Rock, Paper, Shotgun

Posts Tagged ‘interview’

Animated Exchange: Moonbot Explain The Golem

By Jim Rossignol on February 20th, 2013.


Award-receiving, super-talented animation studio Moonbot* are venturing into the realm of games. On the PC they’re doing it with an enigmatic and beautiful third-person action take on the classic story of The Golem, aka The Golem of Prague. Moonbot’s intention is to raise the money via Kickstarter – a tricky approach for a team that is not established in the gaming world – but what we’ve seen of their designs are predictably breath-taking. It would sad if this one failed. I decided it was time to have a talk with Moonbot and find out exactly what they are up to.

Read on for their thoughts on why games shouldn’t have cinematics, why The Golem is the perfect subject matter for a game, and the frustration inherent in trying to do something new.
Read the rest of this entry »

, , , .

43 Comments »

Slice And Dice: The Showdown Effect Interview

By Adam Smith on February 15th, 2013.

The Showdown Effect is a bombastic game, packed with more eighties action movie clichés and stereotypes than Schwarzenegger’s CV, or that one friend’s DVD collection that you’re fairly sure is entirely an edifice of ironic appreciation. I spoke to Arrowhead CEO Johan Pilestedt at the Paradox Convention and we talked about Warhammer, dice and situational comedy. And, hey, why not the game as well?

Read the rest of this entry »

, , , , .

19 Comments »

Critical Paradox: Critical Explain Dungeonland

By Jim Rossignol on February 15th, 2013.


With Dungeonland having recently appeared in the gold-filled crypts of the internet, to a mixed critical reception, we thought we should catch up with developers Critical Studio, and see how they’d been getting on. This is their first game, so what had they learned? My questions were answered jointly by Mark Venturelli and Gabriel Texeira.

There’s a few new videos down there, too.

Read the rest of this entry »

, , , .

26 Comments »

The Flare Path: Broach And Clear

By Tim Stone on February 15th, 2013.

Thanks to a pair of heavily patched barrage balloons and an antique ex-Latvian Army Bofors gun, yesterday passed uneventfully in the Flare Path household. Using the derelict abattoir across the valley as cover, Cupid tried one pop-up attack, but a flurry of 40mm fury quickly sent him packing. “The little rascal really needs to work on his tactics” I thought to myself as, back at my desk, I perused correspondence from Eagle Dynamics’ Matt Wagner and KillHouse Games’ Dan Dimitrescu. “Either that or trade-in those arrows for Brimstones.”
Read the rest of this entry »

, , , .

19 Comments »

Cara Vs. Crysis 3 Was Never A Fair Fight

By Cara Ellison on February 14th, 2013.

We sent Cara Ellison to EA to play some Crysis 3. We would like to formally apologise to Crytek and EA for having sent Cara Ellison to play some Crysis 3. Here is why:

Read the rest of this entry »

, , , , , , .

233 Comments »

Many Questions: System Shock 2 Comes To GOG

By Adam Smith on February 13th, 2013.

Today, Good Old Games announce that they will finally, and exclusively, be selling a digital download version of System Shock 2. It will be available tomorrow. I envy those who can now play for the first time, but there is no longer an excuse not to indulge in yet another playthrough of one of the finest and most frightening games ever made. I spoke to Stephen Kick of Night Dive, who secured the rights and worked on the release, and Guillaume Rambourg at GOG.com. How did all of this come about and what is System Shock 2′s place in gaming, past, present and future?

Read the rest of this entry »

, , , , , .

192 Comments »

Journey’s End: Dreamfall Chapters Interview Part 2

By Adam Smith on February 11th, 2013.

The first part was the starter. This is the main course. The conversation continues, as Ragnar Tørnquist, Martin Bruusgaard and Dag Scheve go into detail on the plots and plans at the heart of Dreamfall Chapters. There is a huge amount to read, so sit back and eat your lunch at your desk, or relax with a glass of wine or cup of tea. Thought-topics covered include the magic of the mundane, the origins of storytelling, conflict, maturity, and pointing, clicking and other mechanics.

Read the rest of this entry »

, , , , , , .

34 Comments »

Journey’s End: Dreamfall Chapters Interview – Part One

By Adam Smith on February 8th, 2013.

Ragnar Tørnquist founded Red Thread Games with one immediate goal in mind: to finish the story he has been telling for a great part of his adult life. As this interview is published, the Kickstarter for Dreamfall Chapters went live a couple of minutes ago. In readiness, I had a long conversation with Tørnquist, Dreamfall co-writer Dag Scheve and lead designer Martin Bruusgaard earlier this week. The studio is new, the premises are new, but the team are old friends and Dreamfall veterans. In this first part of the interview, we talked about cold hard cash, going indie, Kickstarter and the state of the industry.

Read the rest of this entry »

, , , , , , .

124 Comments »

It’s A Steal: Andy Schatz Talks Monaco, Other Stuff

By Jim Rossignol on February 6th, 2013.


Andy Schatz’ inspired multiplayer co-op heist game,Monaco, is a lot of fun. I’ll describe that fun to you in more detail in another article. For now, though, with the game just a couple of months from release, have a read of my chat with the creator of the IGF-winning game. We talk Indie Fund, Kickstarter, Volcanoes, and the joy of beta testing. Read on!

Read the rest of this entry »

, , , , , .

33 Comments »

The Telling Of Tales: Unwritten Interview

By Adam Smith on February 5th, 2013.

You may know that Joe Houston worked on Dishonored, or you may remember his considered and compelling words on violence in games, but not enough people seem to know about Unwritten: That Which Happened, the game in development at Joe’s new independent studio, Roxlou Games. Unwritten is one of the most intriguing in the crop of turn-based titles moving through the crowd-funding space, with a focus that lies as much on narrative as combat and tactics. It’ll need a strong final week to reach its $75,000 goal. I spoke to Joe to find out more about the game, going indie and storytelling.

Read the rest of this entry »

, , , , , .

18 Comments »

Infectious: Ambient Studios Explain Death Inc

By Jim Rossignol on February 4th, 2013.


Lavish-looking god-game/strategy with management bits, Death Inc, has risen from the tomb of development into the blazing purgatory of Kickstarter. Yes, these former Media Molecule, Lionhead, and Criterion chaps want your pounds and pence to make the Death business of 17th century plague-propagation into a living, unbreathing thing. I talked to founder and programmer Jonny Hopper to found out a bit more about who Ambient Studios are, and what they’re up to.
Read the rest of this entry »

, , , .

26 Comments »

Respond to our gibber

Read our finest words

A Grim Couple Of Hours With Akaneiro: Demon Hunter

Search for clues

Browse the archive