Archive for video games

State of the Hunt, week 32/2020: Not dead yet…

Posted in 30k, 40k, Blood Bowl, Chaos, Pointless ramblings, state of the hunt, WIP, World Eaters with tags , , , , , , , , , , , , , , , , , , on August 8, 2020 by krautscientist

Oh my, it’s certainly time for another update! I must apologise for the lack of content over here: It seems like, unlike everybody else in the hobby scene, I didn’t use the Covid19-related downtime to paint 10,000 points of tabletop models — in fact, I haven’t even managed to paint more than a handful of models this year, to be honest. And while I would love to blame current events, world politics or any other kind of external force, the more likely explanation is a mix of my eternal laziness and several distractions.

But once again, my good friend Annie provided me with the motivation to get back to the painting table — albeit for a different reason than usual…

I. All good things…

Earlier this month, Annie left the blasted plains of northwestern Jhermani for one of the big Hive Cities further north. Which is great for her, but actually a massive catastrophe for my personal hobby productivity, because our joint painting and converting sessions were always a shining beacon of “finally getting stuff done”. Under no circumstances does this mean, however, that we won’t be having any painting sessions in the future — quite the opposite, I hope. The logistics will just be slightly more complicated. But that remains a problem for another day.

For now, I wanted to create something nice and topical for Annie to wish her well on her way, so I picked up a brush (for the first time in months, I might add), and made her this:






“Guten Flug” means “Have a good flight” in German, in case anyone was wondering (because y’know, that gobbo seems to be a pilot and everything…). The model itself is a Blood Bowl event model Annie gave to me a few years ago, so it seemed like the perfect choice for this occasion. The plinth was made from a piece of Zebrano wood I got from my uncle (who uses different types of wood to create his own knife handles). I’d say it all makes for a nice little ensemble — and the piece should fit right in with all of the nifty Blood Bowl stuff in the showcases at Annie’s new place.

So all the best, and don’t think you’ll be safe from me ‘oop north 😉

II. Supply drop from the lowlands:

Another shout out must go to my buddy Augustus b’Raass who sent me a lovely bitz drop earlier this year — what a delight!


To my great regret, I have yet to figure out what to do with most of those lovely bitz — but thinking about that is already half of the fun, and also seems like the perfect activity for lazy summer afternoons in the sweltering heat…

At least I have already started messing around with some of the stuff Augustus has sent me: Some of the heads from the Necromunda Corpsegrinder Cult seemed just perfect for some of my models, after all.

For instance, one of the bare Corpsegrinder faces seemed like the ideal piece to add some extra oomph to this 30k World Eater in Cataphractii armour I converted back when “Betrayal at Calth” was released:



The angry expression in combination with the tubes and augmetic plugs seem just perfect for a World Eater, yet the lack of mutations led to me using it one a 30k model, rather than a 40k one.

But fear not, my 40k World Eaters were also able to claim a skull, so to speak: One of the slightly more elaborate, horned Corpsgrinder masks ended up on the rocket launcher wielding World Eater I converted a while ago:


I kept tweaking this model for what feels like ages, swapping in head after head, but now I think I may finally have found the right part to complete the conversion.What do you think?

Oh, and speaking of World Eaters, I have finally started to paint the next member for my “Hateful Eight” project, the icon bearer based on one of the classic metal World Eaters from the 90s. I shared the conversion with you in a previous post:


Having painted the little goblin pilot shown above, I didn’t want to lapse back into utter laziness again, and seeing how I already had the red paint pot before me, I got to work…

This reminds me that I’ll have to share my current World Eaters recipe one of these days — in case anyone’s interested, that is!

Anyway, this is what the model looks like right now:


Still some work left to be done, but I think I am on the right track!

III. Visiting some Islands…

Wait, you didn’t think we’d make it through this post without a mention of my current infatuation with Media molecule’s “Dreams”, did you? Seriously, though: Just a short heads-up, because I have been plonking away at my game, “Islands”, and making small tweaks and updates based on user feedback. So regardless of whether or not the game is actually any good, it’s at least getting better and better 😉

I have also created another trailer for the game that I think gives you a pretty good idea of what it looks like. Check this out:

If you happen to have access to both a PlayStation 4 and a copy of Dreams, I would be delighted if you were to check out my game. It can be found here.

 

Anf that’s it for today. I certainly hope this update finds you all well! If you have any thoughts or feedback, I would, of course, love to hear them!

As always, thanks for looking and stay tuned for more! And please stay safe and healthy!

State of the Hunt, week 26/2020: Tributes in plastic and more digital Dreams

Posted in 40k, Inq28, Inquisitor, Pointless ramblings, WIP with tags , , , , , , , , , , , , , , , , , , , , on June 24, 2020 by krautscientist

Time for another update, lest this blog fall into complete disuse. Be warned, though: Today’s post is a bit of a stitched-together chimera of different things. But hey, better than no new content whatsoever, eh? So step this way, please. I have some things to show you:

I. A few tributes in model form

While I didn’t have the time to work on any new models, I do have some pieces from earlier this year that I have not yet featured here on the blog, so this seems like a perfect opportunity to finally give them their day in the limelight!

First up is a conversion I am really happy with. By way of introduction, let me reiterate that my buddy DexterKong and me are basically sharing (and co-developing) the same 40k adventurescape, our little corner of the 41st millennium, so to speak: the Velsen Sector.

On top of being fun, this basically serves as a very handy resource, because the background we have (and continue to) come up with really serves as an extra layer of texture that informs our conversions and character ideas. Now a couple of years ago, Dexter came up with a character that I have been jealous of ever since. One Inquisitor Uraccen Falx, of the Ordo Xenos:

Inquisitor Falx by DexterKong

Dexter imagined Falx as a bit of a crackpot and a conspiracy-theorist — to be fair, he came up with a character at a time where conspiracy-theorists weren’t as much of a dangerous real-world political influence as they are today. But the idea of an Inquisitor who was basically a huge paranoiac, expecting vile xenos conspiracies behind everyone and everything truly appealed, and I think you can really see that kind of background in the model: Falx is an old, drawn, perpetually exhausted fanatic who will not allow himself to rest, lest “they” finally get to him.

In case you are interested, you can find out more about Falx here and here. For today, suffice it to say that this was one of those models that I always regretted not having come up with myself — until I realised a while ago that I could at least do the next-best thing and build a version of Falx for my own collection.

So that’s what I did:

For the most part, this was very much a case of trying to “colour inside the lines”, so to speak, trying to match Dexter’s original model. I diverged from the original design in one or two small ways (choosing a different tilting plate as well as a – very fitting – shoulder mounted AdMech gun. I also used a different sidearm, mostly because I didn’t have any of those ancient Eldar pistols left 😉 , but I think it’s still recognisably the same guy. The one really brilliant part of the original model that I didn’t quite manage to capture was Falx’s scrawny neck, making him look like a tired turtle, poking out from inside its shell. But oh well, I am still pretty happy with the finished model (and with having a version of Falx in my collection now).

DexterKong’s version of Falx also uses multiple servo-skulls made from xenos-trophies, to show his ultimate disdain for those vile creatures. So while I was at it, I also built Falx a little friend:


The next thing I want to share with you happens to be yet another tribute — albeit to a video game this time around:

Early this year, I blazed through the adventure game “Primordia”, which I simply cannot praise highly enough: It’s a wonderful little graphic adventure with lots of style which is both fantastically grimdark and, at least in places, rather funny. It also resembles the look of a classic franco-belgian SciFi comic series, which was what drew me to it in the first place. Just take a look at this, and you’ll see what I mean:

Oh, and if you play it with your eyes half-closed, you may be forgiven for thinking it’s basically “Adeptus Mechanicus Forgeworld – the videogame” 😉

Anyway, the game’s protagonist is a robot named “Horatio Nullbuilt”:

And I liked the game so much that I thought it might be a cool little project to built a model resembling him:



The conversion isn’t quite finished yet. Plus it only really makes sense if you know the game — otherwise it’ll just look like a slightly dodgy, off-brand AdMech conversion to you. But I’ve already had a laugh building this guy so far — especially when it came to recreating his trusty little plasma-torch 😉

Of course I also made a kitbash to represent his loyal sidekick, Crispin Horatiobuilt, a small spherical robot with a chip on his (nonexistent) shoulder:

Here’s a piece of artwork showing both of them as they appear in the game:

To be fair, I did “40k-i-fy” both of them a bit, but I think they are still pretty recognisable.

It may be some time before I actually paint those two, but I’ll be going for a colour scheme closely resembling their appearance in the game. In the meantime, I really recommend you check out Primordia, if you haven’t already. It’s very pretty – in a highly anachronistic way – and rather grimdark, too.

And while we are on the subject of video games…

 

II. Meanwhile, in the world of Dreams:

I am not going to lie to you: Most of my hobby right now is still spent messing around with Dreams, Mediamolecule’s incredibly accessible game engine.

For starters, since my previous post on the matter, I have made lots of small and larger tweaks to my game “Islands”, including adding a final, secret level and a second unlockable ending. Here’s the trailer for the game again, for those who missed it last time around:

I was also lucky enough to be able to coax fellow hobbyist and blogger Azazel into giving the game a try 😉 If you want to follow suit, I’d be honoured:

The game is listed here. Unfortunately, in order to actually get to play it, you still need access to both a PS4 and a copy of Dreams.

Mediamolecule will be hosting a digital event called DreamsCom’20 event next week and, brilliantly enough, have called for digital exhibition booths for the event. I loved the creative challenge, plus my game can frankly use all the publicity it can get, so I used the booth template very helpfully provided by the developers and made my very own exhibition space:

It’s weird and wonderful stuff like this – in addition to the sheer creative joy that is at the heart of Dreams and its community – that I believe is what makes me spent such an obscene amount of time on it at the moment.

To wit, on top of designing a complete game, I have also come up with my very first animated short (made for the “Tiny Worlds Community Jam”), called “The Bug Ronin – Search for the Light Within”:

In this case, I have uploaded the film on YouTube, so feel free to check it out here:

And I have also sculpted a male head (as part of the sculpting masterclass that is part of Dreams’ tutorials), resulting in this finished piece:

Frankly, this seems to me like something created by somebody far more talented than me (especially if you compare it to my previous attempts at sculpting a face). This time around, I have gone for a character design slightly influenced by the style of the “Dishonored” games.

Anyway, the point I am trying to make here is this: I have created all of this using the same suite of tools. And none of it would have seemed remotely possible to me before!

To be fair, none of this has anything to do with 40k or INQ28, so many of you probably won’t really care that much. However, I am, in fact, already thinking about how this new skillset I have been acquiring might be turned towards the 40k side of my hobby time — in fact, I would love to start by creating some digital sculptures for some of my characters — Redactor Orlant and the Countess Mandelholtz, in particular, immediately caught my eye…

For now, fellow Dreamer Alex Markov is already creating some highly impressive 40k content in Dreams:

So yeah, so much for my little heads up regarding my current projects. It goes without saying that I would love to hear any thoughts and feedback you might have!

As always, thanks for looking and stay tuned for more! And please stay safe and healthy!

State of the Hunt, week 22/2020: Dreaming of Islands

Posted in Pointless ramblings, WIP with tags , , , , , , on May 26, 2020 by krautscientist

Hey everyone, seeing how the blog has been quiet for longer than usual, I thought it would be a good idea to give you a bit of an update on what´s been happening over on my end:

I am still alive and kicking, obviously. The truth is simply that I have recently been dropping pretty much all of my hobby time (as well as quite a bit of my non-hobby time, alarmingly enough) into a completely different creative endeavour. You could call it a lifelong dream, really.

Because, deep down, I have always wanted to be…a LUMBERJACK!

Nah, but seriously: As some of you may remember, video games have always been another big hobby of mine (why choose one nerdy pasttime when you can have ALL of them, eh?) And one thing I have always wanted to do was to make a real video game myself. But while there are many tools available for doing that today (ranging from the stupendously easy to grasp text adventure tool Twine to game-engine behemoth Unity), the scope of what I was able to create had previously always been limited by my inability (and/or unwillingness) to properly get into programming. So it looked like my dream would have to remain just that. And then „Dreams“ happened.

I have already talked about Media Molecule‘s mind-boggling game engine/machinima Studio/3D modeling software cornucopia in my previous post about creating a character bust of Gregor Eisenhorn, but that didn‘t really seem to elicit that much of a response. For today, suffice it to say that Dreams, with its very intuitive interface, has enabled me to create something I would have considered impossible before.

So, TL;DR: This blog has been quiet because I have been spending all of my recent hobby time on creating a video game.

If you come here mainly for the modeling, painting and 40k content, which I suspect goes for pretty much all of you, then rest assured that this isn‘t a permanent state of affairs: I will definitely be back to cutting up little plastic men (and women. And everything in between and beyond) sooner rather than later — not least of all because my buddy Augustus b‘Raass sent me an amazing little supply drop recently — anyway, don‘t fret: I‘ll be back in a bit!

Now, if anyone‘s still reading, or if some of you are maybe interested in finding out more about that game I was talking about, I would be happy to share a few details:

The game is called „Islands“, and it‘s an exploration-centered third person adventure/platformer with a slightly cinematic bent. You are playing as a mysterious wanderer on their quest to travel the eponymous islands. My main inspirations were thatgamecompany‘s Journey, Team Ico‘s/Fumito Ueda‘s games (Ico, Shadow of the Colossus, The Last Guardian) and Us Two Games‘ Momument Valley series (from a visual design standpoint). And while Islands is very obviously not nearly as good or polished as any of those titles, if you like any or all of the aforementioned games, well, my little project may just be for you… Just be advised that it has absolutely NOTHING whatsoever to do with the grimdark world of the 41st millennium 😉

So anyway, sorry for rambling away. But while I don‘t want to sound overly dramatic, it‘s no hyperbole to say that this feels like one of the most thrilling creative endeavours I have tackled yet. Sure, the game is pretty dodgy in a hundred places, and probably quite derivative to boot — but it‘s my baby, for what it‘s worth… 😉

So if, by any chance, you should find yourself in the possession of both a PlayStation 4 and a copy of Dreams (because both things are needed to get to access my project, unfortunately), then I cordially invite you to check out Islands — in fact, that would make me very happy indeed! Its title in the Dreamiverse is „Islands Prototype“, and here‘s a thumbnail that should help you identify the right game:

Oh, it‘s also listed here..

You could also leave some feedback, of course, which would make me even happier still 😉

In closing, I will be leaving you with a few impressions of the game. While Dreams also works as a fantastic repository of already available assets, I have decided to up the ante for this project and create all of my own graphic assets, so as to max out my learning curve. So everything you see in those pictures has been completely „scratchbuilt“, as we would say in tabletop hobbyist parlance 😉

Anyway, on to the pretty pictures:

Update, May 28th: I had to spend an hour in the car, waiting, earlier today, so I threw together a quick trailer for the game as well:

As always, thanks for looking and stay tuned for more! And please stay safe and healthy!

The State of the Hunt, Week 29/2018: Hot weather and heavy armour

Posted in 40k, Blood Bowl, Conversions, Inq28, Inquisitor, Orcs & Goblins, state of the hunt, Totally worth it, WIP with tags , , , , , , , , , , , , , , , , , , , , , , on July 16, 2018 by krautscientist

A bit of a transitional post for today, as I don’t have any completed models to share with you at the moment — that’s what I get for touting my own productivity in my previous post, I suppose 😉

But anyway, both the warm weather and various other distractions have kept me from painting anything lately. That doesn’t mean I haven’t been doing any hobby-related work, though: At least I have some WIP impressions to share with you! 🙂

I. The Long Watch:

So far, my Primaris-based true scale Deathwatch killteam numbers four completed members, as you will probably remember:

Thanks to several bitz drops, I have been able to start work on the next two members of the team. First up, I wanted to include a Watch-Brother from the Castigators, a fourteenth founding Ultramarines successor, and Commissar Molotov’s own DIY chapter — given Mol’s role as the doyen of the INQ28 movement, I felt this would be a nice little shout out to him 😉

So far, my Deathwatch conversions have been an attempt to convey the character of the Marines’ respective chapters through the actual conversion, and I did have a rather nifty idea for the Castigator, if I do say so myself: Seeing how the chapter icon prominently features a hand holding a whip, and given the fact that the Deathwatch seem to be all about crazy weapons nowadays, I thought it would be cool to get a little creative with the model’s equipment 😉

Take a look:

The model is based on one of the Primaris Lieutenants from the Dark Imperium boxed set that I was able to snap up on ebay — the pose was quite perfect for what I had in mind, and it was really easy to replace the model’s power sword with the whip from the Necromunda Escher sprue — it’s a good thing we actually get two of those whips in the Necromunda boxed set 😉

I wasn’t quite sure at first whether or not the whip look would work, but I do think the Marine wears it rather well: The bigger scale makes the weapon look a bit more plausible, and the model’s dynamic stance definitely matches the weapon.

Apart from the weapon swap, I only really added a bit of additional gear to the model’s belt and swapped in a Deathwatch backpack and shoulder pad (replacing the stock shoulder pad did take a bit of careful sawing, though, as the pauldron and arm were one bit). I also really wanted to have one member of the squad wear an Mk. VII helmet, for that classic mid-to-late 90s Space Marine look, and I still had a vintage metal Deathwatch head in my bitzbox, so that seemed like the perfect option to go with.

Commissar Molotov also kindly offered to send over a custom Castigators shoulder pad, although I am pretty much committed to freehanding the chapter icon onto the right pauldron — how much harder than an actual lion head can it possibly be, right? Plus it would save me the hassle of having to saw through another Space Marine arm 😉 I would really like Molotov to name this fellow, though!

That’s not all, though: Thanks to a supply drop from fellow hobbyist Augustus b’Raass, I received yet another Primaris Marine, which allowed me to start yet another Watch-Brother, a Lamenter this time around. It felt like my kill team still needed someone with a massive gun, so I decided that the role would fall to the Lamenter. After doing a bit of research on the matter, I bought the model for Rodricus Grytt (from Kill Team Cassius), because it would give me both the weapon, backpack and Deathwatch shoulder pad I needed in one go.

So the biggest part of the conversion was to make Rodricus’ arms fit the Primaris body — something that actually turned out to be surprisingly easy, with just a bit of tweaking:


I did have to carefully cut off the right upper arm from both the “donor” model and the Primaris Marine, though, in order to make it all work together — I only really had to do this because I wanted to be able to replace the stock Primaris shoulder pad, however.

Regarding the details, I chose some bitz with teardrop symbols to match the Lamenters’ inconography. As for the helmet, I have a funny story to go with that one: Having tried, half a dozen times, and unsuccessfully, no less, to sell Commissar Molotov on this particular helmet for his true scale Lamenters Watch-Brother, I realised that the only way I was going to ever see this helmet used in that capacity was to build my own Lamenter — so here we are 😉

In order to add to the bulky look created by the helmet and massive weapon, I also added some additional armour plates to the model’s hip, although they are not all that visible in the above picture — trust me, though: They are there 😉

As for the pose, I would have preferred something a little more grounded and stable, but I only had the one Primaris Marine to work with, so I did the best I could. Given his pose, the Marine obviously isn’t in the process of firing his weapon, but rather seems to be lugging it from point a to point b. So what do you guys think: Does he work better looking straight ahead like this:

Or looking off to the side, like this:



I also tried having him look towards the barrel of his gun, but the model ended up looking very unbalanced that way, plus it would also obscure a lot of the detail on the faceplate. Anyway, would love to hear your feedback on this!

In any case, many thanks to Augustus b’Raass, of course, for sending over the model for the conversion! Cheers, buddy! 🙂

 

II. Golden Girl

Ever since the recent release of Age of Sigmar’s 2nd edition’s starter box and the accompanying models, everyone and their mother have been going crazy over the new Nighthaunt models (and some hobbyists, like the ever-inspirational Jeff Vader, are already having a field day with the, admittedly very nice, skeleton-ghost thingies).

However, nobody’s been talking about what must be the entire release’s single coolest model: The female Stormcast Eternal coming with the Easy To Build Easy To Build Stormcast Sequitors:

Seriously, I love this model! It’s almost perfect, really: The pose, the very cool face, the clean lines. I don’t care much for the weird mace head, but that’s Stormcast Eternal weapon design for you. Anyway, I knew right off the bat that I wanted to turn this lady into an Inquisitrix — my first Inquisitrix, actually, something I have wanted to do for a long time, ever since seeing PDH’s brilliant take on Naeve Blacktalon.

So here’s what I have so far:

 

Like I said, I really love this model, which is why I have decided to keep the conversion fairly subtle for now: I merely replaced that weird He-Man-style weapon with something a little more 40k (a thunder hammer from the plastic Mk. III Marines with an eagle head from the Imperial Knight Questor) added a holstered pistol at the hip and an Inquisitorial rosette and replaced the design on the shield with an Ordo Malleus-style heraldic device (quite a bit of work, that last one):

I am actually a bit reluctant to add too many more gubbins to her: Much of the model’s coolness comes from its very clean lines, mostly created by juxtaposition of the static pose and the flowing robes, and I don’t want to ruin that by overcluttering her. A bit of extra gear on her belt, maybe, but don’t expect me to go crazy on the grimdark bitz. In the end, I am pretty confident she’ll look perfectly at home in the middle of an Inquisitorial warband.

If there is one problem with the model, it’s that this girl is tall — almost freakishly so, and even moreso when using the elevated base the model actually came with — a veritable plinth, that one. She is just as tall as a Primaris Marine, and that’s not counting the base.

So the first thing I did was to drop the base and go with something a bit less vertical — the very cool readymade base that came with the Primaris Marine Augustus send me seems like an excellent standin for now. As for her actual height, I guess I’ll be able to get away with it because she’s an Inquisitrix: The Inquisition definitely has the kind of crazy tech at its disposal that could allow for all kinds of body augmentation. It would arguably be more of a problem if I wanted to turn her into, say, a Sister of Battle, for instance.

 

III. This is going to sting a little…

There’s also another addition to my Blood Bowl team, as my friend Annie gave me a very cool model for my birthday. This delightful little Kromlech goblin nurse, who will be the Orkheim Ultraz’ medic from now on:

Expect to see this little guy painted sooner rather than later! And a heartfelt thank you to Annie for – another – lovely contribution to my team! 🙂

 

IV. In closing…

Before I wind up this post, I want to elaborate about one of the aforementioned distractions that have kept me from painting. Some long time readers may remember that I am a bit of a video game fiend, so it’s probably not too surprising to learn that one thing keeping me from painting at the moment is…a video game:

I have been slightly addicted to playing Hollow Knight for the last couple of days, and I only really bring this up because I am fairly confident that quite a few readers of this blog might enjoy the game just as much as I do: It’s a 2017 indie action adventure that has been receiving quite a bit of hype recently, after being released for the Nintendo Switch. I bought the PC version last weekend and have been unable to tear myself away from it ever since. For those of you a bit familiar with videogames, it’s as though Dark Souls had been reimagined as a sidescrolling Metroidvania…with bugs (the animals, mind you, not the technical gaffes). It’s highly addictive, incredibly atmospheric, and also very cute and very creepy at the same time. If that sounds like it might be your thing, check out the game here.

 

So yeah, that’s it for today! Let’s hope I’ll be able to get something finished again before long — I’ll definitely keep you guys posted! 😉

Until then, please feel free to let me know what you think about these WIPs! And, as always, thanks for looking and stay tuned for more!

Grimdark Espionage Action

Posted in 40k, Conversions, paintjob, Pointless ramblings with tags , , , , , , , , , , , , , on June 25, 2018 by krautscientist

Hey everyone, something a little bit different for today: Since I am currently waiting for the bitz intended for my next Deathwatch Marine, I thought it was time for a fun little distraction, and fondly remembering my Boba Fett repaint from a while back, I decided to delve back into the wider nerd culture for a bit — so what is this about?

This particular project was actually the result of several circumstances coming together to form the perfect storm: When I recently worked on the Celestial Lions Astartes for my Dethwatch Killteam, I noticed how much all the pouches and webbing on the Reiver armour reminded me of the gear worn by Solid Snake, one of the protagonists of the Metal Gear series. And then Adam Wier, of Between The Bolter And Me, presented his own, very cool Metal Gear-inspired model just the other day, and that really sealed the deal for me: I wanted to build and paint my own model inspired by the Metal Gear series.

For those of you not in the know, Metal Gear is a series of stealth-based games — and also one of the founding fathers of modern stealth games, really, at least were video game consoles are concerned. The games always feature a hard bitten veteran codenamed Snake (who is also the game’s protagonist in most cases, although it’s not always the same man). The task is usually to inflitrate some kind of rogue nation or military installation, fight against a special unit consisting of a collection of veritable carnival freaks, then deal with a walking nuclear tank – the eponymous Metal Gear – in order to avoid nuclear war. There are lots of highly entertaining (and often challenging) stealth sequences, and just before you get to fight any kind of boss, everything screeches to a halt while you and your opponent wax poetical about war, peace, love on the battlefield and the intricacies of nuclear deterrence for a solid twenty minutes. Yeah, it’s that kind of series…

Even so, or probably because of it, the Metal Gear series is one of my favourite videogame series. I love it because of everything – and in spite of everything – that makes it great and terrible: its brilliantly weird, Japanese take on western action films, its sometimes hamhanded storytelling. Its brilliantly quirky characters. If you haven’t played the series, and you have even the slightest appetite for Japanese video game quirkiness, I suggest you give it a spin. And if you’re already aware of Metal Gear, well, I think you’ll get an extra chuckle or two out of the rest of this post 😉

Anyway, the first Metal Gear Solid was a massive blockbuster (and arguably a system seller) back on the first Playstation, and it still has a safe place in my heart, so I wanted to build a model based on Solid Snake, protagonist of the first couple of games. Here’s what I came up with:

On the face of it, it’s a really simple kitbash, merely using one of the Easy to Build Primaris Reivers and a handful of bitz: The Reiver armour is already suspiciously similar to a bulkier version of Solid Snake’s sneaking suit anyway, so I only added an extra pouch here and there and shaved off any parts that were too 40k — like purity seals. I also tweaked the gun a bit, to make it resemble the iconic SOCOM pistol wielded by Snake in the games.

As for the general look and pose of the model, I used some artwork by Yoji Shinkawa, the Metal Gear series’ art director, as reference material:

Illustration by Yoji Shinkawa

Of course the Primaris proportions are a bit wonky when compared to the sketch — where Solid Snake is fairly slender, the Primaris based version looks a bit more chunky. Which is why I decided to leave the backpack off, so as not to make him even more massibe. Even so, I think the combination of the pose, pistol silhouette and flapping bandana make the model instantly recognisable.

Speaking of the bandana, the most involved part of the conversion was actually to transform a fairly standard Space Marine head (from the old Dark Angels Veterans, I believe) into a suitable representation of Snake, complete with bandana and Snake’s glorious mullet haircut. I achieved the former by using a paper place mat (having already made some very good experiences with the material while designing the bases for my Ordo Scriptorum warband). The latter was sculpted with a bit of GS.

Here’s the reference material I used, the actual in-game model of Solid Snake from Metal Gear Solid 2: Sons of Liberty:

And here’s a look at the tweaked head, warts and all:

When it came to painting the model It was clear to me from the start that the head was what would make or break the model, and funnily enough, painting it instantly transformed it into Snake’s face. Take a look:

As for the rest of the model, I once again needed some reference material, since Yoji Shinkawa’s sketches are fantastic for setting the mood or creating a strong impression of a character, but they are also a bit too abstract to be used as something to base a colour scheme on. Once again, I decided to base my paintjob on Solid Snake as he appears in the first game (and its subsequent remake, “The Twin Snakes”), mostly because the Reiver armour matched that particular getup pretty well:

Here’s a look at a PIP version with most of the main colours in place:



It’s a fairly monochromatic colour scheme, certainly — not something I would have chosen for one of my “regular” INQ28 characters, but in this case, it was all about matching the official material. That’s also why I ultimately decided against adding any symbols or freehands: My original plan had been to add the logo of FOXHOUND, Solid Snake’s unit, on one of the pauldrons, in place of a chapter icon, so to speak, but it felt like a colourful area like that would actually have detracted from the rest of the model and the overall look and feel.

When it came to basing the model, I discovered that the new Sector Mechanicus bases were just the perfect choice: While they might be ever so slightly too bland for 40k proper, they seemed like a perfect recreation of the kind of military base surroundings Snake usually finds himself in. I went for a pretty simple, gunmetal look, with some suitable decals applied before the weathering for an extra layer of detail. Here’s the painted base:

And while this project was intended as a mere fun distraction, or a gaiden project, to remain true to the subject, I decided I might as well use it to teach myself a new technique. Now Metal Gear Solid is set in a military base in Alaska, and parts of the game actually play out during a snowstorm, so I thought it might be fun to include some snow on the base — which meant I had to experiment with making my own model snow — definitely a first for me!

I was lucky enough to be able to fall back on one of Ron Saikowski’s incredibly helpful hobby articles from the fabulous From The Warp blog, and chose the easiest recipe from the post: Just mix PVA glue with Sodium Bicarbonate (baking soda) and just a drop of water. And while it took a couple of minutes to get the mixture just right, I ended up with a substance that didn’t just look like snow but almost behaved like the genuine article as well, caking and piling up like actual, miniature snow — how delightful 😉

Here’s the same base with the snow applied on top:

I was even able to tease out some singular “flakes” and add smaller clumps of the stuff to Snake’s left leg, to tie him into the base a bit better — seriously, all of this basically took about five minutes and ended up looking so convincing that I was pretty much blown away!

But anyway, without further ado, here’s my – slightly 40k-inspired – version of FOXHOUND special operative Solid Snake. Age hasn’t slowed him down one bit:





I actually cannot stop grinning when I look at the model. It’s a weird little piece, to be sure, but I also think he turned out pretty well, dodgy proportions and all 😉

A closer look at Snake’s face:



And, finally, another look at the model on its base:

Man, that was fun! And while I have zero plans to build any more MGS-related homages, I quickly realised that coming up with 40k versions of classic MGS trope can be a seriously entertaining thought experiment: Fellow hobbyist Bjorn Firewalker mentioned the brilliant idea an Imperial Knight serving as the eponymous Metal Gear! A Sicarian Ruststalker would make for an excellent AdMech-style Grey Fox. And it does, of course, make complete sense that Snake would be a Space Marine from a particularly cursed founding (referred to only as the “Pueri Terribili”).

Such silliness aside, the model is actually too blatant an homage to actually work as a character in proper 40k lore, of course. I already have Inquisitorial Operative Tybalt Renner as a more subtle shout out to the Snake archetype for that:

All the more reason, however, to just cut loose this time and have a little fun with a blatant homage to a video game character 😉

On a related note, this article wouldn’t be complete without a shout out to Tale of War’s absolutely incredible “Snaker – the Last Soldier” model:

Unfortunately, the model is no longer available – for fairly obvious reasons, I suppose – and I missed my chance to pick one up — oh well, at least now I have my own – slightly dodgy – version of Snake, at least.

I also got a bit of a chuckle out of staging a classic Metal Gear Solid scene like this…

…with my new model. Take a look:

Anyway, that’s it for today! I would love to hear any feedback you might have about my version of Solid Snake! And, as always, thanks for looking and stay tuned for more! 🙂

“METAL…GEAR?!”