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.
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.
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.
Company of Heroes 2 [Interview] – Building on greatness
Trying to follow one of the greatest RTS’ of all-time is no easy task.
Darksiders then, Darksiders 2 now, Darksiders co-op tomorrow? [Interview]
We chat to Darksiders 2′s lead designer Haydn Dalton about the changes that have been made to the game in comparison to the original, as well as the initial plans for the series and what the future holds.
How do you build a story into Borderlands 2′s open world? [Interview]
With Borderlands 2 Gearbox is attempting to beef up the narrative elements, but without diminishing the gameplay or forcing story onto players that are not interested in it.
Tomb Raider [Interview] – Lara’s new world and its dangers
In the second part of our two-part interview with Crystal Dynamics’ global brand manager Karl Stewart we talk about the experience of playing as the young Lara – what her world is like, what she can do within that world and the potential dangers she might face.
Tomb Raider [Interview] – Writing the intimate story of Lara Croft
In part one of a two part interview Tomb Raider’s global brand manager Karl Stewart we discuss the idea behind the ‘reboot’, the reasons for taking story to a point which focuses on a young Lara Croft and how the story and the gameplay co-exist and compliment one another.
Fifa 13 [Interview] – What’s new to the game? Part 2
Part two of our interview with Fifa 13′s gameplay producer, Aaron McHardy, focuses on the iteration process and which boundaries are left to be pushed, the PC edition and the series’ long-term focus.
F1 Online [Interview] – What’s the FI-Aim?
Following our hands-on preview of F1 Online, we sat down with the game’s lead designer, Tom Gledall, to gain further insight the development process and the goals of the project.
Fifa 13 [Interview] – What’s new to the game? Part 1
Recently we spent two hours in the company of EA Sports, as various members of the FIFA team detailed the big changes to this year’s installment.
Dirt Showdown [Interview] – Crafting destruction
With Dirt Showdown out later this week, we took the chance to sit down with producer Iain Smith and have a chat about the new route for the series and where the feature rests.