Posts Tagged ‘interview’

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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Blood Bowl 2 Interview: The Interface, Leagues, And DLC

By Jody Macgregor on November 3rd, 2014.

I blame Tolkien. He wrote Orcs like football hooligans and so Games Workshop’s idea of them actually playing football – albeit a version of American football where mutilations are encouraged – makes some sort of sense. The judgemental timer of Steam says I’ve played Blood Bowl more than a lot of other games in my library, more than plenty of games I play without having to complain about the interface, or the AI, or the fact you can’t turn the commentators off and turning their volume down banishes them only until you score a touchdown and then suddenly they’re back in your headphones and GRRR GORBAG SO CRANKY.

Blood Bowl is a game I love in spite of its flaws but find hard to recommend. Will Blood Bowl 2 remedy that? I spoke to Sylvain Sechi, project manager on Cyanide Studio’s Blood Bowl 2, to try to find out.

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A Chat About Interior Design In Games, With Ubi’s Dan Cox

By Philippa Warr on October 31st, 2014.

You can see the yellow and black markers if you peer closely

For no reason other than “We were at the same conference and his work sounded interesting” I ended up scheduling a meeting with Dan Cox. He focuses on level art at Ubisoft Toronto and his work has most recently appeared in Splinter Cell: Blacklist. He was in Paris to give a talk about interior design in games so it turned out he was more than happy to answer some of my questions about how artists make sense of spaces in video games*.

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Interview: Warzone Survival In This War Of Mine

By Philippa Warr on October 25th, 2014.

This War Of Mine instructions

“An experience of war seen from an entirely new angle”. That’s how 11 Bit Studios are pitching This War Of Mine. The new angle they’re referring to is the fact that, instead of being an action-packed military shooter, their warzone is a city under siege and requires you to keep a band of civilians alive. Its desire not to glorify war reminds me of Ubisoft’s recent Valiant Hearts but in terms of how the game works mechanically it’s closer to Zafehouse Diaries – a zombie survival game with a diary storytelling element. I spoke to the game’s senior writer to learn more.

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A Chat About Banner Saga-Powered Roguelike Bedlam

By Alec Meer on October 16th, 2014.

A couple of weeks ago, a roguelike which uses the Banner Saga engine to create a rather attractive post-apocalyptic cocktail of FTL, The Oregon Trail and XCOM popped up on Kickstarter. Bedlam’s around $90k into its $130k goal, with just eight days left on the clock. I’ve had a chat with the devs, who include veterans of Darksiders studio Vigil, about what they’re aiming for with the game, what the Banner Saga engine enables them to do, what they’ve changed about it, and the 80s/90s comics visual influences for this game of desert bandits and desert death-buses. Also – what about that other game called Bedlam?
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