Posts Tagged ‘interview’

Harebrained Schemes On The Future Of Shadowrun

By Alec Meer on January 29th, 2015.

Last week I ran the first half of an interview with three-time Kickstarter winners Harebrained Schemes, in which they fielded my own questions about their upcoming cyberpunk-with-magic RPG sequel Shadowrun: Hong Kong. This time, they’re fielding your questions – including what they’ve got planned for the future of the series, cyberpunk’s Asian influences, how the stories are becoming increasingly less linear, avoiding Eastern stereotypes with the new setting, and improving the game’s pace.

Oh, and at the time writing the Shadowrun Hong Kong Kickstarter has now brought in $750,000. They’d asked for $100,000. They’ve now unlocked 12 stretch goals, and promise an additional mini-campaign if they hit $1 million. There are still 19 days to go. *blinks*.
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Freeware Garden: Sluggish Morss: Ad Infinitum

By Konstantinos Dimopoulos on January 27th, 2015.

Sluggish Morss: Ad Infinitum, Jack King Spooner’s latest interactive short story is, as one would expect it to be, a fantastic short collage of sounds, ideas, graphics, clay models, glitches, worlds, little jokes and images all wrapped up in a demented and clever little thing. It’s a vignette I really wouldn’t know how to properly describe without spoiling and so something you really have to play.

Preferably before reading the interview with Jack King Spooner that follows.

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Text, Lies And Videotape: Her Story Interview

By Adam Smith on January 23rd, 2015.

Sam Barlow has one of the most impressive CVs in gaming. By my reckoning, he only has six releases to his name but two of those games are comfortably inside my list of all-time favourites – the experimental interactive fiction of Aisle and the masterful Silent Hill: Shattered Memories. The latter might never come to PC but hopefully it’ll arrive in digital download form on the Wii U’s eShop sooner rather than later.

Barlow’s next game, Her Story, has elements of true crime, police procedural and confessional monologue. During a sprawling conversation last week, we discussed how it continues to play with interactive storytelling techniques, and how it has as much in common with Alan Bennett as True Detective.

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Shadowrun Devs On Hong Kong, Kickstarter, Fans & Story

By Alec Meer on January 23rd, 2015.

Shadowrun just keeps on returning. The cyberpunk RPG has has various game adaptations over the last few decades, but it was the Kickstarted Shadowrun Returns which most nailed the concept. Narrative and choice expanded in excellent follow-up campaign Dragonfall, which then saw a further improved Director’s Cut, and after all that devs Harebrained Schemes had a loyal enough fanbase to pull off their third successful Kickstarter, even in an age where there’s a lot of worried muttering about the future of crowd-funding for games. No such worries for Harebrained co-founders Jordan Weisman and Mitch Gitelman, whose upcoming Shadowrun: Hong Kong was funded in less than two hours and now has over $600k pledged – six times what they’d asked for. Blimey.

Earlier this week, I talked to the pair about why they went back to the Kickstarter well, what they’re doing differently this time, how they’ve been able to make story an increased focus, what the community’s up to with the Shadowrun editor and being sent free pizza.
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Interview: Humble Bundles Raise $50 Million For Charity

By Duncan Geere on December 16th, 2014.

Humble Bundles have helped raise $50 million for charity since the service’s launch in 2010. That’s a staggering amount of money, raised by people who love games, through a system that let’s people pay what they want. The money has gone to over 25 different charities, to help fund healthcare, bring food and water to those in need, and to help those with disabilities play games – among many, many others.

To mark the occasion, we asked Duncan Geere to have a chat with co-founder John Graham about the charity efforts, what he thinks of Steam curators, and why the future of digital distribution is colosseum deathmatches.

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You Can Go Home Again: Fullbright Talk Tacoma

By Alec Meer on December 16th, 2014.

Earlier this month, Gone Home developers Fullbright dropped a trailer for their follow-up, Tacoma. It’s set on a space station! People talk to each other! The gravity ain’t all there! There’s a toilet! And, er, that’s about all we found out. So let’s find out some more, by talking to Fullbright’s Steve Gaynor. Discussed: micro-gravity, Demolition Man, Chris Hadfield, being ‘socially conscious’ devs, accidental BioShock inspirations, what of Gone Home can and can’t work in a fantastical setting, System Shock, locked doors and whether Tacoma is more or less not-a-game than Gone Home was or wasn’t.
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Whatever Happened To X-COM’s Julian Gollop?

By Alec Meer on December 10th, 2014.

Well, he eventually rebooted and remade war of wizards Spectrum classic Chaos Reborn, which I’ve had a lot of fun with over the last few days, and which took to Steam Early Access yesterday. You can read more about that here. But what happened to the co-creator of X-COM, Laser Squad, Magic and Mayhem, Rebelstar and more over the last ten years or so? While so many long-standing developers have seen their stars rise and rise, Julian Gollop seemed to fall out of sight. In this concluding part of my big interview with him, we talk about where he’s been, why he turned to Kickstarter for his comeback, how he was doing Early Access long before it ever existed, his thoughts on latter-day X-COMlikes such as Xenonauts, Invisible Inc and Mordheim, and the pressing question of whether we’ll ever see a new X-COM or Laser Squad=style game with him at the helm.
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Julian Gollop On Kickstarting Chaos: “It Was A Bit Scary”

By Alec Meer on December 9th, 2014.

Today, X-COM creator Julian Gollop’s new game Chaos Reborn launches on Steam Early Access. The Laser Squad dev ran a successful Kickstarter for the remake of his ZX Spectrum wizard-battler earlier this year, but he was by no means convinced that he’d pull it off. “It was a bit scary,” he told me in an interview last week (and available in full here). “The biggest problem with Kickstarter is the fact that you are making promises based on not very much.”
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Interview: X-COM’s Julian Gollop On Remaking Chaos

By Alec Meer on December 9th, 2014.

After some time out of sight, X-COM creator Julian Gollop returned earlier this year, with a successful Kickstarter for a remake of/spiritual sequel to his beloved Spectrum strategy game, Chaos. (That being the one where wizards battle each other to death, with the help of various summoned beasties). An early, multiplayer-only version of Chaos Reborn takes to Steam Early Access today, so ahead of that I had a chat with the Laser Squad dev about how it all happened, what’s changed, how much of a purist he is about his old work, his thoughts on Kickstarter and what’s planned for the forthcoming singleplayer mode.
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StarCraft’s James Phinney On New Project Gigantic

By Philippa Warr on December 5th, 2014.

What is the plural of a blunderbuss?

Hello, fans of shooter hybrids. Today we will be talking about Gigantic. Developers Motiga are referring to it as a “third-person shooter and action game with strong strategic elements”. What that means in real terms is two teams of five each trying to protect their enormous Guardian creature while attempting to destroy their opponents’ Guardian. To find out more I email-interviewed creative director James Phinney, whose name you might already know what with previous credits including being lead designer and producer on StarCraft and lead designer on Guild Wars. Let’s start with exactly what Gigantic is and how it works.

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Two Year Talk: Interviewing Planetside 2’s Creative Director

By Jim Rossignol on November 20th, 2014.

Planetside 2 is two years old today and still going strong. It’s a Planniversary, if you will.

Ahem. I’ve written a bunch about my time with the game, including this. Yes, I like it a lot. One person who has been at the forefront of that long campaign of making me like something for two whole years, and who was also implicated in the complex saga of development beforehand, is Matt Higby. He’s headed up the SOE team throughout the twenty-four months of the game being live, and still seems to have plenty of energy for the future of this peerless F2P shooter. With those two years in mind, I had a chat with him.

Read on below for a myriad of thoughts on the game that does a war of red, blue, and purple like no other.

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Second Gen Tank Shenanigans In Armored Warfare

By Philippa Warr on November 10th, 2014.

Probably an objective

“It’s not so much that we’re competing directly. We want to take things forward a bit for the genre and do the second generation type of this game.”

I’m speaking to Matt Festa, senior designer on Obsidian’s tank-based strategic shooter Armored Warfare about the differences between his game and – just to pluck an example out of the air – World Of Tanks.

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Interview: Katherine Bidwell On The Models Of Lumino City

By Philippa Warr on November 6th, 2014.

Waiting for the tiny band to show up

These are all photos I took at the exhibition – if you want to see the larger version just click on them.

“All our games so far have had some element of handmade-ness to them but Lumino City has gone to the nth degree.”

Katherine Bidwell, co-director of studio State of Play, is taking me round the GameCity exhibition of their Lumino City game models. If you’re not familiar with Lumino City you could be forgiven for thinking all of this card and wiring is entirely a marketing concept, bringing a digital creation into our physical world. Actually it’s the polar opposite. Lumino City was created as a sprawling fantastical architectural model in real life before being painstakingly converted into a digital gamespace.

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