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- Jade Empire
The
Jade
Empire PC Q&A on FiringSquad talks with Diarmid Clarke about the coming
PC edition of BioWare's RPG: "Jade PC remains absolutely faithful to the
original story our writers wanted to make, so we didn’t want to add
arbitrary new content which would not fit with the writing vision. But we
did focus on adding 3 main layers of development: 1) Providing the PC player
with the technical improvements that they expect and demand, such as
improved resolution and great keyboard and mouse control, 2) New content
such as cool fighting styles and monsters, and 3) Really enhancing the
combat and balancing to improve the gameplay experience."
- AIAS
A
Sit-Down With AIAS President Joseph Olin on Digital Trends talks with
the head of the Academy of Interactive Arts & Sciences about his
organization: "We try to stand up first and foremost for developers, the
individual artists and sound and design people who are really at the core of
the game-making process. I don't want to take anything away from publishers
– without their financial resources a lot of great titles would never see
the light of day. But the Academy is really here to recognize the work
itself, not necessarily the brilliance of a marketing decision. I think for
publishers, what the Academy does is provide an extended window to market
and promote a game. Why? Because it was recognized by game makers as being a
singularly great title out of the 800-plus titles which might ship in any
given year."
- The Broken Hourglass
RPG
Vault's The Broken Hourglass Q&A - Part 1 talks with Jason Compton about
Planewalker Games' upcoming fantasy-themed RPG: "We don't make any secret
out of the fact that the Infinity engine titles, particularly Baldur's Gate,
its sequel and Planescape: Torment, have keenly and directly influenced our
design - because those are the games we enjoyed playing, and the ones whose
successors are most profoundly missed. Rather than focus on a slavish
reproduction of the Infinity experience (which is both impractical and
unnecessary), we've simply used its most successful gameplay concepts as a
base, and built our own notions on top. Our novel magic system, for
instance, has received positive early notices from some core RPG fans, and
we hope to deliver on those expectations."
- Postal 3
Gamasutra's
Postal III Q&A talks with Vince Desi of Running With Scissors about the
coming continuation of their outrageous shooter series: "First, I think that
game developers have forgotten we’re in the game business; we don’t make
movies or write books, we make games. That said, I’ve always considered
Postal an expression in free will for both us as developers and for the
people who play games. Our audience has always been somewhat older and more
appreciative of our dialogue and general stab at American pop culture. In
fact, I think the message is very clear and simple: you are responsible and
held accountable for your own actions. Wouldn’t it be nice if that was the
case in reality?"
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Copyright © 1996-2016 Stephen Heaslip. All rights reserved.
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