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Wednesday, June 25, 2008

Iron Sky Details

In 1945 the nazis went to the moon, in 2018 they are coming back - that's the magnificent premise of Iron Sky. The film is bound to be of educational value to us all, come the inevitable uprising of comfortably distant extremist ideologies. With its visuals and fascinatingly ridiculous subject matter seemingly designed to tractor in the grazing geek, Iron Sky instantly sucked me in, despite furtive attempts to avert my gaze and attention by using tabbed-browsing. If you're a member of the gaming tribe, Iron Sky will probably spark pangs of familiarity within you. I've spotted the callsigns of some of my favourite games - Fallout, X-com, Wolfenstein - and I'm sure you'll develop a list of abductions you think Iron Sky has committed upon our culture. So it's with an entirely failed effort to create tension that I remark that it's a shame Iron Sky isn't going to be made into a computer game... oh but it is!

Details regarding the Iron Sky game are sparse. Unusually for a game developer, rather than throwing a few crumbs for the internet to swoop on and speculate over, Energia are inviting the winged community to the dinner table where their foul manners and rancid input are appreciated. Energia are the Finnish creators of Iron Sky (their previous project was Star Wreck), so perhaps their nationality serves to explain the unfamiliar and alien way they've chosen to respect and value the opinions of their fans. Whatever the explaination, Energia's exotic culture deserves an entire refrigerator dedicated to it at the supermarket. Shame there's no more details.









Tension sucessfully created! If you goose-step this way, we have an interview with the director of Iron Sky - Timo Vuorensola.


Splines: I love how you're encouraging community input on Iron Sky, and you seem to have created a culture of sharing on your forums, your blog and on Wreck a Movie in which the importance and impact of the individual is upped. How do you feel, as director of Iron Sky, about relinquishing control over the creative process?


Vuorensola: I'm not worried about that, because eventually I still have the control. More than handing out creative control, I'm extending my brain and using the community as an extended hive mind to ponder matters I need ideas for. But eventually, it's my decision on which stuff ends up on the film.

I think that Iron Sky's visual imagery is its strongest dimension. I'm a little concerned because the images on your website are restricted in that they only portray Nazi space technologies. Jarmo Puskala writes on his blog, "we want to create a whole world- with history, future and unlimited posibilities", do you think Iron Sky will be able to grow to meet this aspiration? For example, could you tell our readers how the history of Earth in Iron Sky differs from our own timeline - are the world's governments prepared for the lunar orbitskrieg?

What Jarmo there means is that we want Iron Sky to be not just a movie, but more of a sandbox where people can in the future start building on the things we throw in the air with Iron Sky. Therefore we build Iron Sky in a very open-ended model, paying a lot of attention to details and reasons, much more than we would if we were just making a film - we want to have a working universe for people to build on, and think that our film will hopefully just be a kickoff for a landslide of hundreds of stories that can be told in this world. We haven't yet revealed anything more about the history timeline of Earth.

Do you intend for Iron Sky to extend its space flight of fancy beyond UFOs and into the realm of other outlandish Nazi mythologies such as the reich's meddlings with the occult?

We haven't revealed these details either.

Discussion then veered towards the Iron Sky computer game:

You've crafted a pen-and-paper roleplaying game for Star Wreck, and now Jarmo Puskala says that he's hoping there will be a full-blown computer game to accompany and extend the Iron Sky universe. What stage of development is the game in right now?

We started to work on the Iron Sky game about a year ago in a very conceptual level, finding a good partner to do it and finding out funding sources.

Puskala states as fact that the best game ever made is UFO: Enemy Unknown (I can provide evidence that this is indeed the case) -can we expect the Iron Sky game to bare any similarity to UFO?

I don't want to rule out that possibility, but more than that we are looking into the world of good old adventure games, which all of us as Energia seem to love so much.

The Iron Sky movie will be distributed to theatres and directly to your fans via the internet. Would you consider a purely digital distribution method for your game? In your opinion, can film or game creators earn a greater reward for their efforts if they neglect traditional retail methods?

Nowadays the media depends on the traditional distributors and their valuechain, and breaking that chain is always hard, and should be led by those responsible for the distribution, and not so much by those responsible for the content itself. We took the whole chain in our hands with Star Wreck, and it led us to a success, but it's not to say that it could work again, since handling those chains is an art itself, and we've seen many more failures there than successes. Therefore, anything about Iron Sky or Iron Sky game distribution hasn't been decided. We care now only about producing the quality content, and keep on looking for the most intelligent distribution options and possibilities.

Thankyou for your time and sincere responses, Timo, and best of luck with Iron Sky!

1 comment:

ironskyfilm said...

If the Iron Sky game would resemble UFO it would be very soon dubbed UFO: Enemy Very Well Known...

And yeah, Even though UFO is the best game ever made I too love adventure games. Lucasart's Sam & Max and Monkey Island 2 (because the first one never worked on my comp) would propably be my all-time favourites.

-Jarmo Puskala