The Vine live review: Roger Waters ‘The Wall Live’ in Brisbane, February 2012
A live review for The Vine. Excerpt below.
Roger Waters – ‘The Wall’ Live
Brisbane Entertainment Centre
Wednesday 1 February 2012If rock music is, at its heart, a mad combination of theatre, escapism and expression, then The Wall Live must be the warped apex of what rock music was designed for. It has to be said that this is an absurd concept: a band playing the entirety of an album released 32 years ago, while a 12-metre-high white wall is constructed between musicians and audience. It is the product of a brilliant imagination and a breathtaking commitment to realising an absurd concept, night after night, in a series of far-flung countries over the last 18 months. To think that one man envisioned all of this, notebook in hand, is incredible. The logistics of this tour and stage coordination alone is enough to make my head spin.
Tonight marks the 125th time that this show has been performed since its debut in September 2010. It is a spectacle; an event. Something to get dressed up for; in your best Pink Floyd t-shirt, if the majority of the crowd can be used as a measure. Shortly before the show starts, when everyone’s settled in their seats, a disembodied voice instructs us to turn off the flash on our cameras, as “all you’ll see is white bricks” in the captured image. And that it’ll mess with their projections. A lonely horn plays over the PA in a darkened room. It feels like misdirection. We’re looking around, into the abyss, wondering what’s going to happen.
Then: the band hit the first chord of ‘In The Flesh?’, pink fireworks launch from the stage into the ceiling, and Roger Waters emerges with his arms held aloft like a prize fighter, soaking in the applause while his band casually work through the track. A stagehand places a thick black trenchcoat upon his shoulders, he dons black sunglasses, and says into the microphone: “So you thought you might like to go to the show? / To feel the warm thrill of confusion, that space cadet glow?” By the end of the song, rows of sparks are cutting across the top and bottom sections of the stage, seemingly showering the band in a hail of white-hot fury; flag-hoisting Nazi look-alikes are being hoisted skywards on a mechanical lift; and a fucking airplane descends from the ceiling, somewhere above the sound desk, and knocks over part of the wall while flames lick its exterior. It is the most jaw-droppingly elaborate concert introduction I’ve seen – and I saw Kanye West last week. Someone behind me jokes, “We might as well go home now.”
Waters cuts a distinctive figure on stage. Clad in all-black, wearing white sneakers and luminiscent silver hair; but for the bass regularly held in his hands, he’s pure cat burglar. He is the archetypal bassist/frontman combo, perhaps the best we’ll ever see [Waters vs McCartney? - Ed]. And all of this belongs to him. It’s difficult to avoid discussing economics when it comes to this show. We’ve all paid stupid amounts of money to be here — albeit happily. Though he’s doing three shows at this particular venue, The Wall Live is a once-off proposition.
For the full review, visit The Vine.
IGN Australia story: ‘Blockbuster or Bust: The New Face of Development?’, 2011
A feature story for IGN Australia. Excerpt below.
Blockbuster or Bust: The New Face of Development?
Triple A or the highway?
In February, IGN Australia took a magnifying glass to the state of the Australian game development industry. We found that locally, trends pointed toward bigger development studios – whose bread and butter was console game development, often for overseas publishers – closing down. In their absence, smaller businesses – who focus on developing games for mobile and social platforms – are where the real growth is happening. However, one of our interviewees suggested that it’s a “distraction” to talk in terms of geographically-specific industries. “It isn’t helpful to talk in local terms,” he said. “It’s a global industry.”
With that in mind, we substituted our magnifying glass for a telescope, and peered across the Pacific Ocean toward the United States of America, where many of the world’s largest video game publishers reside. With the inferences from Activision’s most recent earnings call – that, increasingly, console game development is becoming “blockbuster or bust” – rattling around our brains, we asked a couple of triple-A-scale publishers for their take on this topic, as well as questions like: is basing your business exclusively around triple-A level development a sustainable approach? Is it riskier than ever to be debuting new IPs [intellectual property; ie, new games] in a crowded marketplace, where a handful of household names earn the lion’s share of revenue? And finally, does it take a huge set of balls to launch new shooters that directly compete with Call of Duty’s current market dominance?
Bethesda Knows Best
We’ll deal with that last question first, since it’s the most provocative. The company best-positioned to answer it is named Bethesda Softworks, whose headquarters – and its in-house game studios – are located in Rockville, Maryland. Bethesda also has offices in London, Paris, Frankfurt, Benelux and Tokyo. We can’t be sure, since they’re a privately held company – “we don’t ever release sales figures, annual reports, or employee numbers,” says Pete Hines, VP PR & Marketing – but we believe they’re among the biggest privately-held publishers in the world. Hines responds cautiously when asked about the size of Bethesda’s balls in relation to its propensity for launching new IPs.
“The size of the balls it takes probably varies from [game to game],” he says “You could do a new IP that isn’t a big $30-50 million project. Look at Tiny Wings on the iPhone; that’s new IP. But if you’re going to try and put out a brand new shooter on the [Xbox] 360 and go head to head with Brink, Rage, CoD, Battlefield and the others, then certainly, it’s a bigger risk, and it takes some guts to say, ‘Yeah, we know what we’re up against, but we believe in this project and feel strongly enough about it that we’re going to do it.’”
As avid IGN readers would know, the first two titles Hines mentioned are Bethesda releases. Brink is being developed by British studio Splash Damage, and will be released in May 2011; while Rage is the new shooter from the legendary id Software, the team behind Doom, Quake and Wolfenstein. It’s due in September. Bethesda is publishing both games, and they also have another IP – a third-person action game for PS3, 360 and PC – called Hunted: The Demon’s Forge due in June. While Hines won’t discuss development budgets – “I wouldn’t want to give you ballpark [figures]; big games and big ideas cost a lot of money to make,” he responds – it’s clear that there’s a lot riding on these three titles.
To read the full story, visit IGN Australia.
IGN Australia feature: Krome Studios: Things Fall Apart
My first feature for IGN Australia. Excerpt below.
Krome Studios: Things Fall Apart
It’s the question that’s been reverberating around the corridors of the Australian game industry for three weeks: what causes Australia’s largest video game development studio to close its doors? Andrew McMillen investigates, and discovers that Krome’s current situation isn’t as clear-cut as first reported.
The Precursor
“Too often, game companies can fall into a production line mentality, and I think that hurts the morale of the employees who are naturally creative people – and in turn the creativity of the company, as a whole.” –Ex-Krome Employee
As the annual Game Connect Asia Pacific (GCAP) event drew to a close on Friday, October 15, the local games industry’s mood of inspiration, optimism and enthusiasm was given a brutal reality check via whisperings that Brisbane-based Krome Studios was shutting its doors. Word spread among the industry quickly, and reports began appearing on sites like Tsumea that the developer – established in 1999 – was conducting a round of staff lay-offs.
Such events were not unfamiliar to the Australian gaming industry, as the studio had been through regular rounds of employee redundancy in parallel to a decrease in development contracts. At its peak in July 2009, Krome employed over 400 staff across studios in Brisbane, Melbourne and Adelaide; four months later, 60 staff were let go, followed by another 50 in April 2010, and then an estimated 100 in August, which brought Krome Studios Adelaide to an end. The company was co-founded in 1999 by CEO Robert Walsh, creative director Steve Stamatiadis, and design director John Passfield, who left Krome in 2005.
Read the full story – which runs to three pages, and around 3,000 words – on IGN Australia.
This is the biggest story I’ve written, both in length and in terms of its scope. For three weeks, the Australian gaming industry had been assuming that Krome was dead. I looked closer, and found something different.
Thanks to the editors at IGN AU, Cam Shea and Narayan Pattison, for taking a chance on this story. As a sidenote, working with Cam on this story closed a nice little circle: as a teenager, I was a big fan of Hyper Magazine, which Cam edited between 2005 and 2007. Thanks also to the ex-Krome employees and gaming industry contacts I spoke with for this story, both on and off the record, as well as Krome CEO Robert Walsh.
16 November edit: IGN have also published my full interview with Robert Walsh. Read it here.



