Posts Tagged ‘interview’

IGF Factor 2014 – Save The Date

By Alec Meer on March 18th, 2014.

I’m somewhat glad this interview with Chris Cornell of Paper Dino, creators of multiple choice romance/fatality adventure Save The Date, is happening remotely. Frankly, if we were doing it over drinks or lunch, I’d fear for my life. If you’ve yet to play Save The Date a) you should, because it’s funny, thoughtful and surprising, and free and b) the preceding sentence will make a lot more sense if you do.

Save The Date’s nominated for the Nuovo award at this year’s Independent Games Festival. Here, I talk to Cornell about burgers, breaking the fourth wall, player habits and the IGF.
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Introducing JetGetters, A Fusion Of Just Cause 2 And BF3

By Nathan Grayson on March 14th, 2014.

“We are about to reveal a new game!” No Time To Explain dev/burgeoning indie publisher Alex Nichiporchik told me over Skype. Almost reflexively, I braced myself for an excited slurry spew about some crazy new platformer or a zany comedy adventure or an emotional tale that would rock me to my very core. “It’s basically a fusion of Just Cause 2 and Battlefield 3,” he proceeded to tell me. “…Oh,” I replied, briefly mistaking a flock of birds fluttering by outside for a car tethered to a plane with a wildman surfing atop it, as I often do. “Go on.” And so he did. Go below to find out about JetGetters‘ plane-jacking antics, its accompanying Kickstarter (because of course), how TinyBuild hopes to make dogfights more interesting, shifting levels, purposefully limited player counts, and why TinyBuild’s not on board with free-to-play.     

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IGF Factor 2014: Jazzpunk

By Adam Smith on March 13th, 2014.

Today’s investigation into the hopes and dreams of the IGF Award finalists takes us deep into the cold war caper of Jazzpunk. We settled onto a whoopee cushion and called Luis Hernandez (graphics/sound) and Jess Brouse (programmer/animator) to discuss comedy, lounge music and pizza.

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Monaco Developer Announces “First Great Gamepad RTS”

By Jim Rossignol on March 12th, 2014.

Monaco developer Pocketwatch have announced a new game, which they are currently calling “Armada”. This is, they stress, currently a working title, and the game is in the very earliest phases of development, having no real art to its name. But there is a strong concept, and they’re keen to talk about that.

I caught up with pocketwatch man, Andy Schatz, to talk about the new game, which he described as “an RTS you could play in a party setting.” Have a nose at that below.

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IGF Factor 2014: Samorost3

By Alec Meer on March 12th, 2014.

Just as night follows day, just as dog follows rabbit, just as Shia LeBeouf follows Daniel Clowes from a safe distance, a nomination for the latest game from Amanita will, it seems, always follow the announcement of another Independent Games Festival. This year, the makers of Botanicula and Machinarium are taking their charmingly odd, experimental puzzle-adventure Samorost3 to the show, where it’s nominated for Excellence In Visual Art and Excellence in Audio. This is their fourth game to bag a nomination – will it join its three predecessors in winning a prize?

We shall see. In the meantime, let’s have a chat with Amanita’s lead Jakub Dvorský about how Samorost 3 is and isn’t like its much-loved forerunners, the role sound plays in their games, and their status as veterans of the much-changed indie landscape.

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IGF Factor 2014: Gorogoa

By John Walker on March 11th, 2014.

In today’s stop-and-search inspection of the IGF Award finalists, we grab Jason Roberts – creator of Gorogoa – out of the line, fling him against the wall, and pat him down for answers. Gorogoa is the spellbinding story in which four windows can be rearranged to create new pathways, which is essentially magic.

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IGF Factor 2014: The Stanley Parable

By John Walker on March 10th, 2014.

As we continue our way through the interviews with the PC-focused finalists in this year’s IGF Awards, we will of course have to include some barely known, minority interest games. So it is today, as we talk to the creators of something called “The Stanley Parable”. Probably raising awareness about the dangers of knives, I imagine. Sounds overly worthy.

We spoke to creator Davey Wreden and his cohort William Pugh, about their little project.

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IGF Factor 2014: Paralect

By Graham Smith on March 7th, 2014.

This drawing will make more sense when we reach games with prominent characters.

Every second year, the RPS hivemind startles awake from its eternal slumber. “Hrmm? Oh, we should talk to all the people making PC games who are nominated for this year’s IGF.” And then we do that. And now we’re doing that. Today we speak to the makers of Paralect, a free, austere, monochrome platformer in which you “spatially explore the monologues of NPCs.”

RPS: Can you begin by introducing Paralect: what is it? Explain it to me as you would a friend you want to convince you’re not crazy.
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Larian On Near-Closure, Divinity’s Future, Gender Parity

By Nathan Grayson on March 5th, 2014.

Divinity: Original Sin is looking positively divine. Honestly, in the sheer heat of the moment, I might be more excited about it than Pillars of Eternity or Wasteland 2. I already spoke at length with Larian head Swen Vincke during a massive video play session, but that wasn’t enough. Afterward, we chatted about everything from the studio’s rocky, too-close-to-closure-for-comfort history to the possibility of using Divinity’s engine on a non-fantasy RPG to the chances that Larian goes back to Kickstarter. On top of all that, Vincke told me why having gender parity (one male, one female) on his writing team turned out to be the “best decision ever.”

Vincke’s admirably frank answers to roughly a million questions are below. 

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Scott Steinberg Joins Phoenix Online, Talks Business

By John Walker on January 30th, 2014.

Phoenix employees step into Scott's new offices.

Phoenix Online Studios was, until very recently, a group of dedicated hobbyists scattered around the world, working on their fan tribute to the King’s Quest games. The Silver Lining was developed over many years, and faced much turmoil, before eventually seeing four of its chapters released in 2010 and 2011. Now, in just three years, they’re a major player in the resurgence of adventure gaming, developing games with industry hero Jane Jensen. It’s an impressive story, and one that’s looking like it’s still got places to go. Phoenix have just announced the appointment of Techsavvy and Game Theory’s Scott Steinberg as their general manager. We’ve chatted with him to find out why he’s joining, and more about the tale of Phoenix Online.

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Playdek On Unsung Story, PC Ports, And DRM Concerns

By Nathan Grayson on January 28th, 2014.

Unsung Story: Tale of the Guardians is an intriguing prospect despite its name also functioning as a dictionary of cliche fantasy words. It’s the vision of Final Fantasy Tactics and Tactics Ogre creator Yasumi Matsuno, who played a huge role in popularizing turn-based tactics RPGs on consoles. Its Kickstarter has already soared to nearly $500,000 of its $600,000 goal, so things are looking up. However, developer Playdek has provided depressingly little concrete information, and a cursory reading of the Kickstarter gives the impression that Unsung Story will be a mobile game first and foremost. I got in touch with Playdek CEO Joel Goodman to find out whether or not the PC version will be a port, how the Kickstarter plays into that, how much Matsuno will be involved in actual development, and whether or not we need to worry about DRM. His answers could’ve been a bit more detailed, but oh well. Early days and all that. Go below for more. 

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A Game And A Chat Ep 1: Tim Schafer

By Nathan Grayson on January 22nd, 2014.

And now for something completely different. Or, well, actually kinda similar to other stuff you might have seen before, but in video form and on RPS. A Game And A Chat (tentative title, probably) is a weekly live show in which I play a game with a developer and, you know, chat with them. At the same time. I am nothing if not multi-talented. Sometimes the game will be all shiny and new, other times it’ll be aged, haggard, and only tangentially relevant. Who knows? Maybe one day it’ll be a boardgame. Or tag. Or cage-fighting. This first episode, however, is fairly straightforward. Given that Broken Age is about to land in the click-hungry hands of the masses, I thought I’d bring Tim Schafer into the studio. By which I mean my bedroom. Via, er, a webcam. But not like that. Oh jeez just click past the break and watch us discuss Serious Topics while being accused of murder by trees or something. We’re kicking off at 11:00 AM PT/7:00 PM GMT*.

Update: We’re done! The full video is posted below.

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Colonial, Colloquial: EU IV Conquest Of Paradise Interview

By Adam Smith on January 10th, 2014.

Ahead of the release of Conquest of Paradise on January 14th, I spoke to Paradox Development Studio Lead Johann Andersson about the changes that the America-centric expansion will bring to Europa Universalis IV. As well as discussing the randomisation of the Americas, a first for the series, we talked about changes to the mechanics that govern Native American and colonial nations. Beyond the meaty mechanical conversation there are some thoughts on cultural representation in historical strategy. Perfect Friday evening reading, I say.

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