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San Diego, CA 08/21

Regularly scheduled events

Evening Q&As

  • Battlefield 2
    Gamecloud's Battlefield 2 Q&A talks with EA producer Ben Smith about DICE's upcoming military shooter sequel: "Well, building any game, let alone the sequel to a game as loved and lauded as Battlefield 1942, is a long, complicated task. In the last few weeks we’ve been able to get the game in front of a lot of people, (at E3 and other community functions) and the feedback we’ve received has been really tremendous. I think come June 21 we’ll really be able to look back at our work and see that we exceeded both our own and our fans’ expectations with Battlefield 2. It should stand as DICE’s best work to date in all areas (gameplay, sound, look, etc.)."
  • Hellgate: London
    The Hellgate: London Q&A on Computer and Video Games talks with Bill Roper of Flagship Studios about their upcoming first-person action/RPG: "I'm a lousy first-person shooter player, but I get on well with this. It's much more forgiving. The goal is to let players of all abilities enjoy the game straight away without having to come with Counter-Strike skills. Of course, players that like the FPS style of play will concentrate more on ranged weapons and that's great, but we also wanted to make sure that people weren't punished for using melee weapons."
  • Bad Day L.A.
    The Bad Day L.A. Q&A on IGN talks with American McGee about Enlight's upcoming action game: "So what we have is something like 'Day After Tomorrow' meets "Mad Max" with a main character in the spirit of Dave Chapelle and Ali G. Yes, there's some political theme to it, but there are also insane disasters, ridiculous missions, and a hero who's often more concerned with hitting on hot babes than he is in saving people."
  • Star Wars Galaxies
    The Fan Fest Developer Interview on Star Wars Galaxies Vault talks with Dallas Dickenson about Star Wars Galaxies, and the recent combat upgrade to the MMORPG: "Yeah.. we knew that it was a tough call to make, and a controversial one, but we knew then and we believe that it's definitely the right direction for the game. It makes the game a whole lot more understandable, it makes combat a lot more fun in terms of actually making your role be important to the combat game. I think this not only serves the existing players very well, but I think it also means that players who hadn't tried Galaxies, who maybe tried Galaxies when it first came out and have gone away.. we are really in a much better place to have folks who've never played online games enjoy the game a lot more quickly. We've brought the learning curve down substantially, so it's a much simpler, much more intuitive, more action oriented combat style. So yeah, we feel like we're in a really really great position now."
  • UFO: Aftershock
    The UFO: Aftershock Q&A on StrategyCore.co.uk is an E3 conversation with Cenega and ALTAR Interactive about the upcoming counter-UFO sequel: "No, we wanted to change everything. We wanted to see what features the players missed the most in Aftermath and so try to implement it in Aftershock. The biggest three changes are that we have resources, the addition of Human, Cultist and Psionic factions, and base building. We've also added more RPG elements, more tactical options, and strategic part has also been enhanced."
  • Gothic 3
    The Gothic 3 Q&A on RPGDot, an article-format conversation with Stefan Berger of JoWooD about the upcoming RPG sequel: "There will be six different groups this time. You will begin after showing up by ship on the mainland. The orcs have won the war and you can choose to fight with them or against them. The orcs aren't very intelligent and if you side with them the humans will say, 'Go away, we don't want anything to do with you.'"
  • Game Art
    Illustrator extraordinaire Greg Horn talks about his art and working in videogames on GameZone is a Q&A with the illustrator about his work in the computer and video games field: "Right now I'm working with Hip Games on City of the Dead, which is filmmaker George Romero's FPS videogame set in a zombie world. I'm also working on Ghost Wars, which is a cool military RTS game, with covert themes blended in. That one is a lot of fun because in the past I've done military themes with OXM, and back then my military knowledge was total crap! When you don't give the soldiers the proper guns or gear, people will be more than happy to write into the magazine and say what a horrible job you did. So now I know all the guns backwards and forwards and all the guns are extremely accurate. When you blow up the image, you can actually read the text on the gun - I'm not playing around anymore, man."

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