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San Diego, CA 08/21

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Evening Q&As


  • RPG Vault's S.T.A.L.K.E.R. Shadow of Chernobyl Q&A wanders off the RPG topic for a group Q&A with the developers of GSC Game World's upcoming first-person shooter, asking a question about enemies, and another about locations.
  • The Matrix Online
    GamerGod's The Matrix Online Q&A Part Two continues this three-part conversation with Toby Ragaini, lead designer on Monolith's upcoming MMORPG: "Each district is between 1 and 2 million square meters, providing a huge, seamless space that you can run across without getting a single load time. Only when you decide to enter another district (via hard-line or subway) will you have to pause for a load."
  • Guild Wars
    The Guild Wars Q&A on GameSpot discusses ArenaNet's upcoming MMORPG with Jeff Strain: "The dual-class system provides richness of strategy by allowing us to make the professions strongly themed, in terms of strengths and weaknesses, without locking players into a specific play style. For instance, a warrior/ranger and a warrior/elementalist are both good front-line tanks (melee fighters that can absorb a lot of damage), but each has different specialties that make for a unique gameplay experience."
  • SuperPower 2
    GamersInfo.net's SuperPower 2 Q&A chats up Jean-Rene Couture about Golem Labs' upcoming sequel of global domination: "From a technical standpoint, every game of SuperPower 2 is multiplayer. It's just that when you start a single player game, you're the only player connected. But every game starts a server, a message browser, etc. And in every multiplayer game, the AI is still present because there are 193 countries in the world, and it won't happen often to have 193 player games."
  • Codename: Panzers
    There's a Mario Kroll Q&A on The Armchair Empire talking about the World War II tank combat on tap in Codename: Panzers: "I’d say Panzers is more of a refinement of the genre. We’ve gotten rid of the clichéd features like resource foraging and placed the focus on tactics and a broader gameplay experience. We’ve done everything we can to make the player feel like he’s really part of the battle, not just “Commanding from Above.” While the “raze your enemy” RTS standard can be a lot of fun, we’d like to think our varied mission objectives are a bit more sophisticated and interesting."
  • Kornelia
    The Kornelia Q&A on The Guildhall at SMU talks with the cyberathlete about the gaming scene, women as gamers and developers, and what she is up to.

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