I had never been in one before so I got a helicopter tour of Hawaii while I was working. And that was the first moment that I saw the boneyard...from up above and I thought it was real.” - Brie Larson

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Kong Takes Over DTLA’s Ace Hotel

#________LovesKong TO WIN A SCREENING IN YOUR CITY

Legendary and Warner Bros. unveiled an early screening program last week for fans to “unlock” screenings in their cities by posting the hashtag #________LovesKong, filling in the blank with their respective city. Last night in Los Angeles was the first of such screenings as The Theatre at the Ace Hotel, a thematically appropriate old movie palace, was taken over for an early screening of the film before a celebration of the return of the King on the hotel’s rooftop upstairs. The event, in partnership with Vice, featured a live set from Young Guru where he debuted his “Audio Jungle” piece, using audio design and sound effects from the film to create a more contemporary musical companion to the movie than most of the 1970s-era songs that have been used to this point.

Kong: Skull Island is in theaters everywhere March 10 and tickets are now available: BUY TICKETS

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Kong Makes His VR Debut in Immersive 360º Video

Virtual Reality Experience

The myth of King Kong has pervaded nearly every medium of entertainment in our culture since Merian C. Cooper’s 1933 original film. The apex primate has appeared in film and television, novels, comic books, video games, and more. However, for the very first time, Kong appears in virtual reality in the new 360º experience, Kong VR: Destination Skull island just released by Legendary and Warner Bros. Developed in-house by Legendary VR, ILMxLabs, and the same VFX team that worked on the film, the experience takes the viewer through one of the film’s epic battle sequences as it flies you in a helicopter across Skull Island before giving you a face to face encounter with Kong himself. The visually stunning piece, combining real footage shot on set in Vietnam as well as expert VFX from the same team that brought Kong to life in the film shows the myth in a whole new light, and really highlights his truly massive scale in a way that other mediums never have been able to. Watch the experience here with your personal VR headset, or simply as a 360º video on your phone or computer and let us know what you think! Kong: Skull Island is in theaters everywhere March 10 and tickets are now available: BUY TICKETS

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Kong: Skull Island Gets a Bone-Crunching Final Trailer

New Kong Packs a Serious Punch

Kong: Skull Island star Tom Hiddleston dropped the final trailer for the upcoming film on his social channels today and it gives us the best glimpse yet of Kong in action. Whether it’s swatting helicopters out of the sky or throwing down against his fellow (gigantic) inhabitants of Skull Island, it’s evident that this new Kong packs a serious punch. The rhythmic trailer is cut to the beat of the Vietnam-era “We Gotta Get Out Of This Place” by The Animals, continuing to highlight the film’s throwback to the 1970s in its setting and soundtrack after the last trailer featured Creedence Clearwater Revival’s “Bad Moon Rising”. Starring Tom Hiddleston, Samuel L. Jackson, Brie Larson, John Goodman, and John C. Reilly, Kong: Skull Island hits theaters everywhere March 10. Advance tickets are on sale now: BUY TICKETS

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From Renegade to Revered: How Zhang Yimou Became China’s Biggest Director

Written by Dan Casey, Nerdist

Written by Dan Casey, Nerdist

You might not know the name Zhang Yimou, but chances are that you know his work. At age 66, Zhang Yimou occupies a rarified space as one of China’s most celebrated filmmakers, metamorphosing from arthouse darling to blockbuster mastermind. He has been nominated for multiple Academy Awards; he has won the prestigious Grand Jury Prize at the Cannes Film Festival; he made one of the few foreign films to open at #1 at the U.S. box office; and he famously directed the opening ceremonies for the 2008 Beijing Olympics, which was watched by an estimated 4 billion people worldwide. Now, Zhang is facing what is possibly his biggest challenge yet: making the most expensive film ever shot in China, and shooting it completely in English for a global audience. That film, The Great Wall, represents the culmination of a tumultuous and celebrated career that took Zhang from the farms and factories of China to the upper echelons of its creative elite. It wasn’t an easy path—far from it—and that is precisely what makes Zhang’s story so compelling.

Long before Zhang Yimou was directing $150 million blockbusters starring Matt Damon and China’s biggest stars, he endured what has been described as a “miserable childhood.” When the Cultural Revolution broke out in China, Mao Zedong and the Communist Party brought sweeping changes to the country, shuttering institutions deemed to be out of ideological lockstep with the party line. His father was a Nationalist officer and his mother was a medical doctor, two professions that were deemed “bad elements” by the newly instated regime. As a result, Zhang was taken from his home and shipped out to the countryside to be “reeducated” by peasants. It was, perhaps, a rude awakening for young Zhang, who toiled on farms and worked in cotton textile mills for the better part of a decade, but it ultimately imbued him with an understanding and appreciation for the hardscrabble existence of working class Chinese people. Although artistic pursuits were discouraged during the Cultural Revolution, filmmaking was something that was in Zhang’s blood – quite literally if some anecdotes are to be believed. It is said that Zhang sold his blood over the course of many months in order to buy his first camera. It was that same camera that would prove to be his way out of a life slaving away in the factories. In 1978, Zhang was 27 years old and he applied to study at the Beijing Film Academy, which had just reopened after shuttering its doors during the height of the Cultural Revolution. The Academy sought to bar Zhang’s entry, citing his advanced age, but he appealed the decision. Fortunately, his keen aesthetic instincts could not be denied, and the pictures he took with his camera, primarily of working class Chinese people, earned him a spot in the Academy’s ranks. Much like The Dirty Dozen, the clique of USC film students in the mid-1960s that included the likes of George Lucas, John Milius, and Howard Kazanjian, Zhang’s graduating class was similarly auspicious. Dubbed “The Fifth Generation,” the Beijing Film Academy class of 1982 would go on to change the face of Chinese cinema. While the Fifth Generation’s oeuvre was largely concerned with the nation of China itself, these new filmmakers sought to deconstructing the national myths of their home country, going against the grain of the intensely nationalistic cinema of the past half century. But before he could change the world’s conversation about Chinese cinema, Zhang had to cut his teeth behind the camera. Fresh out of college, he was assigned to work as a cinematographer at Guangxi Film Studio, a small local studio located in inland China. It was a newly established studio and a far cry from the comparatively cosmopolitan studios of Beijing, but it wasn’t without its advantages. Unlike the Beijing Studios, which had rigid apprenticeship programs that would see prospective directors toil away in assistant positions for nearly a decade, Guangxi allowed its creatives greater opportunities for growth. In 1984, Zhang worked as director of photography on Zhang Junzhao’s One and Eight and Chen Kaige’s Yellow Earth, which both went on to achieve success on the international stage, signaling a tonal shift in the types of movies being produced in China. Today is widely accepted that Yellow Earth is the opening salvo in the barrage of films that the Fifth Generation would produce in the years ahead. In 1985, Zhang moved back to his hometown of Xi’an, and began working at Xi'an Film Studio where he would make the transition from cinematographer to director. At Xi’an Film Studio, Zhang proved his prowess both behind the camera and in front of it, serving as cinematographer and lead actor in Wu Tianming’s Old Well, a film about a man trying to dig a well in his drought-addled hometown. Released in 1987, Zhang would go on to win the Best Actor award at the Tokyo International Film Festival for his efforts. That wasn’t the only major thing to happen to Zhang in 1987; that year also saw the release of his directorial debut, Red Sorghum, a film based on Nobel laureate Mo Yan's eponymous novel about a young woman working at a sorghum liquor distillery.

Red Sorghum dazzled international audiences with the simplicity of its storytelling, the vibrancy of its color palette (something that would become a hallmark of Zhang’s work), and what Roger Ebert called “the almost fairy-tale quality of its images and the shocking suddenness of its violence, that Hollywood in its sophistication has lost.” The film catapulted both Zhang and its star, Gong Li, to international stardom, and went on to win the coveted Golden Bear award at the prestigious Berlin Film Festival in 1988. More importantly, it established Zhang as one of the most dynamic and sought after voices in Chinese cinema, earning him financing for two follow-up films, Judou (1990) and Raise the Red Lantern (1991). While Zhang’s star continued to rise on the international stage, domestically it was another story. The Communist party banned Judou and Raise the Red Lantern from release in China, not because they were especially subversive but as a form of artistic extortion. They refused to screen the films in China until Zhang agreed to make a film that was more in line with the party’s ideals. Zhang played ball with the Communist censors, directing the The Story of Qiu Ju in 1992, which went on to win the Golden Lion award at the Venice Film Festival, which is the highest honor the festival can confer and an extremely prestigious accolade. Those who saw Zhang’s cooperation as a sign of surrender likely ate their words when they saw Zhang’s 1994 film To Live. The historical epic was deeply critical of the Communist Party’s policies and programs, and it rankled party leadership, leading to a two a two-year ban from filmmaking for both Zhang and star Gong Li. Although To Live went on to win the Grand Jury Prize at the Cannes Film Festival, as well as a Best Actor award for Ge You, Zhang was forbidden from attending. Considering that this film was made just 5 years after the brutal events of the Tiananmen Square Massacre, it was bold of Zhang to put his career on the line like that. Yet not even the threat of government censorship could prevent Zhang from pursuing his passion. He continued making films at a steady pace, and began shifting his gaze from the past the present, eschewing early 20th century Chinese settings to tell stories set in modern-day China. Zhang continued honing his craft throughout the 1990s, racking up awards, and using the lens of female sexuality to subvert the patriarchal paradigm that dominated Chinese society at the time. Never content to rest on his laurels, Zhang began making a name for himself as a preeminent action director thanks to the 2002 wuxia epic Hero. Filled with assassins, swordplay, and a murderer’s row of top Chinese talent—including Donnie Yen, Jet Li, and Maggie Cheung—the film not only became the highest-grossing film in China of all time (at the time), but also one of the most profitable foreign language films in North American box office history. It opened at #1 at the U.S. box office (in 2004 after a lengthy delay), grossing $18 million in its opening weekend, a figure which gives it the second highest opening weekend for a foreign language film ever, right behind Passion of the Christ. And if that wasn’t impressive enough, the film earned a nomination for Best Foreign Language Film at the Academy Awards, to boot.

Zhang followed the success of Hero with another martial arts epic, House of Flying Daggers. This film feels particularly auspicious in Zhang’s filmography as it united his more modern, kinetically charged, action-oriented style of dramatic storytelling with his penchant for vibrant colors. When it premiered at the Cannes Film Festival, audiences reportedly gave it a standing ovation lasting between 20 and 60 minutes, led by none other than director Quentin Tarantino. It was a moment that finalized Zhang’s transition from the world of arthouse film to big-budget blockbusters. It also cemented, in the eyes of some viewers, that Zhang had somehow “sold out,” opting to work in tandem with the Chinese government rather than at cross-purposes with it. “China has stepped into a new era, an era of consumption and entertainment,” Zhang said in a 2007 interview, “You can condemn it if you like, but it is a trend of globalization.” “He went from being this renegade making films that were banned and an eyesore for the Chinese government to kind of being the pet of the government, in some people’s eyes,” said Michael Berry, a professor of Chinese culture at the University of California, Santa Barbara, in an interview with The New York Times. Despite Zhang’s claims to the contrary that he never intended to be political, his filmography is full of stark, honest, gritty examinations of Chinese life that refused to toe the party line. Although they had the perhaps unintended effect of putting some of the Communist party’s policies under the microscope, Zhang’s films were born from the director’s deep-seated love of his country. Nowhere was that love and passion for his homeland on display more than when Zhang directed the opening ceremonies for the 2008 Olympic Games in Beijing. Zhang spent more than two years designing and rehearsing the show, often while sequestered in a secret Olympics compound, far away from prying eyes. The 2008 Olympic opening ceremony is widely regarded as the greatest of all time, involving more than 14,000 performers, 15,153 costumes, 30,000 fireworks, and 40 tons of wire that was used to suspend both people and objects from the air.

During NBC’s coverage of the event, a deep male voice bellowed, “The footprints in their history stretch back 5,000 years, but for the world's greatest wall builders, makers of a Forbidden City, what happens tonight is not merely a small step, but a great leap." Watched by more than 1 billion people around the world, the opening ceremony lived up to the Neil Armstrong quote its narrator used. It was a quote that also invoked the Great Leap Forward, the ironically named and ultimately disastrous policy of rapid industrialization that culminated in the Cultural Revolution. Yet this opening ceremony was no mere piece of entertainment; it was a way for Zhang and the Chinese government to reintroduce China to the world, to attempt to dispel misconceptions and preconceived notions about the nation. The results were a resounding success, earning Zhang a Peabody Award and finally making him a megastar in China. “Before the Olympics, Zhang was a trailblazer for an elite minority of culture lovers,” said Fudan University professor Yang Junlei in a 2010 interview with NPR. “But afterward, because of the success of the opening ceremony, he's become a national cultural hero who is widely approved of by ordinary Chinese people." Zhang continued to parlay his cultural cache into opportunities to tell Chinese stories to international audiences. In 2011, Zhang made what was then China’s most expensive film to date, Flowers of War. The film starred Christian Bale as an American mortician who journeyed to the Chinese city of Nanjing in 1937 to make his fortune, only to get caught up in the brutal invasion by Japanese forces. While the film opened to mixed reviews, it served as an all-important opening salvo in the next wave of Chinese-American co-productions, and laid the groundwork necessary for Zhang to take on what could be described as his most ambitious project to date, The Great Wall. As the Chinese film industry continues to grow, directors like Zhang are faced with the unique challenge of bringing Chinese stories not only to Chinese audiences, but to global audiences. “A good film should do more than just cater to local audiences; it should also help to shape their tastes,” Zhang remarked in a 2014 interview with The Wall Street Journal. It is a telling statement for the master filmmaker who stands at the vanguard of the Chinese film industry, which is poised to break out of its domestic confines on to the international stage.

While The Great Wall isn’t the first internationally-focused co-production between China and Hollywood, it is certainly is the most ambitious. Perhaps more importantly, it is a project which Hollywood brought to China with the intent of making something for a global audience rather than trying to adapt a purely American or purely Chinese film for another market. Conceived of by Legendary Pictures founder Thomas Tull in the wake of a trip to China, Legendary East began courting Zhang Yimou because of his prestigious pedigree and his proven ability to handle large-scale action cinema. More importantly, they wanted a filmmaker like Zhang because of his deep-seated passion for bringing authentic Chinese stories to the big screen. "They were worried that I might laugh at the script," Zhang said of his initial talks to direct The Great Wall, "but I accepted their offer. They were thrilled." Zhang also understood what The Great Wall means in terms of the changing tides of cultural influence and the growing importance of China’s soft power. With its massive budget, a murderer’s row of A-list talent from both the United States (Matt Damon, Pedro Pascal, Willem Dafoe) and China (Andy Lau, Jing Tian), and a story deeply steeped in Chinese folklore, The Great Wall seems perfectly poised for not only Zhang, but Chinese-made blockbusters to make a dent in the global marketplace. “They came to me, which indicates the power shift in the world,” Zhang said in an interview with China.org.cn. “China's national power and market have greatly improved so they have to pay attention. The world has changed. If it were 10 years ago, no way they would come to me. At the same time, Hollywood is drying up in originality; they need to explore new stories and new markets.” Zhang will be the first to admit that he doesn’t think The Great Wall is going to be the film that will single-handedly alter the international cinematic landscape. However, the veteran director also thinks audiences will sense that there’s something unique in this film’s DNA. "But they can also feel it has something different, something China,” Zhang said he hopes of viewers who might see it as just another Hollywood movie. “That's what I want to achieve." With the film poised to hit American theaters later this month, Zhang is cautiously optimistic, not only about the film’s box office prospects, but what it means for the future of Chinese film abroad. "That is my ultimate hope, a Chinese film can be as profitable as the Transformers franchise, and can be as influential as Star Wars. World audiences are dying to see it. That is when Chinese films will really go out to the world. But, there's a long way to go. Indeed, there may be a long way to go, but if there’s anyone who can help lead the charge, it is Zhang Yimou. The Great Wall opens on February 17, 2017.

Find out more about The Great Wall on Legendary’s main website.

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Costume Designer Mayes C. Rubeo Talks The Great Wall

The Great Wall goes on display at Saks Fifth Avenue

The Great Wall director Zhang Yimou, star Jing Tian, and costume designer Mayes C. Rubeo were on hand at the Saks Fifth Avenue Beverly Hills location on Monday to celebrate the release of their upcoming film. Legendary and Universal partnered with Saks to decorate window and store displays around the world inspired by the film’s costume and production design. Backstory went in depth with Mayes C. Rubeo (Avatar, Thor: Ragnarok) to talk about her process designing the costumes for a film of this scale. See the full gallery and read what she had to say below.

“We had guidelines from Zhang Yimou to look into the Song Dynasty (as a reference), that went from 960 AD-1279 AD. It was a very fluorescent dynasty, so we looked very closely at that for inspiration.”

“I watched all of Zhang Yimou’s movies for inspiration…Having someone like Zhang is just enough, he is so involved in everything. He makes the movie complete. I am somebody who is very detail-oriented too, so working with him is amazing…his visual aesthetics are just beyond this world.”

“For me, it was eight months of work because I had to do two whole months of research and pre-concepts and then we had six months of prep. It was just enough to get ready for the start of shooting.”

“On and off, we had about a 150-person crew between having to hand-sew a lot (of the costumes) and we were making shoes and we had people throughout Europe and Asia making shoes and costumes and sculpting everything and we were lucky to be at the home of the place where they make all the costumes in China for major movies, especially Zhang Yimou’s films. They welcomed us there and had an amazing crew and we love each other. It was fantastic!”

“(Zhang Yimou) had all the ideas clear from the get-go. He wanted the Cranes to be blue because the way they attack is airborne – so when he was going to shoot from below he wanted the Cranes’ capes to cover the whole sky so you see the “sky” as the blue of their capes.”

“The Eagle Corps was going to be purple but then we switched at the last minute to red because he liked the lines of the reds in the details of everything. The feathered ends of the arrows were bright red so he wanted the costume to match. When Will begins to embrace the Nameless Order, he is given the arrows and they are all very bright red in contrast with his monochromatic costume. That is the type of color matching and contrasting that Zhang like to work with to tell his story.”

The Great Wall opens on February 17, 2017. Find out more about The Great Wall on Legendary’s main website.

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