Posts Tagged ‘interview’

Under the sea: The art of creating Subnautica’s flora

If you’ve spoken to me for more than five minutes, chances are I’ve mentioned Subnautica [official site]. It’s an open world survival game set largely underwater on an alien planet. You explore biomes, collect resources and, as updates to the early access project add more content, start to piece together the story of the planet. I played huge amounts of the game before more significant story elements were added and my big project was my volcano lair’s garden. I collected all the weird and wonderful plants I could and cultivated them in little plant beds outside my underwater home. That’s why, when I had a chance to speak with art director Cory Strader, I immediately wanted to talk about the game’s flora.

Read on to find out how The Abyss, microscopy and a real fish with a transparent head and a visible brain all played their part! P.S. You can click on images to see larger version of the concept artwork or, if they’re game screenshots, to just see them in isolation. Read the rest of this entry »

The Electronic Wireless Show – IGF Special #1: Sci-fi

It’s time to use to our radio voice. The RPS Electronic Wireless Show has historically been our not-very-regular podcast where we gather to tell each other how wrong we are about videogames. But this month it has mutated into something different. In the lead-up to this year’s Independent Games Festival, we interviewed a whole bunch of developers, all of whom have been nominated for some kind of award this year. We’ll be talking to them about sex, politics, and other things we’ve never understood.

In part one, we’re talking science fiction with the makers of Duskers, Quadrilateral Cowboy and Event[0]. Click onward to listen here, or find it on Soundcloud directly.
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White Wolf and the World of Darkness revival: “Asking ‘when will you rage?’ has never been more relevant”

Last week, I sat down with Martin Ericsson, lead storyteller at White Wolf, publishers of the World of Darkness RPG systems and interwoven storylines. It’s a strange and exciting time for the company, who are about to step back into the spotlight after a decade-plus drought of digital games since 2004’s much-loved Vampire: The Masquerade – Bloodlines. For much of that time Ericsson and colleagues were locked into a licensing deal with CCP, working on the ill-fated and never released World of Darkness MMORPG, but now they’re ready to begin a new generation of stories.

We talked about the recently announced Werewolf: The Apocalypse game and how its werewolves act as nature’s remedy to mankind’s ills, as well as that MMO and the broader shape of White Wolf’s future. Along the way we discussed punching Nazis, why now is the perfect time to get angry, and how World of Darkness is about the here and now as much as its own mythology. This isn’t just one game, it’s the rebirth of a world.

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Interview: Windows 10’s new Game Mode explained

Just last week (and yet somehow an eternity ago, in terms of world events), Microsoft announced that they’d soon be adding something called ‘Game Mode’ to Windows 10 with the aim of improving games’ performance, but gave away few details about what this might involve. Are we talking real framerate gains, suppressing potentially bothersome background tasks or just freeing up a wee bit of RAM?

With the first iteration of Game Mode due to arrive as part of Windows 10’s optional early Insider builds due today, I had a chat with Kevin Gammill, Partner Group Program Manager, Xbox Platform, spokesperson for the group building Game Mode, to find out what this thing actually does, which games it will support and what kind of control users will have over it. Read the rest of this entry »

Smite Rivals: how the god-themed card game works

Smite: Rivals

Smite Rivals [official site] is the latest game from Hi-Rez Studios. It’s being championed at the Hi-Rez Expo which is the company’s annual esports-and-miscellaneous celebration of its games and community. People in baby pink, Rivals-branded tshirts wait by kiosks as curious attendees come over to play.

The game itself looks very familiar if you’ve ever played the mobile game, Clash Royale. It’s a lane-pushing card game so you create a deck of eight cards to represent particular actions or units which will be available to you over the course of a few minutes and play those cards onto the three lanes of the arena as a pared-down real time strategy affair. The rate at which you can play cards is controlled by their mana cost which you pay from the mana bar on the left hand side which fills over time.

In terms of the game board, it’s actually pretty similar to Smite’s main competitive mode. There are three lanes in which you can spawn the units, each guarded by a phoenix. The ultimate objective – the titan – sits behind the phoenixes. You win by destroying more of these structures than your opponent. If you topple their titan that’s an insta-win, otherwise the score is tallied once the time runs out.

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The Flare Path: A Typical Atypical Simmer #2

The man currently sipping a Koskenkorva and consulting his cue cards in the U/S Williams X-Jet The Flare Path uses as a dais is Ilja ‘Zipuli’ Varha. Our second ‘atypical simmer‘, Ilja has very kindly agreed to talk about his journey from juvenile M1 Tank Platoon fan to 33-year-old brigade simulator officer in the Finnish Defence Forces. Whether your polygonal battle wagon of preference is a Steel Beasts Leo, a Steel Fury T-34 or a World of Tanks Tiger, the following paragraphs should prove interesting.

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The Flare Path: A Typical Atypical Simmer #1

The idea that simulations are consolation prizes – digital sops for people that lack the skill or dedication to make it as real pilots, race car drivers, tankies or whatever – is depressingly widespread. The linked notion that sims are something you abandon once you get your hands on the ‘real McCoy’, crops up almost as often in games criticism and forum exchanges, and annoys me just as much. While it’s certainly true that many of my brethren and sistren are aspirants who recreate in facsimiles because they can’t recreate in originals, the hobby is dotted with individuals who use and see simulations quite differently. Over the coming weeks I’d like to introduce you to some of these fascinating individuals. Read the rest of this entry »