Interview • Page 2

  • City of Heroes developer happy with Incarnates reception

    Launched two weeks ago, City of Heroes’ Issue 20 update introduced ‘Incarnates’, adding new missions, powers and group options for up to 48 players. Developer Paragon Studios spoke out on large scale raids and the response of the players.

  • GDC in Crysis: Crytek's Zala on leaks and love for PC

    Between trying to take on Call of Duty and plugging an unfortunate leak, Crytek’s got a lot on its plate. Fortunately, senior producer Hasit Zala took some time out of his busy schedule to talk with little old us at GDC today.

  • Interview - WoW: Cataclysm's Alex Afrasiabi on console MMOs, Hero Classes, Cryptic's "mediocre" MMO comment, more

    The funnest part of building a sandcastle? Knocking it down. With World of Warcraft’s Cataclysm expansion, Blizzard appears to be taking that philosophy to a whole new level. After letting players frolic about in its multi-million dollar sandcastle for nearly six years, the developer’s decided to shatter Azeroth into tiny little pieces and then put […]

  • Interview - StarCraft II's Kaeo Milker on multiplayer cheating, Real ID, Activision, the E-sport stigma, tons more

    StarCraft II finally dropped into the hands of more than three million eager fans this summer, and Heart of the Swarm probably won’t see the light of day until long after we’ve locked horns with an actual race of hiveminded aliens. So, in the meantime, why even bring the game to BlizzCon? What’s left to […]

  • Interview - Diablo III's Jason Bender and Christian Lichtner talk Demon Hunters, PVP, Blizzard on consoles, tons more

    BlizzCon has come to a close. We came, we saw, we conquered. OK, no we didn’t. We actually spent the whole time playing Diablo III. But then, the game’s mix of hack ‘n’ slash demon-dicing and subtle strategy is already – near as we can tell – polished to perfection – even though Blizzard’s still […]

  • Interview part two - THQ's Bilson on Guillermo del Toro, diversity of talent, the future of UFC Undisputed, tons more

    Part two? Part two?! But what happened in part one?! Were there car chases? Explosions? Was an average Joe like you or me thrust into extraordinary circumstances and forced to shoot/box/interpretive dance his way out? The suspense is probably killing you. You are probably walking toward the light as we speak, your pulse becoming ever […]

  • David Perry: Gaikai already feature complete, will be out of beta in "mid-December"

    OnLive’s been going through some growing pains, but awkward teenager or not, it’s still available for all to try. Its main competitor Gaikai, however, has definitely subscribed to the mantra of “slow and steady wins the race.” When, though, will it finally cross the finish line? Speaking with VG247 during an interview at GDC Online […]

  • Interview part one - THQ Core boss Danny Bilson on Move/Kinect, creativity, MOH controversy, tons more

    When you hear “THQ,” what springs to mind? Wrestling games? Ni-ni-ni-ni-ni-ni-ni-ni-Nickelodeon? Well then, you might want to crawl out from under that rock you’ve spent the last few years living underneath. Where’s Tim Schafer these days? THQ. How about Ninja Gaiden/Dead or Alive creator Tomonobu Itagaki? Same. And what’s this about Guillermo del Toro? The […]

  • Interview - Brink's Paul Wedgwood

    Chatting with Splash Damage CEO Paul Wedgwood is always a treat – even if it comes shortly after the disappointing news that Brink won’t see the light of day in 2010. We sat down with the lord of all things multiplayer and shooty during last week’s QuakeCon, where we talked shop about why Brink held […]

  • Interview - RAGE's Tim Willits

    RAGE is id’s first – and apparently only – new IP in quite some time, and the developer’s doing it up in style. Yeah, the post-apocalyptic shooter/driver/toy car driver’s got it all – even its own release date. No more teasing, no more “when it’s done,” no more fooling us into staring into Todd Hollenshead’s […]

  • Interview - Red Faction: Armageddon's David Abzug

    Some videogames pontificate on the deeper themes of love, loss, and control – ultimately causing players to see the world in a new light once they’ve dabbed the tears from their eyes. Other videogames grab a giant hammer – that, in some cases, is an ostrich that somehow migrated to Mars – and gleefully lay […]

  • Interview - Deus Ex: Human Revolution's David Anfossi

    For years, Deus Ex fans clamored for a sequel. And then they got one, and they didn’t like it all that much. So, what do you put in your pamphlet to re-hook those who renounced their faith and left the Church of Denton? Simple: a whole heaping helping of what they want to hear. Based […]

  • Interview - Civilization V's Dennis Shirk

    Just as a game of Civilization constantly shifts through the ages, evolves, and occasionally pits horse-riding cavalrymen against 1,500-horsepower tanks, so too does the videogame industry grow and change. A mere five years have passed since the launch of Civilization IV, but already, the industry’s a different beast entirely. How, for instance, does one of […]

  • Interview - Star Wars: The Force Unleashed II's Gavin Leung

    In Star Wars: The Force Unleashed, you battered Darth Vader and The Emperor, yanked a Star Destroyer clean out of the sky, and pretty much made every other Jedi ever look like a baby swinging a glowstick. So, of course, the question arises: how the hell do you top that? We got a chance to […]

  • Interview - Michael Jackson: The Game's Felicia Williams

    We were honestly a bit surprised when Ubisoft offered us an interview involving its newly announced Michael Jackson game. After all, our experience with the game – like everyone else’s – was limited to a surprise dance-off at the end of Ubisoft’s E3 conference. Flashy? Sure. But about as revealing as women’s fashion in the […]

  • Interview - XCOM's Jonathan Pelling

    With the exception of a certain single most popular subscription-based fantasy MMO in the entire world, radical genre reinventions and videogames have something of a checkered past. In the eyes of many, it’s like tracking mud all over holy ground, lighting a national flag on fire, or saying Firefly was overrated. In other words, a […]

  • Interview - Vanquish's Atsushi Inaba

    Platinum Games doesn’t make normal things. It just doesn’t. Hair-clad butterfly witches, a game show about wanton murder, and all kinds of other kooky ideas are just another day at the office for Platinum’s intrepid crew of oddballs. And in a world full of gray, stoic, gray shooters, the kind of zaniness that Platinum peddles […]

  • Interview - Ghost Recon: Future Soldier's Justin Drust

    We weren’t sure what to think when Ubisoft announced yet another entry in its Ghost Recon shooter franchise, but after seeing the game in action at E3, we reckon Ghost Recon’s well worth getting excited about. After all, in what other game can you turn invisible, knife a guard until he can legally be classified […]

  • Interview - Assassin's Creed: Brotherhood's Mathieu Gagnon

    Assassin’s Creed 1 and 2 felt ages apart in more ways than one. Most obviously, they took place in wildly different time periods – AC 1 during the Third Crusade and AC2 in Renaissance Italy. The gap between the two games’ releases, however – especially for an industry that has reduced the yearly sequel down […]

  • Interview - Star Wars: The Old Republic's Daniel Erickson (part two)

    The Star Wars films have always had a nasty habit of making you wait years between sequels. What’s up with that? Us though, we’re not like mean old George Lucas. Waiting’s not our style. Yesterday: part one. Today: part two. Jump past the break to hear Star Wars: The Old Republic writing director Daniel Erickson’s […]

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