PC Game Interviews
Grid 2 [Interview] – Under the hood
We recently got the chance to ask some question of the GRID 2 team, namely associate producer Iain Smith and executive producer Clive Moody.
Fable: The Journey [Interview] – Albion in first-person
When it was first announced at E3 2011, Fable: The Journey split the gaming community at large.
Matt Uelmen Interview: From Condor to Torchlight 2
At the end of the week we posted an interview with Torchlight 2 composer Matt Uelmen who you may also know from his work on the first two Diablo games.
Can Call of Juarez: Gunslinger succeed after The Cartel’s failure? [Interview]
It’s no secret that Call of Juarez: The Cartel was a bit of a failure.
Where does Funcom go with The Secret World from here? [Interview]
Being an MMO set in the real-world, The Secret World immediately sets itself apart from the usual fantasy settings that dominate the MMO landscape.
Ghost Recon Online: From pay-to-play to free-to-play [Interview]
Many a free-to-play game is – for better or worse – the offspring of an already established franchise.
NHL 13: Changes, development and the future [Interview]
Launching later this week, NHL 13 is one of the year’s most anticipated sports games thanks to years of innovation and gameplay of the highest quality.
Is eSports a real sport? [Interview] – Shootmania dev weighs in
Toss up the question of whether eSports is a really a sport at all and you’ll typically get one of two responses; either an absolute no, or a yes coupled with a venomous attack for even implying that it might not be.
Building a sequel: Firefly’s blueprint for Stronghold: Crusader 2 [Interview]
Last week, Firefly Studios announced plans to crowdfund and self-publish the long-awaited sequel to Stronghold: Crusader.
Grimind: What does it take to be a one-man development team? [Interview]
We all know about big-budget development. We’ve got no choice, the publishers and studios working on the most expensive games do their best to make sure we’re bombarded into apathy by their info/asset/press release machines.
Broken Sword: The Serpent’s Curse and the Art of Self-Publishing [Interview]
IG: Did the success of those iOS releases set the foundation for The Serpent’s Curse, or would you have set about making this game regardless?
Balancing depth and accessibility in F1 2012 [Interview]
Sports games are a difficult beast to get right. On the one side you’ve got the hardened fans of the sport, the people that won’t accept anything less than a pitch perfect recreation of every nuance, tactic and system.
It’s a young woman’s game: Tomb Raider [Interview]
We recently had the chance to sit down with Crystal Dynamics’ Karl Stewart, global brand manager on the Tomb Raider, to talk about the upcoming adventures of Lara Croft and what the studio are trying to achieve by telling her origin story.
Balancing gameplay with Jay-Z: NBA 2K13 [Interview]
When you’ve got a formula that works as well as that of the NBA 2K series, you could argue that it would make sense to just leave it alone – keep the gameplay the same, just update the players, teams and game modes.
Hitman Absolution aims to be tough as nails with ‘Contracts’ mode [Interview]
It’s annoying being an assassin sometimes… I imagine. You like killing people so much that you’ve dedicated your life to it, but you can only kill who you’re told.
Starting over: Can Final Fantasy XIV: A Realm Reborn set things right? [Interview]
It’s no secret that Final Fantasy XIV was a failure. The players certainly see it that.
IncGamers checks out Gazillion’s Marvel Heroes at Gamescom [Video Special]
A couple of days ago we hooked up with Gazillion over at Gamescom in Cologne to find out more about the upcoming MMO ARPG Marvel Heroes that they are touting Diablo meets Marvel on steroids.
WWE 13 [Interview] – Bringing back the Attitude Era
WWE 13 is seemingly about celebrating the past history of the wrestling institution as it about looking at the present.
Company of Heroes 2 [Interview] – Building on greatness
Trying to follow one of the greatest RTS’ of all-time is no easy task.