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Shack Interview: Hei$t

Apr 26, 2007 8:11am CST tags: Games: PC, Interview
Due out later this Fall is inXile's Hei$t, a game that has players robbing banks, diners, and almost anywhere else they can get into in order to nab as much loot as possible. The game piqued my interest, so I decided to track down the game's lead designer, Scott Crisostomo, to learn more.

Shack: Where can players pull of heists, and what loot can we go after? Is it a case of simply grabbing anything we can get our hands on, or are there specific objectives?

Scott Crisostomo: Players will be able to rob all sorts of different businesses in HEI$T--diners, strip ... Read more

Lord of the Rings Online Interview

Apr 24, 2007 6:21am CST tags: MMO, Lord of the Rings, Interview
IGN is carrying the latest Lord of the Rings Online interview, asking Turbine's Jeffrey Steefel and Adam Mersky about working with the LOTR franchise, things that were created from scratch, grinding, obtaining legendary traits, WoW comparisons and much more. Turbine's newest MMORPG launched today.

Shack Interview: Elveon

Apr 20, 2007 1:17pm CST tags: Interview
Scheduled for release on the PC and Xbox 360 later this year is Elveon, a game based around elvish combat and lore. I had a chance to 10tacle Studios' Creative Director Slavo Hazucha to find out more about the unique way in which Elveon will deliver its back story, cinematic duel fights, and more.

Shack: Since combat is such a specific focus, tell us about the fighting system players will be using.

Slavo Hazucha: One of the main focus areas of our combat system is set on fighting involving duels with elvish opponents that are both noble and fierce. A thounsand year-old elvish warrior will not give up his life easily. To defeat them, you will have to partake in what we call cinematic duel fights.

It is nice to hear about your interest in our fighting system, because this is really the most exciting area of the game. Our approach to the depiction of combat, the quality of character models, animations and mimics will allow us to show the fights in an unseen level of detail. We use a dynamic camera model and special camera perspectives to show these details and bring the player as close to the action as the gameplay controls allow.

Enemy Territory: Quake Wars Interview

Apr 20, 2007 8:02am CST tags: Activision, Quake Wars, Interview
Eurogamer is also home to an Enemy Territory: Quake Wars interview this morning, albeit in a more familiar text form. Topics include balancing the Strogg and human sides, the creative process behind creating the Strogg arsenal, the Splash Damage relationship with id and Activision, and the relationship between order and chaos in a good multiplayer game.

Enemy Territory: Quake Wars Interview

Apr 20, 2007 7:49am CST tags: Quake Wars, Interview
Also on Pro-G is this Enemy Territory: Quake Wars video interview. Splash Damage founder Paul Wedgewood talks about gameplay, controls, teamplay and more.

Lord of the Rings Online Interview

Apr 20, 2007 7:44am CST tags: MMO, Lord of the Rings, Interview
There's a Lord of the Rings Online video interview on Pro-G, chatting with producer Jeffrey Steefel about this soon to be released MMORPG.

Shack Interview: Mortal Kombat Wii

Apr 19, 2007 1:19pm CST tags: Interview
Due out next month is the Wii version of last year's Mortal Kombat: Armageddon, already available on PlayStation 2 and Xbox. As a big fan of the fighting genre, I was curious as to how an arcade fighting game like Mortal Kombat would make the transition to the Wii's remote and nunchuk controller, so I had a talk with producer Shaun Himmerick to learn about the game.

Shack: What control options will Mortal Kombat: Armageddon support on the Wii?

Shaun Himmerick: It depends on what controller the player has chosen to play with. We have completely redesigned the controls of Mortal Kombat for the Wii remote and nunchuk system. However, if the player prefers [a more traditional set up] they can use the Nintendo Classic Controller or the GameCube Controller for every mode of the game. We wanted the player to have any option they could think of. On the Classic Controller and GameCube controller the controls are what you have always experienced with Mortal Kombat.

Shack Interview: Red 5 Studios

Apr 19, 2007 12:30pm CST tags: MMO, Blizzard, Industry News: PC & Console, Interview
Southern California-based Red 5 Studios was founded by key World of Warcraft team members with the intention of creating a development studio to push the boundaries of MMO design. Since its inception, the company has grown, largely due to a unique and highly personalized recruitment campaign. Among its members are World of Warcraft team lead Mark Kern, World of Warcraft art director Bill Petras, Blizzard Korea co-founder Taewon Yun, and, as of this month, Starsiege: Tribes lead designer Scott Youngblood. I spent some time chatting with Kern and Youngblood about the studio's methods and goals.

Shack: What was the rationale behind going for somebody like Scott? He's been lead designer on Tribes, worked on something that was more of an isolated online experience with Majestic, and recently the Syphon Filter games--none of those are MMO-related.

Mark Kern: If you look at what Scott's done, he's kind of been out there beating bushes before anybody else would for online gaming. I think that when Tribes came out, people had a hard time even understand what a team versus team shooting game was. If you look at the stuff he's done on Syphon Filter, there's like a mini version of Xbox Live built right in there. It's kind of amazing to pack that right in. I admire his work just in the online field, and also as somebody who thinks outside of the box. We don't want to create just another fantasy-based MMO. In fact, a lot of the WoW team weren't MMO makers before we set out. We had very few people with that kind of experience.
...
[With MMOs,] you kind of have this long heritage going back to the MUD days, and that has kind of led to some inbreeding, and a lot of sacred cows, and I think we're kind of in a rut. I can say that I've actually deliberately gone out and not hired any MMO designers as a result of that. Definitely everyone here is a hardcore MMO player, very seriously, but I think that I'm looking for something different, for fresh ideas.

World in Conflict Interview

Apr 16, 2007 7:18am CST tags: World in Conflict, Interview
Over at GameSpot Australia you can find a new World in Conflict interview. Designer Nicklas Cederstrom is asked about the strategy game's multiplayer and singleplayer elements.

Shack Interview: Alex St John #2

Apr 13, 2007 10:46am CST tags: Interview
Though a couple weeks later than expected, I humbly present the second of our two-part interview with former Microsoft evangelist and current WildTangent CEO, Alex St John. In this segment, Alex talks to us about the Chrome Effects project, how WildTangent was born, spyware and adware allegations, and where he sees the industry going. Miss the first interview? Click here.

Alex St John: One of the things I think will happen to the games industry--in fact, I think it's happening now--is, I think a lot of what we know about the games industry will get buried pretty quickly. The traditional PC game business is collapsing. It went from a 2.2 billion dollar software business in the 1990s to less than a billion dollars last year--and it's still shrinking. What's happening is, the market is moving from single-player 3D games being the compelling thing to games becoming competitive in terms of how accessible they are to a broader audience, and how much community and social dynamics they support. What you see emerging is that the games business is moving online.

Saboteur Interview

Apr 12, 2007 5:37am CST tags: BioWare, Pandemic, Saboteur, Interview
GameZone has an article format Saboteur interview, asking various folks at Pandemic about their open world stealth action game. Topics include setting, the Will To Fight mechanic, Pandemic's partnership with BioWare, fighting and use of vehicles.

Team Fortress 2 Interview

Apr 11, 2007 10:59am CST tags: Valve, Team Fortress 2, Interview
IGN is the latest site with a Team Fortress 2 interview. Valve's Robin Walker, Charlie Brown and Doug Lombardi are asked about class changes, the console ports, estimated release date, post release support, player limits and more.

Shack Interview: Heroes & Villains

Apr 09, 2007 10:17am CST tags: Xbox Live Marketplace, Interview
Tomorrow, Raven Software will release Marvel Ultimate Alliance: Heroes & Villains for download over Xbox Live Marketplace, a sort of booster pack that will add new characters to the game. I had a short chat with Chris Palmisano, the game's associate producer, to find out details about the expansion such as pricing schemes, what new characters would be added, and what abilities they would bring to the table.

Shack: Why were these particular characters [Hulk, Venom, etc] chosen over others? Were there any the team wanted to include but couldn't?

Chris Palmisano: We worked closely with the Marvel Ultimate Alliance VIP community site to figure out what characters people wanted most for the downloadable content. Truthfully Hulk and Venom were going in regardless, but they are also fan favorites. Adding to the largest character roster ever in a Marvel game is always a challenge, but we were all excited to make the total number of playable characters 32.

Shack Interview: Left 4 Dead

Apr 06, 2007 1:23pm CST tags: Interview
Shambling onto PC and Xbox 360 later this year is Left 4 Dead, a zombie-based team game from Turtle Rock Studios, which contributed to Counter-Strike: Source and Counter-Strike: Condition Zero. Turtle Rock Studios' CEO Michael Booth talked to me about the basics of the game such as the human Survivors and the special abilities undead players will have at their disposal.

We have four campaigns planned for the first version of Left 4 Dead on the PC. Each is comprised of 5 maps strung together with a loose narrative--usually of the "we gotta get outta here" variety. What's unique about these campaigns is that each is populated procedurally with our "AI Director." This is a technology we've developed to tailor each game session to the players' experience--if things are quiet, the Director may schedule an attack. If things have been intense for too long, it will schedule a break in the action. This allows every play session through each campaign to be completely unique each time it is played.

Remedy Interview

Apr 04, 2007 10:26am CST tags: Alan Wake, Interview
It's taken a while, but the second part of YouGamer's Remedy Entertainment interview is finally online. The second part of this interview focuses more on the upcoming Alan Wake.

Enemy Territory: Quake Wars Preview, Interview

Apr 02, 2007 8:38am CST tags: Quake Wars, Interview
Over at QuakeUnity.com you can find an Enemy Territory: Quake Wars preview, as well as a video interview on the game. The preview offers impressions of the levels Ark and Sewer. IGN also has an article.

Shack Interview: Alex St John

Mar 29, 2007 9:55am CST tags: Interview
This morning comes the first of a two-part interview with Alex St John, the father of Microsoft DirectX and currently the CEO of WildTangent Games. I spoke with Alex on such topics as his start in gaming, the development of DirectX, how he "persuaded" developers to adopt Microsoft technology--and the real reason behind the glowing green "X" that is the Xbox logo.
A month or so in, I still didn't know exactly what my job was until one of the guys who hired me said, "Write a strategy for how you would persuade the publishing industry to move to Windows." I spent a lot of time writing documents saying here's what our strategy should be, here's how we could convince companies to sign on, all that. I came in to do my presentation, and I got about three slides into it before I was interrupted by one of the executives saying, "This is all great stuff, you have a perfect plan. Developers who are reasonable should all support it, but what do you do if none of this works." "What do you mean?" "What if in spite of your best efforts, your best arguments, you best relationships, you can't get them to support them. How do you force the industry to support Microsoft anyway?" "Force them? Well, I don't know." "Come back when you have a plan that answers that question."

That perplexed me for a long time. I'm thinking, "What the hell does he mean, force them? I can't hold a gun to their head, so how do I put all these companies in a position where, regardless of what they see is in their best interest, they have to adopt your technology?" That experience had a major impact on my thinking. I realized that a major part of my job was to figure out how to use technology control to create economic force, or leverage, such that money and business flowed in Microsoft's direction, and people had to go [to them]. That, ultimately, is when I became a "Microsoft guy," when I got that concept.

Shack Interview: Dungeon Runners

Mar 28, 2007 10:11am CST tags: MMO, NCSoft, Interview
In development at NCSoft is Dungeon Runners, another free MMO from the same publisher responsible for Guild Wars. What will set Dungeon Runners apart from its older brother, let alone the masses of other similar titles? I spoke with Stephen Nichols, the game's lead programmer, to find out more.

The core game is free. You can kill monsters, gain levels and grab as much loot as you can carry without ever paying a dime. However, there are some perks to being a member (which only costs $4.99 a month). As a member, you have access to the in-game bank. This bank gives you a place to store all of the loot that you may want to save for later use. Members can also use special healing and mana potions. These members-only potions are more powerful than the free versions and can be put in stacks of five. The free potions cannot stack. This saves tons of inventory space to hold more loot! Finally, only members can access the best qualities of loot. Sure, free players can use some pretty decent stuff, but the members get the best of the best. Their loot looks better and has better stats. Indeed, if you like loot, be a member.

Team Fortress 2 Interview

Mar 28, 2007 6:44am CST tags: Valve, Team Fortress 2, Interview
The Team Fortress 2 Interview: The Evolution is a Game Informer article, talking to Valve's Robin Walker, Charlie Brown and Doug Lombardi about the class based multiplayer game to be included with Half-Life 2: Episode Two. There hasn't really been a whole lot of info on the game so far, but this interview should help.
We spent a lot of time focusing on better ways of making the game accessible. I really want to make sure people don't confuse this with trying to simplifying the game. We felt that was the wrong approach. Instead we tried to find out ways to help people understand what was going on. Probably the best way to explain this is to point to specific features. The freeze-cam feature, when you die. We did a lot of play testing, and one thing we saw in TFC and other multiplayer games was the general confusion about death. A new player often dies. If we bring in a new player in and make him play any multiplayer game today usually he'll die a few times and not really know what killed him. What we tried to do is eliminate that kind of problem. What are the problems new players face when they play these kinds of games, and how do we solve them specifically? "Who killed me? Why did I die?" We want to say, you died, here's the person who killed you. Here's what he killed you with. So on. We take that opportunity to tell you things – hey look you're getting better at things—which is the stat panel. The persistent stats. All these things are about solving this core problem. Our approach to dealing with all these new players was to try and help them walk them through the game so they understood every step of the way what was going on. How they were doing, how they were getting better and so on.

GamingSteve Podcast With C&C3, Shivering Isles Interviews

Mar 27, 2007 4:07pm CST tags: Bethesda, Games: PC, Interview
Episode 61 of the Gaming Steve podcast is up, offering an interview with EA's Ameri Ajani about Command & Conquer 3: Tiberium Wars and Bethesda's Bruce Nesmith about The Elder Scrolls IV: Shivering Isles.