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Evening Q&As | [Oct 28, 2004, 10:29 pm ET] - 1 Comment |
- 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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