Author - Jennifer Paxton

2K Announces WWE 2K for Mobile Devices

John Cena vs. Rusev

New York, NY – March 31, 2015 – 2K today announced the first simulation-based WWE video game for mobile platforms, WWE® 2K, is in development for iOS and Android devices. Currently scheduled for release in spring 2015 at a price point of $7.99, WWE 2K will offer authentic WWE gameplay in a mobile format through inspiration from several popular gameplay elements and modes from the WWE 2K flagship WWE video game franchise available on consoles.

Key features of WWE 2K currently include:

  • Playable roster of many fan-favorite WWE Superstars, including John Cena®, Hulk Hogan®, Sting®, Triple H®, Undertaker®, Daniel Bryan®, Roman Reigns™, Seth Rollins™, Dean Ambrose™ and Bray Wyatt™;
  • Authentic WWE action, including three match types, full WWE Superstar ring entrances and comprehensive move sets;
  • Create-a-Superstar;
  • Career Mode;
  • Live Multiplayer Matches;
  • Unlockable Rewards.

“WWE 2K marks a great milestone in 2K’s partnership with WWE, as we bring the first authentic WWE simulation experience to market for mobile devices,” said Greg Thomas, President at Visual Concepts. “WWE gaming enthusiasts will soon experience WWE action and several fan-favorite modes inspired by the WWE 2K flagship console series in an engaging new way.”

Developed by n-Space in conjunction with Visual Concepts, a 2K studio, WWE 2K will be available for $7.99 in Spring 2015 as a download on the App Store for iOS devices, including the iPhone®, iPad® and iPod touch®, as well as the Amazon Appstore for Android™ devices.

For more information on WWE 2K and 2K, visit wwe.2k.com, become a fan on Facebook, follow the game on Twitter and Instagram or subscribe to WWE 2K on YouTube.

2K is a wholly owned publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO).

Rainbow Six Siege Operator System Details

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SAN FRANCISCO – March 30, 2015 Today, Ubisoft announced that Tom Clancy’s Rainbow Six Siege will include a brand-new operator system. Operators are specialists from the world’s top Special Forces units and masters in their respective fields. Each has their own unique expertise which adds a new tactical layer to the Siege experience and pushes team play even further. Players will put together these operators to create their best CTU (counter-terrorism unit) composition and defeat the opposing team.

Ubisoft will be livestreaming an exclusive look at new content including the operator system on Twitch on March 30 at 11:00am PT, here: www.twitch.tv/ubisoft.

Those who pre-order Rainbow Six Siege will have guaranteed access to the highly anticipated Closed Beta, which will be available on PC, Xbox One and PlayStation 4. Details about the Closed Beta will be revealed at a later date.

For more information about Rainbow Six Siege, visit: rainbow6.ubi.com.

Pillars of Eternity – Road to Eternity Part Two

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IRVINE, Calif. — March 23, 2015 — Obsidian Entertainment and Paradox Interactive today released the second part of “Road to Eternity,” a behind-the-scenes documentary that follows the creation of Pillars of Eternity, the fan-funded role-playing game (RPG) for Windows, Mac, and Linux PCs. Pillars of Eternity, which releases worldwide this Thursday, March 26, 2015, was funded over two years ago by more than 70 thousand backers, a process that is shown in this new chapter of the documentary. This portion reveals the sentiment and mindset at Obsidian as the weight of keeping their studio open was lifted – and immediately replaced by the pressure to live up to their backers’ expectations.

Watch Part 2 of “Road to Eternity” here:

Watch the first part of “Road to Eternity,” which showcases Obsidian’s decision to attempt their Kickstarter, here: https://www.youtube.com/watch?v=5iQCs4DMB10

Pillars of Eternity is an RPG inspired by classic titles such as Baldur’s Gate, Icewind Dale, and Planescape: Torment, which features an original world and game system that evokes and improves upon the traditional computer RPG experience. Funded via Kickstarter in late 2012, raising $4.5 million through both backer pledges on Kickstarter and Obsidian’s own website,Pillars of Eternity has been a project of passion both for the development team and for the loyal fans who have made it possible.

Pillars of Eternity can be pre-ordered by visiting http://buy.pillarsofeternity.com.

For more information on Pillars of Eternity, visit eternity.obsidian.net.

Knott’s Berry Farm Boysenberry Festival Tasting Event

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From March 28th through April 12th, Knott’s Berry Farm hosts their annual Boysenberry Festival event, which includes a host of special foods for guests to enjoy. We were invited to small tasting event that took place on March 18, 2015, and are pleased as boysenberry punch at what you can expect. The Boysenberry Festival foods are sold out of the Wilderness Dance Hall on the outskirts of the park’s Calico Ghost Town area. Inside, you will find a host of goodies.

The best of the bunch is what I will start with… The hashtag-worth Fun Bun! This is a cinnamon roll that is battered in funnel cake batter and served with a boysenberry cream cheese frosting . It is simply delicious and I hope to have several more. In fact, if I could have taken all of them home, I would have. Also on my delicious list was the deep fried alligator topped with boysenberry garlic aioli. I had never eaten an alligator before but it tastes a lot like chicken! The ribs coated with boysenberry BBQ sauce were good, but I wanted to taste more boysenberry in the sauce. The same goes for the chicken and sausage sandwich – very tasty but lacking in the boysenberry department. The hot dog and boysenberry ketchup were very good and a great contrast of sweet and savory.

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There are a multitude of wine vendors in the Wilderness Dance Hall – unfortunately, I don’t drink a lot of wine so I can’t give you an accurate review of them. I can say there were a lot of people drinking the wine, which tends to be a good review in and of itself. Aside from the wine, the food fare also featured fish sandwiches with boysenberry tartar sauce as well as boysenberry “purple” vines and gummy bears.

Finally, for the beer drinkers out there, the park was tending up boysenberry ale, which was a Pilsner infused with boysenberry. It was a refreshing beverage and one the beer drinkers out there will probably enjoy. As the evening went on, the Knott’s Berry Farm marketing team also offered some tours of Ghost Town. We have been fortunate to tour Ghost Town several times now, and stayed for more Fun Bun action! Be sure to check out Knott’s official website for ticket details as well as information on other upcoming events!

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Logitech Unveils G303 Daedalus Apex Performance Edition Gaming Mouse

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NEWARK, Calif. — March 5, 2015 — Logitech (SIX: LOGN) (NASDAQ: LOGI), a leading innovator of gaming peripherals, today introduced its newest Logitech G mouse, the Logitech® G303 Daedalus Apex Performance Edition Gaming Mouse. Designed based on feedback from the gaming enthusiast and eSports community, the Logitech G303 features the Logitech G exclusive Delta Zero™ optical sensor technology for precision targeting, and metal spring button tensioning system in a lightweight, compact form.

“The community sent us a clear message that they wanted the lightweight, symmetrical design of our G302 combined with the amazing sensor in our G502,” said Ujesh Desai, vice president and general manager of the Logitech gaming business. “We took this feedback and built a mouse that was tuned and tested by pros to help ensure improved accuracy, comfort and performance. Thanks to you and this feedback, we’ve built an amazing product.”

The Logitech G303 features one of the most advanced optical sensors available in gaming mice today and reflects Logitech’s ongoing commitment to leveraging science to design products that help gamers win. The Logitech G303 also incorporates RGB customizable lighting color and brightness to match your style, system or environment.

“The G303 Daedalus Apex gives us a definite advantage,” said Sean “sg@res” Gares of Cloud9, CS:GO. “This mouse offers a comfortable feel with a lightweight, ambidextrous grip.”

Advanced Optical Sensor

This performance-oriented mouse features Logitech’s best optical sensor for maximum tracking accuracy. Our exclusive Delta Zero optical sensor technology minimizes speed-related accuracy variance, commonly known as “mouse acceleration,” for improved accuracy and precision targeting. Combining a huge DPI range of 200 all the way up to 12,000 with zero smoothing, this mouse delivers unparalleled tracking performance and responsiveness, and tracks movement at 300 inches per second. The optical sensor can also be tuned to achieve optimum lift-off distancde and maximum tracking speeds on any gaming surface, so you can always get the best possible tracking response.

Performance-Driven Design

The Logitech G303 delivers the utmost accuracy, responsiveness and performance in a lightweight, compact and durable design. The Logitech G exclusive metal spring tensioning system reduces pre-travel, resulting in improved button responsiveness and feel. The left and right click buttons have also been tested for 20 million clicks – which is the equivalent of a top professional gamer practicing 10 hours per day for two years – so you can confidently game for hours on end.

RGB Customizable Lighting

For maximum visual appeal, full-color RGB lighting on the Logitech G303 projects light onto your mouse pad and can be customized from a palette of up to 16.8 million colors. You can bring your mouse to life with “breathing” light patterns, or set your lighting to sleep when you aren’t using your system.

Pricing and Availability

The Logitech G303 Daedalus Apex Performance Edition Gaming Mouse is expected to be available in the U.S. and Europe beginning in March 2015, for a suggested retail price of $69.99. For more information please visit gaming.logitech.com or our blog.

Dying Light Review (PC)

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My heart was pounding as the sun slipped below the horizon, my palms damp with sweat as I tried to outrun the darkness. The sound of my own ragged panting filled my ears. I was so close to the tower. So close. But so were they. I frantically searched for open pathways and sprang from rooftop to rooftop. Jump. Climb. Run. Pray. I could hear them right behind me. Suddenly sanctuary loomed large ahead. One last leap to freedom and I ran through the welcoming doorway, pulling myself onto the ledge and safety. This, my friends, is what it’s like to play Dying Light, the first person zombie apocalypse survival game from Warner Bros. Interactive Entertainment.

I’ve been a gamer for years, but have played MMOs pretty exclusively, but this was my first experience with a game of this type. With that in consideration, I’m writing this review from a very subjective “fun” standpoint. I’m also doing my best to avoid direct spoilers. A lot of the fun of this game for me was the surprise of discovery.

After I completed the Steam download (I’m playing the Windows PC platform), I fired the game up to see what it could throw at me. Dying Light starts with a lengthy title sequence that does a fantastic job establishing the why and where of what’s happening. It then launches into a series of early quests designed to take the player on a brief tour of “the tower” – our current home base – and introduce us to various important denizens. Several of the tasks also serve to teach the basics of movement and actions. I struggled a bit with some of the parkour elements, mostly from being unfamiliar with the play style. I poked around in the various key bindings and found the answers I needed, and an hour later was smoothly making my way around the slums of Harran. I would guess that this is a non-issue for anyone with experience playing first-person shooters and other similar games. If I got lost during a part of the training sequence I just had to pay attention to my surroundings. There are plenty of arrows and other indicators to help point you in the right direction, something that also appears out in the world. You will do a LOT of climbing, and I would not recommend this game for anyone who has a serious fear of heights. It’s only a video game, but I could see the realism causing some anxiety for the agoraphobia.

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I felt pretty good about my training in the tower, but the first quest that sent me out into the world gave me pause. I was nervous my first time out. Hell, who wouldn’t be??? There were zombies out there. They wanted to eat me. I had no issues finishing this quest, but it made me realize what an excellent job Dying Light has done of creating a very immersive world. The graphics are gorgeous (despite a few slowdown and hitches), the sound is super creepy, and the quests are fun. One drawback is that the game can be a bit on the grindy side, especially when it comes to the crafting component. I found myself spending a LOT of time exploring and searching for things to loot. It seems like a lot of useless crap at first, but as you gain more blueprints everything comes in handy. I’ve always been way into crafting in games, so I was happy to have the opportunity to build fun toys like flaming baseball bats and Molotov cocktails.

I spent about a week playing Dying Light on and off. My exploration of the world initially kept me from getting super far into the actual narrative of the game, but after a few days of clearing random safe zones and opening tons of chests (lock picking gets old really fast) I switched over to focusing more on the quest lines. There is some stuff that happens in this game that is f*cked up. It’s a compelling story, and I found myself torn over some of the things I had to do. It really makes me wonder about the bigger picture, and I can’t wait to get into the next major area to see how things progress. The game offers a main quest line that furthers the story and optional side quests that reward large chunks of experience. Experience boosts levels across 3 different talent trees, and a level up provides the players with a choice of new power-increasing talents. It’s a solid system, and as with the story progression I can’t wait to get further into it. The biggest plus is that it seems to reward you for your preferred playstyle. I did a lot of climbing and avoidance instead of head-on zombie assault, so I received points in agility and was able to become stronger in that tree first.

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There are also random events and vendors that pop up across the map, adding a sense of newness to play that can be slightly monotonous at times. I did find a few of the quests somewhat difficult and had to google solutions…but that may come as much from my impatience as my newness to the genre. Once I found what I needed to do I was able to apply that knowledge to later missions and everything slowly fell into place.

I can’t express enough how important it is to be aware of your surroundings while playing. More than once I thought I was fine only to have a herd of zombies break down a door and attempt to make me into a sandwich. I also learned early on not to underestimate the big zombies (I was destroyed by some jerk carrying a mace made of rebar and concrete). There are also various puzzles to solve (hint: if the ground is electrified there must be something electric that’s somehow touching it). Last, but most important, is the clock. The game is named Dying Light for a reason, and I learned two very important things:

SUNSET MEANS ANGRY SPEEDY ZOMBIES.
DARKNESS MEANS SUPER SPIDER-MAN FACESUCKER ZOMBIES!!!

You aren’t actually battling the clock until it appears on the right side of your in-game menu. Before that point the early quests are still showing what the game has to offer…and you’ll know when it’s time to experience the setting sun. Being outside at night grants a bonus to your stats, a bonus to your experience, and is absolutely terrifying (but in a good way)! The difference between day and night play is a great game component and something that really sets Dying Light apart from other games that I’ve tried. Overall, the game itself is solid. It does a fantastic job of immersing the player in a very realistic environment. The quests and plot line are interesting. I have a great deal more of the game to play through and feel that I’ve only scratched the surface, but based on my experience so far I would solidly recommend it.

[easyreview title=”Dying Light Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”4″ ]

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TruGlo 2×42 Magnified Red / Green Dot Sight Review

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Airsofters often have a conundrum when it comes to purchasing an optic for their airsoft gun. A lot of this can depend on budget, usage, etc. A CQC airsoft player will probably want to choose a different type of optic than an airsoft sniper that only plays outdoors in large fields or AOs. TruGlo’s 2x42mm red/green dot scope is a ruggedly-built, 2x scope that will give you mid-range marksman a good optic to accurately send plastic downrange.

Official Features:

  • 2-power magnification
  • 4-reticle choices for the most accurate targeting with any shooting condition
  • 42mm objective lens diameter
  • Shock resistant
  • Waterproof / fog-proof
  • Maximum eye relief
  • See through / flip-up lens caps, optical-quality / all-weather
  • Multiple brightness settings
  • Lightweight / easy to mount
  • Multi-coated lenses produce more than 95% light transmittance
  • Special anti-reflective interior finish eliminates stray or reflective light from appearing inside the sight
  • Click windage and elevation adjustments
  • Integrated lanyard system prevents loss of screw-down W/E caps
  • Integrated mounting system fits both Weaver and Picatinny-style bases
  • Ideal for shotguns, handguns, rifles, muzzleloaders, paintball, airsoft, and crossbows

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If you have been around airsoft and real steel optics before, you will note that the design of the TruGlo 2×42 Magnified Red/Green Dot Sight isn’t anything special. It has a straight forward layout with windage and elevation adjustment knobs, a rotary red/green dot control (and battery compartment), as well as an attached, 20mm Picatinny rail mount. It also features a flip up front and rear optic protector that will allow you to use the scope without fear of being destroyed by BBs. It does affect the field of view slightly but, if it is too much for you, you could also leave the protectors flipped up and use a more traditional airsoft scope protector unit – the choice is yours. One of the cooler things about this scope is that it features four different reticle types, so you have several to choose from depending on your situation. Eye relief is listed as “unlimited” and, for the most part, I did find that to be the case. The four available reticles are crisp and the red/green lighting is vibrant and easy to see. It also has multiple red/green dot intensity settings so that you can get the brightness level you need.

My biggest issue with the TruGlo 2×42 Magnified Red/Green Dot Sight was that, while the objective is 42mm in diameter, the actual tube gives the shooter a much narrower field of view than I like to see on my optics. This is definitely not an optic for players looking at running a more traditional red dot sight as, with the 2x magnification and narrow field of view, it is not that effective in a reflex sight role. This sight was actually designed as a scope – an optic you need to take time to carefully aim down and fire your shots. If you play the role of a designated marksman or, perhaps, even a sniper if on a smaller field you should find the optic very valuable with its rock solid build quality. If you are more of a rifleman or assaulter, I would probably look for a more traditional red dot with larger field of view. It should also be mentioned that this scope is not the right height to co-witness with the front sight post of an AR-15 style rifle. If you are looking for this capability, you could get a rail riser for it but, again, this scope is a 2x magnified optic. The front sight post of your rifle is going to look rather strange through it. But, I digress…

Overall, the TruGlo 2×42 Magnified Red/Green Dot Sight is a great optic for real steel shooting and a good option for those airsoft players looking for exceptional build quality in a magnified scope. It is only a 2x magnification but, for many airsoft guns out there, you really don’t need a long range optic – especially if you are mainly playing as a DMR or sniper on a smaller field. The TruGlo 2×42 Magnified Red/Green Dot Sight has an MSRP of $189 dollars but you can find it for a lot cheaper if you shop around.

[easyreview title=”TruGlo 2×42 Magnified Red/Green Dot Sight Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”4″ ]
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Deep Silver Auctioning Off Real-Life Genki Mobile

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Larkspur, Calif., December 3, 2014 – Deep Silver announced today that the Genki Mobile – a full-blown, fully customized replica of the famous Genki Mobile from the worldwide video game hit, Saints Row the Third is now up for auction. The bidding has begun at $7,500 on eBay and will end on December 13th, 2014. Bidders can visit: http://www.ebay.com/itm/161506277416 The proceeds from the auction will benefit the Wings for Life charity, a not-for-profit spinal cord research foundation (www.wingsforlife.com/en/).

The classic 1956 Ford F-100 pickup was used only a handful of times as a promotional vehicle for the Saints Row franchise. It is completely restored, customized and fully street legal. To make sure there’s no mistaking it for anything but the embodiment of pure awesome, the classic truck sports a customized fiberglass Genki head on the front, completely restored tufted faux-leather interior with an original dashboard and added retro gauges. An easy-to-use control panel for an awe-inspiring pneumatic T-shirt cannon is built into the back of the truck.

Fans first fell in love with the sadistic Professor Genki character in Saints Row the Third, the third game in the Saints Row series from developer Volition. Professor Genki has since become a staple in the franchise, finding new ways to deter and undermine the Third Street Saints. His appearance in the virtual world of Steelport in Deep Silver’s worldwide smash hit, Saints Row IV, revived his legacy in the franchise. Fans will be able to once more get a glimpse of the notorious antagonist in the upcoming Saints Row Re-Elected, out in North America on January 20th. All Genki Mobile auction proceeds will be donated to Wings for Life.

The Wings for Life Spinal Cord Research Foundation finances cutting edge research and clinical trials around the globe in order to find a cure for paraplegia. By means of donations, Wings for Life supports promising research projects which focus on healing the injured spinal cord. By now it is no longer a question “if” a cure can be found but rather “when” this will happen.

“Advancement in spinal cord research is largely based on private initiatives like Wings for Life. Since we depend on donations, we are very grateful for any help we can get. Generous supporters like Deep Silver enable us to keep doing a good job,” said Anita Gerhardter, CEO Wings for Life.

The full specs of the truck are available at the eBay listing: http://www.ebay.com/itm/161506277416.

For more information about Deep Silver and its games, please visit www.deepsilver.com.

Just Cause 3 Announced

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LOS ANGELES (November 11, 2014) – Square Enix and Avalanche Studios today unveiled JUST CAUSE 3, a vast open-world action adventure, and the latest instalment in the much-loved JUST CAUSE series. JUST CAUSE 3 will be available in 2015 for PlayStation 4® computer entertainment system, Xbox One and Windows PC.

“We’ve been waiting for this moment ever since Just Cause 2 was released, said Christofer Sundberg, founder and Chief Creative Officer at Avalanche Studios. “This is the culmination of a decade’s worth of open-world evolution and innovation. In JUST CAUSE 3, we’ve sent Rico to a beautiful Mediterranean archipelago. He is of course bringing his Grapple and Parachute, both with game-changing upgrades, as well as the brand new Wingsuit. JUST CAUSE 3 truly represents the next generation of chaotic sandbox fun, and we can’t wait to show you more next year.”

Exclusive coverage and developer interviews can be found in Game Informer’s December issue. Additionally, visit GameInformer.com/JustCause3 throughout the month for on-going coverage.

Related Links
Official Homepage: justcause.com
Official Facebook® Page: facebook.com/JustCause
Follow @JustCause on Twitter®: twitter.com/JustCause

Interview with Jon Braver of Delusion: Lies Within

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Recently, we got the chance to interview Jon Braver, the creator of Delusion: Lies Within, the interactive horror theatre experience running at the Fitzgerald Mansion in Los Angeles, CA about his event and background.


Q) Hi Jon – thanks for taking the time to answer our questions. We wanted to start with finding out a bit about you. It is written in your bio that you worked as a stuntman for a multitude of blockbuster films, such as Star Trek, Transformers 3, and more. How do you go from awesome Hollywood stuntman to the creator of an “Interactive Horror Theatre” experience like Delusion?

A) Awesome Hollywood Stuntman! That sounds cool. 😉 Despite what you may think I actually like the moniker “creator of an Interactive Horror Theatre experience” better! Because it has the word “creator” in there. Being a stuntman, while exhilarating as it was (and still is), held me back creatively. And jobs were at the whim of so many others. Not to sound trite, but I needed to control more of my own destiny. I learned an ungodly amount about filmmaking and life in general from some of the best names in the business. They all had a huge influence on where I am now. Delusion (and directing) has always been my main passion and with the amazing talent pool I’ve connected with over the years I have been enabled to fully realize this passion project. The idea of Delusion came from my love of classic horror films (i.e. The Shining, The Omen II, Aliens) as well as a yearning for my super geek days of role-playing games. I decided to combine the two and place the audience inside a living, breathing world of mystery, horror and suspense. Thankfully, the audience has responded with the common saying “…I felt like I was inside a horror film!” This is the best response I can get.

Q) As this is your fourth year creating the Delusion horror experience, what has changed since you started – what has gotten easier, more difficult, etc?

A) A loaded question. Well, for one thing, I’m not married anymore! Ha…ha……..ha…(trailing off awkwardly). Perhaps starting off too personal was a bad idea. Oh well. I could just go back and erase that answer but….fuck it…I want to look forward! But seriously, so much has changed. Nothing has gotten easier except selling tickets. We have built an amazing following of spectacular people, many of whom I’ve had the honor of meeting. These people confirm the strong desire for this new type of theatre, a more intimate, and lasting, psychologically disturbing experience. If anything, Delusion has gotten more difficult mainly due to the stifling LA bureaucracy and permit process. Don’t get me wrong, there are many in city agencies who support what we’re doing (i.e. fire marshals could just say no, but they don’t) but the protocol to getting this type of thing going makes it difficult. We’re just trying to innovate and create and there are many obstacles in that path that can indirectly chip away at your creativity and goals. Yet, I have an amazing team beside me. They truly make this whole production happen. And the fans of the show, mixed with my stubborn desire to return to my childhood, keeps me going!

Q) I am ashamed to say that we have not yet had the thrill of going to one of the past Delusion productions, but are planning to remedy that this year. Is there anything you would want to tell us as first timers going to the event?

A) (gasp) You have never been to any of my plays?! That’s it…this interview is over. (I got up, left my house, then shook it off….and now I’m back). Ok, it’s fine, I understand. All I’ll say is this, and it’s the most important thing to know before you enter our world: Let yourself go completely and be a kid again. If you fully commit and respect the story, you will get everything I want people to get out of it. There is great depth in this story. It is all about the story. Don’t expect a haunted house experience or simply to be terrified. This is a tale of mystery, horror, suspense, love, death and otherworldliness!

Q) Could you give us a bit of a rundown as to the time it takes you to create Delusion. When do you start brainstorming, writing, etc?

A) It seems to take all year! Finding a venue has been the biggest hurdle, and everything depends on that. The earlier I get the venue, the easier the process is. This year we got it in early May. Last year (2013) it was early August. That was extremely difficult to pull off….but we did it! Once I get the venue, I start writing immediately in the space itself. It takes about 6 weeks to write the play, then we dive into pre-prod. Typically, it takes about 3 1/2 months of prep to make it happen.

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Image from CreepyLA.com

Q) One of my favorite films of all time is John Carpenter’s The Thing. The creepiest thing about it, on a personal level, isn’t the monsters or the gore effects but the amount of distrust and paranoia that Carpenter infused in the story. What were some of your inspirations in crafting Delusion’s plot?

A) Mine too. The music, the setting, the overall tone of the film makes you terribly uneasy along with the actors. In terms of inspiration, I love RPG’s. I haven’t been able to play them forever, but I love them. Games like King’s Quest, Baldur’s Gate and The Witcher shine through into Delusion. Like I said earlier, my favorite films in the horror and suspense genre are Aliens, The Shining, The Omen II, Pan’s Labyrinth and The Orphanage (Spanish film). I always tell people Delusion is a tonal mix of all these films and games. Also, you should know, I hate blood, guts and gore unless required for the story. Delusion’s fear tactics have always been, and will continue to be, psychological in nature. For this year’s plot, my inspirations initially came from the venue itself. I feel the energy of the place and let it, along with ideas from my past, shape the story. Each year is different. I’ll give you a taste of what this year is all about. I’ve decided to venture into a bit of fantasy for this one. We are circa 1948 as we dive into the world of Elena Fitzgerald: a revered and reclusive novelist whose daughter went missing many years ago. After this horrific event, Elena fell into a dark place in her mind…as one would imagine. She became convinced that if she finished a dark, epic book series called The Stygian Ascent her daughter Mary would be returned to her. Her twisted devotion to writing has brought about her characters into the real world. They protect her, they love her and will not rest until she does as she promised she would: finish the series. The audience plays the part of Elena’s rabid fans, who have been without a book for many years. They won’t take it anymore and decide to invade Elena’s manor and find out what’s happened to her.

Q) As Delusion is basically a theatre experience, you have to use real actors I would imagine. How do you work your audition process?

A) I have a wonderful casting director and assistant director. We all go through the typical casting process with Actors Access, Backstage and the like. I like to hire, first and foremost, passionate people. Must have a wonderful attitude to join this crew. They don’t have to be the best but if I see something wonderful in them, I get excited to try and bring that out.

Q) Going along with the interactive theatre vibe, do guests have to be prompted at all with any lines to remember to say or are they able to improvise with the actors?

A) Every year there are moments like this. Being interactive in nature, there is always improvisation. Yet, this is a precisely timed experience and the actors must keep the show going. They are pro at allowing improv while not letting it interfere with the story and timing. The show is also timed to an original, musical score (one of my favorite things!). So there are moments that the actors must hit, and they can’t let the audience get in the way of that. So in short, there is a mixture of both the impromptu and the scripted.

Q) One of the more unique aspects of Delusion is that guests are asked to “check” their phones before the experience actually begins. Have you ever considered making smartphones part of the experience as an investigational or navigational tool, etc?

A) I have not. I enjoy period pieces along with time away from technology. People look down at their phones enough already. All my plays (so far) have taken place early to mid 20th century.

Q) ScareLA has become a really large haunted attraction/Halloween convention in Southern California. We saw that you guys were holding auditions there, correct? How many actors is Delusion employing this year?

A) That was fun! Open calls can be both exciting and…surprising 😉 I have hired about 29 actors (only 19 work each night). I have to double cast certain characters to maintain the flow of the play.

Q) In closing, Jon, is there anything you can tell us about Delusion and why our readers should make it a must-see part of their Halloween season this year?

A) Delusion: Lies Within is a haunting tale that touches upon all elements of what makes a great and captivating story! I love creating something that allows people to escape for a time into a place we never get to go back to: our imagination-filled, childlike days. I am a hopeless adult. I want to be a kid again so badly, and this (along with my daughter) brings me, and others, back. Like I said earlier, let yourself go completely and be a kid again. Just don’t expect a haunted house experience or simply to be startled. There is great depth to this story. It is all about the story…and you! Many have returned more than once and gotten something new out of it each time. This’ll be great fun…I promise!


We would like to thank both Jon Braver of Delusion and Tad Hamilton of Mosaic PR for making this interview possible. You can checkout ticket information and more for Delusion: Lies Within at its official website.