How not to release a game: the truth behind Fray’s catastrophic launch
Fray was an objective lesson in how not to release a game.
Q&A with Hotline Miami’s Jonatan ‘Cactus’ Söderström
Jonatan ‘Cactus’ Söderström is a prolific indie developer and one half of the Dennaton team that made Hotline Miami, one of the year’s most stylish and unnerving PC titles.
Forge Interview with Tim Alvis of Dark Vale Games
Dark Vale Games were among the very first developers to have their title, Forge, Greenlit through Steam.
Path of Exile Interview with Grinding Gear Games CEO Chris Wilson
We caught up with Grinding Gear Games CEO Chris Wilson to find out how development on their ARPG Path of Exile is coming along prior to the game going into open Beta this December.
Torn Banner Interview on Chivalry: Medieval Warfare
Incgamers recently caught up with Steve Piggott from Torn Banner Studios to talk about their newly released Chivalry: Medieval Warfare, a game focusing on quality melee combat which includes team based objective gameplay, several classes, variety of medieval weapons and lots of dismemberment and decapitations.
Need for Speed: Most Wanted [Interview] – Taming urban streets
Christmas is fast approaching, and that means the next Need for Speed is just around the corner.
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.
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.
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.