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Transformers: War for Cybertron was the first genuinely good Transformers game in years. Succeeding where the movie tie-ins failed so spectacularly, High Moon Studios pitched it perfectly, taking you back to the early days in the Transformers saga before they took up residence on Earth, becoming cars, vans, trucks and so on.
During a recent post-E3 Activision showcase, we were able to catch up with Transformers: Fall of Cybertron's Game Director Matt 'Tieg' Tieger, to talk about the War for Cybertron sequel, before nostalgia got the better of us and we started chatting about our favourite Transformers and which Tieger would love to see in future sequels.
Will the Transformers be going to Earth for the third game? Which Transformers would High Moon like to add for the next game, and what are the fans going to make of Grimlock and his new origin story. It's a long interview, but well worth a read, especially if you're a Transformers fan. Roll out! And if you still want more, you can read our Transformers: Fall of Cybertron E3 preview.
After the success of Transformers: War for Cybertron, what were the key components of the game that you wanted to build upon and advance for the sequel?
There's a couple of things. One of the things we did after War for Cybertron was try to focus on listening. We listened to the press reception, we listened to forum posts, we listened to Hasbro and we listened to that crazy little voice inside our head telling us what we should and shouldn't be doing. We boiled all that down to ascertain the perception of War for Cybertron was, and in my opinion was, a flawed gem. It was really interesting, different and novel, but it had some areas that weren't strong enough.
The gameplay got repetitive, the visuals got repetitive and the AI was lacklustre. So the direction we set for the team then, was to take someone who had never played War for Cybertron, take the person who's going to play this game for the first time and tell their friends. What they're going to say is this world is stunning, Cybertron is epic and big and really interesting, and every time I play as a new character, it feels different to the ones I was playing as before and the game is really pushing me from a challenge point of view. The AI keeps up with me at transforming and some of the AI transforming is really engaging.
Basically, we wanted not to just take those elements from War for Cybertron and elevate them, but make them be the selling points of this new game.
You mentioned Cybertron got repetitive as an environment, but when the planet is by its very nature a metallic, oppressive place, how do you go about improving the look of the game in Fall of Cybertron?
It's hard, right?! (laughs) Most games have maybe five percent or three percent of their world being metal and so you can have one level, one degree of specularity and you're done. That was not going to to cut it for us, so what we did is spend a lot of time focusing on metallics and degrees of specularity. Creating bronze, making it different from steel, different from rust, making all those metals different. There was a lot of time put into that and that resulted in a world that doesn't have the eye fatigue that War for Cybertron had, where you feel like you're seeing a lot of the same stuff.
The other benefit that came out of that transferred over to the character customisation, because we put so much work into the metallic stuff that we realised we could let players have the choice of how metallic you want your characters. The other piece that we added to really change the environments was colour. We've actually added quite a bit more colour to this game and I think that adds more variety just in general. The last thing we added – and this is going sound like a really simple thing – was terrain. In War for Cybertron we had all right angles and flat surfaces, and after a while that gets a little boring. When you have vehicles that can drive over the ground, when you deliver terrain it makes it inherently more fun, as you can go up and down bumps and things like that.
We accomplished that by creating some new areas, including one called the 'Sea of Rust', which is basically like a desert where there's metal particles that function like sand. You can drive over lots of interesting things and I think that adds to our variety.
Transformers is a rich universe packed with all sorts of popular characters, so how many of those have you got in the game and which ones would you like to explore in the future?
That's the great thing about this brand, is that there's so many characters to draw upon. We haven't announced all of the characters yet, but the ones we've talked about so far are Bumblebee, Optimus Prime, Cliffjumper, Starscream, Jazz, Grimlock, Bruticus... and I've got more fingers left to count on, that's how I'll explain it. What's important fir us is the system we use to decide who is going to be in the game, and it wasn't just a popularity contest.
Obviously it's important to have the fan favourites in there, but at the same time they had to provide some really meaningful gameplay. So a guy like Jazz was a perfect fit because he was a DLC character in War for Cybertron and he was very popular as a character, but he also had a grappling hook. That's brand-new gameplay for us, so we're able to say he's a perfect fit as it's new gameplay and that's one of our goals for this. Plus, he's a fan favourite.
Grimlock is another fan favourite, plus he's fundamentally different from a ranged combat point of view and a transforming point of view, so that's more new gameplay. That's the process we went through. So where we'd go for the future, I think we'd look at characters with neat abilities as well as being popular.
Why did you decide to restrict Grimlock's ability to transform to his Rage meter?
There's a couple of parts to that. One, we really felt like Fall of Cybertron is all about variety, and variety is not just this guy's blue and that guy's red, but variety in meaningful ways. I think the best games really challenge you as a gamer, making you think differently and this really does make you think 90-degrees differently. Grimlock provided a tactical rethink about transformation, so that was probably the core reason.
The second reason or perhaps bi-product of that is it feeling really special when Grimlock transforms. All the characters in the game – almost all of them – their transformations take about three quarters of a second because from a gameplay point of view, it just makes transformations innate in your thinking. For Grimlock, because you have to earn it, it takes four seconds to transform, so you can really enjoy the thing that you've earned. And there's really nice cinematic cameras that support Grimlock's transformation, so it's a real moment, and that made a lot of sense to us.
From a story point of view, we're telling the origin of the Dinobots, so from the moment you start out, Grimlock doesn't have the ability to transform and he gains that, so again it becomes more meaningful when you get it.
Grimlock also has a completely new origin story for Fall of Cybertron. Can you tell us more about that?
Absolutely. We knew we wanted him in the game, so we looked through the fiction, and whether it be the G1 cartoon or the comics, the stories just don't make sense. In the G1 cartoon, Ratchet and Wheeljack build him from dinosaur bones they find, they're like “hey, it'd be cool to build some dinosaurs, ” and that's it! That's the origin story, so we wanted to do something that made a little more sense than that.
Here's the whole deal: Cybertron is dying and shutting down... But let's start with the Decepticons. What's really interesting about the Decepticons to me, is you've got Megatron who's the leader and philosophically he's having a war of ideology. He has three lieutenants: Starscream, who's very powerful and there's a loyalty difference between these three characters. Starscream is loyal to Starscream, very self-serving and always out for himself. Soundwave is incredibly loyal to Megatron, and Shockwave is loyal to Cybertron above all else. So these three characters all have very different motivations.
Shockwave's plan is to save Cybertron and the way he's going to do that is by rebooting it. Think of Cybertron as a giant computer system, and Shockwave is going to hit the power button and reset, but the way he needs to do that is with a giant influx of new energon. Energon is a combination and life rolled together, so he needs to find a place where he can get all of that. Cybertron is a planet that has layers of history, the previous ages, the ancients and so on. Shockwave starts digging and finds out that the ancients used to use technology called 'space bridges' that opened wormholes in space and they'd walk among the stars. This is now lost to the Transformers, but he finds the technology, restarts the programme and starts looking through the cosmos for other worlds that he can suck the life out of.
He find Earth and sees that it's teeming with life that he can steal. Now here's the twist. Shockwave is the character who creates the Insecticons in this story, and there are some denizens of the deep from War for Cybertron that looked slightly biological, so he combined them with those with current Decepticons to create the Insecticons. While Shockwave is looking through the cosmos, this entire story of everything that's going on in this game takes place several millions of years ago before our time, so the Earth he sees has dinosaurs stomping around. He sees these shapes and decides that he can continue his experiments, turning some Autobots that he's captured into these new shapes – such as Grimlock - and by making them incredibly powerful, he can change their brain function and control them.
Obviously, that never ever works, but what it does do is allow us to tie-in some of Grimlock's speech patterns and some of things that make him interesting as a character, in a way that is meaningful. The rules we laid down were no time travel and no alternate dimensions. We're asking you to believe in a sentient race of transforming robots. That's enough of a leap, so we don't need those other two pieces to make it even more complex. That's how it all comes together and as you play through the levels, it's all being unfolded to you and there's kiosks you can find where if you choose, you can understand the story even deeper and learn more about the Dinobots. Like Swoop for one is very happy with the transformation, but Grimlock is not so much.
It allows us to tell a different kind of Grimlock story than the G1 cartoon Grimlock. When I look at the G1 Grimlock, I never liked the whole “me Grimlock smash.” He felt stupid and I didn't want to make that guy. We actually did some broader research and when we looked at the UK comics, they had a really interesting Grimlock who wasn't dumb, he was smart. That allowed us to treat him like a character that just has a speech impediment that has nothing do with how smart he is, it's just sometimes hard for him to process the words. He gets frustrated – this ties-in with the Rage meter thematically – because he can't communicate due to the change that affected his speech patterns, meaning he's not stupid, just angry.
We're really excited about him and we think Grimlock's going to be loved by the fans.
You've also got Metroplex in the game, who is quite literally huge. Are we going to see the Decepticons wheeling out Scorponok, since they had Trypticon in the last game?
We've got Bruticus, who is smaller, but a playable character. He's about 80-feet tall and a combination of the five Combaticons. When we started that list of variety for Fall of Cybertron, we wanted Grimlock, Jazz with the grappling hook and Combiners – those were the top three we had to have. There's not necessarily one-to-one parity between the Decepticons and Autobots for that stuff, but if the Autobots get Grimlock, the Decepticons get Combiners. That's the way it works.
Going back to Shockwave's discovery of the space bridge, presumably the next place for the Transformers to go is presumably Earth?
Not necessarily. We end Fall of Cybertron on a cliffhanger and I'm not spoiling anything by saying that, as the joy of this story is not the end points or the twists, it's the journey. Because you know what's going to happen and you know they're eventually going to end up on Earth, right? Where this game ends is, they open up the space bridge and the Decepticons and Autobots tumble through, but do they get to Earth right away? Do they go somewhere else and ultimately end up on Earth, or do they take millions of years to get there. Let's not forget that this story takes place millions of years ago prior to our time, so it could take them millions of years and they're immortal, right? In the fiction at least, there are loads of interesting planets that they've been to over the course of their history.
When you started working on this series, were you already a Transformers geek or did working on the games turn you into a Transformers geek?
I think it's definitely re-invigorated a lot of my Transformers fandom. I've always been a big fan of the cartoon and the toys, and we still watch the cartoon in my household with my three little kids. I was definitely a big fan and it's always been a component of my life, but working of the game has definitely reinvigorated it. I enjoy talking to a lot of the longtime fans too, and we go to a convention called BotCon, where there's fans who have their whole back covered in Transformers tattoos. It's just awesome and a great community to be a part of.
What's the most common request you get from the fans to include in a Transformers game then?
The hardest question I ever get asked and the one I hate answering is: “will so-and-so (whoever you want) going to be in the game?” The problem is that there's what feels like ten-thousand cool Transformers and you just couldn't possibly include all of them in meaningful ways. That's the hard part, because we can't possibly please everyone. That's my least favourite question to answer.
I personally would love to see Unicron cropping up. Who would you personally like to include in the next Transformers game?
Grimlock was the big one for me this time around, but there are some interesting Combiners beyond Bruticus. Unicron and Primus are really interesting characters... We'd have to make some really big changes for this, but a character like Astrotrain... I'm not sure anyone would want to play as a train, but the concept of triple-changers is really interesting to me. There's all sorts of places you can go in lots of interesting ways. A lot of people ask me about Beast Wars, which could also be an interesting place to go to, but you never know. We'll see.
But I guess the purists, the hardcore Transformers fans are always going to want to see G1 stuff?
Transformers is a really unusual brand, because there are so many different entry points. You have the people who are G1 fans, you have the people who are Beast Wars fans, Michael Bay fans, Transformers Prime fans... They all converge into being Transformers fans and they all have these very differing opinions, but at the root they all love Transformers.
It must be incredibly hard to please all of those fans.
It is. But you know one of the things that's hugely important to this brand is the audio. The voice actor choices, the music and sound effects are all very important. Honestly, you look at those movies, my favourite part of those movies is the audio. It's absolutely stellar. That's one of the universal binding points, the audio. I don't know one person who doesn't like Peter Cullen as Optimus Prime, I mean it's just an amazing voice. So we look for those kind of universal binding agents.
Are there any other classic voices from the original cartoon?
Gregg Berger is the voice of Grimlock, and we had some really interesting discussions about whether we should use him or not, as it might make people think incorrectly about the kind of Grimlock that we're doing. We were back and forth for a while, and we thought why don't we just ask him, and see if he's up for it? I think he did an amazing job, so that's another great voice we have. Then we have other very popular voices, like Nolan North is in the game, there's Troy Baker, and Fred Tatasciore who's our Megatron, and he did an amazing job. So we have a lot of great voice actors who've done a lot of video games.
Transformers: Fall of Cybertron is out in August 28th in North America and August 31st in Europe.

With the 2012 London Olympic Games fast approaching, 505 Games has announced that its acquired the publishing rights to Adidas miCoach, after THQ lost the license having been sued for $10.6 million by Adidas after failing to deliver the game in January. 505 Games will now be looking to release the fitness title this summer.
Adidas miCoach is a "personal training system" suitable for all ages, that enables players to build their own custom workouts with the ability to track your progress, get coaching feedback and hopefully see improvements in your personal fitness. Using Kinect motion tracking, Adidas miCoach will also feature 18 pro athletes and more than 400 exercises.
All 18 athletes in Adidas miCoach will be sponsored by Adidas, and include the likes of Kaka, Dwight Howard, Manuel Neuer, Jessica Ennis, Jose Mourinho, Ana Ivanovic, Will Genia and Eric Berry, all of whom will provide their own masterclasses based upon their own sport. Does that mean Mourinho will be teaching you how to manage a football team then? Weird.
Adidas miCoach has been in development for over a year and a half at UK studio Chromativity (formerly Lightning Fish Games) under exclusive license from Adidas, and will be launching in summer 2012. Check out some screens below.



 


By Brendan Sinclair, Senior Editor
Four-year-old images from Valve's apparently abandoned episodic first-person shooter series surface, depict apparent return to Xen.
Valve's years of unbroken silence about Half-Life 2: Episode 3 suggest the trilogy-capping installment of the developer's experiment in episodic gaming may never see the light of day, but that apparently hasn't kept some concept art for the game from surfacing. Valvetime.net has posted dozens of pictures to its Facebook account, saying the artwork was created for Episode 3 back in 2008.
Many of the pictures appear to show Half-Life 2's Alyx Vance and a man in a variety of outfits, while others focus on downed helicopters, each with a towering structure in the distance. Still others depict floating platforms with dangling tentacles and flowing creatures floating in the air, suggesting a return to the dimension of Xen showcased at the climax of the original Half-Life.
As of press time, Valve had not responded to GameSpot's request for comment. However, multiple volunteer moderators on the official Valve forums have confirmed the pics as authentic, albeit dated, concept art from an old project.

A game’s engine has often been compared to the foundation of a house. It provides the stability and layout for the software during development and after it’s been published. Everything a game is stems from its engine, from the physics right down to the graphics and interaction with the environment.
In the world of game design, there are multiple options developers have at their disposal when designing their games. Some choose to build their own engine, some take previous engines and redesign them, and others will buy up development kits for licensed engines.

The latter has proven to be a very popular strategy indeed, as in this past console generation, few engines have enjoyed the widespread success and accessibility of the Unreal Engine 3.
First displayed by Gears of War, Epic Game’s Unreal Engine 3 has since become something of an industry standard, with over 300 titles on all platforms and including games such as Asura’s Wrath and Borderlands.
Since its initial release nine years ago, the engine has shown the great amount of power behind our current console generation. And now, they’re looking to give us the first glimpse into the future of gaming by unveiling the Unreal Engine 4.
First shown at Game Developer’s Conference (GDC) this year, the tech demo was nothing short of impressive. Since then, gamers and industry professionals alike have been exposed to the new engine, and much speculation and interest surrounds it.
But what can we expect to see from the Unreal Engine 4, and what does it mean for gaming moving forward?


One of the engine’s first distinctive features is its use of lighting. Lighting is a much more dynamic element in UE4 than it has been in the past. In the UE4, light will reflect off of objects and change the color of the environment around it in a more realistic fashion. The engine also supports items with internal lighting, allowing them to take on a whole new life of their own and interact with the world around them in a feasible way.  Correct shadowing according to light sources is another large part of the engine’s appeal, as the shading and shadows of objects will react to light sources around them according to the angle that the light is hitting them on, such as sunsets and moving light sources. Lens flare within the game also takes on large elements of light, while the environments will also respond to the absence of light by adjusting in a way similar to the human eye.
Another one of the engine’s features is its ability to support an amazing amount of particles. In the demo, we see sparks, snow, and smoke, all seamlessly portrayed with the use of millions of particles that react to the light sources around them and are able to react to both internal and external lighting. This kind of technology with particles could become a very interesting facet in the future as developers build environments surrounding the player.
Destructibility is another large focus of the engine, specifically the realistic nature of destruction and the way items respond to it within the confines of the engine. Using both their revolutionary new lighting techniques and the Nvidia Apex physics library, solid substances will react in a heavy, realistic manner when being destroyed. Exploding objects will emit light appropriately, once again adding another layer of realism to the engine’s capabilities.
The Unreal Engine 4 is also looking to tackle one of the more difficult facets of game design; human faces. While we have made amazing advancements in facial animation and effect, the abundance of waxy features and stiff expressions still prove that we have a long way to go before we reach a point of smooth realism. Developers of the engine have acknowledged this, and say that improving this tech has been a focus of its development. We haven’t seen anything of its capabilities yet, but rest assured, we’ll have more information leading up to the release of new consoles and next-gen games.

Probably the most exciting part of the UE4 is the fact that it has gone out of its way to become much more user-friendly and accessible to the developers sitting at its helm. A majority of the changes made to environments or the character themselves can be made and seen while the game is actively running. Script is easily edited, and a variety of tools will make it much easier to track changes and effects within the game’s environment. Developers at Epic have cited their desire to cut down on development time and allowing the creative teams to have more flexibility with the engine, preventing them from having to refer to coders in a tedious process whenever changes arise.
While we still don’t know many of the fine details, and the Unreal Engine 4 won’t be poking its highly-advanced head out until the next generation of consoles, it’s this first look at its future possibilities that are exciting, to say the least. The team behind the engine has developed it to be able to work with the very powerful machines that the next generation will be, and don’t be surprised to find that it makes its mark on the industry in the same way the Unreal Engine 3 has.

After Portal
by Robert VerBruggen
Up until now, the Portal games have had the 3D first-person puzzle genre pretty much to themselves. But no longer. Kim Swift, one of the main brains behind Portal—she helped create Narbacular Drop, the student project Portal was based on, and served as lead designer of the final product—has left Valve and shamelessly used much of what she learned to make Quantum Conundrum. In some ways, the game is almost uncomfortably similar to what came before it—but it's also nearly as good. And it's selling at a $15 price point. So for Portal fans, this is a must-buy.
Quantum Conundrum Screenshot
The formula will be instantly familiar to anyone who's played Portal or Portal 2. You're in a facility that contains a series of puzzles, and there's an authority figure directing you through them while providing humorous commentary. The puzzles rely heavily on 3D physics, require some platforming chops here and there, and allow you to make changes to your environment to get where you're going. There are lots of lasers. Between each puzzle there is some basic navigation—in this case a hallway rather than an elevator, in addition to some doors—to mask the loading times. Once you complete the campaign, you can try to win some additional challenges, such as solving the puzzles within a time limit or using the lowest number of moves possible.
Of course, that's not to say that Swift and Co. outright remade Portal. For starters, the basic mechanics have been completely remade. Your portal gun is gone, replaced with a special glove that allows you to change various things about the room you're in. Each puzzle provides you with a certain set of modules for the glove. You might be able to make the entire room "fluffy"—that is, one-tenth its usual weight—so that you can pick up a heavy safe, put it on a button, and then make the room normal again so the safe's weight pushes the button. There's also a module that makes everything in the room heavy, one that slows down time, and one that reverses gravity.
Quantum Conundrum Screenshot
Much like the different-colored paints in Portal 2, these modules give the developers a lot of options when it comes to designing levels. While there are some "pick up this box and put it over there"-type puzzles, the majority of them are rather elaborate, requiring deep thought and careful consideration of all the options. And the genius behind Portal's level design truly shines through here—plenty of the puzzles are tough and counterintuitive, but none of them are so hard that you'll become frustrated. As was the case with Portal, you normally feel "plugged in"—intensely engaged, but not twitchy or irritable—when you're playing Quantum Conundrum.
Swift also tried to completely change the atmosphere of Portal to make Quantum Conundrum distinct, but unfortunately, this doesn't work nearly as well. You are not a prisoner in Quantum Conundrum; instead, you're a small child visiting his uncle, a crazy scientist who loves to tool with the laws of nature. Your uncle gets himself trapped in another dimension, and you need to explore his house to figure out how to bring him back. That's a fine idea, but the implementation leaves something to be desired.

The PS Vita is the most powerful, dazzling and impressive handheld games console ever built.

It packs not one but two quad-core processors, a sparkling 5-inch touchscreen OLED display, dual analogue stick controls and games that go way beyond what any other portable device is currently capable of.
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PS Vita starter kit
PS Vita Starter KitAugment your PS Vita with some basic accessories from Sony

That includes the Nintendo 3DS, which may wield 3D optics as its trump card, but nonetheless simply cannot compete with the Vita in terms of graphical fidelity. What the PlayStation Vita offers is more akin to a home console experience on the move, and that puts it in an elite class of one.

Of course, whether or not there is a big market for such a device is an interesting question, and we're in the process of getting some early answers. A sluggish start in Japan has been followed by some less-than-stellar sales figures in the first weeks of its UK and US launch. It doesn't come as much of a surprise.

After all, it's a luxury item launching post-Christmas into a Western world ravaged by financial floundering, and further hindered by Sony's desperate need to make money at a time when the strength of the Yen makes exported Japanese products very expensive.

Take a look at PS Vita gameplay footage, the new interface and touch controls in our video:

But we'll get to that a little later, and as far as this PlayStation Vita review goes, we're looking at the product as a stand alone piece of hardware, how it stacks up against the competition and whether or not it offers value for money.

The basics

In many ways, despite the new name, the PlayStation Vita is another revision of the Sony PSP legacy with plenty of much needed evolution on top.

The same basic form factor returns and it doesn't look too different from its predecessors. But this is a wolf in sheep's clothing. A beast among men. A veritable fire-breathing monster compared to those long-dead PSPs in the sky.

ps vita

The curvy oval shape returns, and measures 7.2-inches from end to end. So it's the biggest Sony handheld ever, with a height of 3.3-inches and a thickness of 0.73.

Sony's reasoning has clearly been: if we're going to make the world's most powerful handheld console, we might as well make it the best it can possibly be. That involves packing industry-leading visuals, hence the 5-inch OLED screen which on its own is as big as the entire PSP Go console was.

We think the enlarged size is a worthwhile compromise, and this Wi-Fi only model weighs in at just 260g which is 20g lighter than the original, smaller PSP 1000. So when you pick it up you'll react to its apparent lightness.

On the table

The front of the console is a smorgasbord of hardware delights.

To the left of the screen you'll find the classic Sony D-Pad, a left analogue stick, a left speaker and the PS Home button.

ps vita

To the right you'll find your classic PlayStation triangle, circle, square and X buttons, as well as a right analogue stick, right speaker, a 0.3MP front-facing camera and the Start and Select buttons you're most likely very familiar with already.

ps vita controls

On the top side of the Vita are left and right shoulder buttons - there are no trigger buttons like you'd find on a PS3 Dualshock controller. Between the shoulders you'll find the on/off button, volume controls, the PS Vita Card slot (which we'll discuss in a moment) and a terminal to plug in any number of as-yet non-existent peripherals.

ps vita top

The base of the console houses the proprietary USB connector for charging and connecting to PS3 etc, as well as the headphone/microphone adapter and the Memory Card slot.

ps vita base

And finally, the rear of the PS Vita is home to the brand-new rear Touch Pad, a rear 0.3MP camera and a microphone.

ps vita back

Price

At launch the PS Vita will set back UK gamers around £209.99 (RRP £229.99), while the 3G version will launch a little later for £259.99 (£279.99). At the time of writing, the cheapest deal for the PS Vita is £197 at ASDA, while Amazon have matched that price.

There are bundle deals if you shop around, and these include different combinations of PC Sivta with memory cards and games
  

E3 2012 is finally over. Are you pleased with what Sony had to show for the PS3 and the Vita? All those rumors of them showing the PS4 had you fooled? The Last Guardian not being shown has you as angry as I am right now? Great!
This week, Vita owners get a chance to dive into Gravity Rush, one of those Vita games that might even convince some to buy a system!
If you don’t have a Vita, and you like crazy, over the top, fun games, then Lollipop Chainsaw will give you the opportunity to live the life of a cheerleader who must fight against a horde of zombies with the help of the head of her boyfriend, a head conveniently cut away from a roting, zombie body