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'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-François 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 ...

Interview with Mythic CEO Mark Jacobs

by Mark Crump on March 3, 2005 @ 1:18 a.m. PST | Filed under Interviews

This is a two-part interview with Mark Jacobs, CEO of Mythic Entertainment. The original interview was conducted at Mythic's offices last year just before the launch of Catacombs, EverQuest 2, and World of WarCraft. Since some things have changed since then, Mr. Jacobs was kind enough to answer some follow-up questions via e-mail.

'Rebel Without a Pulse' (Xbox/PC) - Developer Interview

by Judy on Feb. 3, 2005 @ 3:22 a.m. PST | Filed under Interviews

Based on an updated version of the same engine technology used in Bungie's first person shooter Halo, Rebel Without a Pulse puts players in control of a wisecracking zombie named Stubbs, "who takes on an ultra-modern city of the future using nothing but his own carcass and the weapons of his possessed enemies." The game is rife with tongue-in-cheek humor, a strong storyline and innovative combat techniques. Aspyr sent out a pre-canned Q&A with Wideload Games' Alex Seropian.

'Stronghold 2' - Developer Q&A

by Judy on Jan. 27, 2005 @ 9:42 a.m. PST | Filed under Interviews

Stronghold 2 will bring the the castle-sim and siege-warfare RTS series to life in glorious 3D. Stronghold 2 will also offer players a "castle-life" campaign, enhanced multiplayer capability and a new, innovative and exciting single player campaign that will be revealed in the months ahead. Take Two sent over a pre-canned interview with Firefly Studios Lead Designer Simon Bradbury.

'Rainbow Six Lockdown' (PS2/Xbox/PC) - Developer Q&A #2

by Judy on Jan. 24, 2005 @ 10:54 a.m. PST | Filed under Interviews

In this new episode you lead Team Rainbow as they are called into action and unfamiliar territory to battle a bioterrorist threat. Stakes escalate as they are personally targeted by an evil terrorist organization. Used to protecting the lives of others, Team Rainbow must now embark on a mission to fight and save some of their own. Ubisoft sends along yet another pre-canned Q&A with designer and writer Rafael Chandler, talking about story development, dialogue, briefings, and cinematic concepts.

'Rainbow Six Lockdown' (PS2/Xbox/PC) - Developer Q&A

by Judy on Jan. 21, 2005 @ 6:03 p.m. PST | Filed under Interviews

In this new episode, you lead Team Rainbow, the world's most elite counter-terrorist unit, as they are called into action and unfamiliar territory to battle a bioterrorist threat. Stakes escalate as they are personally targeted by an evil terrorist organization. Used to protecting the lives of others, Team Rainbow must now embark on a mission to fight and save some of their own. Uisoft sends along a pre-canned Q&A with lead designer John Slaydon, talking about the weapons in Rainbow Six Lockdown.

'Cold Fear' (PS2/Xbox/PC) - Developer Q&A

by Judy on Dec. 20, 2004 @ 3:25 a.m. PST | Filed under Interviews

Cold Fear is the first action-horror title to be published under the Ubisoft brand and combines the popular elements of both action and horror releases, delivering an action-packed, tension-filled gaming experience. A new avenue for Ubisoft so time to catch up with DarkWorks' Guillaume Gouraud and Antoine Villette.

'Stargate SG-1: The Alliance' - Developer Q&A

by Judy on Dec. 16, 2004 @ 12:10 p.m. PST | Filed under Interviews

JoWooD's Stargate SG-1: The Alliance is the spectacular interactive game expereince that puts players in the action packed universe of the Stargate SG-1 TV series. Jowood sent us a pre-canned Q&A, but nontheless a very interesting read with plenty of new info.

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

by Judy on Dec. 8, 2004 @ 10:00 a.m. PST | Filed under Interviews

In addition to the PC version's signature locations, non-scripted A.I., and unprecedented view-distance, Far Cry Instincts will feature brand new gameplay scenarios that will challenge players to use an even broader range of strategies and survival tactics in order to uncover the many secrets within the beautiful-but-deadly islands. Far Cry Instincts producer Roxane Gosselin is on hand to answer some questions about the "traps" concept being used.

'Vivisector: Beast Inside' - Developer Q&A

by Judy on Nov. 19, 2004 @ 5:18 a.m. PST | Filed under Interviews

Vivisector: Beast Inside developed by Action Forms (creators of Chasm and Carnivores series) is a unique mixture of 3D Action/Horror. The game blends a thrilling interactive story with intense, high-adrenaline action and immerses players in a rich and fascinating storyline. Action Forms' PR manager Serge Roar is at hand to answer some questions...

'Prince of Persia: Warrior Within' (NGC/PS2/Xbox/PC) - Developer Q&A

by Judy on Nov. 11, 2004 @ 1:17 a.m. PST | Filed under Interviews

Prince of Persia: Warrior Within features a deep, mysterious storyline starring a darker, edgier Prince who is vigilant in his quest to unseal his mortal destiny. Ubisoft sends us an in-house Q&A with the people behind the Prince of Persia: Warrior Within story, a rather secretive bunch of guys going by the name of "sekretagent."

'Armies of Exigo' Developer QA - Screens

by Judy on Nov. 9, 2004 @ 11:01 a.m. PST | Filed under Interviews

Worlds collide in Armies of Exigo, where the traditional boundaries of the battlefield are smashed and war is waged both above and below the ground. Armies of Exigo locks elves, beasts, knights, and creatures of the darkness in an epic battle for survival where armies can delve deep underground to advance undetected and then tunnel to the surface to unleash powerful attacks on their unsuspecting enemies. EA sent out a pre-made Q&A talking about the game world, different armies, single player and multiplayer modes. Also included are some new screens ...

'Prince of Persia: Warrior Within' (NGC/PS2/Xbox/PC) - Developer Q&A

by Judy on Nov. 5, 2004 @ 2:20 a.m. PST | Filed under Interviews

Prince of Persia: Warrior Within features a deep, mysterious storyline starring a darker, edgier Prince who is vigilant in his quest to unseal his mortal destiny. With the demo being released a few weeks back, we were surprised to hear Godsmack as title track, so prime time to fire off some short questions at PoP2's Lead Sound Designer Jonathan Pilon.

'Dark Age Of Camelot: Catacombs' - Developer Q&A

by Mark Crump on Nov. 3, 2004 @ 2:55 a.m. PST | Filed under Interviews

"Catacombs" is an expansion pack for "Dark Age of Camelot" in which players are given the opportunity to explore underground cities – with attached adventuring areas – based on the backstory of one underground player race per Realm. With the release coming up next month, we sent out our resident MMORPG guru to track down Mythic Entertainment's Matt Firor and ask him a few questions ...

'Painkiller: Battle out of Hell' - Developer Interview

by Tony "OUberLord" Mitera on Nov. 2, 2004 @ 1:25 a.m. PST | Filed under Interviews

Picking up right where the game’s story left off, Battle out of Hell includes an additional single-player chapter with 10 levels, as well as new multiplayer modes, maps and models. Last week, we participated in an IRC chat with People Can Fly's project leader and Dreamcatcher's marketing manager. Read more to check out the chat transcript ...

'Splinter Cell: Chaos Theory' (Xbox/PC) - Community Q&A

by Judy on Oct. 29, 2004 @ 7:41 a.m. PDT | Filed under Interviews

Tom Clancy's Splinter Cell Chaos Theory will offer a high adrenaline experience thanks to never seen before close range attacks, a totally open level design, a completely immersive and interactive environment, and challenging advanced AI. Ubisoft sent us a pre-made Q&A with community submitted questions, subject being Chaos Theory's game design technology.