#but it is a little funny to see the most intimidating punk design ever and be like
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I love everyone's art of Needles but I just have to say. That guy does not look muggable 😭
#aesthetics > logic every time#but it is a little funny to see the most intimidating punk design ever and be like#yeah this guy gets mugged on the street#tmagp#the magnus protocol#tmagp needles
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Heartbreak
How could you do this to Enji?
A/N: I’m (officially) back baby! Uni hasn’t gotten better, I’ve just stopped caring.
CW: Yandere Content, invasion of privacy, unconsciousness, guns, degredation, marital abuse, abuse, planned murder, fucked up view of relationships.
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Sitting on the couch, you anxiously looked at your phone. That lowlife assassin was going to kill him, right? Enji shouldn’t suspect anything, that fiery brute had all the brains of a duck. It was just a simple gunshot to the back of the head. His flame powers can’t protect him from that. Nothing that can go wrong there...
You nervously bounce your leg. He should be dead by now. You should’ve gotten the confirmation text by now.
Trying to fool the old man into loving you was sickeningly easy. Despite his intimidating exterior, he was so reserved and shut off from any human connection you just needed to exist next to him (with little open disgust) for him to start noticing you. Faking that you loved the lovesick fool had been a bit harder, but Enji was hardly ever free, so you just did your own thing most of the time, and responded with fake adoration whenever he managed to be in the same postcode as you.
Enji not bringing up a prenup before getting married had been mainly luck. There aren’t many good reasons for denying a prenup, so it was nice he did the leg work, or lack thereof, on that one. But yet, to get his fortune, you needed him dead. The old man wasn’t THAT old, and as such, this assassin was the best bet. Some rando guy with a gun and a flashy quirk. It wasn’t rocket science. The only reason Enji won his fights was the villains trying to face him front on. A gunshot to the back of the head by someone he didn’t see coming? Easy.
Well, it was meant to be easy. What was this idiot doing?! Endeavor should be dead by now!
You didn’t care much for the whole “no.1 hero” shtick Enji had going on either. There would always be another, and this city could go to the hounds for all you cared. You’d be far away on some private island home, enjoying the summer heat under a palm tree. Or maybe a snowy mountain, you never really liked the heat.
Walking into the kitchen, you shakily drank some water. It was all you could bring yourself to stomach. The cool water felt ice cold as it went down. That’s when you heard it. Footsteps on gravel. Heavy footsteps. Like someone was...walking to the front door. Cursing, you looked at your phone one last time before walking to the front door.
The person on the other side opened the door swiftly, before slamming it shut. You were faced with Enji wearing his hero suit, flames bursting off his face. He turned to you, and he was fuming.
“How was your day, honey? Are you okay?” you nervously queried, eager to try and calm your enraged lover.
His eyes thinned as he stared at you.
“Oh, it was fine, until some punk thought they could shoot me in the back of the head. Turns out when threatened with their life, they saw no point in protecting their..”
He gestured to you with disgust as his flames grew brighter.
“...employer.”
He stepped forward, bearing down on you as you nervously shook your head.
“I don’t know what you mean? Why would I do that? He’s just trying to set me up, I’m sure! He’s a weasel, they all are!”
He raised an eyebrow.
“Funny, I never mentioned that lowlife was a ‘he’.”
Gulping, you stepped backwards, wringing your hands together, eyes nervously darting around the room, looking for an escape. Landing on a window that leads to a fire escape, you turn on your heel, only for a hand to wrap around the back of your throat.
“No. You do not get to run away from this.”
He turns you around in his hand, still on your throat as he effortlessly drags you to the kitchen. With his free hand, he picks up your phone.
“What are you doing?”
“None of your business.”
He opens it effortlessly. You dismay at the fact that he seemingly knows your passcode. You never told it to him.
“Ha, what? Thought I would not know my lovers’ details? But alas, I know everything about you. Or well. I ASSUMED I did.”
He swipes through the phone, occasionally reading over certain texts, before crushing it in his hand. You shudder to think what the hand currently around your neck could do. He turns to you, eyes staring yours down.
“See, when I threatened that punk, he revealed some very interesting information. Like that my SPOUSE-”
His hand got noticeably tighter around your neck. You could barely still breathe, vision slightly blurring.
“-was just using me for my money. Which is interesting because I could swear that you were actually in love with me. Guess you should not have told your co-conspiritator so much. Classic mistake villains make. You would be surprised how often I come across it in my line of work.”
You try to gasp out an apology or rebuttal but it just comes out as wheezing. He won’t actually kill you, right? He’s just going to turn you into the police...right? You refuse to think about how he destroyed the evidence on the phone, and what that suggests regarding his next move.
“Go on. Refute these claims. If you tell me you love me, maybe I will believe it.”
His frown grows as, by his own design, you cannot reply to him.
“You must know that troubles me deeply. I cannot fathom how one could use someone like that. You are a truly terrible person.”
His gaze weakens.
“And yet, I still love you. So you leave me no choice but to...correct this behaviour.”
He walks to the guest room, which after 7 months of living with him in this apartment, you only now realise has no windows, and is fitted with a door that locks from the outside.
He closes the door and throws you onto the ground roughly.
Coughing, you turn to face him, your back against the luxurious carpet flooring.
“I’ll go to the police! I swear! They might not like what I’ve done, but if you touch me, it’ll be so much worse for you!”
His eyes grew dark as a chuckle escaped him.
“You really think you can escape me? I have dealt with way worse than a tiny, pathetic, disobedient spouse.”
He walks forward til his form is towering over yours. His feet are either side of your waist. He digs his heel into your side for good measure.
“You think I could not deal with a measly, poorly-planned assassination attempt? There have been much more elegant and better prepared plans to kill me that I have stopped in their tracks. If you actually engaged in a conversation with me, maybe you would have heard about them.”
He grabs your jaw with his hand, his inhuman heat unbearably close.
“I have to thank you though! All this time I thought I wanted a nice partner to spend my life with, but now I realise what I actually want.”
“And w-what is t-that?” You say shakily.
He chuckles as the flames on his body dissipate. He tenderly strokes your body with his free hand.
“I want a toy. Something of mine to break, burn, and punish. Stress-relief. And let's face it, who else am I going to find that is so irredeemably suited for the job?”
He looks you dead in the eyes with a cocky look on his face.
“You want an escape from your old life? So be it. Welcome to your new hell.”
#yandere#enji todoroki#boku no hero academia#yandere endeavor#yandere enji todoroki#mha enji#gender-neutral reader#reader insert#ImplexedWriting
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So here’s AU single dad Mark, you can see the vibe his picture inspired here (who is inspired by a real person loosely)
Warning: cursing, mention of drugs and sex. Mention of violence.
“Doctor, you have one last appointment and then you’re free! New puppy needs vaccines and looks very healthy. The guy is seriously dreamy so just mentally prepare yourself for that.” My receptionist Ashley said as she handed me the file. “They’re in number 2.”
I glanced over the file and audibly groaned, drawing both receptionists attention. “I know Mark! Shit! I hope he didn’t recognize my name and come here on purpose. To be quite honest though, I don’t think he’ll even remember me.”
Ashley leaped from her chair to get close enough to whisper, “I need the deets Doc! Did you have a one night stand with him? Or lose your v card to him at prom? Or oh my gosh! did you choose your career over him and left him behind for vet school?”
“Stop reading smut on the internet, and come back to reality. He was 2 years older than me and talked to me one time at a party, informing me that I had potential if I would dress more like a girl, and less like a veterinarian. I doubt he’ll remember it tho.” I chuckled, shaking my head, “Get back to work.” I said as I walked over to room 2, taking a deep breath before opening the door, coming face to face with Mark. He was still drop dead gorgeous.
“My bad, I thought you’d come thru the other door. Dakota, Danielle. Please sit down nice for the Doctor, so your puppy doesn’t get nervous.”
Mark tried to wrangle his two small children to sit down, but at around 2-4 years old, that wasn’t gonna happen. I wondered what girl had snatched up Mark as I checked the puppy out.
“Oh my — kids earmuffs— “ Mark verified both children were in fact covering their ears before turning back to me with a big cheesy smile on his face. “No fucking way! You seriously became a veterinarian!” He exclaimed chuckling.
“Well you gave me the idea, so I just ran with it, “ I said with a smirk.
“Oh my God. You remember I said that? I was a punk, I’m sorry. I just had a thing for you and you’d always ignore me or blow me off, every time I tried to get your attention.”
“I don’t recall you ever trying to get my attention. I do recall you ignoring me.”
“No. I didn’t even have any classes in the portables and I’d go hang out over there and always say what’s up as you’d walk by. I went to all your basketball games and you never once acknowledged my existence and I tried to talk to you in the library a couple times and you would always shoosh me.”
“ well that’s what you’re supposed to do in a library. Also, going into the general vicinity of someone, and expecting them to know somehow that you’re there for them, isn’t very obvious, especially considering the one time you speak to them you tell her that she has potential but dresses like a veterinarian, which is pretty cool if you ask me.” I giggled. Oh sweet mother of God, I giggled. He was so hot, my brain was malfunctioning. Eventhough he was most likely full of shit and trying to get a discount or something, it was wild to think, I was so intimidated by him, I refused to entertain the idea that he might actually like me. It was pretty hilarious. “Looks like you found your happily ever after anyways. Who’s the lucky lady? Anyone I know?”
“Huh?” He looked confused for a few couple beats and then it dawned on him. “Oh yeah I got two awesome mini mes.”
“We’re the 3 musketeers!” A little voice squeaked out.
“Oh sorry. I just figured 2 kids that use ear muffs and the designer dog, someone had domesticated you.” I said looking up to see Mark blush.
“Remember Anna Winters? That’s his mommy and—“
“I don’t mean to interrupt Mark, but could I borrow your little musketeers to feed some newborn puppies that were dumped here? Then we can have a few minutes to catch up. I think you’re my last appointment. Do you mind? The girls and I do it, but they look like they’re good little helpers.”
Both children leaped out of their seats and started jumping up and down pleading to let them help so Mark agreed. I called Ashley in and she was super enthusiastic about having helpers, till she realized Mark wasn’t coming too. As soon as they closed the door, I turned to Mark.
“Thought it would be best if they didn’t hear adult conversations, especially involving their mother.”
“Mothers.”
“I kinda figured since your little girl looks possibly Latina?”
Mark nodded his head. “Yeah So Anna is a full fledged crackhead out in LA or something last I heard. Who knows? She might even be dead. She left him with me when he was a week old and never came back.”
“Wow! What a deplorable human being! But then you had naked time with a lady again, and she got pregnant too huh?” I teased. “Maybe no one told you how this works...”
“No I get it. Danielle’s mom was Dakota’s babysitter, and she just never really went away and it was convenient, and she cleaned and took care of Dakota. But she stopped taking birth control unbeknownst to me, and she winds up pregnant, wanting to get married.”
“So Wait! I know this part! You being the most romantic motherfucker on the planet, was like let’s go to Disneyland and get married in the castle right before the fireworks go off!” I had to give him some shit. He was such a cliche.
Mark laughed his same dorky weird laugh, and I couldn’t help but to laugh too. “No I told her I’m not marrying you. I don’t love you, and she’s like well then as soon as I have this kid, it’s all yours. If you don’t want me, I don’t want your ugly baby.”
“I’d be like ‘it got it from its mama’. She’s adorable though, so you really came out ahead there. What are the odds you’d get two deadbeat moms in a row?”
“Don’t remind me. What’s your story? You married? Kids?”
“Well I went to school and graduated top of my class, so i got into vet school, which is way harder than regular old medical school since there aren’t as many options. Plus it’s pretty challenging. With people you just got to figure out people. I have to know the dogs, cats, horses, goats, birds, lizards pretty much anything that’s alive and not from the primate family, i gotta figure it out. Last week somebody brought in a damn baby kangaroo, trying to tell me it’s a wallaby, and I was like where did you get a Kangaroo in Salt Lake City? Sorry, to answer your actual questions, No baby daddy’s cuz I’ve never met anyone that’s as awesome as I am, so until then I’m just saving the world, one litter at a time. Let’s go peek at them, come on.” I tiptoed out the door, over to the batch of kennels I had them living in, and we peeked around the wall, to see both kids feeding two puppies each, smiling from ear to ear.
“What kind of puppies are they?” Mark whispered.
“Go back in the room and I’ll tell you the story.”
He looked so adorable tiptoeing along, trying to be sneaky. He was like that one part of Fantasia where everybody knows but him that he’s too big to be sneaky.
We get back in the room and he sits on the little bench, patting the seat next to him, looking up at me all sexy like. He knows what he’s doing. “Come sit. I won’t bite.” He said with a lustful tone. Or maybe I just wanted to jump on him and any tone would be lustful......
“You keep looking at me like that, I’m gonna squirt you with the spray bottle,” I couldn’t help but laugh at my own joke. He found it less funny. “They’re all Blood Hounds. The mother got shot by the owners worthless boyfriend, claiming she attacked him, when I have a strong suspicion she was defending the woman from him. The mama dog did get ahold of the guy and shredded his arm up bad enough, it’ll never work again. The woman dropped the puppies off saying he’d kill them when he got home, so that’s how I got nine Bloodhound puppies that have to be fed every few hours. I didn’t have the heart to put them down, and the shelter would of killed them.”
“Aren’t Bloodhounds expensive?”
“Well yes. And they’re actually AKC, but I’m going to fix them all before I adopt them out. I rescue, I don’t profit off animal sales. Just maintenance. I actually offered them to the police since they’ve got the best noses in the business. They’re trying to get the money together to train them. Las Vegas wants two of them, but they got that casino money.”
“How much does it cost to train a dog?”
“Like $22k I think it is. Takes a few years depending if they’re looking for people, drugs, bombs... ”
“Wow. How are you not taken?” He blurted out.
“My bullshit tolerancy is almost non-existent, I work a lot, I’m the only one that thinks I’m funny, i dress like a veterinarian and I’m shallow. How are you single? All that man pretty and diaper changing skills.”
Mark looked down and blushed again. “Ok I’m just gonna go for it. Would you like to go to dinner sometime?” I swear he is holding his breath. Dammit. So cute.
“How about now? When they’re done feeding the puppies, you wanna go feed your rugrats?” I inquired.
“I meant like on a date, just you and me.”
He was so pretty, I wanted to sit on his face, “Oh ho! I cant be alone with you, I’ll get pregnant. Even now, I’m at risk. I need tiny chaperones.”
“Is that so?” He said rising to his feet with a mischevious look on his face, glancing between my eyes and lips. I took a step back and the wall was there. I was trapped. I tried to look oblivious but when he leaned against the wall behind me, with an arm on each side of my head, leaning in so his lips lightly brush my ear, he whispers; “where’s your spray bottle now?”
Oh fuck it. I wrapped my arms around his neck and pulled him into a kiss. His lips were so soft and he was surprisingly gentle and not trying to be handsy. What the fuck was I doing!? I pulled away scanning his face for I don’t know what.
“What?” He asked all breathy and desperate, rubbing his perfect little nose on my cheek, getting almost close enough to kiss me, wanting me to close the gap.
“I don’t know what I’m looking for, but I’ll know when I see it.”
“Shut up and kiss me....please?”
Fuck. Anyone else I would have sent packing, but Mark was so tall, and beautiful, and confident, and took care of his kids, and God he smelled good, and if he fucked as well as he kissed, then I might just keep him. I pushed my lips into his and he kissed me a bit more aggressive biting my lower lip.
This was either a really great idea, or the worst idea I’ve ever had, but either way, I was gonna see how it played out.
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Some personal thoughts on alcohol
I’ve always been a little scared of alcohol.
I have good personal reasons to be a little scared of alcohol. My father was something of an alcoholic; he’d stay out late at the pub, drive home drunk and yell at my mother (at least until he was given a DUI with me in the passenger seat, at which point my mother made him stop). Many of the people I knew in school started drinking very underage, at not-really-that-secret parties in back gardens and attics and locations which weren’t usually literally ‘behind the bike shed’ but are well described by the phrase. Those alcoholic parties caused problems. This was an upper class kind of thing, so nobody really got arrested, but a lot of girls were repeatedly raped. I was a lonely miserable nerd who never ever drank and I was pretty attached to that because it seemed like it kept me safe.
I also have good non-personal, fairly objective reasons to be scared of alcohol; it’s a fairly dangerous drug. It’s not that inherently dangerous, but the culture around it makes it more dangerous. Many people and spaces will encourage or pressure you to drink more than you really consent to drinking, downplay the risks and fail to implement safeguards, and normalise intoxication to the point that doing stupid things while dangerously drunk seems funny. Plenty of people get hurt or die, all the time, because they got drunk and ended up in fights or car accidents.
Earlier this year I decided to try alcohol anyway, for a myriad of reasons. Partly I wanted to see what all the fuss was about. Partly I wanted to stare the demon in the face, and understand more about this terrible substance that fucked up so many people I knew. Partly I was interested in the general idea of a drug that might make me relax for once in my life, and alcohol was the only really legal one.
So I had three units - an amount I calculated as enough for someone of my body weight to be affected but not be at any real risk of poisoning - of cider, at home with somebody I trusted to take care of me and ensure I didn’t do anything stupid. My sitter was fantastic and made sure I didn’t spend any money, post anything publicly, or send badly spelled emails to any potential employers.
So I washed up all my dirty dishes, because as it turns out, alcohol lowers your inhibitions. I was really fucking inhibited about touching that pile of mouldy plates. Alcohol made me want to clean them all.
And then when it was wearing off I lay down for a bit, and had this incredibly lovely experience of just lying down being enough. See, I have the kind of ADHD where boredom is literally ever-present and must be fought against constantly. I can’t ever just lie down and relax, because I wouldn’t be stimulated enough, so I’d be bored, and I’d get the urge to jump up and run around and sing loudly and do stuff. I can be listening to loud punk rock music and talking to friends while playing a fairly intense video game and still need to pick my phone up and multitask a bit more so I won’t be understimulated. Scrolling social media can provide a sort of brief respite by being hypnotic enough that I don’t care that I’m incredibly bored, but usually I struggle to feel really good and happy if I’m not hosting a party where I’m juggling cooking five different meals, singing along to music and talking to guests about difficult academic problems. I think a good life for me would be, like, a 24/7 high speed car chase with the radio blasting and people fighting hand-to-hand through the car windows.
So there I was, just lying in bed looking at the walls and the ceiling and daydreaming quietly, and.... it was okay. It didn’t take any active effort to suppress my urge to be loud; it was just natural to be quiet. It wasn’t painful to stay still. My brain didn’t itch. The silence wasn’t deafening - if anything it was a pleasant kind of quiet, and I could appreciate the little rustles of carpet underfoot and the breath of air through the cracked window. I didn’t need to get up and jump around and do something, because it was perfectly fine to just be there where I was. The way my lamps honeyed the wood of my cabinets was pretty, and my own thoughts were engaging, and the blankets were warm, and that was interesting enough that I didn’t need to go seek out more.
That was really good, and wasn’t at all like the experience I had imagined. I had imagined alcohol as this thing that strips away your civility and gives you random impulses to do stupid things, with the particular impulses varying from punching people to trainsurfing to lying on the floor giggling depending on unpredictable facts about your brain. It does affect everyone differently, but for me it mostly just magically created the kind of state of relaxation that I’d normally have to work very hard on building the circumstances to achieve.
Okayness with the world has been easier to achieve, I think, since then; I have a better idea of what it feels like, so I know what I’m trying to achieve.
I’d said beforehand that I was just going to try it once, just because I wanted to know, and then never again. It was sort of difficult to admit that I was wrong. Partly because it’s just always difficult, when you’ve been very proud of Not Conforming To Normality for many years, to admit that normal people kinda had the right of it. Partly out of what I think is still a legitimate concern that trying something and finding it good is not good evidence for doing it again if that thing is known to be addictive. It is useful and important to be able to commit to trying only so much of an addictive thing and then stopping.
I changed my mind because I trust myself more than I did before. I was fixed on the idea that I needed to never have alcohol, because that was the only way to ensure I didn’t have a bad amount of alcohol. Sometimes commitments like that are necessary, but only if you have a good reason to be afraid that there’s a slippery slope. I know that I need to play no Minecraft at all today, because if I say to myself “just five minutes” I’ll play Minecraft for hours; I have lots of experience and evidence that tells me this will be the case. I decided I believed in my ability to discern what a sensible amount of alcohol to consume is, and stick to it, and so far I haven’t had evidence to the contrary.
I’ve been able to relax the limits as I learned more about alcohol, in a way that genuinely doesn’t feel like I’m ignoring my commitments as I get addicted; it feels like growth. The first time I tried it I was adamant about a lot of limits. I bought a single can of cider so it would be impossible to have more even if I wanted to. I made sure I had a sitter I trusted. I did not leave my room. I ate beforehand and drank a lot of water during. I did a lot of research on alcohol content and my body weight. I didn’t take my normal medications because I wasn’t sure if there’d be any interaction.
On subsequent occasions I’ve tried alcohol outside the house - again with the same person I trusted to look after me, who held my hand carefully to make sure I didn’t stumble in front of any cars. I’ve tried it relatively unplanned, after an ordinary day where I took my meds (I looked up possible interactions and found none) and did normal things, again with the OK of someone I trusted just to make sure I wasn’t making really dumb decisions. I’ve tried it on a day when I had also drunk caffeine, after I was confident the caffeine had all worn off and I wasn’t having enough of either to hurt me.
I’ve tried alcohol without anyone physically present to take care of me, just friends on a voice call, and had an insanely good time playing video games with some other drunk people who all thought it was hilarious to play the game how it was absolutely not meant to be played. I knew by that point how alcohol affected me, I was fairly certain nothing bad would happen, and I knew I would be capable of calling for help fairly nearby if something bad did happen. I knew I would be staying inside the entire time, and I had water and well-stocked food cupboards.
Most recently I had a glass of champagne for New Year, outside of the house, without a pre-designated person to look after me. I was with friends, and I made them aware that I’m a lightweight and checked in with them that they’d be okay with taking some responsibility for making sure I got home alright, and they were. I ate a decent meal beforehand, drank plenty of water, and had a fairly small glass.
I’ve learned that I have not, whatever my fears, inherited some kind of genetic alcoholism. I don’t need absolute, deontological rules to prevent any chance that I might do something stupid. I am capable of not doing anything really stupid, even when my rules allow me to do things that are stupidity-adjacent.
I’ve definitely fucked up with alcohol. I shouldn’t have accepted half a glass of wine when it was offered at a work celebration; I knew I was going home immediately afterwards, but didn’t realise how incredibly overwhelming and intimidating alcohol would make navigating the Tube, and I got quite distressed and had to take a taxi to the rail station. I tried using it as a study drug once, on the theory that I’m inhibited about studying and maybe it would help, and I fucked up by choosing someone to watch me who has severe depression. Her mood influenced my own a lot more when I was tipsy, so we both just kind of sat around and felt miserable and I didn’t get anything done.
I think I’m okay, though, with having rules that don’t try to prevent anything bad from ever happening, but just minimise how bad things can really get. I’ve fucked up with alcohol and it’s cost me the price of a taxi and a half-day of productivity. I learned things. It was okay.
I can still count the number of units of alcohol I’ve ever consumed, but it will be okay if I lose count, because I don’t need to be able to tell people that number to prove I’m not my father’s daughter. I know I’m responsible. It is healthy if I don’t feel the need to prove it.
I have rules about alcohol which I genuinely don’t think I’ll ever relax, no matter how experienced with it I get, and other rules which I’ve added as I learned that some things are bad ideas. I won’t have alcohol in the company of people who I don’t like and trust. I won’t have alcohol with other people unless they’ve consented to taking a little responsibility for me. I won’t have it alone, though physically alone is fine if there’s people connected by voice or video. I won’t have it if someone I respect tells me it’s a bad idea to do that right now. I will not be pressured into having more than I intended to have. I won’t drink it at work, or in big cities, or when there’s a difficult transit system between me and home. I make sure that I have food and verifiably-not-spiked water available, that I know how to call for help and that it’s nearby if needed, and that I don’t have important or difficult tasks that I’m responsible for.
I’m still horrified when I witness things like... I did an internship in the City this summer where our bosses took us for drinks and then people banged on the tables chanting to pressure an intern into racing to drink an entire bottle of wine faster than his supervisor. That was very bad. And I expressed my horror at the time, and frankly I don’t care that I didn’t get the job.
But I like alcohol. So, once a month or perhaps even fortnightly, it’s okay to have a drink. Even two drinks, on rare occasions. I have carefully studied the literature and concluded it is unlikely this is enough to cause me significant harm.
And I’m actually really pleased with this development. It feels from the inside like a healthy relationship to alcohol. It feels okay to let go of some of my younger self’s fearful commitments and rules. I’m proud that I can have this, that growing up around such unhealthy attitudes towards alcohol does not mean I have to be abstinent forever.
Being teetotal fit in with the identity I built for myself, once. I was the good kid in school, the one who never drank and never dated and got good grades and never swore. I think I needed that identity as a crutch when I wasn’t so sure of myself, and as help to resist peer pressure when I wasn’t so good at boundaries, and as a simple way of making choices when I wasn’t good at that either. But it turns out it’s okay to, piece by piece, let go of the entire thing.
I do not think this is grounds to recommend alcohol to everyone. I recently had a pretty appalling experience where someone in my friendship group got drunk and we all made the delightful discovery that excessive alcohol gives him psychotic episodes where he worships a mad death god who wants him to kill people. I have set a hard boundary that I will leave if this friend has more than a couple of drinks because I do not enjoy the experience of a friend giggling while graphically describing exactly how he’d love to slowly murder me. There are people who should not drink, not ever, not even with all the rules and limits that have successfully kept me safe.
It’s just... my experience, I guess, which I wanted to share because I feel like I’ve learned a lot through the entire process. Sometimes things that are scary can be genuinely dangerous, and yet if you navigate them carefully and responsibly, you can extract the wonderful part without ever placing yourself in much danger. Sometimes you don’t need hard rules that wall off the stupid things you could possibly do, if you trust yourself to just not do stupid things. Sometimes taking pride in never being tempted means you’re cutting yourself off from something good.
Alcohol still scares me a little, and that’s fine. It should. Just not irrationally so.
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The amazing stories of a man you’ve never heard of • Eurogamer.net
The Godfather
“If he only knew his final script was going to be written by some fat, non-professional Irish guy, I think he would have been fairly pissed off.”
Mention The Godfather game to someone and they might not bat an eyelid, but tell them you were at Marlon Brando’s house two weeks before he died and they’ll sit up straight.
You’d better sit up straight.
Meet Phil Campbell, a guy you’ve probably never heard of. But you’ve probably played his games and you’ll definitely know the people he’s met. He’s got stories for days. This is one of them.
In June 2004, Campbell was in a car with Godfather executive producer David DeMartini, on the way to Marlon Brando’s Hollywood home. Brando couldn’t make it to a recording studio because he wasn’t a well man, but EA had made him an offer he couldn’t refuse so they would go to him instead. The deal was for two recording sessions over two days – one now, one in the future, both around four hours long.
They pulled into to Mulholland Drive and buzzed the gates. In the backseat was a basket of fruits and wines to sweeten Brando up. “He’s quite the connoisseur,” Campbell tells me. But the gates to the house wouldn’t open. Even then, with the deal shaken on, “He tried not to let us in,” Campbell says. Phone calls were made, lawyers talked and eventually the gates clicked open.
“It was just like a regular house but it had grounds,” Campbell recalls. “I remember when they let us in the security gate we came up through fields and grounds, and there was landscape gardeners and people working.” Jack Nicholson lived next door. “I could have hopped the fence!”
Then, Brando. The actor with a mountain-like presence. The actor who’d defied Oscar awards in the name of activism and turned televised interviews on his hosts. And all of a sudden, the idea of ‘chatting for a bit to get to know each other’ didn’t seem so straightforward. But down they sat, with the recorder on – Campbell recorded everything – and began.
“You know, there’s an incredible self-intimidation factor with Brando,” Campbell says, “and for the first while – you can hear it in our conversation – he’s strong.”
Brando is holding court. He’s making phone calls in “two or three different languages” and regaling the visitors with tales from his decorated past. “At one point,” says Campbell, “he was telling us a story about [Elia] Kazan [director of On the Waterfront] and he actually did the scene from the back of the taxi cab, the contender scene, and we couldn’t believe our ears, our jaws were dropping. He was doing it to make a point about everyone considering it an amazing piece of acting, and he was saying it wasn’t, really, it was his audience that generated that impression.
“He was charming,” he says. “We chatted for so long with him.”
Eventually, it came time for Brando to clear everyone out of the room and get down to business, everyone except Campbell and a sound engineer hidden around the corner. Marlon Brando and Phil Campbell, more or less alone in a room Campbell believes “some stuff had gone down” with Brando’s troubled son. All Campbell had to do was hand over the script he’d written and direct Brando’s performance of it – no biggie.
“And of course, at first, when you’re dealing with Marlon Brando, you tend not to butt in or correct or anything, but over the course of time he made it obvious I could interject and feedback, so I did try to get a performance out of him,” he says.
But there was a problem. They had worn him out. “We chatted for so long with him, it probably tired him out,” Campbell says. He had a breathing tube, Brando, and their one shot at overcoming the audio quality issues with it, was to muster a really big performance. But he hadn’t the energy.
“If it wasn’t for the really bad audio quality, he actually did it really well,” Campbell assures me. “He took us back to the whole Godfather thing.” But they couldn’t use it. And they never got the chance to try again. Two weeks later, on 1st July 2004, Marlon Brando died of heart failure, aged 80 years old. “It was, in fact, the last script he ever performed.”
But all was not lost. Yes, the many grandfatherly talks Campbell had primed Brando for would not be recorded, and an impersonator would have to step in, but some Brando did make it into the game.
Go to the hospital, says Campbell. “If you go and lean in, by [Don Vito Corleone’s] room, you can hear the real Brando.”
Punks in Pleasure Town
Have you ever heard of a place called Portrush? It’s a seaside town in Northern Ireland where Phil Campbell grew up. A place made for holidays. A place of bingo and arcades, dodgems, big dippers and pinball. A place of golf and beautiful beaches, not far from the basalt columns of the Giant’s Causeway, and Bushmills Distillery. “It’s where all the troublemakers and terrorists used to go for their day trips,” Campbell says. “Consequently, there was rarely any trouble.”
Campbell’s dad was a well known architect. He made a name for himself designing modern movement-influenced houses in the ’50s. “All of his houses are now listed as of historical significance and you can still see them around the north of Ireland,” Campbell says. “I always dreamed of buying one of them.”
Not sure you’ve quite nailed the punk look, Phil.
But teenage Campbell didn’t want to be an architect, he wanted to be a punk, so in 1976 he joined a band called Pipeline as their singer. You might have heard of them. “We have the honour of being mentioned on the internet once,” he jokes, “when we supported the Undertones at the Portrush Arcadia.”
Being a punk offered an escape from the bloody Troubles in Northern Ireland, which Phil Campbell grew up in. “The great thing about being a punk rocker during The Troubles,” he says, “was that there was no religious divide for us – protestants and catholics hated us alike!
“I suppose it was a bit of an escape. We would go to the seemingly most dangerous places in Belfast and Derry just to see great bands. In Belfast, Stiff Little Fingers, the Outcasts and Rudi were all getting going. In Derry, we took our fear in our hands and ventured to see the Undertones at a tiny pub called the Casbah…”
But the punk rocker dream didn’t last. “This was never a feasible career for me,” he says. “I was a terrible singer.” And the pull of architecture was too strong.
The Godfather, part two
“James Caan never stopped being Sonny. He told us it got him really good seats in restaurants.”
There’s a funny story about James Caan. Unlike Brando, he was happy to be involved in the game, and he was healthy, so EA gave him a lot to do. They made Sonny, the character Caan played in the film, into the player’s friend, made him a kind of big brother to you. Again, Campbell wrote the script.
But again, there was a problem. “I don’t know if this is publishable…” Campbell begins.
“I always remember being called into an executive meeting for The Godfather and they had my script for Sonny in front of them – I used to do these really nice packages with lots of drawings and images.
“They called me into this meeting, these producers, and they said, ‘Look, we’ve gone through your script for Sonny and there’s too many “fucks” per page. I’d like you to take out two “fucks” per page.’ And so, after moaning and whinging about it – basically a creative director’s job – I proceeded to do that.”
Cue James Caan. “He hadn’t changed at all,” Campbell says. He was Sonny Corleone. It was like he never left the role. And when you have an actor so in the moment, you let them improvise, you roll with it – no matter what comes out of their mouth.
And quite a lot did come out of Caan’s mouth, much to the executive’s displeasure and and Campbell’s delight. “He actually added back about four more ‘fucks’ per page,” Campbell says, laughing. “It was very satisfying. It was actually one of my most satisfying moments. He added imaginative swears I never could have written.”
Such as?
“Well,” he answers, “some of them were in Italian and they may have referred to certain parts of a horse’s anatomy…”
He laughs. “It was classic. They’re all in the game.”
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Alongside Caan, EA convinced Robert Duvall and Richard Castellano, and others, to reprise their Godfather roles in the game. Impersonators filled in the blanks. But there was a notable exception, an actor who both refused to be in the game and refused to be impersonated: Al Pacino, who played Michael Corleone.
On the surface, Pacino’s refusal was understandable. “He wasn’t bad about it, he just said he created his legacy with The Godfather and he didn’t want to go back to it, he didn’t want to change it,” Campbell says. “That was hard to take but he was perfectly reasonable.”
But why, then, did Pacino agree to voice a Scarface game for Vivendi released only a few months later? Was he already tied down? Did they offer more money? Or was Scarface not as important to him as The Godfather? Campbell consoled himself with the latter idea. “That’s the way we read it.”
What hurt more than Pacino, however, was what happened with Francis Ford Coppola, who directed The Godfather films. Contrary to popular belief, he was involved, at least to begin with, before he decided to pull out and pillory the game.
“We had Francis Ford Coppola on board until he decided to trash us in the press,” Campbell says. “He came around, with his entourage. We showed him some early cuts and a whole bunch of stuff.”
Coppola even invited the game-makers to his private archives. “I actually got to play with that amazing script he doctored,” says Campbell. “It’s a really legendary movie document where he took the [Mario] Puzo book and cut out the pages and put each one inside a page of his notebook. They’ve now published it, actually, but at the time, us frantically rushing to the photocopier to do 30 pages at a time, was really amazing. It gets to scenes like where Michael kills Sollozzo and the police chief, and Coppola has annotated it and the scene is there in his notes.
“One thing I totally realised by the time I finished writing the script – because I had to basically try and pull more information from the book and then make a load of stuff up – was he seriously did get anything from the book that was any good at all and put it in the movie. There was nothing left. There was the odd scene in the ’30s with Don Vito but really he did an amazing job cutting out all the crap and ending up with a masterpiece.”
Then, something changed. Coppola pulled out and all of a sudden he turned on the game in the press, saying, “They never asked me if I thought it was a good idea.” And, “I had absolutely nothing to do with the game and I disapprove. I think it’s a misuse of the film.”
His beef seems to have been all the action in the game. Action the game needed but the film didn’t have. There are only around 15 minutes of action in the whole Godfather film.”What they do,” Coppola said about the game, “is they use the characters everyone knows and they hire those actors to be there, only to introduce very minor characters, and then for the next hour they shoot and kill each other.”
Campbell sighs. “There are only so many car chases or explosions you can duplicate from The Godfather to serve the purposes of a video game.
“I don’t know. There may be money involved – I have no idea about that. All I know is he was brought in and he gave us full access to all his facilities. I watched all the tapes of the actors auditioning. I just got to sit in his archives and look at everything related to The Godfather. And then along the way, something political happened.”
And it stung. “It matters to me still why Pacino wouldn’t do it, or why Coppola didn’t endorse us.”
Architects in polo necks
“They play softball in Hyde Park and act like they’re Americans. No. I loved the profession of architecture for one main reason: you can still do it when you’re eighty.”
So, Phil Campbell became an architect. He studied in Oxford – Oxford Brookes – and graduated with a first and a masters, then became a registered architect in 1986, working for a company called Rolfe Judd in London.
“I always did the fun stuff,” he says. “I never went on site much, I was terrible on site – I’m terrible at construction – but I always had ideas.” Ideas which turned into bars and restaurants, and led him to a senior designer role on Legoland Windsor.
Campbell even pitched a colour-coordinated car park to Disneyland Paris, which required people in certain-coloured cars to park in certain-coloured lots. “It was like an Impressionist painting on all these slowly undulating car parks,” he says. “Of course, everyone said it was bollocks,” he quickly adds, as he tends to. “And let’s face it, it was.”
His architecture career was going so well he was offered the chance to take over his dad’s firm, Dalzell and Campbell, in Northern Ireland, but Campbell junior had other plans. Phil Campbell and his girlfriend, Julia, who’d go on to become his wife – also an architect – fancied the look of America.
“We were literally sitting on the sofa while I zipped through Teletext – remember that?! I don’t think zipped is the operative word! – and we saw an offer to apply for green cards. We did just that. I entered the Irish Lottery and Julia entered the English Lottery, and we forgot all about it until we heard Julia had got in. We didn’t even talk about it. We just looked at each other and decided to take on the adventure. The move was totally a blind leap of faith.”
They moved to America with nothing but the clothes on their backs and two prized Aalto chairs. And 20,000 comics.
Bowie
“I was in the Bowie fan club when I was eleven. I told him that the first time I met him.”
One day, Campbell received a phone call at home and answered it to discover it was David Bowie. The David Bowie. The two men had been working together so this wasn’t completely out of the blue, but Bowie had never called Campbell at home before.
Campbell was terrifically excited. He was a lifelong fan and could only imagine how impressed his wife would be when she knew who was calling, so as quietly as he could, he called her over. “I was gesticulating to my wife saying, ‘It’s Bowie, it’s Bowie!'”
But how to prove it? He had an idea. “I quietly put him on speakerphone so she could hear the man,” he says, and they gathered around the phone. No sound, however, came out. What had happened to David Bowie?
What they hadn’t realised was David Bowie wasn’t in a good mood. He had actually phoned to give Phil a bit of a telling off. What they also hadn’t realised was everybody knows when they’ve been put on speakerphone.
The silence continued until eventually, Bowie spoke. “Phil, have you put me on speakerphone?”
Oh dear, rumbled by your musical idol. Campbell had no choice but to own up. “Yes, David,” he replied, like a guilty schoolboy. I’m sure his wife was very impressed.
Campbell laughs about it now, of course, it’s one of the stories he tells, and the truth is, he and Bowie got along famously.
They met a long time ago, in the mid-90s, working on Omikron: The Nomad Soul, a David Cage, Quantic Dream game – two relatively unknown names at the time. Campbell was the senior designer and more or less second-in-command, and they needed someone to do the soundtrack to the game.
To Campbell, the answer was obvious: Bowie, obviously. But David Cage disagreed. He wanted Bjork, she was bigger at the time, and usually where David Cage is concerned, Cage gets what Cage wants. “He’s an auteur, you know,” Campbell says, “he’s [Franois] Truffaut. I always wanted to be Hitchcock in that relationship but still.”
Somehow, though, Campbell won out, and the pair set their sights on Bowie. They had an in. Bowie’s son, Duncan Jones, was working in the games industry at the time, so through him they arranged to meet Bowie at Eidos HQ in London. Much to their surprise, he turned up. “He watched everything and came back the next week with Iman [his wife] and Joe [Duncan Jones] and Reeves Gabrels [Bowie’s musical collaborator of many years].” And he agreed to do it.
What followed was a Parisian dream for Campbell: two weeks of working with David Bowie every day. “We rented a flat for the duration and David booked into a fancy hotel under an assumed name. He was writing all this stuff, pitching it to us every day. He would turn up at nine, work practically nine to five. It was an unbelievable phase.”
They laid the groundwork for the album which would become Hours, “smoked too many of my cigarettes to count”, and came up with an entire soundtrack for the game. (“It wasn’t the greatest album in the world but we’ve always loved it because it filled our world with music.”) Anything Campbell put in front of Bowie, he’d sign. He even tried to push a bit of poetry on Bowie, which he “gently rejected”.
“Of course he never told me…” Campbell pauses. “What I really wanted was – you know he was famous for doing that cut-up technique, the [William S.] Burroughs thing, where you cut and paste words together to create sentences? He had a computer program for that which I desperately wanted to get hold of but he refused.”
Nevertheless, Campbell, once a boy in the Bowie Fan Club, was now a close friend of the man himself. There was a lovely moment at the Omikron wrap party, at a tiny French restaurant, where Bowie beckoned Campbell over to sit next to him. “Seconds before,” Campbell says, “all the Eidos big-wigs had been jostling for the spot. But David simply beckoned me over, patted the seat and said, ‘Phil, mate…'”. It’s fondly referred to as ‘awesome Bowie moment number two’.
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Bowie really threw himself at Omikron – it wasn’t a fleeting involvement. He played two characters in the game and motion-captured “some classic Bowie moves” for in-game concerts. He believed in the game and medium so much he saw it as a platform to reinvent himself.
“He wanted to take Bowie into Omikron and leave him there and come out the other side as David Jones,” Campbell says. “He wanted to take his life back and leave Bowie. Bowie would be gone forever.”
Think of the two characters he played in the game. One was an omnipresent half-man half-robot called Boz, the sort of character you’d expect Bowie to be, whereas the other character was an 18-year-old starving street singer called… David Jones.
“Of course, that didn’t happen,” Campbell says. “In the end, Omikron itself could not stand up to the rigors of being the place where Bowie ended. If we’d have sold more copies I wonder if that whole scenario would have played out, but it just wasn’t important enough.”
Bowie and Campbell worked together for two years on Omikron in total, and even after the game wrapped, they continued to see each other. Campbell would travel up to Bowie’s office in New York to pitch him ideas. “Crazy ones.”
There was one idea which had come to Campbell after seeing something on the news about space junk – old decommissioned satellites circling Earth forever. “And you could buy these,” he says. “So I suggested to David he could buy these satellites and launch Ziggy from there again. Well it’s obvious, right, that’s roughly where he was from!”
Bowie didn’t go for it.
There was another idea to make a giant character in Times Square called, wait for it, Bill Board. Campbell can’t even remember what Bowie said about that. But he does remember using interviews with Bowie as a platform to promote some of these ideas, and he does remember an email Bowie sent to him at the time about it. “He simply stated, in his most Warholian fashion, ‘How are you enjoying your fifteen minutes, Phil?’ I wasn’t sure if I should be pleased or not!”
Guest list tickets continued for years afterwards but the two men drifted apart. Then, in January 2016, while Campbell was watching the movie Ziggy Stardust and the Spiders from Mars, the news broke about Bowie’s death. “I still find it hard to believe he’s gone,” he says.
Today, he has a pile of signed memorabilia to remember Bowie by, his “prized possessions”, he calls them, and of course he has treasured memories. Which brings us neatly around to ‘awesome Bowie moment number one’.
Taking him up the opportunity of guest list entry years later, Campbell decided to try again to introduce his wife to David Bowie. They went to see him play at the Roseland Ballroom in New York, sitting at the VIP table with Iman “and, man, really lapping it up”. Then they went backstage afterwards to see if they could find him. But they couldn’t.
It wasn’t until Bowie’s managers Coco Schwab and Bill Zysblat pointed the Campbells in the right direction they found the room Bowie was schmoozing press in. “We walked into this big room and all the press photographers were there taking photographs, and he was there, meeting and greeting people, and he turned around and saw me coming into the room.”
Gulp – would this be another speakerphone moment?
“Phil!” Bowie shouted. “And he ran over and he planted a big kiss on my lips, right in front of my wife.”
He laughs loudly. “Best moment of my life, mate, I tell you!”
A pack of wolves
They landed in San Francisco. They quickly established themselves as architects but something gnawed at Campbell, an itch he couldn’t ignore. “I was always playing games.” It began with the Spectrum and never stopped. “I played everything. I loved the Commodore 64; we used to have these massive parties where we’d all play the Track & Field games.”
So, he volunteered. He went to places like EA and Domark (which would be bought by Eidos, which would be bought by Square Enix) and tested games, and every time, he left a calling card. Literally – he left a resume designed like collectible trading cards. “And somebody fell for it.”
Domark fell for it, and he started his own game there called Blackwater. “Here,” Domark told him, “use these new tools, they’ve been developed at Core.” As in, Core Design. As in, Tomb Raider. But Tomb Raider hadn’t been made yet so, for a while, things were peachy. But as Tomb Raider’s star began to rise, things began to change.
Suddenly, the tools weren’t for anything but Tomb Raider. “We’re never going to use these tools for anything other than Tomb Raider,” Domark announced, “so we can’t do your project.” The Blackwater team was “trashed” and the project cancelled. But Campbell’s aptitude with the tools wouldn’t go to waste. He was sent to work at Core Design in Derby. “It was like punishment!”
But Core Design didn’t want him. Core Design really didn’t want him.
“They got me to come over and the first day I was in Derby, the original Tomb Raider team – the game hadn’t shipped yet – they circled me like wolves,” he says. “They refused to let me sit down or go to work because it was theirs – we’re not having anyone else come in. They literally circled me and said, ‘You can’t work here. Nobody else is working on this. It’s ours.'”
It wasn’t until operations director Adrian [Smith] stepped in and “saved my life”, Campbell was allowed in. “Adrian calmed them down so I decided to start coming into the office,” he says.
“I would go into Core’s offices and work late and build levels, and just build, build, build. And slowly – it’s one of those movie scenes – one by one, they’d look in and show they’re curious. And then they’d play it and say, ‘Oh this sucks,’ and then they’d play it a bit more and go, ‘Oh that’s a good idea.’ And so by the end of it I got nothing but support from them – that was the amazing thing at the end of it – but it was like trial by fire.”
Five years, he worked on Tomb Raider, creating, writing and designing expansions and fleshing out Lara Croft as a character and collaborating on comics. However rocky his start at Core Design, working there “taught me almost everything I needed to know”.
What pulled him away was the ambitious young French studio Quantic Dream, also under the Eidos umbrella (Domark was bought by Eidos in 1995). Campbell was still technically an Eidos employee while he worked on Omikron: The Nomad Soul, “But I had so much faith in Quantic Dream at that time that I left Eidos to go work with David [Cage],” he says, “because the allure of what he was trying to do was just too interesting.”
Best and worst
“Me and David Cage together in the same room? It’s an unbearable idea for some people.”
“Oof.”
I’ve just asked Phil Campbell a tricky question and he’s at a loss for words, and that’s a rare thing. But it’s a tough question: “What’s the best idea you’ve ever had?” It’s like knocking on the door of London’s National History Museum and asking for their best dinosaur bone – Campbell’s had thousands of ideas.
I can almost hear him flicking through them in his mind, yep-noping them as they pop up. Then he pauses. “Do you remember a game called Fear Effect?” he asks. I pretend I do. “I singularly remember standing on the phone talking to [the game’s makers] and coming up with the notion that the health and all the other systems in the game should be like a fear effect.”
But no, that’s not it, he goes back to looking.
“I churned out so many ideas into Tomb Raider in the early days,” he suggests. “Every possible level-design trick I could summon. The rolling ball thing, the classic Indy thing they stole and made a Lara thing: I thought ‘Why do we have to limit it to one rolling ball? Why can’t we have a ceiling full of them dropping on you in a weird chess puzzle game?’ And I did that. I always challenged all of the assumptions.”
But no, that’s not doing it either.
Then, suddenly: “My worst design decision ever? I can tell you that for sure.”
The idea is in another Quantic Dream game: Fahrenheit (known as Indigo Prophecy in America), the game Quantic Dream made after Omikron. Again, Campbell was instrumental in the design, but this time he wouldn’t see the game through by virtue of it taking three years, apparently, to find a publisher. “We couldn’t sell the damn game!” he says.
It wasn’t until Fahrenheit came out, Campbell realised his worst piece of design. It dawned on him after Godfather senior designer Mike Olsen returned one morning to give his verdict of the game. “Play it, you’ll love it!” Campbell had told him.
Olsen’s reaction, however, didn’t tally. “He came in the next day and he was so angry and frustrated,” Campbell says. “And he said, ‘I played this game and it was so shit. I got completely stuck.’ I couldn’t understand why Mike was so upset.”
Then it clicked. Olsen had gotten stuck at the place you had to stand still and do nothing – the place with the giant flying bugs. Oh dear. “This was my clever-clever design idea,” Campbell says. “It was supposed to show that you were mad – you were swatting at things that weren’t there.”
But doing nothing wasn’t as easy as it sounds. “You’ve got to remember, Mike Olsen is a hardcore gamer. Hardcore,” Campbell emphasises. “He did the whole hand-to-hand system for The Godfather. And of course a hardcore gamer like Mike, there’s only one thing in games he can’t do…”
He pauses for a bit of dramatic effect.
“…do nothing.”
Campbell learned his lesson. “I realised at that time you can be too clever for your own good.”
Our conversation meanders after this, while Campbell’s search for his elusive best idea goes on. At one point, we’re talking about The Untouchables film, the one with Kevin Costner in, the really long one. We’re talking about it because Campbell pitched an Untouchables game idea to Paramount.
“I’d been so pissed off,” he says. “Every single time I was writing something, it was the hero’s journey, it was rags to riches, it was Ray Liotta pushing through the crowd in Goodfellas and becoming a made man. I wanted to do something where, like with the Scarface game I designed at the time-“
Oh, by the way, he made a Scarface mobile game.
“You’re Al Pacino, you’re on a mountain of cocaine – not literally – and you’re trying to cling on. I loved that narrative where you’re at the top already. I wanted to be Brando, you know? I wanted to be Robert De Niro playing Al Capone, hitting the guy with the baseball bat in The Untouchables.”
The Untouchables game would let you do that, play as characters other than the hero. He’s really proud he got this into Quantic Dream games, he tells me, and as he does, it finally hits him: “The best bit of design I ever did. I’ll tell you know, I remember – have you time for it?
“For me, probably the best piece of work I’ve ever done is…” would you believe it? Also in Fahrenheit. “I was responsible for doing the diner scene at the start of Fahrenheit which became the demo. For me, the demo was the perfect little game.”
Do you remember it? The game opens with you, the player, murdering a man in a toilet. You weren’t in control when you did it but now you are in control, you have a body to deal with, and you know, because of a split-screen view (“unashamedly” stolen from the TV series 24) there’s a cop in the diner and he’s going to need the toilet real soon (Campbell calls him “living timer”). Sure enough, the cop gets up and walks towards the crime scene. You have to get out…
Then the game spins and you’re a detective on your way to the crime scene. But of course, as the player, you already know what’s gone down, even where the murder weapon was thrown. It means you waltz in acting like a proper detective, not some rookie, bumbling around. “There’s nothing worse than a player coming into scene, playing a policeman, and not acting like a policeman,” Campbell says. “Once you stop doing appropriate things, you break the immersion.”
In other words, it’s a Bond moment – a term Campbell picked up working on 007. “Bond always had to be Bond,” he says. “The minute he trips on a curb because you built it badly, or he slides off a roof, that breaks the Bond spell.”
The spell in the Fahrenheit demo held. It had tension, it had pace, it had immersion and different points of view. “It summed up everything I wanted to do.”
Where things take a turn
At one point, Campbell was the chief creative officer of Quantic Dream, running a small office in San Francisco, creating an episodic story idea which became Fahenheit. But Campbell would leave long before the game was released because in 2001, “EA made me an offer I couldn’t refuse…”
Yet, Cage and Campbell went on to work together for many years, Campbell as contracted help. They worked together right up until recently, through Heavy Rain and Beyond: Two Souls.
“I did the adaptation,” Campbell explains. “Basically, David would send me wadges of French, translated by a student, and ask me to create all the voices for the characters. It worked really well in Heavy Rain; notwithstanding some of the very bad acting, the good actors’ roles really came across. I got some great write-ups in press on that.
“In Beyond: Two Souls…” He pauses, probably because the game wasn’t well received. “It’s funny,” he goes on. “Beyond: Two Souls was supposed to be David Cage’s game-game and it was a beautiful game, great characters, but what neither of us really realised at the time was it had no agency […] you couldn’t die or anything, whereas Heavy Rain had hit that sweet spot where you could lose your main characters and the story could go all over the place.”
Evidently, Campbell didn’t mind Cage’s domineering way of working and the two men forged a strong working relationship. “I think I’m one of the only people who’s been able to work well with David over many, many years,” Campbell says. “I did a few more things with David but I lost contact with him around Detroit.”
Campbell was brought into EA on the James Bond licence, where he was the creative director on Agent Under Fire (2001) and Everything or Nothing (2003). They weren’t brilliant but they did try to be more than movie tie-ins, bringing original stories to the series.
The Godfather, though, was Campbell’s all-consuming work at EA. “The Godfather was and always will be my baby, for better or worse,” he says. “Just going through a four-year process, which is a really long time, hearing that theme music on loop in the studio – I never want to hear it again, forever. But creating a world, creating every single building in that world, every single mission, every single word, was an incredible experience.”
But living and breathing The Godfather for four years wore him out. He had mafia coming out of his eyeballs and needed a change. It led to a fateful decision. “I made the stupid mistake at EA of saying, after Godfather, I’m not working on Godfather 2,” he says. “I couldn’t. I just couldn’t face any more Godfather.”
He asked to be put back on the Bond team and EA obliged. “So I went back to Bond for about two weeks and then they sold the bloody licence to Activision and I was out of a job, just like that after six years. That was the hardest part.”
Walking away
“That’s the way the luck goes sometimes.”
Picture this: Campbell, alone, surrounded by his ideas. Ideas on the walls on tables, on paper and whiteboard, mapped out in charts and storyboards and flow diagrams. Ideas conveyed in board game dioramas with explanation paperwork surrounding them. But no sound, everything still, like a museum of ideas, their curator waiting idly among them. This was Campbell’s last year at Zynga. His last in the business.
Nothing had quite landed for him after EA. He suggested a Virtual Me idea to EA while working as a consultant. “It was an idea I had that we could consolidate all of EA’s avatar systems, company-wide,” he says. Imagine having one avatar you used for FIFA and Madden, Battlefield and Apex. “You had a single avatar that had all these guises and shared qualities,” he says. “It was a good idea. It’s just, EA’s a very big organisation…”
They worked on Virtual Me for six months, soft-launched it in Poland, “But it really didn’t work,” he says. “It didn’t make it.”
Augmented reality and virtual reality came next, through a company Campbell co-created with Irish animation heavyweight Greg Maguire, who’d worked on blockbusters like Harry Potter and Avatar. They, as Inlifesize, had all kinds of ideas.
There was an idea for wellness pods. “Imagine the Tardis,” Capbell says, “a Tardis for wellness.” You, surrounded by your medical data. It didn’t catch on.
There was an Evil Dead idea Campbell created a gorgeous interactive art book for, to pitch American filmmaker Sam Raimi. It’s got these amazing drawings with cut-out sections that act as windows to the page below, then transform when you flip the page. It’s hard to describe so I’ve included a video to do the job for me. “We never really got the project going the way we wanted,” Campbell says, “but we did ship as a kind of endless runner.”
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This video was shot in portrait – oh Phil! If it doesn’t display properly, click through to YouTube and watch it there.
Their biggest bet was on a game called Fairy Magic, an iOS game which used your phone’s GPS and camera to overlay magical creatures in the real world. Sound familiar? “It was totally Pokemon Go without the Pokemon and the monetisation,” Campbell says – and it was released three years earlier. But it didn’t catch on. “We hit too early,” he says. “We ended up making about two bucks a day.”
If that wasn’t painful enough, Fairy Magic had once been conceived as a Game of Thrones game, and the licence was a very real possibility in 2011, as Inlifesize was funded by Northern Ireland Screen, the company bringing Game of Thrones to Northern Ireland (a now historic move which transformed the region – “We take it very seriously, our gold and our Game of Thrones.”). But Campbell ditched dragons in favour of faeries and the more family-friendly age rating which came with it. “We turned down Game of Thrones early in the GOT process, which was probably our worst ever mistake.”
But what brought Inlifesize to its knees was Doctor Who. “We pitched Doctor Who – we’re all big fans – and what I thought was an awesome AR [augmented reality] Doctor Who game,” Campbell says. “It started in the Tardis and ended up with the Weeping Angels and the Daleks and everything you would expect, and we pitched it for about eight months. We built everything, we did demos, and basically we were told, at the end of the line, that this AR thing, it’s never going to work. ‘Would someone want to do that on the bus?'”
Even now, in 2020, people still aren’t convinced about virtual and augmented reality, and Campbell was banging the drum in 2014, when Oculus Rift was still a development kit two years from commercial release. The ideas fell flat and Inlifesize was wound down.
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It’s at times like these we turn to those we love and so Campbell turned to his wife, who had some motivational words for him. “Go and get a job for fuck’s sake!” she said (Campbell exaggerates for effect) and that’s how he ended up at Zynga.
It wasn’t all bad. In fact, for a while, it was brilliant. He was unleashed on all the brands he loved – The Walking Dead, Ghostbusters, Justice League and Batman – and ideas poured from him, earning him the cheesily named Design Rockstar of the Year Award in 2015. “For one year it was glorious,” he says. “But the other two years…”
You have to remember, this was Zynga in decline, with three CEOs in three years and a rapidly depleting workforce. One by one, the people around him disappeared. “At one point, I had a whole wing,” he says. “I had a floor at Zynga because they’d been firing so many people I ended up sitting on my own.”
But he didn’t sit idly. ‘I know what I’ll do,’ he thought to himself. ‘I’ll decorate.’ So he got out his Sharpie and plastered any surface in sight – and Zynga loved it. “Everybody who visited Zynga would be brought round,” he says, to be impressed by the overt display of creativity before them.
But Phil Campbell’s way of working began to fall from favour at Zynga. A more methodical approach was desired. Micro-managers moved in, “and I’m a very hard person to micro-manage”. “The final year put me off the business forever.” So in 2016, fed up, Phil Campbell walked away.
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This video was shot in portrait – oh Phil! If it doesn’t display properly, click through to YouTube and watch it there.
The man you’ve never heard of
The whole time we talk, which is quite a long time, one thought keeps bouncing around my head: ‘How have I never heard of you before, Phil Campbell?’ The things he’s done, the people he’s met, games he’s made. The stories he tells. How come I’ve never heard of him before?
But such is the nature of success, I suppose. We don’t hear about the runners up because history celebrates the winners, and for all it promised, Omikron didn’t quite come together, and The Godfather never measured up to the film. But everything Campbell was involved in tried something new. It had new ideas, ambition, guts. The second Godfather game, without him, was empty.
To lose that relentless creativity and energy: it’s a great shame. It’s our loss.
Unless.
Unless Phil Campbell ended up somewhere he was always meant to be.
Something new
“It’s a terrible thing, enthusiasm – you can’t get rid of it.”
“It’s going to kill me!” he says.
“I run about in my classes and I’m jumping on tables, demonstrating mechanics, doing a lot of shouting and drawing on the wall. For old men like me, just raising your arms above your head is dangerous, but I can’t help it.”
Today, Campbell teaches. Four days a week, he’s leaping on tables at either Berkeley City College in San Francisco, or Cogswell in San Jose, inspiring the minds of tomorrow. And he loves it. “I wish I’d started 10 years ago,” he says.
And they love him.
He has the highest retention rate of any class at Berkeley City College. “Every semester I have one hundred and fifty new names to learn – at my age!” he says.
Maybe it’s to do with his lenient marking. “I can’t be bad cop ever,” he says, “it’s ruined my career actually.” Or maybe it’s because he throws comics at students to inspire them. It’s not as though he’s going to run out, he has 25,000 comics at home.
Or maybe it’s because having ideas isn’t as easy as it sounds. How many have you had today? I imagine you’ve had at least one idea while reading this piece (it’s long enough). But what did you do with it – swallow it? What good is it to anyone then?
“I’ve been known in my time, variously, as a great gushing waterfall and a rusty, leaky tap,” Campbell says. “You get both because what you do is you decide to commit. A lot of people will have these ideas in their head and they’ll never emerge. I say get it out. Seventy per cent of the time it will be OK, thirty per cent, people will think you’re stupid, but, you know.”
And he’s developed a few methods over the years to help.
Bodystorming
“Bodystorming is basically brainstorming using your bodies,” Campbell says. “You have a situation and you all play a character and you bodystorm it – you move around, you communicate, you act, and it helps you sort out problems. It’s really brilliant for level design.”
Campbell learnt bodystorming from a guy called Sean Cooper, who used to swear a lot. “When I used to go over and work with Core on Tomb Raider, swearing is just, you know, a casual thing in Britain.” He laughs. “Cooper would come over with a lot of big nasty swears and get everybody’s attention and annoy everybody, but you’d be sitting in a meeting and he would, not angrily [but to demonstrate], flip a chair over and duck behind a desk. He would climb over, he would show what Bond would do physically in any given situation.
“It was the best example of bodystorming I’ve ever seen. He’s an incredible guy. It’s like this legacy of game stuff that gets passed down from the earliest games.”
Hidden narratives
“A hidden narrative is what I had to use many, many times in Tomb Raider because I was churning out levels so quickly over a short period of time I had to find a way of not ever being stuck,” he says.
“A hidden narrative is taking an established piece of media – it could be a song, a poem, a book, almost anything – and you take that classic structure and set out a beginning, middle and end of a narrative for whatever your designing, let’s say a level, and basically insert Lara Croft into that scenario and keep working it and working it until the hidden narrative disappears.
“I based some of Lara’s levels in Egypt on Alice in Wonderland. Right at the end, she’s at the Tea Party, only I created a tea party with all the Egyptian Gods instead of the ones in Alice, and that led me to some more ideas. Or, she goes through the rabbit hole, so I had Lara diving down into…
“I based level designs on my back garden. Anything that triggers you and keeps you going,” he says, “because the worst thing to do is to stop.”
Half-remembering
This is his favourite, and it’s remarkably easy to do. Why, I feel like something of an expert already!
The idea of half-remembering struck Campbell while giving a talk he had completely forgotten he had to give. He was just leaving the hotel to go to the airport when an organiser spotted him and said, “Oh, Phil, the room’s over there. If you could just-“
Phil interrupted: “What for?”
“You’re the keynote speaker,” he was told.
“So I walked out and quickly whipped up my slideshow and I had no idea what to say, and the room was packed – they were practically coming out the doors and windows.
“So I just started the usual chat and showed a few slides and talked about what, you know, we talked about, in a way, and then I couldn’t remember something and I started talking about fuzzy memory, and I just came up with the phrase ‘half-remember things’. And the place erupted.
“It was like one of those moments where you go, ‘I came, I saw…’ and everybody just goes ‘yeahhhhhh’. And it was completely spontaneous. It wasn’t deserved! It just was the way the room was, the atmosphere. Whatever the way it was I said ‘half-remembered’ made people go ‘yeahhhh’. It was like scoring a goal!”
Half-remembering is when you can’t quite remember a plot from a film, say, and end up confusing it with another one. By stitching them together, you create something new. It’s the sort of thing we do all the time in dreams, hopping unquestioningly from one thought to another. So get fuzzy, let yourself forget.
“Don’t become a Wikipedia,” instructs Campbell. “If you can keep your thinking a little bit fuzzy and you can create links between dreams and reality, just let it roll. It doesn’t matter if it’s real or imagined. It’s stuff, It’s content, it’s ideas.”
We snap back to talking about teaching.
“I’ve been called the c-word a lot,” he says.
I laugh.
“That one too, yes,” he goes on, satisfied, “but ‘catalyst’ is the word people use for me. I put ideas together, I get things to work, I share.”
He triggers imaginations, it’s what he’s always done. He throws up thoughts for other people to jump in on, pulls people in, bounces off them. And he does it now, coaxing his students into a place where they have no fear sharing their ideas. They rarely sit down. He tries to get them up on their feet, away from books, playing, sharing, collaborating.
That’s key, working together. If he’s learned anything in his time in the industry, it’s to crack collaboration early on. “I don’t falter,” he says. “I don’t let people go off and work on their own.”
It makes him happy, teaching. He’s content. He’s finally found somewhere his methods and way of working really click. And though he’s not directly in the games development industry, who knows? His effect upon it now may be greater for those he equips to join it. He feels good about that.
“It’s a bit of a legacy thing,” he says. “I get paid very little – luckily my wife has a real job. I’ll just keep teaching until I drop, probably. I just love passing it on.”
A beautiful morning
“This is a real test for me – it’s an exam – trying to not half-remember things.”
It didn’t quite pan out the way Campbell expected. He once expected every game to pay royalties like Tomb Raider did. “They set me up for some dream industry which never quite evolved for me. But hey,” he says, “valuing stuff like meeting Brando and Bowie, it enriches your life forever.”
If he has a regret, it’s not taking any pictures with Brando. He couldn’t, he wasn’t allowed, nor would Brando sign anything. But he has his memories of Brando, Bowie and more. How many people can wheel out the kind of stories he can? “I just look back on a ton of memories and think how lucky I was to be in the right room at the right time,” he says.
There’s still architecture – he picked it because he could do it when he was 80, remember – and it never really left him. It’s why, when he was making The Godfather, his virtual New York had a ludicrous 200 landmarks. He knew them all but how many can you name? The Rockefeller Center, The Empire State Building, Central Park, um, the Friends apartment?
It wasn’t until an EA executive came to ask members of the team the same question in order to prove a point – they averaged around five or six – Campbell finally conceded.
He still plays The Godfather with his students, you know, and finds unexpected pleasure in it. “What was great about playing The Godfather was not playing the missions,” he says. “The joy of Godfather was just starting a rumble in the middle of town. Not in the design plan, not intended, but a true joy to play. That’s what I look for in games.”
He dabbles in a bit of architectural work too. “I still consult,” he says. “I consulted on the Titanic museum in Belfast. But it’s all very casual. My wife is a real architect.”
They collaborated recently (he credits her with all the work) on a very personal project. It’s the reason he suddenly breaks off during our conversation to talk to an engineer. I hear the word “elevator” and I’m just about to ask when he beats me to it.
“Sorry about that, Bertie,” he says, “we just built a new house, finally, after all these years, and I’m standing here looking at the Golden Gate Bridge. It’s certainly beautiful here this morning.”
More specifically, he’s standing in his rooftop garden overlooking the Golden Gate Bridge, and he has a six-story bookcase running up the stairs. Downstairs, on the bottom two floors, there’s an apartment stuffed with “everything my wife didn’t want in the house”, all his gaming paraphernalia, and they rent it out on Airbnb. “We just started,” he says. “It’s like a pop culture museum.”
It might not have panned out the way he expected, then, but it panned out pretty nicely in the end. “It’s Retirement House,” he says. Then he changes his mind. “That sounds bad.”
He thinks for a moment longer and with a laugh hits upon something better. He says,
“This is a house to befit someone who’s not quite famous.”
The view from his rooftop garden.
The greatest honour
I feel good about how I leave Phil Campbell, there on his rooftop, looking at the bridge, and as I hang up, I can’t help thinking about all the ways I feel a little bit like him. I’m not Irish, though I do a terrible accent, but my thoughts fire around like his, hopping all over the place, and I can’t resist an opportunity to make someone laugh.
I have ideas, too. No, really! They pop up all the time. But I am in no way as disciplined and determined in getting them down. That’s his mastery. No doubt he’s already off concocting an idea to delight or torment his students with. That’s nice. I’d like him as my teacher. I think of it as his final form. But he wouldn’t be there had he not gone round the houses learning his trade, and as the cliched old saying goes, we learn more from our mistakes than we do our successes.
It’s changed my mind about what this story is. Someone asked me this last night and I struggled to answer – never a good sign when you’ve spent so long on something, let me tell you! It was once, simply, the amazing stories of a man I’d never heard about, and maybe it still is. I hope you’ve enjoyed them. But that feels a bit disingenuous, too, a bit thin. It implies, I think, he’s never found success, and I don’t think that’s right.
Success irks me, because what does it actually mean? Does success mean you’ve attained the highest honour in our society? If it does, what is that – fame and fortune? Is that really all it is? I don’t like to think so.
It reminds me of when I used to take my son to ninja lessons, because that’s what parents in Brighton do, and of something they taught there. It always stuck in my head. They taught that the highest honour you can attain is to teach. Not to become a great warrior, famed and acclaimed, but to learn so much you will one day have the great honour of passing it on. That, I like. Phil Campbell, grandmaster, talking at a hundred miles an hour and cracking jokes. Passing it on.
from EnterGamingXP https://entergamingxp.com/2020/01/the-amazing-stories-of-a-man-youve-never-heard-of-%e2%80%a2-eurogamer-net/?utm_source=rss&utm_medium=rss&utm_campaign=the-amazing-stories-of-a-man-youve-never-heard-of-%25e2%2580%25a2-eurogamer-net
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