|
|
 |
- Alan Wake
The
Alan Wake Q&A
on AlanWAKE.Net discusses the upcoming first-person shooter with Sam
Lake of Remedy Entertainment: "Just as we did with the Max Payne games, we
are concentrating on building the best possible single player experience.
For a small company, it’s very logical and necessary to concentrate on doing
one thing really well, instead of dividing your resources. Also, the story
is an important part of Alan Wake, and that is something that doesn’t
translate well to a multiplayer game. We have all kinds of ideas related to
replayability, but we want to prototype them further before we’ll talk about
them."
- Alpha Prime
Gameguru
Mania's Alpha Prime Q&A talks with Jan (just Jan, like Cher) about Black
Element's upcoming first-person shooter: "Alpha Prime is a first person
Sci-Fi action game. It will have a strong story line because its written by
our (Czech) best Sci-Fi writer Ondrej Neff and it will be build on our
state-of-the-art technology - Enforce2 engine. Story itself will be placed
on the abandoned and closed mining facility on an asteroid in the forbidden
zone. Why this facility was closed, why this zone is forbidden, why player
receive a message from his old friend about this asteroid and why all
robotic staff at the base trying to stop him… you'll have to find for
yourself."
- Age of Empires III
The
Age of Empires III Q&A on GameSpot chats up Ensemble's
Dave Pottinger about the RTS sequel: "We've rebuilt
and extended the cinematic systems that we had in Age of Mythology. We liked
how big and epic the Age of Mythology campaign turned out. The in-game
cinematics were a huge part of that. We've gone even bigger on those things
this time around. We've got all the high-tech bells and whistles you'd
expect, and a few things you wouldn't. One of the great things about our
setting is that it lends itself very well to sweeping vistas and awesome
landscape shots as you explore the New World. Our cinematics and campaign
take full advantage of the sense of awe created by those things."
- Fantastic Four
Gamecloud's
Fantastic Four Game Q&A talks with 7 Studios' Jeff Gardiner about their
upcoming superhero movie tie-in: "One of the greatest things about Fantastic
Four is that it’s not just a movie license; it’s a comic book license with
over forty years of history and a wealth of source material to mine. We’ve
gotten a lot of inspiration from the classic comic storylines, enemies, and
character interaction. Having a major motion picture just gives us an
additional set of materials. It’s been wonderful to collaborate with both
Marvel and Fox to bring all these visions together in a playable experience.
We tried to use as much of this great material as possible, and the good
news is that there is plenty left to explore in the future!"
- Hero's Journey
The
Hero's Journey Q&A #1 on MMORPG.COM is a conversation with Erick Slick
of Simultronics about their upcoming MMORPG and
WarCry Network's Hero's Journey Dev Chat recaps another conversation
with the devs: "You group your clothing/armor into outfits. You can have
many outfits and change between them at will. You can manage these outfits,
changing them as you like. As you go, you'll find more items to add to your
outfits and you can also use stuff that is generally available. Your
hairstyle can also change. The thing that stays the same is your facial
features and body type. So it's just like real life... you can change
clothes, and dye your hair funny... but you still are you."
- Cossacks II
RPG
Vault's Cossacks II: Napoleonic Wars Q&A, Part 2 continues this
discussion of GSC's RTS sequel: "Unlike in the original, diplomacy and
economics play a much more significant role. While combat is still the heart
of the game, those that consider themselves more statesman than warrior can
significantly tilt the odds in their favor. Players can build a sound
economy, intercept enemy supply carriers, weaken defenses through sabotage
prior to attack, build alliances, or simply pay another nation off so that
it will accept the player's alter ego as protectorate."
|
Copyright © 1996-2016 Stephen Heaslip. All rights reserved.
All trademarks are properties of their respective owners.