[Jan 19, 2007, 9:59 pm ET] - Share - Viewing Comments
Stranglehold Q&A on GameSpot gets a hold of Brian Eddy to discuss the
upcoming return of Inspector Tequila in gaming form: "Well, since we have a
lot of big John Woo fans on the team, I would say a lot! But how fan
reaction off the team affected development, I would say the outflow of
interest and excitement has helped to spur the team on to make the best,
most authentic John Woo game possible. And all the teams' hard work is
paying off, as we believe that Stranglehold is going to be the best action
game on PC and next-gen hardware."
Q&A, part one on Computer and Video Games chats up Ray Muzyka and Greg
Zeschuk about what's up at BioWare in the conversation that caused a stir
with comments about episodic content (story): "The videogame
market is very cyclical and PC and console gaming have an uneasy alliance -
as new console systems are released, early adopter fans move over to check
those games out and as PC systems reach and surpass console systems at the
end of a console life cycle, a good number of those early adopter fans move
back over to PC gaming. Console gaming is huge of course, especially when
you add in hardware sales, but it's hard to quantify the enormous impact of
online gaming on the overall PC market - retail sales just don't capture the
revenues from the increasingly successful PC MMOs as well as digital
distribution and episodic gaming (which are both gaining strength year after
- Neverwinter Nights 2
Neverwinter Nights 2 Post-Release Q&A on Game Banshee talks with Ryan
Rucinski about Obsidian's RPG sequel: "I wouldn't know where to begin.
Sometimes I am really amazed at the creativity and time it must have taken
to generate things we didn't know was even possible. One indivual [sic]
addressed our water height over multiple tiles by basically making it a
texture then putting the water effect on it. They were able make streams
down mountains or have flowing lava from a volcano. It was awesome."
- Star Trek Online
Trek Online Q&A on WarCry chats with Daron Stinnett about the Trekkie
MMORPG: "The easiest way to explain the dynamic between your avatar and ship
in MMORPG terms is to think of your ship as a mount that is an upgradeable
combat platform. Early in one's career, you will gain command your first
small solo ship to freely navigate the galaxy. As you progress in your
career and make alliances, you'll gain access to bigger and better ships to
upgrade in parallel to your avatar. And when players decide to group with
others in space, the choice is yours, group as individual ships or crew
together aboard a single ship. Our design is geared towards providing
players with the freedom to choose his or her own path on a journey through
- Warhammer Online
Online Q&A Part Two on Warhammer Alliance asks Games Workshop about the
Warhammer MMORPG: "Their ability to bring Warhammer to life. There was never
any doubt they could make a great MMO, and we always believed they’d be able
to capture the feel of Warhammer, otherwise we’d have never granted them the
license. However, their ability to not only translate existing elements of
the IP into the MMO but to also add new elements that fit so seamlessly has
been quite remarkable. My favourite part of my job at the moment is when a
new batch of WAR concept art arrives in my Inbox."
- Xpand Rally Xtreme
Xpand Rally Xtreme Q&A
on SimRacingWorld goes around the track a couple of times with
Techland's Adrian Ciszewski to discuss the racing game: "In the game, the
tracks are shorter, so we had to work harder to keep the players adrenaline
flowing, and the whole XRX team thinks we've succeeded. We've also fixed the
graphics, improved the damage model, increased the interactivity of the
landscape, added new modes... The full list of things that somehow improved
the game play is much longer, but these are the basic points."
Enter the details of the comment
you'd like to post in the boxes below and click the button at
the bottom of the form.
||Jan 20, 2007, 00:06
|Totally agree Creston. Valve has the perfect platform for Episodic gaming and has just proven that the grand experiment doesn't work.
Copyright © 1996-2015 Stephen Heaslip. All rights reserved.
All trademarks are properties of their respective owners.