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in

StarCraft

mtBBSwltmjm

The War Pigs, elite Marines with a reputation for getting dirty jobs done,
are going to be playable as mercenary units in the upcoming StarCraft2:
Wings of Liberty game.

Bl

This team was created to handle missions that required more ingenuity
and inventiveness than your average brain-panned Marine could provide.
The War Pigs are all criminals given the option of retaining their
memories in exchange for a life sentence with this dangerous crew. Few
Marines are crazy enoughor deadly enoughto fit the bill.

The War Pigs have tightened up their organization since the "Raynor
Incident" (chronicled in the StarCraft comic), and have recruited more
battle-hardened veterans into their ranks. With new standardized
uniforms and weaponry, the War Pigs are the ultimate mere troupe for
missions requiring decisive action.

Wsb

mim

Name: Pyrius. Romy


Rank: Classified Date of Birth: 2444-08-12
S e x : M Height: 510
Weight: 175 Ib.
Eyes: BLU Hair: BLN
Distinguishing Marks: Needle and Pressurized Syringe Scarring on Arms,
Legs, Neck, and Feet
CRIMINAL HISTORY:
Charge D e s e : Manufactura of Controlled Substances, Manufacture,
Possession, and Distribution of Toxins With the Intent to Kill or njure,
Possession of a Controlled Substance, Sale or Distribution of Drug
Paraphernalia, Sale or Transfer of Controlled Substances
Sentence: Life
ATTN: TAMSEN CAULEY
SUBJECT: ROMY PYRIUS SKILLS ASSESSMENT
STATUS: CLASSIFIED
Pyrius' history of drug abuse and distribution includes the manufacturi
of narcotics that were later found to be engineered as lethal slow-acting
poisons. Criminal intent aside, his grasp of chemistry, medicine, and
biology is unparalleled amongst the other War Pigs. Pyrius does have a
history of disloyalty to his friends and business partners, but this should
prove advantageous as it simply means that emoional attachments won't
affect his ability to complete a mission.

/^H
fJ

(
' /

know everything that's going on, and then I can


focus in on individual characters and stories,
expanding on the little gaps you see in the
bigger picture.
With something like Transformers, so much
was already laid out right from the start. The
Chris Metzen: How did you get into the comic characters had their personalities, and you had
this epic, far-reaching backstory. I looked at that
book business?
whole vast canvas, and then I searched for the
Simon Furman: Well, like a lot of people, I smaller stories within, the fine detail you
started out on the editorial side of things, work- just cant get with that big a brush. You cant
ing on comics from behind the scenes. Comics possibly cover everything, even in the most
were something l'd grown up with and loved as comprehensive style guide in the world or the
a kid, but l'd grown away from them a little bit in absolute best series bible. The great thing about
my teens. Then I started working for a big UK Transformers was that there were so many
publishing company called IPC Magazines. places to go with it and broaden it out. The thing
It had a whole bunch of general-interest l've become quite well known for, especially in
magazines and a dedicated comics division, and Transformers, is taking somewhat non-entities
it was in that comics divisionkind of by and building personality onto them and
osmosiswhere
I
^
^
making them "fanended up working. It
j*. .
\ .
favorite" characters.
was the start of a jourJ|pi^^ .*> Cj^b'
This is what I Iove
ney of rediscovery for
',
doing, because as soon
a s 1v e
me as I came to realize
9
just how much l'd loved
m
*
I
bones of a character
these
things
and
jfl
j""' ^
and some preconcepmissedthem.
*
^
:Jr
tion that they're this,
Largely
through
*
M
that, or the other, then I
deadline
crunches
Wm
set out to confound
where we didn't have a
that preconception by
writer or we were
building them up or
falling short of timeI pitched in and did a few making them different or adding in unexpected
spec scripts here and there, finishing off series, layers. This is really what fires me up about
doing little one-shots, dropping in where a comics: building disparate characters into
writer had dropped out. I found I had a wee bit of (hopefully) great stories.
a talent for it and also loved doing it. The idea
that you could actually make a living as a
CM: What are some examples of your favorite
comics writer was something that had never characters that you've put a spin on and gotten
really occurred to me before, but suddenly it the most kick out of?
was a very real possibility.
SF: A good example is a robotic character
called
Death's Head, whom I created back in the
Chris Metzen: Do you think you conceptualize
1980s
for
Marvel UK. We started off needing just
a story differently if it's serial (e.g.,
a
throwaway
character, a generic mercenary or
Transformers) and you know that you have a very
bounty
hunter,
for a UK Transformers strip. But
wide tableau to work with? Is your approach
when
the
visuals
for that characterfrom the
different for smaller projects?
artist Geoff Seniorstarted dropping on our
Simon Furman: I would say my approach is desks, we loved them so much that we thought,
pretty much the same whatever l'm doing: I "There's no way we can just throw this character
always try to look at the bigger picture first so I out after maybe one or two stories." So, we did
know exactly where we're setting something, this emergency retrofitting where I just layered
what the larger ground rules are, and then boii it all these extra quirks and eccentricities and preall the way down to an individual character or pared a special one-page story so that Marvel
three, which I still believe underpins so much of could duly copyrightthe character. Death's Head
good, solid storytelling. So I tend to want to just took off from there!

The following is an excerpt of an interview


with Simon Furman that was conducted by Chris
Metzen, Blizzard Entertainment's Senior Vice
President of Creative Development, on July
28th, 2009.

^jiSf^^.

0 t

t n e

D a r e

CM: What is it that makes you feel most satisd with your work? Does satisfaction come
ough more in the works of your pure imaginari because you've done a lot of licensed stuff
ke StarCraft)? Clearly you'd have more fun
irking on something like StarCraft.
aughter]
CM: But is there a ratio between pure
lagination and licensed projects having more
saning to you at the end of the day?
SF: Honestly, I just Iove tel ling stories. Give
e the playground, the toys, and l'm happy to
wherever with them. What I liked about

CM: Over the years, we


(Blizzard
Entertainment) have done comics, manga,
novels, and short stories in addition to our
games. We've always liked the idea of trying to
meld a lot of those mediums together. So you
might see characters pop into the game who are
from a unique manga story. What's your take on
that kind of stuff?
SF: To me that's the meat and potatoes of
storytelling, that everything interacts and that
an action over here has repercussions way over
there. It's like a big picture that you don't
necessarily need to see all of, but you can
go over there and have a look at that, and
ultimately everything matters. I Iove the fact

mmI

mm

mm

WORLD

OF

WARCRAFT

An amnesiac washes up on the shores of


Kalimdor, starting the epic quest of the
warrior Lo'Gosh, and his unlikely allies Broll
Bearmantle and Valeera Sanguinar. Striking
uneasy relationships with other races, as
well as each other, they must fight both
the Alliance and the Horde as they struggle
to uncover the secrets of Lo'Gosh's past!
Written by Walter Simonson (THE JUDAS
COIN, Thor) and illustrated by Ludo Lullabi
(Lanfeust Quest) and Sandra Hope
(JUSTICE LEAGUE OF AMERICA), this is the
latest saga set in the World of Warcraft!

WORLD OF WARCRAFT

WORLD OF WARCRAFT
Book Three

WORLD OF WARCRAFT
Book Four (Corning Fall 2010)

WORLD OF WARCRAFT
ASHBRINGER

Simonson
Buran Bowden

Simonson
Simonson Bowden

Simonson
Simonson Bowden

Neilson Lullabi
Washington

Book Two

SEARCH THE G R A P H I C N O V E L S S E C T I O N OF

WILDSTORM.COM

FOR ART AND INFORMATION ON ALL OF OUR BOOKS!

STARCRAFT O, publistied by WildStorm Productions. an imprint of DC Comics, 888 Prospect St, Suite 240, La Jolla, CA 92037.
Copyright 2010 Blizzard Entertainment, Inc. AII Rights Reserved.
Starcraft and Blizzard Entertainment are registered trademarks of Blizzard Entertainment, Inc in the US and/or other countries.
WildStorm and logo are trademarks of DC Comics. The stories, characters and incidents mentjoned in this magazine are cntirely fictional. Printed on recyclable paper.
Printed by World Color Press, Inc, Montreal, QC, Canada 3/8/10
DC Comics, a Wamer Bros. Entertainment Company.

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