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Morning Q&As | [Oct 04, 2005, 12:00 pm ET] - 6 Comments |
Thanks Frans.
- Call of Duty 2
A new Call of Duty 2 interview movie is now
available from FileFront talking with Infinity Ward's Grant Collier about
their now-gold World War II shooter sequel. The clip is available on
high resolution and
low resolution versions.
- Bad Day L.A.
HC.Gamer's
Bad Day L.A. Q&A talks with American McGee about the upcoming action
game: "The game is VERY simple and very easy to control. The idea here is to
make the game accessible to even non-gamers. Personally, I think that game
controls are getting out of hands these days. I think this has more to do
with the fact that game controllers aren't advancing as quickly as game
designs. Nintedo's new Revolution controller is a step in the right
direction. Now we need the same for the PC. "
- Supreme Commander
IGN's
Supreme Commander Q&A chats with Chris Taylor of Gas Powered Games about
their upcoming RTS game: "I avoid, whether I believe in this ethically or
not, maybe for Karmic reasons, trashing anybody else's game or talk about
what they're doing wrong. I don't think there's a wrong answer. I just think
big is a lot of fun. If you saw this one saucer right now, it's called the
Tzar at the moment, it's kinda like Independence Day and you can have these
huge transports land in the Tzar. So you're flying this gigantic crazy
saucer over a body of water and you get to the other player's base, detach
the transports to fly them in, and then you can fly the Tzar in. If you can
talk about an experience and it sounds exciting and refreshing and different
you know you're on the right track."
- Rome: Total War - Barbarian Invasion
The
Wargamer's Rome: Total War - Barbarian Invasion Q&A discusses the new
RTS expansion with Creative Assembly's Mark Sutherns: "The perfect balance
between historical accuracy and fun gameplay is something we’re always
striving to achieve with the Total War series. As a rule we always attempt
to stay as true to history as possible but there are just some instances
where rigidly to history and realism just wouldn’t make the game fun to
play. In these cases the gameplay always wins out."
- Stubbs the Zombie
Gamasutra's
Wideload Games' Q&A talks with Alexander Seropian about Stubbs the
Zombie: Rebel without a Pulse, their upcoming action game: "For us, since we
work with many different groups of talent, having a very proprietary
pipeline has been a real training and implementation challenge. The Halo
engine is extremely powerful and, therefore, complicated. Jamming the
thousands and thousands of assets from many different contributors into a
cohesive whole has been hard work. But I think we did better than even we
expected."
- Elder Scrolls IV: Oblivion
The
Elder Scrolls IV: Oblivion Q&A on Computer and Video Games talks with
Noah Berry about the next installment in Bethesda Softworks' RPG series:
"Real-world excursions are integral, at least in the initial stages, to
designing and building landscapes for a game like Oblivion - so there are
several local parks and forests that our art staff have visited to digitally
photograph flora and fauna for use in the game. Most of my own forest and
landscape research comes from a large reference library I've been compiling,
which contains hundreds of photographs of visually striking realworld
locations and settings. These always serve as great artistic inspiration and
as an invaluable reference when building landscape art."
- Gene Troopers
The
Gene Troopers Q&A on HC.Gamer discusses the upcoming science fiction
shooter with Marian Holler: "The universe is in the greatest conflict it
ever witnessed. There is a massive and global mobilization executed by the
terrifying elite battle forces called the Gene Troopers (GT). They violently
fulfill their task: finding, securing and gathering of life forms. The gene
material is the new strategic resource. The gene transformation technology
changes suitable individuals into loyal and powerful GTs. You didn't know
anything about this. Nobody in your part of universe had. The player plays a
role of a human lost in an alien universe, trying to find and save his lost
daughter."
- Irth Online
Gamecloud's
Irth Online Q&A talks with Alan Chipura of Magic Hat Software about
their upcoming MMORPG: "Players won’t have to worry about what to do with
items they acquire and will not have to worry about the outrageous price of
housing. All players will receive one house per account free of charge. This
is real virtual property and not a virtual room. All players get a house and
land with expansion possibilities. Players can make improvements to their
properties by building additions, retail shops, storage areas, etc."
- The Witcher
HC.Gamer's The Witcher Q&A is a three-part
conversation with CD Projekt about their upcoming RPG. Here's
Part One, here's
Part Two, here's
Part Three, and here's a bit: "Fighting in the Witcher basically covers
three main aspects: character development, arcade elements and magic use. As
mentioned earlier, our hero develops six fighting styles, with five levels
of experience in each - from novice up to master. By gaining a new level the
witcher improves his attributes, but even more importantly learns a new move
to be used within fighting sequences. Sequences will be discussed in more
detail later, lets concentrate on skills for a moment. Besides the main
Style levels and new moves, the hero can buy special power-ups (stronger
versions of particular attacks triggered by double-clicking) and upgrades
(additional attributes and abilities like a greater chance of stunning your
opponent). A separate category gathers the alternates, or attacks made only
when certain conditions are met which kind of substitute 'normal' moves."
- Titan Quest
RPG
Vault's Titan Quest Q&A - Part 2 continues this conversation with Brian
Sullivan and Arthur Bruno of Iron Lore about their upcoming RPG: "We don't
let our monsters take their loot to the afterlife. When equipment-wearing
monsters are spawned into the world, appropriate equipment is randomly
generated for them. Equipment using monsters can wield any of the weapons
the player can and many of them can also equip player armor. Many others
have custom looking "monster equipment" specifically designed for them that
drops as equivalent, visually similar, special player versions. For example,
a Centaur Elder might be wearing an Outrider's Tunic, which is a special
piece of centaur armor. A Centaur is larger than the player, so if you
killed him, he'd drop a player-wearable Outrider's Tunic that had exactly
the same attributes and looked very similar."
- Dark & Light
MMORPG.COM's
Dark and Light Q&A #3 talks with Stephane Quilichini of NPCube about
their upcoming MMORPG: "Quests use a tree structure with multiple decisions,
and it is quite possible for one quest to have several endings. Every answer
a player gives to an NPC will have an impact on what will happen in the
quest. The difficulty level will increase with time. For instance, in the
hardest quests in the game, the player will have to manage his or her divine
factions (a way to show your relations with each of the 9 gods in Ganareth)
in order to speak with specific NPCs. In order to do that, they will have to
somewhat damage their relations with their own god and gain interest from
their enemy gods, and then speak with that NPC. This also means the player
will not benefit from his or her own god’s protection, which can be a
problem later on."
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