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Posts tagged “interview”

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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Feature: The big interview

Final Fantasy XV Windows Edition: all your PC port questions answered

The royal boyband roadtrip adventure that is Final Fantasy XV is almost here. In just under two weeks, Square Enix's ginormous JRPG will finally arrive on PC, a little over a year after it first came out on console. Yes, it gets a little bit bogged down by its wonky story beats, but to dismiss it because of that would be to ignore all the brilliant things…

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Mod support was “essential” for Final Fantasy XV’s PC outing

Last August, Square Enix finally confirmed that the upcoming PC version of royal roadtrip Final Fantasy XV would indeed come with full mod support when it launches on March 6. At the time, though, the developers kept schtum about exactly what that might entail. Indeed, it was only over the weekend that we got our first glimpse of what a potential Final Fantasy XV mod might look like.…

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Feature: How do you become a videogame archivist?

Meet the man who runs the Origin Museum, collecting the history of Wing Commander and Ultima

In the basement of an unassuming suburban home just outside Washington, D.C., you'll find one of the largest collections of documents, data, images and props from Origin Systems, the company behind the Ultima and Wing Commander game series of the 80s and 90s. The Origin Museum is owned and curated by Joe Garrity, and has been running since 1999, when Garrity lived in Virginia. Over…

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Feature: Interview

Rust’s designer on casting off the early access ‘crutch’

In Rust, everything comes from a single rock. From rifles to radiation suits, it’s all thanks to a naked caveman hitting things with a big stone. Today, if you were to examine a family tree of the survival genre, you’d see Subnautica and No Man's Sky sitting on the same level. Distant cousins who can’t stand to be in the same room as each other.…

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Feature: Going beyond evil robots

The creator of the Civilization V superintelligence mod on AI safety

Last month, the University of Cambridge’s Centre for the Study of Existential Risk released a mod for Civ V that introduced superintelligent AI to the game - not in the form of AI opponents, but as a technology that can end the game for every player if it's left unchecked. It's a novel overhaul to the science system, as well as an attempt to teach…

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Feature: Human: Stand Tall

How Human: Fall Flat has kept its head held high

A strange thing has happened in the Steam charts since the start of the New Year. A minor indie release from summer 2016, the rather lovely Human: Fall Flat, appeared in the top ten grossing games of the week. And then stayed there. It's been top ten for four weeks in a row now, twice peaking at #3. And I couldn't work out why. So…

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Feature: Interview

How Slay the Spire was tested on Netrunner pros

Roguelike card game Slay the Spire has swept through the RPS dungeons like a powerful disease, covering us in tiny, number-shaped pustules. In search of a cure, we spoke to its designers, Anthony Giovannetti and Casey Yano of Mega Crit Games. Read on to learn some of their methods and future plans. We've already told you they'll “almost certainly” be adding more characters. But did…

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Feature: A quick chat

The world’s fastest Getting Over It speedrunner on handling frustration

I'm still fascinated by Getting Over It, though I've reach the point where I can only handle playing it for about 15 minutes a week. Amazingly, that'd be enough time for speedrunner Christian 'Distortion2' Licht to make his way all the way up the mountain 7 and a half times: last week he became the first person to beat the game in under 2 minutes.…

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Feature: DCS World, Combat Actions: Vietnam, Nantucket

The Flare Path: Jets, Jungle, and Jack Yards

DCS World, a combat flight sim made from a superhard composite of Truthite and RTFM, is a few days* away from an engine upgrade that will unify like a drill sergeant and spruce like a Scandinavian forest. Earlier this week I took a break from foliage-shredding in Combat Actions: Vietnam (Assessed below) and whale-worrying in Nantucket (Want to join my crew? Read on) to quiz producer…

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Feature: Sea no evil

Subnautica devs on terror and why there are no guns

“Darling it’s better, down where it’s wetter, take it from me” - a Subnautica player. Underwater survival game Subnautica is finally out and we like it. So we spoke to director Charlie Cleveland about the terror of the deep and safety of the shallows. Earlier this week we heard that they intend to make a paid expansion and an Arctic biome (even if those plans…

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Feature: Dual Spires

Rusty Lake talk Rusty Lake, Twin Peaks,
and making money from properly free games

The Rusty Lake universe absolutely fascinates me. Consisting of nine free room escape oddities, and three longer premium puzzling adventures, each adds clues and confusion to a deeply creepy and unsettling mystery surrounding the eponymous lake. With the recent release of the superb Rusty Lake Paradise, I wanted to speak to the two-man development team to find out how it got started, where it's going,…

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Feature: Peering through

Interview: Jason Roberts on Gorogoa, brevity and unknowability

We've been following the development of mind-bending, reality-warping, picture-based puzzler Gorogoa for five years, since it was first revealed in 2012. It then went on to win an IGF Award in 2014, despite being unfinished. And now, finally, it's here. And as our review says, it's magnificent. We spoke to lone developer Jason Roberts about the long development, the process of what to leave out,…

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Feature: Accidental fatalities

RollerCoaster Tycoon creator on the resurgence of management games

Management games have had quite a turbulent ride over the last two decades, but for the moment the genre seems to be on the up. Cities: Skylines, Prison Architect, and Planet Coaster, among others, give a wide range of creations to simulate and control. We’ve even seen the return of RollerCoaster Tycoon, in the form of RollerCoaster Tycoon Classic, a revamped version of the first…

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Feature: Zachlikes

Zach of Zachtronics: “I really like making my dumb little games that don’t matter”

The alchemical puzzler Opus Magnum has a few of us at House RPS scratching our heads and shouting "a-ha!" before giddily sharing our twisted contraptions in GIF form. It's real good, friends. The studio behind it, Zachtronics, is headed by Zach Barth. I spoke to him about the game's machines, his short stint at Valve, and the reasons he sold his own company.

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Feature: Luke Hughes on war, wargaming, and the Burden of Command

The Flare Path: Emotionally Authentic

Because Luke Hughes has a master's degree in neurophysiology and psychology from Oxford, and uses terms like “emotional authenticity” when talking about his upcoming “leadership RPG” Burden of Command, I reached for my little tin of Big Questions when preparing today's interview. Amongst the sensitive subjects discussed below: the glorification of war through video games, swearing on virtual battlefields, and why players of XCOM resemble seagulls.

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A brief chat with the creator of Dust 2 on Valve’s recent map overhaul

It's hard to think of a map in a multiplayer FPS that's more famous or popular than De_Dust2. Dave Johnston created the original version of Dust for Counter-Strike 1.0 way back in 2000, with Dust 2 coming out the following year. How many other levels are worthy of a sequel? Valve recently gave the Counter-Strike: Global Offensive version of the map an overhaul, their goals…

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