Morning Q&As

  • ALFA Antiterror
    GamersInfo's ALFA Antiterror Q&A converses with Masha Petrova of MiST land - South about their upcoming special ops shooter: "Every soldier in the game has an assigned position (assaulter, sniper and grenadier). The player will then grow in rank and be rewarded depending on their participation in the operations. After each mission is completed, we get command points, which can be used both for training our subordinates and improving their skills or awarding anybody new ranks. Players must remember that the ranks, awards and training abilities are limited and contingent on the way in which the player passed the mission."
  • Twilight War
    The Twilight War Q&A on FileFront talks with Kingsley Montgomery, lead designer on Smiling Gator's upcoming Source-engine MMORPG/FPS: "Because we are doing a physics-based world with an FPS combat system and vehicles, we thought we needed a good cutting-edge client engine that was robust and had a lot of tools to help us get to creating content sooner rather than later."
  • Mourning
    The Mourning Q&A on FileFront is a chat with Dan Antonescu, lead designer on Limitless Horizon's upcoming MMORPG: "Well, quite frankly we are not trying to make just another MMO game, but we’re aiming very high with this title. It's design is based on a lot of things which are pretty different from what you see on todays [sic] market or even in upcoming MMO games: full PvP, a complete skill based system, bloodlines, instances of permadeath, territorial system with laws and so on."
  • Vanguard
    A new Three Question Thursday on Vanguard.Okratas.com asks five questions of Brad McQuaid about gaming and Vanguard: Saga of Heroes.
  • Postal 2
    There's a Postal 2: Apocalypse Weekend Q&A on Gamehelper chatting with Vince Desi about the upcoming expansion to their edgy first-person shooter: "We're less interested in technology than we are in gameplay. Keep in mind that this is an add-on to Postal 2, not a completely new revision of the Engine, so don't expect normal mapping or any of that sort of self-masturbatory technophilia. Doom 3 proved beyond a shadow of a doubt that nice lighting effects don't equal fun."
  • Elder Scrolls IV
    HomeLAN Fed's Elder Scrolls IV: Oblivion Q&A talks with producer Ashley Cheng about Bethesda Softworks' upcoming RPG sequel: "The challenge lies in reinventing our marquee franchise in a new way with each successive generation of technology. With each Elder Scrolls, we take a look at our previous titles, think about what things we want to tweak, decide what new things we want to try, listen to feedback from our fans, and look at future technology and what we think we’ll be able to do."
  • Hearts of Iron 2
    The Hearts of Iron II Q&A on FZ.se chats with Joakim Bergqwist of Paradox about their World War II strategy sequel: "I think that things like the mission system, where air and sea combat can be done with more automatic control which releases you from the painstaking task of having to poke in every single little province. Same thing goes for the convoy AI and the leadership AI, all very important things which makes a big difference. For example, if I construct a submarine for the USA, I will get a leader which is Sea Wolf, which will have the correct rank for that nation. If I was to construct four at a time then he would not be Rear Admiral but Vice Admiral immediately, the AI will automatically pick the correct one which is a great relief, not having to poke in every single little detail."
  • Year in Review
    HomeLAN Fed's Games In 2004-2005 Q&A with Tim Gerritsen continues their year-end series by talking with the head human at Human Head Studios.