|
|
 |
Evening Q&As | [Feb 03, 2005, 11:28 pm ET] - 2 Comments |
- 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."
|
Copyright © 1996-2016 Stephen Heaslip. All rights reserved.
All trademarks are properties of their respective owners.