Posts Tagged ‘Chris-Taylor’

Gas Again: Kings And Castles

By Jim Rossignol on February 15th, 2010.


Gas Powered Games have announced their next RTS (they’re wrapping up Supreme Commander 2 right now) and it’s called Kings And Castles. Apparently it’s a “one-of-a-kind experience” that will “let players take on the role of one of three powerful kings who are vying for control of an all-new, original fantasy world.” The team plan to record and publish every aspect of development for this new title. “We’re doing something different this time around,” said Chris Taylor, Creative Director of Gas Powered Games. “We want to take our fans on a great adventure with us. They’ll get to go behind-the-scenes and watch the game come to life from start to finish.” And with that in mind, the first video-blog of the game is posted below.
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Meer vs Taylor on SupCom 2

By Jim Rossignol on January 13th, 2010.


Mr Meer is out in the snowy wastes today, trying to find his homeland. So it falls to me to point out this excellent interview with Chris Taylor, following the recent Supreme Commander 2 preview.

Eurogamer Rock, Paper, Shotgun’s Alec Meer, Hero Journalist: Do you feel like conventional RTS has given up and is moving on – so many people just can’t do the multiplayer now?

Chris Taylor: We’re definitely focusing heavily on our story and our single-player game, we want to make a really rich experience for somebody who doesn’t want to go online and fight other people. Should we be moving away from base-building like in some other games? I actually think base-building is really fun, and an important part of the game. Innovation doesn’t mean we move away from that. Innovation means we do things like add strategic zoom, we have really cool Experimental units and half-baked systems and systems that really make the game more lively, but not at the expense of the core RTS experience that we’ve learned.

Read it all.

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Fallout MMO Hires Chris Taylor (Not That One)

By Alec Meer on September 24th, 2008.

Well, we’re all presuming the reborn Interplay’s secret project is a Fallout MMO, as there’s plenty of proof out there and nobody’s denied it yet.

Yesterday the new Interplay website opened up, and with it came a mention of “Project V13,” the working title for a ‘next generation’ MMO. No details whatsoever on that, but what is scintillating is the announcement that they’ve hired Chris Taylor to work on it. Not Gas-Powered Games’ Chris Taylor – who perhaps shouldn’t be allowed near any kind of roleplaying game again after the disappointing mess that was Space Siege – but the other Chris Taylor, a key member of the original Fallout/Fallout 2 team.
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Space Siege: Demo Is Go

By Alec Meer on July 29th, 2008.

I’ll write up some impressions later today or tomorrow, once I’ve had the chance to play it (I’m a little wrapped in two other biggish games – silly season has started at last) but for now just a quick heads’ up (heads-up? head’s up? Gah) – Space Siege, the new RPG from Dungeon Siege/SupCom lot Gas Powered Games, has had the demo treatment.

There’s a lot of question marks over this game, and looks like they’ll finally be resolved. Will it be the same somewhat monotonal hacky-slashy formula as the previous Sieges? Is there more to space than metal corridors? Is the robot awesome? The answer to these questions and more can be found here. It is 957 Byteymegas.

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Dave Perry’s Luminary Lunch

By Kieron Gillen on February 22nd, 2008.

They probably had more than sandwiches.

One of the more interesting sessions at this year’s GDC was entirely off-campus. Dave Perry invited a load of chums to lunch, with a select press audience. Present were people like Raph Koster, Peter Molyneux, EA’s Neil Young, Chris Taylor, Dave Perry and some bloke from Sony. And then they all had a good chin-wag. Annoyingly, Rossignol was present – as he’s never going to shut up about it – and has written up the session for Videogaming247. In it, he says things like…

This led Phil Harrison to point out that games are taking too long to make. “The speed of iteration has to change,” said the Sony giant. Koster argued that games were shamed by the web, whose speed of iteration of web-sites was lightening fast. “Flickr patches every half hour!” he exclaimed.

I suspect more from the session will emerge over the coming weeks, but in the mean time, Next Gen have some quotes over here.

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Games For 2008: Space Siege

By Alec Meer on January 15th, 2008.

SPACE CHUMS!

Gas Powered Games make mechanical games. Games where story and character are entirely secondary concerns to the underlying weights and balances: Supreme Commander and Dungeon Siege are creations of honed function, not form. These are games that do not understand this human thing you call ‘love.’

It’s a very deliberate methodology, and one to celebrate. It’s quite the rarity these days, a time of graphical plenty, wherein cheap-to-make in-engine cutscenes see so many games overwhelmed by their own self-indulgent, exposition-choked narratives. At least someone’s still aware that you’ve paid your money to play a game.

With Space Siege though, everything changes.
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Chris Taylor Interview

By Kieron Gillen on December 12th, 2007.

Just before the release of Supreme Commander: Forged Alliance, I sat down and had a chat with the ever-effusive Chris Taylor. It was a fun interview – it started casual enough, but amped up and up and up until Chris was saying things like…

“When I ride the lawnmower, I put my son on it, he falls asleep and when I’m mowing, I don’t think about steering and gas and cutting grass… I think about life. I think about work. I think about things I have to do. I recharge. I re-create. Not recreate. RE-create. I charge my batteries up. When I finish mowing the lawn, I haven’t done a chore – I’m actually ready to take on something. I’m sitting on my ass on a lawnmower, so there’s not a lot of physical energy there. That’s what I think gaming needs to be. Look at your Saturday. Do you want your entire Saturday to be laying around or do you want your whole Saturday to be about working, or would you rather a combination of both?”

Which is great. Lots more to read over here, including where he has his ideas, his love for Lego Star Wars and how he’s like his games.

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The Making Of: Dungeon Siege

By Kieron Gillen on September 7th, 2007.

[When thinking about which post-mortem to lob up when I was away, this one struck me as most appropriate. Since I'll actually be at Gas Powered games during my awayness, Dungeon Siege seems like a good idea. I give a little of the context in the piece itself, but it was wayyyy into the evening and the booze was getting to both Chris and myself, crouched around the Dictaphone and both saying things we really shouldn't (very few of which had anything to do with videogames). Chris Taylor is an effusive bloke, to say the least. Worth noting that this was done prior to DS2's launch, and before Supreme Commander was even vaguely revealed.]

Ker-zap!

We find ourselves at a glamorous Microsoft press-event in San Francisco. “Glamorous” being code-words for “There is alcohol here”. They’ve gathered their sharpest minds to introduce their typically polished portfolio for the next twelve months, so are presented to the gregarious and effusive Chris Taylor. We start getting nervous, with images of epic mechanical destruction clouding our otherwise purely objective minds.

We try to leave before we start gushing about how much we loved Total Annihilation, only to see Brian “Rise of Nations” Reynolds in the opposite direction. Oh no. Pincered by two genuinely great RTS developers. There’s only one thing for it: start asking questions about how Dungeon Siege came to be and what he learned from it. Because while it’s an undeniably splendid game, it’s also a game that which we’re slightly more capable of keeping a little journalistic distance. An interview about how CUTE the Commander is won’t be of much use to anyone.

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