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Posts tagged “interview”

Feature: A dating sim that's also a convincing tabletop RPG

Monster Prom turned me into a high school asshole

I had some regrets. I’d sabotaged my friend’s chances of dating a stoner ghost, relentlessly mocked another friend until they gave up on love entirely, and trashed the school. As Monster Prom built up to its titular, hormone-soaked event, I turned into a high school asshole. With a gentle touch, the not-really-a-dating-sim nudges you into these familiar roles, and by framing it as a multiplayer…

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Feature: Off the beaten track

The Joy of getting lost in Shape of the World

“I learned to love getting lost. You can get pleasantly lost when you don't know where you are but you know you'll find your way if you just keep going. That's the feeling I wanted to create in a game.” This is Stu Maxwell’s philosophy behind his debut game Shape of the World, a serene exploration game where the world’s lush, alien environment organically grows…

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Feature: Bring me the horizon

Sable’s developers are trying to capture the spirit of discovery

Greg Kythreotis and Daniel Fineberg make up Shedworks, a game development studio with four years experience in the industry. They're both self-taught and, as the name suggests, they conduct their work out of Greg's parents’ shed in North London. At E3 this year, both Greg and Daniel took the stage to present their game during The PC Gaming Show. Unlike anything else seen at this…

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Feature: About 24 fps

Explore the golden age of Hollywood romance in The Cinema Rosa

Josh Krook is a developer that finds himself frustrated with a lot of walking simulators today. Because, for all their narrative potential, he believes their ability to tell meaningful stories interactively so far still hasn’t been fully tapped into. His new game, The Cinema Rosa, is a first-person exploration game set in a movie theatre, representing his concerted one-man effort to do something about this.…

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Feature: Fans of lots of text, rejoice!

Clear 100 hours in your calendar, ‘cos CRPGs are here to stay

In the mid-to-late 2000s, publishers abandoned the CRPG genre – an acronym describing the very specific genre of video games adapted from tabletop RPGs to be played on computers – which a decade earlier had been a cornerstone of PC gaming. They were more interested in accessible, console-friendly series like Mass Effect and The Elder Scrolls, and PC-centric RPGs all but died out. Then, around…

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Feature: Systems are doin' it for themselves

How systemic games make you a master comedian

The power fantasy of exploring new worlds or meeting strange alien races (and then shooting at both of those things) is the kind of thing that big-budget games tend to focus on. As far as humour is concerned, they’re at best ‘plus comedy’ experiences that deliver on their key points but also have some funny quips along the way. You’re never asked to participate in…

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Feature: Scream if you wanna go faster

Four developers of scary games explain how to make scary games very scary indeed

The inspiration for Alien: Isolation came from a simple thought experiment: what if somebody let a lion loose in developer Creative Assembly’s office? “I’d get behind my desk and make sure it wouldn’t see me,” says the game’s creative director Alistair Hope. “Then, you’d need to get to the fire escape. Maybe I’d move desk to desk and distract it. If you are confronted by…

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Feature: Cyberchat

A chat with CD Projekt Red about the romances, flying cars and hacking of Cyberpunk 2077

The demo for Cyberpunk 2077 shown to press at E3 was pretty neat. It displayed CD Projekt Red's upcoming first-person neo-noir RPG as a promising city of cybernetically enhanced mercenaries, dodgy information brokers, and corporate maniacs. Without a doubt, that demo will be shown to the rest of the public soon. For now, you can read my impressions or come with me right now, for…

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Feature: Sim and wargaming wordage

The Flare Path: This and That

The mighty Tirpitz spent most of her short life skulking in Norwegian fjords. Fuel shortages and Kriegsmarine caution meant she never braved the Denmark Strait or traded shells with a truly worthy opponent. To get a feel for what the Bismarck's sister ship might have achieved had she been employed more aggressively, you need a game like Command of the Sea.

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Feature: "If players [want] better pacing control, it doesn't matter what our desires were"

BattleTech devs talk slowness, mods and what to expect from the next update

I've been on something of an emotional journey with Harebrained Schemes' turn-based mech combat game, BattleTech. I was turned off by its unusually slow animation speeds and drawn-out wars of attrition during my first dozen-odd hours of play, but a combination of speed-up mods and deepening understanding of rules the game itself did not take the time to explain saw me fall ever-deeper in love…

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Feature: "Did I just say in an interview that I’m better than China Mieville?"

“We accommodate for every stupid thing that you wanna do” – how Disco Elysium makes detective games work

Disco Elysium (formerly known as No Truce With The Furies) is shaping up to be ridiculously good. It's an upcoming RPG that slips you into the shoes of a detective in a hardboiled urban fantasy world, where combat happens through dialogue and your internal monologue can be both a hindrance and a help. Your skills have their own personalities and sometimes wrestle control away from…

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Feature: Suppressive fire

Battlefield V interview: dodging the lootbox question, and why battle royale “would really fit the universe”

I came away from my Battlefield V first look surprisingly ready for another tour of the Western front - prosthetic-armed Cockneys and all - but with a number of nagging questions. Firstly, how exactly is EA DICE approaching monetisation right now, in the wake of the uproar over Star Wars: Battlefront 2's rubbish launch-day microtransactions? I was treated to an hour-long presentation on the game's…

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Feature: Turning the MMO upside down

An art gallery MMO – we spoke to the creators of Occupy White Walls about the AI that guesses which art you like

When I went exploring in Occupy White Walls last month, I stumbled into something special. OWW is an upcoming MMO (see what they did there?) where every player can create their own architecturally ambitious gallery, fill it with art of their choosing, and open it up to other players. Every mug who walks into your gallery earns you money, which you can use to make…

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Feature: Why and what's next

Interview: Campo Santo talk to us about moving to Valve

Campo Santo, creators of Firewatch and the forthcoming In The Valley Of Gods, announced last month that all twelve members of their studio were packing their bags and moving to Valve. The team are all currently in the process of relocating to Seattle, where Valley Of The Gods will be finished in Valve's Bellevue tower as a Valve game. So we caught up with studio…

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Feature: Diesel Railcar Simulator discussed

The Flare Path: Asks Oskari

Crafted with care and marketed without hyperbole, Diesel Railcar Simulator is that rare thing, a transport sim that transports without crucifying your wallet, cooking your GPU, and burying you under an avalanche of key commands. A conglomeration of incredibly sensible design decisions, it's been winning friends and gaining content steadily since appearing, seemingly from nowhere, late last summer. In today's FP I talk to Oskari, the man behind all those…

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RPS interviews Into The Breach’s developer about hurting our feelings

The folks at Subset Games are responsible for the games FTL and its follow-up Into The Breach, which means that they are also responsible for some of the most frustrating yells I've done alone on an airplane. I'm sorry to those around me, but I thought I was going to finally complete a run and then everyone I loved exploded or died from lack of…

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Feature: The million timeline question

Chris Avellone sheds light on Into The Breach’s time-travel mysteries

If there's one thing that grips me more about Into The Breach than the razor-sharp tactics of its death-chess scenarios, it's trying to wrap my flabby brain about the dark possibilities and implications of its terse but tantalising plot. I've already espoused one possible and particularly fatalistic reading of what's going on - the idea that every time your team of time-travelling Mechs wins, loses…

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Feature: After eight years, it's ready

What 1.0 means for World of Tanks

World of Tanks launched in Russia in 2010, then in Europe and the US the next year. It’s been around the block, pitting war machines and players against each other in war-torn cities and pastoral paradises, but today it’s only just hit version 1.0. Eight years after launch. For a long-running, living game like World of Tanks, that 1.0 label doesn’t mean what it normally…

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Feature: Roll on April

We spoke to Shiro Games about the future of Northgard

Northgard is a splendid RTS about rearing a clan of vikings in a punishing climate that makes every decision matter. But you've read my review, and you already know all that. Northgard is a fantastic game in the present, but what does its future hold? I spoke to CEO of Shiro Games and Northgard dev Sebastien Vidal about what we'll see in the next update,…

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Feature: "TF2 being a small esport doesn't bother me at all"

We spoke to the co-director of Ready Up, a documentary showcasing competitive TF2

Ready Up opens with a shot of the CS:GO grand finals at ESL One. The size of the stadium dwarfs the players on the stage, who all wear deadly serious expressions. There are thousands of people in the audience, many of them frantically waving inflatable tubes covered in sponsorship scrawls. A member of one team makes a clutch pistol play, and the room erupts in…

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