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Evening Q&As

  • Rainbow Six: Lockdown
    The Rainbow Six: Lockdown Q&A on Computer Games Magazine chats with John Slaydon about Rainbow Six: Lockdown, the next installment in this Tom Clancy shooter series: "The single player campaign for Rainbow Six Lockdown was designed by Redstorm and the PS2 and Xbox versions are very similar, except for some Xbox specific features, such as dynamic lighting, footprint tracking, etc. The main differences come in the multiplayer game. For PS2, multiplayer brings the new experience of playing Rainbow operatives versus mercenaries. With the new Rivalry mode, Rainbow and Mercenary teams compete to be the first to complete the majority of objectives to win the match. Rescue or capture hostages, disarm or detonate bombs, hack into computers or secure them to protect valuable information. Rainbow fights to protect society from the Mercenaries."
  • Act of War: Direct Action
    The Act of War: Direct Action Q&A on Computer and Video Games is a conversation with Alexis le Dressay about Eugen Systems' upcoming RTS game: "The game is built pretty much from the ground up with storytelling in mind, from the way that mission objectives are defined and presented to the mix between in-game and live action cinematics. Integrating a complex story in a game is always a difficult exercise, and you need to be sensitive to the fact that some people find story elements intrusive. The pace and overall emotion of the story also reflects in the pace and character of the gameplay; as the story changes pace, so does the gameplay, and as the role of the heroes in the story moves from being reactive to active, so does the gameplay."
  • Psychonauts
    Tim Schafer A Man and His Beard on IGN is a Q&A with the one-time LucasArts designer about Psychonauts, the upcoming paranormal romp in the works at Double Fine Productions: "Every game I've tried to put some sort of interactive either psychological trip or interactive dream sequence or something like that, because you can mess with images that are on the level of surrealism. Like in a Miyamoto game, you get these crazy surreal images and they're really awesome to look at. The cool thing is, if you do that in a dream or in a mental world, they're all part of the dreamer's head. They all have psychological significance and they all mean something. You see that in someone's head and, you know, when there's a bullet and it has eyes on front of it, that says something about that guy. And you come out of his head and you say, "Whoa, what's going on inside that person's head?" And it relates to how they behave in the real world. And you could have fun with just crazy constructs."
  • dtp entertainment
    Adventure Gamers' dtp entertainment Q&A chats with Chris Kellner about various projects the German publisher is backing: "I think we do more than almost any would do for an adventure title. We always watch the campaigns of our competitors to see what they do for their adventure games. For example, for Syberia II in Germany, we thought they did virtually nothing. Adventures are not that big; you can’t just sit back and say, “Well okay… they will sell no matter how few press releases we do or preview versions we send out.” That’s just wrong. You really have to bang a drum for adventures and go all out."
  • Music
    Experience Gaming's World of Warcraft Q&A talks with Jason Hayes, lead composer for World of Warcraft, Blizzard's MMORPG: "I've worked for Blizzard ever since StarCraft. On that title, I was able to contribute in a variety of ways- from music, to sound design, to voice direction. I've helped write many of the lines the units say, and I even got to do some voice acting! (Firebat, Arbiter, the hero Artanis, and others) At the time I started the company was a lot smaller, and it wasn't uncommon for people to wear many different hats. As Blizzard has grown, the development team members have become a bit more specialized. So, it was natural for me to gravitate more exclusively toward music because it's my greatest passion."

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