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San Diego, CA 08/21

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Morning Q&As

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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