Evening Q&As

  • Brothers In Arms
    Eurogamer.net's Brothers In Arms Q&A talks with Steven Palmer of Gearbox about their upcoming World War II shooter: "We've seen in this market that there's room for improvement in the genre, so the way we've improved it is by bringing in a really compelling story, by letting you live through history more accurately than you've seen in other games. We've recreated the environments with meticulous detail that truly represent what the environments look like, and we're giving you the ability to interact with your squad in a realistic manner as well as choosing real tactics, so instead of being pressed along in scripted events through the entire game it's up to you to make tactical decisions and to make leadership choices using your squad. We've also given players a really simple interface, so that solves the problem of having something way too complex. We kept it simple, authentic, tactical and most of all fun."
  • The Elder Scrolls
    The Elder Scrolls IV: Oblivion Q&A on GameSpot talks with Todd Howard of Bethesda Softworks about the next installment in their RPG series: "It takes place after Morrowind, but really has nothing to do with the Morrowind story at all. We like each game to stand on its own, so it's in another part of the world with an all-new story. The story itself deals with the death of the emperor and a demonic invasion into this world from "Oblivion." Oblivion, in the Elder Scrolls world, is essentially hell. It's another plane of existence where the evil gods live. So the game takes place in both Tamriel, the land of men and elves, and Oblivion, the land of demons."
  • Nexus
    The Nexus: The Jupiter Incident Q&A on Gamesradar (thanks Frans) discusses Mithis' space strategy game with Zslot Nyulaszi: "The basic concept was an admiral-sim. What would you do if you were a space-fleet admiral? The idea was a game that is not about empire building but low-scale battle tactics. It's a mixture of the classical war games and the elite-like space-simulators. The result is a fleet-simulator. Later I realised that a strong storyline is needed so I added some adventure game elements to improve the fun factor of the otherwise 'boring' empty space."
  • The Punisher
    The Punisher Q&A on Computer and Video Games talks with associate producer James Tsai about Volition's upcoming Punisher game: "The enemies are inspired by the comics, but The Punisher's look is more taken from the movie, except for his face, where we've made him slightly older. In terms of the action and the violence, I'd say it was very heavily inspired. It's a very intense, intimate, close-up experience - y'know, stabbing guys in the face with knives, blowing limbs off with shotguns kinda violence. Whereas the movie was intense in terms of being action-packed, it doesn't have the level of gore we're putting in."
  • Void War
    The Void War Q&A on FileFront looks into the void by talking with Jay Barnson of Rampant Games about their space combat game: "The seed of the idea for Void War came from grousing with friends about multiplayer space combat games. Dogfights in space were just boring – with no ‘physics’ of any kind like gravity and lift (we were also combat flight sim fans), and no cover, it was just a test of who could spin and aim and fastest. We kept waiting for someone else to come out with a game like Void War, and after a few years I got tired of waiting and started writing it myself."
  • Vendetta Online
    RPG Vault's Vendetta Online Team Q&A #2 quizzes the developers of the space-based MMORPG about memorable aspects of the game and its development.
  • Vanguard: Saga of Heroes
    Vanguard.Okratas.com offers their second Three Question Thursday with an abbreviated conversation with Steve Burke, designer on Vanguard: Saga of Heroes.
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Date
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Oct 29, 2004Oct 29 2004