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- Scrapland
The
Scrapland Q&A on
Gaming Nexus talks with American McGee about Mercury Steam's robot
murder mystery game: "There’s a little something for everyone. Game play
ranges from traditional 3rd person action adventure story based mission
solving to ship building, piloting, racing, and combat. The ability of the
player to switch instantly between different character types means that
traditional story driven mission elements can now be solved in a multitude
of different ways."
- DICE
The
DICE Q&A on FZ.se
talks with Patrick Söderlund of Digital Illusions about EA's plan of buying
the developer: "It is however yet to be completeted [sic], the shareholders
will first have to accept the offer in order to complete the deal, but we do
count on that happening."
- City of Heroes
There's
a City of
Heroes Q&A on Coldfront's City of Heroes chatting with CuppaJo, CoH
Associate Community Coordinator: "I actually think it is harder for me to
read posts where the Devs are abused than to read posts where someone abuses
me. I know how hard they work to make CoH the best game it can be. They
don't 'have it out' for any archetype or player type. They just want
everyone to have fun. And to watch people roast them is hard."
- Asheron's Call
There's
a Q&A with the Asheron's Call Live Team on Warcry News Network: "I
enjoy watching people go through the content that we provide. We followed
several players over the course of the last year as they navigated through
the Falatacot Temples. I watched as a player screamed “BALL!” over and over
again in the first attempt to kill Gaerlan. I love making things that are
fun for people. When people have fun, I feel like I succeeded at my goals."
- Survivor
The
Survivor Q&A on HC.Gamer discusses the upcoming disaster game with Claus
Wohlgemuth of Replay Studios: "When we fleshed out the gameplay for Survivor
we have been inspired by the great amount of player freedom in titles such
as GTA III, though the basic gameplay idea in Survivor might be very
contrary. Games like Medal of Honor or Call of Duty have not really
recreated authentic, great, epic battles of the WW II in single missions,
but recreated movie images of it (Enemies at the gate, Soldier Ryan). This
is what I call the trap of the medial loop, that we want to avoid by extra
giving an important role to our fictional news station NCN (Non cencored
[sic] network) in Survivor."
- Kreed: Battle for Savitar
The
Kreed: Battle for Savitar Q&A on HC.Gamer asks Dmitry 'RCL' Rekman some
questions about Burut's upcoming first-person shooter expansion: "Basic set
of weapons remained the same as in Kreed (although their parameters and
sometimes effects were adjusted to match the new enemies), with a few
changes: we added shocker, which is a contact weapon replacing the knife
from Kreed, pistol (with semi-automatic mode) and assault laser rifle (my
favourite, but be careful not to hurt yourself when using this weapon)."
- X²: The Return
The
X²: The Return Q&A on Computer And Video Games (thanks Frans) talks with
Bernd Lehahn and Andy Walsh about Egosoft's space
combat sequel: "The biggest goal we ever had with X2 was to offer the player
total freedom in the universe. The keywords we used were 'trade, fight,
build, think'. These were our guiding principles as we were designing it,
but we wanted to ensure that the player could do these things in whatever
way they wanted. We think we did that very well, but there were aspects we
wanted to expand."
- Metalheart: Replicants Rampage
The
Metalheart: Replicants
Rampage Q&A on Gameguru Mania talks with Sergey Lakhtin of Akella about
NumLock Software's upcoming RPG: "Each character has a lot of elementary
functions which in external script of behaviour are weaved into a freakish
tree of individuality for everyone. The opponent hears, sees and is capable
to warn the friends. It is capable to use several kinds of the weapon, and
also to use tactical manoeuvres - lie down, be hidden behind obstacles, etc.
Also he can estimate situation - to get away in case of a critical state of
health."
- Officers
The
Officers Q&A on HC.Gamer chats with Game Factory Interactive's Nikolay
Demchenko about their upcoming WW2 RTS game: "We are offering a non-linear
storyline that develops with the World War II as a background. The story
itself is not that important. It's how you make it develop that matters.
What we do is provide the players with enhanced tactics, weather effects,
challenging AI, captivating gameplay and many more to make their gaming
experience fun."
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Copyright © 1996-2016 Stephen Heaslip. All rights reserved.
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