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Posts Tagged ‘interview’

Set The World On Fire: Fate Of The World

Posted by Kieron Gillen on May 7th, 2010.

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It’s a good day for the interview to go live, I think. I’ve been following Red Redemption’s global-future strategy game for a while and now – with its release on the horizon and its name settled, I thought it was time to talk to its charismatic founder Gobion Rowlands, Creative Director/Lead Designer Ian Roberts and MD/Producer Klaude Thomas about Fate of The World. We take in everything from the real science behind it to the gloriously apocalyptic actions you can perform to try and save – or destroy – the world.
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Interview: Codies On F1 2010

Posted by Jim Rossignol on April 30th, 2010.

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Of all the cars wot go fast few are as complicated, or generate as much Newtonian excitement, as F1 cars. No one knows this better than Paul Jeal, Codemasters senior producer, and a veteran of the Geoff Crammond era F1 games. It seemed advisable to ask him questions about F1 2010, and so that’s what I did. Read on for our quick pit stop of facts.

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Guild Wars 2 Interview Part 2: A Major Event

Posted by Kieron Gillen on April 29th, 2010.

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Yesterday, we talked to Eric Flannum about the combat and character systems. Today, we move onto its focus on its dynamic world and its personalised stories. And it’s in these areas that, at least for me, that Guild Wars 2 is most exciting…
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Guild Wars 2 Interview Part 1: Fighting Fires

Posted by Kieron Gillen on April 28th, 2010.

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After the launch of their blog yesterday, Arenanet has just posted details about how combat will work in Guild Wars 2, plus the – er- elements of the Elementalist class. In the first half of our interview with Lead Designer Eric Flannum and Global Brand Director Chris Lye, we explore these areas, talking about these combat changes, how they’re approaching character classes generally, its unique pricing model, how they’re approaching the Player Versus Player elements and lots more….
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CCP’s Torfi Frans Olafsson Talks Tyrannis

Posted by Jim Rossignol on April 27th, 2010.

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When you’ve got Eve Online’s senior technical producer on the phone, it’s rude not to ask him about his plans for that most righteous of MMOs. Here’s what Olafsson had to say about Eve and forthcoming expansion, Tyrannis. We also had a few words about console action crossover, Dust 514. (Am I convinced there won’t be a PC client? No, not convinced. CCP still saying it’s their console game, however.)

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(Short) Interview: Revenge Of The Titans!

Posted by Jim Rossignol on April 14th, 2010.

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Unlikely-named Puppygames developer Caspian Prince has answered some of our questions about the splendid-looking forthcoming not-actually-a-tower-defence-game, Revenge Of The Titans. It looks proper brilliant, and you need to watch the videos I’ve posted below, as well as read the words. You need to. If you don’t then something will happen to your glands.
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Coming Into View: Plain Sight Release Chat

Posted by Kieron Gillen on April 5th, 2010.

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I love this image.

We haven’t spoke about Plain Sight since its Open Beta early last year. Beatnik game retreated, got back to work and are finally ready to release. As in, as we speak. To celebrate the event we thought it time to talk to Beatnik’s Robin Lacey about the long road to Plain Sight’s release…
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The Secret World: Tørnquist Discusses Trailer

Posted by John Walker on March 25th, 2010.

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Road, you're not meant to do that. Lie down.

The scenes shown at GDC of Funcom’s forthcoming MMO, The Secret World, are finally online for non-attendees to stare at. This is the first time we haven’t been seeing rendered cutscenes, so what will it be like? Well, like lots of combat. Against big things. And story. It’s about those two elements that we lassoed project lead Ragnar Tørnquist to one side to find out more.

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Stardock’s Wardell Explains Elemental

Posted by Jim Rossignol on March 23rd, 2010.

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Stardock’s forthcoming strategy game, Elemental, is looking rather interesting. It kicks off with the player mooching about, alone in the world, and ends up with you directing a colossal dynastic 4X empire-building game with user-generated content and a hefty multiplayer offering. Last week we talked to Stardock CEO Brad Wardell to get a bit more information about the user-generated content, multiplayer sessions lasting six months, and the world-building collaboration with publisher, Random House.
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Brad Wardell On The Future Of Impulse

Posted by Jim Rossignol on March 22nd, 2010.

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Last week I had a chat with Stardock boss Brad Wardell, and I’ve chopped the transcripts into two bits to be posted today and tomorrow. In this first part we talk about Impulse and Stardock’s attempts to rival GFWL and Steamworks with its Impulse Reactor tools. It’s an interesting response to living in the shadow of both Steam and Games For Windows Live, and it’ll be even more interesting to see how many developers and publishers now adopt them. Does all this promise, as one reader mailed in, “Steam, but better?
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