Behind The Mask: Collin Simon

Behind The Mask: Collin Simon
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Behind The Mask will be a weekly interview with a member of the SuperShow community where they will talk about a character or characters that they have made for the game. Hopefully you will not only enjoy the possible stories told about the creative process, but also gain a bit more motivation to add your own character to the game sometime down the road. Without further ado, let’s get onto the interview…

I’d first like to thank you Collin for joining me today to talk about the creation of Zombie, one of the newest additions to the L.F.F. Please tell me, how did you come up with the character?

Collin: Zombie was the culmination of about 20 years of character I created in 1998. He started as a concept when I was in middle school and has evolved in video games, online games, tabletop games, and I even used to the character in real life when I spent a year in professional wrestling school around 2004.

Is there anything special that we should know about the character that may not be shown by the card art, or within the finishers that the character has?

Collin: The character started as a gothic horror character and was very serious and impervious to pain. Then he evolved into an ultra violent hardcore wrestler and ultimately he became a comedy Deadpool like character. I tried to capture all of it in the character card and moves. Hence the submission catching the humorous side.

Is there any certain reason why you chose the stats that you did for your character? Were you looking to play certain cards, were you simply staying true to who you felt the character was?

Collin: The stats I chose are a culmination of ideas. The 5 in submission is because he never really used submissions. The grapple being a 10 was because I like the card DDT and the rest just kinda plugged in. To my knowledge he has a one of a kind stat line as of now in SuperShow.

How did you come up with the names for your finishing moves? Also, what was your thought process when you were choosing what actual move would be used in the card art?

Collin: So the names of the finishes. The Gravedigger (Impaler DDT) was the first love he ever had. It was inspired by Gangrel and Raven. Raven being my favorite wrestler ever I wanted to pay homage to his finisher of a DDT with my own spin. The goofy submission came from a wrestling role playing game that required me to make a submission, so I just randomly made it up. The strike (Dead End) was a signature move I needed for the video games, and I always liked the Code Breaker.

What was the process like working with the SRG Boss on the creation of your character? Was there a lot of back and forth, did you feel you had a lot of creative freedom? Did anything get nixed that you wanted for your character, whether it was a name for a finish, the text for a finish or your gimmick?

Collin: The process working with Steve was very smooth. The gimmick actually had an “and bury a card in your opponent’s discard pile” clause at the end, that turned to an “or” and finally dropped. You can see some of that in the grapple finish. When I submitted the moves I didn’t give text and left it to Steve to balance them out. I think he did a tremendous job and anyone who plays my character will see those finishes sting. Overall I think we had about 5-6 different exchanges via text on the creation process. It was very smooth and he did a good job explaining any changes.

With you purchasing your character through the Kickstarter, do you feel that it was a worthwhile investment?

Collin: I feel the investment was worth it. If you break down the price per hours of entertainment I’ll get out of it, plus I got all that Kickstarter stuff on top of it.

If you had advice for someone who was about to create a character, or someone who happens to be thinking of creating a character, what would it be?

Collin: The only advice I have is be willing to accept change and try to be original, but not too complex. Also try not to get in the mentality that your character will be better than the other ones. The goal is to be on par, not game breaking.

Do you have any future plans on making more characters for the game, and if so, would you like to hint at any ideas that you currently have?

Collin: As far as the future goes, I’m not buying anymore characters. If I happen to win a CaC event then I will make my wife’s character Cherie Von Danish the baker. If somehow I make more, I have a short list of other friends I’d like to see like Girthquake or Bobby-O. I’ll be playing for a long time, so you never know.

And there you have it, thank you for joining me, and look forward to the next edition at the same time next week. Ciao!