Posts Tagged ‘interview’

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 »

Birthdays The Beginning; a new game from Harvest Moon creator Yasuhiro Wada

Birthdays

Birthdays The Beginning [official site] is a new project, releasing 7 March (that’s the NA release, EU will be 10 March), by Harvest Moon creator Yasuhiro Wada. It has been nagging at the edges of my gaming radar for a little while now, simply by dint of game images showing off adorable-looking dinosaurs and pictures of the game as a real-life miniature scene but it was only in the last few days that I learned what the game actually is. It’s an environment nurturing sim where you try to spawn and evolve different lifeforms in order to capture them.

Somewhere between Pokemon and Viva Pinata is how I’m thinking of it right now, partly for the gameplay elements, but also for the emotion and the aesthetic of the latter particularly. But to find out more I sat down with Wada-san (and an incredibly helpful translator) as well as tuning in to a Twitch broadcast showing off the main game loops. Read the rest of this entry »

Dishonored 2: A Closer Look At The Art Of Karnaca

Dishonored 2

With Dishonored 2‘s [official site] release hovering on the gaming horizon, I wanted to take a closer look at Arkane’s sequel and its distinctive aesthetic with art director, Sébastien Mitton. Our conversation touched on fashion influences, how you approach the art of a sequel, the role of tech advangements and why it’s important that Dishonored 2 went with Victorian city-building instead of a modern grid. As ever with these art-focused features, you can click on the images to see a larger version. Read the rest of this entry »

Football Manager’s Miles Jacobson On Leicester, Brexit And Building Better Artificial Intelligence

Just before the launch of Football Manager 2017 [official site], with the beta already released to the many people who preordered the game, I spoke to Sports Interactive director Miles Jacobson about the changes his team have made in this latest game in the series. We talked about AI improvements, Brexit, and whether Leicester winning the Premier League was a happy day or a sad day at Sports Interactive.

Read the rest of this entry »

Interview: Messhof On Nidhogg 2

We recently found out that the frantic and melodramatic fencing of Nidhogg would be making a return thanks to the sequel plans of developers Messhof. Nidhogg 2 [official site] is set to include new weapons, levels and a surreal new art style. We talked to co-founders Mark Essen and Kristy Norindr about what can be expected when we roll up our sleeves for the next duel.

Read the rest of this entry »

A Closer Look At The Beautiful Art And Animation Of Burly Men At Sea

Burly Men At Sea [official site] sailed onto my radar at Rezzed earlier this year. Part of the Leftfield Collection, the game offered a beautifully stylised tale about three bearded brothers going off on an adventure. The reason I was particularly excited was, more than any other game, the demo I played seemed to capture the essence of children’s story books and translate that to the screen in a way that felt natural.

To find out more I spoke to one half of the development team at Brain&Brain, Brooke Condolora and asked her to share snippets from her sketchbooks and from across the game’s development.

Take a peek after the jump, and click on any of the images to see a larger version.

Read the rest of this entry »

League Of Legends: Riot Kades Talks Mechs Vs Minions

Earlier this week Riot announced its first foray into boardgames with Mechs vs Minions – a co-op tabletop experience set in the League of Legends [official site] universe. If you’re a boardgamer you’ll get the basic concept from “Robo Rally meets Descent” with a Legacy-esque campaign component. If you’re not, probably the easiest way to put this is that you’re working together to program little characters in mech suits so they can be victorious in their missions, although taking damage can make them go haywire (as can, for example, misreading cards and forgetting your mech will turn 90 degrees and thus you end up accidentally on the other side of the board throwing a ripsaw into thin air. FOR EXAMPLE.) It’s also heavier than most newborns, coming in at 12.8 lb on my bathroom scales.

I played snippets of the game during development (I guess kind of like videogame previews) so I was pleased to talk with Mechs Vs Minions lead Chris ‘Kades’ Cantrell to see how the idea had developed over time, how Riot had made the ridiculously huge game remotely affordable, and how RPS alumnus Quinns had managed to make more work for everyone (in a good way):

Read the rest of this entry »