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Evening Q&As | [Oct 11, 2004, 7:22 pm ET] - 5 Comments |
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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