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'Spartan: Total Warrior' (NGC/PS2/Xbox) - Developer Q&A

by Matt Mefford on Sept. 1, 2005 @ 12:25 a.m. PDT | Filed under Interviews

Spartan: Total Warrior puts the player in control of a heroic warrior, engulfing the player into the midst of titanic clashes between mighty armies, blending mythical beasts and legendary monsters into the fray. Brutal combat meets epic warfare on the battlefields of the ancient world as you fight for your life, your freedom and your honor. Creative Assembly's Sophie Blakemore answers our questions ..

'Sword of the Stars' - Developer Q&A

by Keith Durocher on Aug. 25, 2005 @ 1:35 a.m. PDT | Filed under Interviews

Sword of the Stars is a breakthrough Space Strategy game that seeks to reinvigorate the sub-genre. Players will explore planets, manage their empire and research new technology. Sword of the Stars provides quick, intuitive play, state-of-the-art graphics and tactical combat that make the game instantly involving and rewardingly fun.

'Auto Assault' Developer Q&A #4 - Screens

by Rainier on Aug. 22, 2005 @ 2:19 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 short pre-canned Q&A, NetDevil's President Scott Brown tells us about the game's influences.

'Quake IV' (X360/PC) - Developer Q&A

by Matt Mefford on Aug. 17, 2005 @ 12:21 a.m. PDT | Filed under Interviews

In Quake 4 the Strogg are quickly regrouping, however the Strogg’s planetary defenses still destroyed, Earth's forces can deliver a full and final assault. This time, you're not alone. You are Matthew Kane, an elite member of Rhino Squad, and part of Earth’s next invasion wave. An army of soldiers are fighting with you and an arsenal of weapons and vehicles are at your disposal in this heroic and epic battle between worlds. At QuakeCon we caught up with id's Tim Willits and sat down for an interesting conversation ...

'Serious Sam 2' (Xbox/PC) Developer Q&A

by Matt Mefford on Aug. 13, 2005 @ 4:42 a.m. PDT | Filed under Interviews

Sam Stone is back to rescue the universe one bullet at a time against overwhelming hordes of time traveling enemies in Serious Sam 2. Built from the ground up with a completely new engine, Serious Sam 2 will be a shot of adrenaline to the hearts of first-person shooter fans across the world. At QuakeCon we caught up with 2K Games' PR manager Jason Bergman and asked some Serious questions ...

'Myst V: End of Ages' Developer Q&A #3

by Rainier on Aug. 13, 2005 @ 3:29 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 sent out a pre-canned interview with Art and Visual Design Director Josh Staub.

'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.