Posts Tagged ‘interview’
Part Five Of A Three-Part Interview
By Alec Meer on May 4th, 2012.

Two XCOM: Enemy Unknown interviews in (across four huge posts), I’m afraid I’m still nowhere near out of questions. And people are still saying ‘why didn’t you ask about thing x?’ Well, let’s do it all over again. Once more, Firaxis’ Jake Solomon fields my endless queries about his reboot/remake/reimainging of precious, precious X-COM – and in this first of two parts, we talk about the new look, newly not-stupid Floater, the length of the game, approximately how many fatalities you can expect to suffer, coming up with prototypical names for the soldiers, squad sizes and modding. Oh, and please click on the first three screenshots for larger versions.
Jake Solomon: This is like our third interview
RPS: I know, it’s getting silly.
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feature, Firaxis, interview, X-COM: UFO Defense, XCOM: Enemy Unknown.
The city of tomorrow!
By Alec Meer on April 27th, 2012.

Shortly after seeing the new SimCity in its full bendy-road glory, I had a quick chat with one of its architects, EA Maxis’ producer Jason Haber. Tackled – its lengthy development, why we’ve waited so long for a sequel, why it’s a ‘real’ Sim City, difficulty, whether important content is being sectioned off for pre-order bonuses and DLC, and how a traffic jam could make your whole city burn down.
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feature, interview, Jason Haber, Maxis, SimCity.
Shadow Puppetry
By Adam Smith on April 26th, 2012.

Following on from our discussion of the game’s development and inspirations, this concluding part of our interview with Jasper Byrne, Lone Survivor’s creator, explores some of the themes and moods invoked by the horror adventure. The fourth wall is sundered, dreams are dissected and just what the heck are those pills all about? Spoilers, obviously.
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feature, Horror, interview, jasper byrne, lone survivor, Superflat Games.
Mo' money, Moebius
By Richard Cobbett on April 23rd, 2012.

After years of working on casual games, Gabriel Knight creator Jane Jensen is using Kickstarter to help launch her own studio – Pinkerton Road – which recently held a vote amongst contributors to decide its first project. That’s now going to be an adventure called Moebius, which you can read about here and add your pledge to to the pot. I caught up with her to talk about adventures, story, crazy fans, casual gaming and definitely not That Puzzle. (Much.)
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interview, Jane Jensen, Moebius, Pinkerton Road.
Silynch Hill
By Adam Smith on April 23rd, 2012.

In the first part of a sprawling conversation about his spectacular indie horror adventure, Lone Survivor, sole creator Jasper Byrne talks about the development process, audio and visual design, and some of the inspirations that went into creating the sinister and sentimental nightmare. There’s nothing that should spoil the game for those who haven’t played it. Thematic analysis and further love for David Lynch shall be expressed in a spoiler-laden continuation, which is coming soon.
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feature, Horror, indie, interview, jasper byrne, lone survivor, Superflat Games.
Game Developers Have Planted The Bomb
By Lewie Procter on April 21st, 2012.

Despite having originally released all the way back in the year 2,000 Anno Domini, CounterStrike is still – still! – the number one game being played on Steam right now. That’s not even taking into account CounterStrike Source. It’s an astonishing achievement, and CounterStrike’s continued popularity is reason enough to pay attention to the new game from co-creator, Minh Le. That new game is Tactical Intervention, and it’s a project he quit his job at Valve to pursue. I sat down for a chat with him, and this is what ensued: Read the rest of this entry »
Counter-Strike, Counter-Strike: Source, interview, Minh Le, Tactical Intervention.
Read This So You Can Say You Knew About Him Before He Was Famous
By John Walker on April 18th, 2012.

1000 Amps is one of my favourite puzzle games in years. Brilliantly designed, and constantly interesting, I went so far as to do cosplay to convince you to play it. Hopefully you did. I am convinced lone developer behind The Odd Man Out, 22 year old college student Brandon Brizzi, is one to watch. Which is why I caught up with him to ask about the experience of releasing a successful game, the motivation behind his projects, and why he no longer has to make pizzas.
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1000 Amps, Before The Law, Brandon Brizzi, feature, interview, The Odd Man Out.
Games Or GAMES
By Nathan Grayson on April 11th, 2012.

Following on from this story earlier in the week, here’s the full text of our wide-ranging and detailed interview with the people from GoG.com The questions were answered jointly by managing director Guillaume Rambourg and marketing/PR head Trevor Longino. How should we credit them here? Guillevor Rambogino? (We just went for “GoG”.)
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feature, Gog.com, Guillaume Rambourg, interview, Trevor Longino.
Interview
By John Walker on April 10th, 2012.

As infamous adventure creator Al Lowe puts it, the Kickstarter craze kicked off by Tim Schafer has, for many, been a lot like getting the band back together. So many names most famous for their games released in the 80s and early 90s are reappearing, some even coming out of retirement, with the promise of crowd-sourced funding. Many, stung by their experiences with publishers in the past, are being wooed back in, and not least among them is Al Lowe. Creator of Leisure Suit Larry, and a programmer on many of the classic Sierra adventures, Lowe hasn’t released a game since 1996, purported to have been in retirement since ’98. He’s popped up here and there since, and continues to send out jokes every day to his loyal mailing list, but at 65 years old he’s officially back, and there’s a Kickstarter to prove it. We spoke to Lowe, and colleague Paul Trowe, a man who began his gaming career at 12, play-testing for Sierra, to find out why they think now is the time to remake the Larry games.
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al lowe, feature, interview, Kickstarter, leisure suit larry, Leisure Suit Larry: In The Land Of The Lounge Lizards, Paul Trowe.
Rabbit is reduced to a thin red paste
By Nathan Grayson on April 7th, 2012.

It’s happening. An astounding $2.1 million later, Obsidian Entertainment is getting the Black Isle band back together with Brian Fargo to make Wasteland 2. It’s like some kind of Cinderella fairytale comeback story, only everyone dies in a radioactive pain puddle at the end. Or the beginning, really. But anyway, happier things! Shortly before the big news broke, I had a chat with Obsidian chief creative officer Chris Avellone about what sort of hand he and his team of burly brained wordsmiths will have in the game. Also, Kickstarter, nostalgia, and bugs and glitches – because those are sort of a thing for the Fallout: New Vegas, Alpha Protocol, and Dungeon Siege III developer.
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Chris-Avellone, feature, interview, Kickstarter, Obsidian Entertainment, Wasteland 2.
Avellone of this
By Alec Meer on April 2nd, 2012.

Last week’s wonderful shock news was that Brian Fargo and his team at inXile hope to recruit Chris Avellone and his team at Obsidian to work with them on the successfully startkicked sandbox RPG Wasteland 2. If funding for Wasteland 2 can reach $2.1 million (it’s currently at $1.8m, with 14 days left to go), it means a sort of dream team of ex-Black Isle staff would be working on a game that consciously harkens back to that golden age of cRPGs. I had a quick chat with Brian Fargo about what the potential partnership actually means, his thoughts on the wildly successful crowdsourcing of the game to date, whether the hiring of Planescape brain Avellone means a more fixed rather than freeform RPG, how his Kicking It Forwards crowdsourcing reinvestment initiative is going, and how he’d love to out-Kickstart Doublefine.
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Brian Fargo, Chris-Avellone, feature, interview, inXile, mac, Obsidian, Wasteland 2.