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'Auto Assault' Developer Q&A #3 - Screens

by Rainier on Aug. 12, 2005 @ 2:44 a.m. PDT | Filed under Interviews

Auto Assault combines vehicular combat with role-playing elements. Players explore a post-apocalyptic future in customizable cars, motorcycles, semis and even tanks. Players battle other players both in arenas and in epic race vs. race wars for control of the regions in a devastated Earth. In this pre-canned Q&A with NetDevil's Ryan Seabury and NCSoft producer Steve Snow. For the illiterate people, we also have 16 new screens ...

'Myst V: End of Ages' Developer Q&A #2

by Rainier on July 30, 2005 @ 3:31 a.m. PDT | Filed under Interviews

Picking up immediately where the original Myst ended, players are presented the privilege, challenge and responsibility of restoring the lost empire of the D'ni - an ancient civilization of people who thrived for thousands of years but later met with a great catastrophe. Ubisoft sends out a pre-canned interview with game design director Ryan Miller explaining the slate system.

'Prince of Persia Kindred Blades' (NGC/PS2/Xbox/PC) Developer Interview

by Rainier on July 29, 2005 @ 12:54 a.m. PDT | Filed under Interviews

Blending the best features from the first two installments with the talent, vision and ingenuity of Ubisoft's development teams, Prince of Persia 3 will enliven the franchise with a vitality - and plenty of unexpected twists - that will impress and satisfy long-time fans and newcomers alike. Ubisoft sent out a pre-canned Q&A with Prince of Persia 3 artistic director Olivier Leonardi.

'Myst V: End of Ages' Developer Interview

by Rainier on July 22, 2005 @ 1:19 a.m. PDT | Filed under Interviews

Picking up immediately where the original Myst ended, players are presented the privilege, challenge and responsibility of restoring the lost empire of the D'ni - an ancient civilization of people who thrived for thousands of years but later met with a great catastrophe. Myst V: End of Ages advances the graphical beauty and detail of its worlds with a fully immersive 3D environment, art and visual design director Josh Staud tells us all about it ...

'Auto Assault' Developer Interview

by Rainier on July 21, 2005 @ 1:14 a.m. PDT | Filed under Interviews

Auto Assault combines vehicular combat with role-playing elements. Players explore a post-apocalyptic future in customizable cars, motorcycles, semis and even tanks. Players battle other players both in arenas and in epic race vs. race wars for control of the regions in a devastated Earth. NCsoft Europe sent out a pre-canned interview with NetDevil President Scott Brown.

'Far Cry Instincts' (Xbox) Developer Q&A #4

by Rainier on July 14, 2005 @ 4:47 a.m. PDT | Filed under Interviews

Far Cry Instincts is a technically advanced gaming experience built from the ground up using the kind of cutting-edge technology that Far Cry fans will recognize from the PC title. Yesterday Ubisoft announced Far Cry Instincts will ship exclusively for Xbox in September 2005, and today we catch up with multiplayer game designer Alexandre Mandryka talking about the multiplayer portion of the game.

'Heroes of Might and Magic V' Developer Q&A

by Rainier on July 13, 2005 @ 1:14 a.m. PDT | Filed under Interviews

Gamers will delve into a more mature, consistent fantasy universe that will appeal to fans of all fantasy genres. Heroes of Might & Magic V will benefit from the features and characteristics that established the success of the initial saga while offering a wealth of innovations such as a highly immersive scenario, a variety of appealing factions, modern 3D graphics, a revolutionary tactical combat system, and a story-based campaign mode. Ubisoft sends along a pre-canned Q&A with producer Fabrice Cambounet.

'Dragonshard' Developer Interview

by Rainier on July 12, 2005 @ 1:02 a.m. PDT | Filed under Interviews

Dragonshard will incorporate classic role-playing themes, a powerful and dynamic real-time strategy engine all woven together with a rich storyline involving a global conflict for an immensely powerful artifact with the power to change the fate of Eberron itself. Atari has sent out a pre-canned Q&A between Atari Community Manager Shane 'The DungeonMaster' DeFreest and member of Liquid Entertainment.

'Far Cry Instincts' (Xbox) Developer Q&A #3

by Rainier on July 7, 2005 @ 12:26 a.m. PDT | Filed under Interviews

Far Cry Instincts is a technically advanced gaming experience built from the ground up using the kind of cutting-edge technology that Far Cry fans will recognize from the PC title. Yesterday Ubisoft announced Far Cry Instincts will ship exclusively for Xbox in September 2005, and today we catch up with technical creative director Laurent Mascherpa talking about the AI in the game.

'Panzer Elite Action' (PS2/Xbox/PC) Developer Q&A

by Rainier on June 30, 2005 @ 12:23 a.m. PDT | Filed under Interviews

Panzer Elite Action is a fast-paced WW2 action game that lets the player feel the power of 30 tons of steel armor around them and gives them the ability to command increasingly powerful tanks in a series of intense and dramatic battles. Zootfly sent out a pre-canned Q&A with Panzer Elite Action producer Michael Hengst.

'Far Cry Instincts' (Xbox) Developer Q&A

by Rainier on June 29, 2005 @ 9:30 a.m. PDT | Filed under Interviews

Far Cry Instincts is a technically advanced gaming experience built from the ground up using the kind of cutting-edge technology that Far Cry fans will recognize from the PC title. Yesterday Ubisoft announced Far Cry Instincts will ship exclusively for Xbox in September 2005, and today we catch up with scriptwriter and game designer for camera and scripted events Patrick Redding talking about the "Predator" aspect of the game.

'Auto Assault' Developer Q&A

by Rainier on June 15, 2005 @ 1:36 a.m. PDT | Filed under Interviews

Auto Assault combines vehicular combat with role-playing elements. Players explore a post-apocalyptic future in customizable cars, motorcycles, semis and even tanks. Players battle other players both in arenas and in epic race vs. race wars for control of the regions in a devastated Earth. Developer NetDevil answers a few questions ...

'Far Cry Instincts' (PS2/Xbox) - Developer Q&A

by Rainier on June 8, 2005 @ 2:58 a.m. PDT | Filed under Interviews

Far Cry Instincts takes the PC version's signature locations, Full-Action Response A.I. (F.A.R. concept), and unprecedented view-distance, and combines them with improved gameplay scenarios that will challenge players to utilize an even broader range of strategies and survival tactics to uncover the many secrets within the beautiful, but deadly islands. Today we have an interview with Ubisoft's Scriptwriter and Game Designer Patrick Redding giving us more insight in FCI's game dynamics.

'Payload' (N-Gage) Developer Q&A

by Paul Reith on June 7, 2005 @ 2:31 a.m. PDT | Filed under Interviews

Set in the distant future, players are members of courier teams hired to transport the precious crystalline mineral fuel source. As the players make their way to their goal, they will encounter gangs of marauders, and rival teams, attempting to steal their payload. Only successful runs will earn the cash and kudos required to progress through to the more challenging levels. We had a chat with Tantalus Interactive's CEO Tom Crago, and Producer John Szoke.

'The City of Metronome' - Developer Q&A

by John Curtis on May 23, 2005 @ 5:32 a.m. PDT | Filed under Interviews

Venture into the city of Metronome, a sprawling mass of haphazardly built houses and huge steam engines where the outlandish inhabitants are carrying out their chores day and night, a city where the life of every citizen is dictated by the Corporation, a single bureaucratic entity that owns all the land, the entire infrastructure and all the industries. Since we were so interested in this project, we decided to revisit their E3 booth and squeeze in a quick Q&A with Team Tarsier's Pelle Bergman.

'Far Cry Instincts' (PS2/Xbox) Developer Q&A

by Rainier on May 13, 2005 @ 2:25 a.m. PDT | Filed under Interviews

Far Cry Instincts will take things a step even further with its wide open environments and unique immersive gameplay elements. Far Cry Instincts takes the PC version's signature locations, Full-Action Response A.I. (F.A.R. concept), and unprecedented view-distance, and combines them with improved gameplay scenarios. Long in development it was prime time to have a chat with lead game designer Jean-Fran├žois Dugas.

'Star Wars Galaxies: Episode III Rage of the Wookiees' Developer Q&A

by Mark Crump on April 29, 2005 @ 3:10 a.m. PDT | Filed under Interviews

SWG: Episode III Rage of the Wookiees adds a whole slew of content taken directly from the highly anticipated Star Wars: Episode III Revenge of the Sith movie, including the adventure planet of Kashyyyk, home to the Wookiees. We sat down with LucasArts producer Julio Torres and had a little chat, new screens included ...

'Stargate SG-1: The Alliance' (PS2/Xbox/PC) Developer Q&A

by Rainier on April 21, 2005 @ 12:51 a.m. PDT | Filed under Interviews

Stargate SG-1: The Alliance will be an action-based game playable in the first- or third- person perspective. Depending on the mission, there will be other tasks that have elements of team tactics, puzzle-solving and stealth. First and foremost, you will never walk alone – your team will be there to look after you, but you will also have to look after them, so it differs from most "straight" shooters. We sat down with Perception's Radek Majder to ask more details about Stargate SG-1: The Alliance.

'TOCA Race Driver 3' (PS2/Xbox/PC) Developer Q&A

by Rainier on March 17, 2005 @ 1:01 a.m. PST | Filed under Interviews

Codemasters is quietly working on the TOCA Race Driver 2006, and while it has not yet been officially announced, today they lift the veil a little bit and give us the first glimpse of whats to come in the newest edition of the popular racing franchise. Codemasters sends out an interview with Codemasters studio head Gavin Raeburn (thanks Gamer.nl), and includes 4 brand spanking new screens...

Interview With High Moon Studios CEO John Rowe

by Rainier on March 7, 2005 @ 7:31 p.m. PST | Filed under Interviews

Earlier today we reported that Sammy Studios, Inc. has completed a management buyout from parent company Sammy Corporation of Tokyo, Japan. The private investment group led by John Rowe, president and chief operating officer of Sammy Studios, purchased all shares of the company as well as the rights to original video game properties being developed at the studio. With this turn of events, it was prime time to ask High Moon's CEO John Rowe a few quick questions ...