Posts Tagged ‘interview’

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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Skynet Versus Cthulhu: Human Resources

By Adam Smith on October 2nd, 2014.

Human Resources has one of the finest elevator pitches I’ve ever heard. The Singularity comes to pass, the machines rise, and humanity awakens a host of Lovecraftian horrors on the same day. It’s a tale of duelling apocalypses. Skynet vs Cthulhu, with humanity caught in the middle. The Kickstarter page has just gone live for Uber’s strategy followup to Planetary Annihilation, and I spoke to design director John Comes and art director Nate Simpson to learn about the end of everything.

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Interview: Agustin Cordes On Finding The Real Lovecraft

By Richard Cobbett on October 2nd, 2014.

Nobody ever mentions the Mad Monk Abdul Alhazred's habit of doodling in the margins. So many boobies.

Scratches, Serena and Asylum creator Agustin Cordes has just launched a Kickstarter for the first officially licensed H.P. Lovecraft game, The Case Of Charles Dexter Ward. Based on Lovecraft’s only full novel, it tells the tale of a young man in 1918 on a search for a wizard ancestor in Providence and Salem, with not a whiff of Cthulhu to be found. This project is intended to be faithful in a way that no other Lovecraftian game has been, but what exactly does that mean? And why do these old stories still have such a draw? I asked. He answered. Nice when things work out.

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Interview: Gearbox On Borderlands: The Pre-Sequel

By Paul Dean on September 30th, 2014.

With every new release, the Borderlands universe becomes increasingly ridiculous. It’s been happening for a while now, with the puns, the slapstick and the hidden pop culture references that pepper Borderlands 2 and further season its DLC. I’m hardly complaining, because I’ve gradually disengaged from the first-person shooter over the last few years, confronted again and again by far too many po-faced, monochrome military affairs. Borderlands 2 has been a welcome exception.

Like a sudden burst of ketchup from a thoroughly-spanked Heinz bottle, even more of that often unsubtle flavouring is set to season our PCs very soon. Borderlands: The Pre-Sequel comes out in two weeks. Developed in conjunction with 2K Australia, the Pre-Sequel is exactly what you’d expect from the series: more jokes, more cartoonish violence, more character diversity and a further expansion of a gun collection that would already make any Tom Clancy fan spurt like… well, like a sudden burst of ketchup from a thoroughly-spanked Heinz bottle.

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Jennifer Hale Interview: From Metal Gear To Mass Effect

By John Walker on September 28th, 2014.

The many faces that aren't the faces of Jennifer Hale.

Every Sunday, we reach deep into Rock, Paper, Shotgun’s 141-year history to pull out one of the the best moments from the archive. This week, John’s interview with voice actress Jennifer Hale. This post was originally published July 27, 2011.

Jennifer Hale has appeared in a great many more games than you probably realise. The person behind the voice of the female Shepard in all three Mass Effect games is also responsible for Metal Gear’s Naomi Hunter, SOCOM’s HQ, the spookily good British accent of KotOR’s Bastilla, and even the grunts and groans of Metroid Prime’s Samus, among literally hundreds of others in gaming, TV and film. We caught up with Jennifer as she drove through LA, to ask how she came to provide so many of gaming’s iconic voices, the combination of anonymity and fame, and which of the Commander Shepards she’s voting for to appear on Mass Effect’s cover.

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Interview: Victor Kislyi On Wargaming In A Single Breath

By Graham Smith on September 23rd, 2014.

I’ve interviewed a lot of CEOs over the past ten years, and while they each project the same unnatural, media-trained sangfroid, they’re each different, too.

Victor Kislyi, CEO of Wargaming, seems like one of the most genuine human beings I’ve seen in the role. His enthusiasm for his job is palpable. I asked him a single question at this year’s Gamescom and he spoke for nine minutes straight in response.

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Space Hulk Dev On What Went Right & Wrong, What’s Next

By Alec Meer on September 19th, 2014.

Space Hulk Space Hulk Space… Hulk? Full Control’s adaptation of the cult classic Games Workshop boardgame turned out to be a divisive experience after early excitement. A buggy launch (though rectified later) didn’t help, but players seemed polarized between enjoying its careful faithfulness and being put off by what some felt was too slow and rudimentary. Rab was very much in the latter camp when he covered it for us.

Last month, the Danish devs unexpectedly announced Space Hulk: Ascension edition, which has a looser, faster, flashier interpretation of the hallowed source material, including adding roleplaying mechanics, revised combat, different types of enemy, many more weapons and a slew of brand new missions. I talked to their lead Thomas Lund about the intent behind this deliberately more ‘videogamey’ standalone expansion, what’s changed both on the surface and deeper down, the critical differences between a boardgame and a videogame, why the two Space Hulks are companions rather than replacements, his response to criticism of the first game, why it had a messy launch and what they’ve learned from it all.
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Freeware Garden: Mouse Corp

By Konstantinos Dimopoulos on August 27th, 2014.

Nothing like a solid, cheery title pic to lure the masses in.

If you know and thus love what thecatamites have (has) been doing these past few years, chances are you have already downloaded Mouse Corp¬†and are already defacing the graves of an impossibly colourful 3D world. A world filled with sentient vegetation and a wild menagerie of oddities you’ll have to traverse, quasi-RTS style, as three mice.

Now, I could go on all about the wild mechanics of Mouse Corp or its wondrously grotesque take on the Sonic universe, but I won’t. I will instead provide you with an interview featuring the wonderful Mr. Stephen Murphy — a.k.a. thecatamites:

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Interview: Luis Antonio Talks Twelve Minutes

By John Walker on August 14th, 2014.

We revealed Twelve Minutes this week – an extraordinarily interesting project, a game about a man trapped in a twelve minute time loop, trying to discover the reason why his wife is being accused of the murder of her father. And indeed why a policeman keeps kicking his head in. The game is already extremely impressive at its prototype phase, but creator Luis Antonio says there’s a lot more work to do. We spoke to Antonio about how he taught himself programming to be able to make this game, where he wants to take it, and how he’s not planning on releasing an early access version of the game.

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Interview: Early Access, Stealth And Mods In Invisible, Inc.

By Graham Smith on August 8th, 2014.

Invisible, Inc. is coming to Steam Early Access on August 19th. It’s developer Klei’s return to stealth after 2012′s Mark of the Ninja, but this time it’s turn-based, tactical, and about steering a team of operatives through a Syndicate-inspired world of corporate espionage. It’s also their return to procedural generation and permadeath after 2013′s vastly successful Burtonesque survival game, Don’t Starve.

I spoke to company founder and programmer Jamie Cheng about why they came back to stealth game design, the challenges of procedureal generation, the right way to do Early Access, and mods.

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Wasteland 2: Fargo On NPCs, DLC & Save-Scumming

By Alec Meer on August 5th, 2014.

When I sat down for a chat with Wasteland 2′s Brian Fargo (he of Interplay as-was, and now of InXile as-is), it wasn’t yet known that the Kickstarted alterna-Fallout RPG was to have its release date moved from August to September. Hence, I didn’t ask him about that. But we did talk about the state the game’s in now, what post-release plans are, sneaking recordings of his revivalist preacher granddad onto the soundtrack, mysterious NPCs, butterfly effect consequences and the importance of continuity.
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Expert Speech Skill: Pillars Of Eternity Interview Part 2

By Adam Smith on July 29th, 2014.

In the second and final part of a conversation with Josh Sawyer of Obsidian (part one), we discuss how the design of Pillars of Eternity differs from Fallout: New Vegas. That involves a discussion of New Vegas’ post-release support, official and otherwise, and the pros and cons of traditional RPG systems. Of particular note – why Pillars of Eternity does not have a Speech skill, or any other skill of that sort.

With contributions from executive producer Brandon Adler, we also discuss the role of Paradox as publisher and the benefits of digital distribution, and end with a tribute to nineties RPG, Darklands.

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Freedom And Fantasy: Pillars Of Eternity Interview

By Adam Smith on July 24th, 2014.

Pillars of Eternity was, briefly, gaming’s most successful Kickstarter, at least in terms of funds raised. Like many crowdfunded games, particularly in the early days, it’s a project driven partly by nostalgia. A party-based fantasy RPG in the style of Baldur’s Gate and the other Infinity Engine D&D games, it has a strong heritage to live up to. Obsidian’s Josh Sawyer is the director of the game and I spoke to him late last week about theology, flagellant monks, freedom from licensing and respecting player’s choices. We also talked about his desire to make a historical RPG and his previous work, particularly the design of Fallout: New Vegas.

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