Displaying stories with the tag "Interview". Subscribe to this URL for an RSS feed of this tag. Want more news? Click here for the Shacknews frontpage.

id Software's Kevin Cloud Talks Quake Wars, id Tech 5

Apr 17, 2008 7:00pm CST tags: Interview, id Software, Enemy Territory: Quake Wars, id Tech 5
Fresh off of a hands-on demonstration of Enemy Territory: Quake Wars on the Xbox 360, I had the opportunity to sit down with id Software's Kevin Cloud, executive producer of the upcoming shooter.

During our time together, the developer spoke about the simultaneous development of Quake Wars on consoles and PCs, creating an all-in-one objective-oriented experience, and more. Click through for the full interview.

Kevin Cloud: The classes have a real meaningful role to play in the game--they're not just equipment load-outs. When you're playing a medic, you're definitely doing the job of a medic... That doesn't really exist in a lot of the other games where, really, the only difference is in what weapon you're carrying. Read more..

An Off-Road Interview with the Raptor Safari Creators

Apr 09, 2008 3:35pm CST tags: Off-Road Velociraptor Safari, Flashbang, Wild Fucking Animals, Interview
Flashbang Studios captured the attention of gamers everywhere after the release of their innovative web title Off-Road Velociraptor Safari.

Inbetween their busy schedules, the Flashbang team and I corresponded on a number of topics, including the upcoming Jetpack Brontosaurus, their unique development process, and the true meaning behind their games. Check out the full interview.

Flashbang: Who said that the Velociraptor as a whole is doomed to commit genocide? See, this is the very problem with the world today. The act of one casts a shadow over many, and we find ourselves demonizing entire cultures and races. You have now just done this to an entire species. Way to raise the hate bar. Read more..

The Peter Molyneux Interview, Part 2: From Fable 2 to Peter Molyneux

Mar 21, 2008 12:32pm CST tags: Peter Molyneux, Fable 2, Interview
Following yesterday's initial installment, here now is the conclusion to Chris Faylor's lengthy interview with designer Peter Molyneux. Topics include Lionhead's next project, Molyneux's thoughts on the PC gaming market, his enthusiasm for a Syndicate remake, and how he feels about playing the role of a "famed designer."
I am a big show-off, that's what I am. I'm just a kid showing off his toys, really. I love doing it so much.

I love showing things to people who haven't seen it before and I love having a tired, worn-out journalist come into a room and sitting him down and saying, "Look, this is the vision of what we're trying to create," and then get excited by that.

It's a wonderful feeling to be able to do that. I've kinda almost forgotten what it's like to be not like that, because it's been like that since 1992. It's been like that for a very long time. Read more..

The Peter Molyneux Interview, Part 1: From Fable 2 to Connect Four

Mar 20, 2008 1:53pm CST tags: Peter Molyneux, Fable 2, Interview
After being mercilessly pranked, Shacknews editor Chris Faylor finally got a chance to chat with iconic game designer Peter Molyneux this week. Here now is the first part of the extensive interview, covering Connect Four strategy, Fable 2 features, and more.
When [these honors] were given to me I was in a room with someone who had explored Antarctica single-handedly, and another person who walked around the world backwards with no legs. It was like these true heroes, and then there was me. Everyone was going around saying, "What have you done?" and eventually it came to me. I said, "I make up computer games," and the whole room went quiet for a while. I don't feel I deserve that honor, at all. There's a lot more people in this industry that deserve that accolade than me. I'm just lucky to be British. Read more..

Ninja Gaiden 2 Interview, Exclusive Gameplay Movie

Jan 28, 2008 11:00am CST tags: Ninja Gaiden 2, Ninja Gaiden, Interview
I recently attended a demonstration of Team Ninja's upcoming Ninja Gaiden II (X360) and got to chat with Team Ninja lead Tomonobu Itagaki for a bit.

While it turns out the game is still as violent as ever, Itagaki provided new details as to how the game has been tuned to better accommodate those who aren't as skilled in the ways of the notoriously difficult franchise. He also talked about Yoda and Darth Vader in Soul Calibur IV, his views on downloadable content, and threatened to cut me in half.

We've also got some new screenshots and an exclusive gameplay video. If you're at all a fan of ninjas or badassery in general, I suggest you check it out.

One of the dudes who had lost an arm rushed Ryu and tackled him to the ground. Then, with his gaping wound still squirting blood, he attempted to drive a sword through Ryu's neck with his one remaining hand.

In response, Itagaki did what any good ninja would do. He threw a giant fireball that blew the one-armed bandit across the stage and left his corpse in flames.
Read on...

Battlefield Heroes Interview

Jan 22, 2008 11:57am CST tags: Battlefield Heroes, Battlefield, Interview
The German PC Games website has several Battlefield Heroes video interviews, asking the DICE folks about their free to play shooter. Though the intro to the video is in German, the actual Q&A is in English. Thanks Blues News.

Fallen Empires: Legion Interview

Jan 22, 2008 3:33am CST tags: Fallen Empire: Legions, Interview
Starsiege: Tribes was a miracle of game design--a quantum leap forward in team-based shooters that paved the way for modern multiplayer Battlefields.

Now the company founded by former Tribes developers is returning to its roots, taking first-person shooting back to the skies.

"The first hit is free because we're street like that," says GarageGames' Tim Aste, project director on Fallen Empires: Legion, of the company's plan to offer a trial period for the title. The language is not coincidental: the developer is hoping to craft a perfect mix of fast, addictive multiplayer action, and do it all through your web browser--catering to both hardcore and casual audiences in the process.

Check out a few of the things we've learned about the game below, or just click on through for the full interview with director Aste and GarageGames CEO Josh Williams.

  • Runs inside your web browser. Full-screen mode supported.
  • Emphasis on fast combat with free, flight-based movement.
  • Multi-directional jet-packing.
  • Large maps, buildings, and team sizes possible, but not necessarily the norm.
  • Laser rifle!
  • No vehicles or deployables initially.
  • Will be competitively priced. Free trial before purchase.
  • User-generated content support planned for post-release.
  • Beta test coming soon.
Curious about skiing? Need more details? Read on..

Stargate Worlds Interview

Jan 19, 2008 7:28am CST tags: MMO, Games: PC, Interview
Stargate Worlds Explored is an IGN interview with the people at Cheyenne Mountain Entertainment, asking them about their plans for the MMORPG based on the now cancelled TV series.

Ken Levine Interview

Jan 16, 2008 7:04am CST tags: Ken Levine, BioShock, Interview
The latest Gamers With Jobs podcast has an interview with Ken Levine, asking the 2K Boston boss about The Orange Box and Valve, the Spike TV awards, emergent story telling and more.

Deus Ex 3 Interview

Dec 04, 2007 1:01am CST tags: Deus Ex 3, Interview
What's the Deal with Deus Ex 3 on 1UP talks with Eidos Montreal general manager Stephane D'Astous about the studio's plans for this sci-fi action RPG sequel.

Mark Rein Interview

Nov 28, 2007 10:41pm CST tags: Mark Rein, Epic Games, Unreal Tournament 3, Unreal Engine 3, Interview
The Unreal Man: Mark Rein Speaks is a Gamasutra interview with the Epic Games VP about Unreal Engine 3, PlayStation 3, Japanese developers working with Epic's technology, PC development and more.

Interview: Chair on Undertow, Advent Rising

Nov 20, 2007 12:27pm CST tags: XBLA, Undertow, Interview
Chair Entertainment's first release, Undertow, is due out on Xbox Live Arcade tomorrow. To find out more about the underwater shooter, which is based on the childhood drawings of creative director Donald Mustard, I spoke with the man himself about bringing his doodles to life, the chances of an Advent Rising resurrection, and just what happens when you marry your publicist.
Donald Mustard: Undertow is one of those games that we thought was just perfect for Live Arcade and would allow us to distill something to its core essence of fun and fast gameplay, but still have a lot of depth there. And that kind of all sprang from those little drawings of guys getting their heads shot off and sharks swallowing grenades.
Read on...

Brutal Legend Interview

Nov 06, 2007 3:09am CST tags: Brutal Legend, Interview
IGN has a four page interview with Tim Schafer, asking Double Fine's head honcho about his company's third person heavy metal game Brutal Legend.

Interview: Propaganda's Josh Holmes on Turok

Oct 30, 2007 4:08pm CST tags: Propaganda Games, Turok, Interview
Remember when you were in kindergarten and dinosaurs were awesome? And then stuff like Jurassic Park and Turok came out, and T-rexes and raptors ruled again. Propaganda Games' upcoming reimagining of the Turok franchise aims to bring your dino fantasies flooding back, and I spoke with studio manager Josh Holmes to find out if they'll succeed. Read on if you like dinosaurs so much you want to stab them in the brain.
The things we really loved about it was, it was the first one to really take you out into what felt like a lush expansive outdoor world that was there for you to explore. It sort of deviated from that corridor crawler Doom clone that had been the standard for what a first person shooter was. Although, a lot of that, if you go back and look at it today, was through the use of fog planes and basically like a 6-foot draw distance.

Frozen Codebase Interview: Screwjumper, Indie Games, Xbox Live Arcade Development

Oct 29, 2007 2:28pm CST tags: XBLA, Screwjumper, Interview
I first saw Screwjumper, Frozen Codebase's premiere effort at IndieGamesCon this year, and was impressed by how simple it was to play and how that challenge motivated me to keep improving my terrible performance.

With the game's Xbox Live Arcade release coming up as well as its eventual InstantAction offering, I spoke with producer Ben Geisler and design director Norb Rozek to learn more about the game, the company, and its views on independent development.

Norb RozekNorb Rozek: We were actually going to launch this company with a completely different game idea, but then we had everybody that we know tell us that we were on crack for thinking of this idea, so we said "wow, gosh darn, we better get a different idea." I was like, "I have this idea called Screwjumper," and everybody said "alright, let's do that." Thus was born this weird figure of darkness, this avenger of evil, the Screwjumper.

Interview: Army of Two Producer Reid Schneider on Co-op and Politics

Oct 22, 2007 6:16pm CST tags: Army of Two, Interview
After years of neglect, cooperative play is finally back in the limelight thanks to successful games like Halo and Gears of War. However, few games fully embrace the feature to the extent that EA's upcoming Army of Two (PS3, X360) does.

I spoke with producer Reid Schneider--who noted the team's reliance on the mantra "co-op's not the mode, co-op is the game"--about how and why Army of Two places such a heavy focus on having two players work through a campaign collaboratively. Don't skip the second page of the interview, which delves into the intriguing political backdrop of Army of Two, the post-9/11 world of private military corporations such as Blackwater and Aegis. For this and more, read on.

We knew we wanted to focus on co-op, that was really core for us. We had some ideas, but we didn't know the exact setting we wanted to do. Back on Xbox 1, there were a couple interesting co-op experiences, and then if you think back to Contra or Double Dragon, there were some, but when we were first thinking about this nobody had really nailed it on next-gen consoles yet.

Really our core focus from the ground up was that you need to play co-op with your partner, you need to cooperate to survive. In other games, co-op is more like an add-on. In Army of Two, co-op's not the mode, co-op is the game. Read more...

Team Fortress 2 Interview

Oct 01, 2007 11:33am CST tags: Valve, Team Fortress 2, Interview
There's a Team Fortress 2 interview on Rock, Paper, Shotgun, asking Robin Walker and Charlie Brown of Valve everything about the oft-delayed multiplayer shooter. Thanks Blues News.

Interview: Harvey Birdman, Attorney at Law's Micah Skartika

Sep 28, 2007 1:59pm CST tags: Capcom, Games: Console, Interview
Harvey Birdman, his sidekick Peanut, sex-toy happy Peter Potamus and the rest of the crew from Cartoon Network's Harvey Birdman, Attorney at Law will soon make their way to PlayStation 2, PSP, and Wii courtesy of High Voltage and Capcom. To learn more about the upcoming title, the Shack called High Voltage lead designer Micah Skartika to the stand. Here is his sworn testimony.
Well, let's put it this way, an average show is about 20 pages of script, and we are looking at about 140 pages for the whole game. I remember the first time we submitted our scripts to the writers, and they were like, "Hey look, it's the Harvey Birdman interactive movie!"

Guitar Hero 3 PC Interview

Sep 21, 2007 1:36pm CST tags: Games: PC & Console, Guitar Hero, Aspyr, Interview
Last week's announcement that Aspyr Media would be bringing Guitar Hero III: Legends of Rock PC and Mac raised a number of questions. Would it be compataible with existing guitars? How would it control otherwise? Which console version, if any, is it be based on? What about downloadable content? The possibility of imported songs and user-created charts? System requirements?

For the answers, I turned to producer Jay Gordon.

Shack: Are you concerned that the PC and Mac editions won't provide the same social experience of gathering around the television as the console editions?

Jay Gordon:
Well, more and more PCs are making it into the living room every day, and those machines are often hooked up to big, fancy TVs--so those people who have integrated their entertainment systems will get the same experience...I don't think it's realistic that we can completely recreate that experience with a PC and Mac version, but I think we can create different kinds of social experiences around this powerful franchise.

BioShock Spoiler Interview

Sep 21, 2007 7:31am CST tags: Ken Levine, BioShock, Interview
In case our own spoiler-laden interview with Ken Levine wasn't enough, GameSpot now also has an interview about specific elements in BioShock. Don't read unless you have finished the game!