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 Gameguru Mania News - Jan,06 2007 - interview 
Crysis Q&A - Graphics, DirectX, and Vista - interview
(hx) 01:32 PM CET - Jan,06 2007 - Post a comment / read (6)
Gamespot has posted a Q&A with Crytek's Cevat Yerli as he talks about what's going under the hood in this graphically impressive PC shooter as well as how the game is shaping up for both DX9 and DX10. Here's a taster:
GS: Tell us about how Crysis will continue to make the most of existing DirectX 9 hardware for users who can't upgrade their computers in time for the game.

CY: If you have a high-end DX9 card with an equal level of CPU and memory--basically today's "gamer rig"--you will enjoy Crysis with close-to-D3D10 fidelity. Don't forget that for a long time, we ran the game only on DX9 hardware, even though people thought it was D3D10. You can be sure your high-end gamer rig will satisfy your expectations--but with D3D10, you will surpass them.

GS: Due to various scheduling and ship-date changes, Crysis is in a rather challenging position of being one of the first next-generation PC games to have to straddle the gulf between DirectX 9 and Direct3D 10 (and implicitly, the gap between Windows XP and Windows Vista). Aside from DirectX compliance, what are some of the other hurdles the team has faced, and how are they being addressed?

CY: That indeed is an annoying burden, but a necessary evil. It's our job to satisfy our gamers. We had similar challenges in the past with DX8, 9, and with 32/64 bit, but this is a much larger step that we have to help bridge. But I am happy to say that we manage to push both to maximum capacity usage; we're pushing quality in both [DirectX platform] directions.
Included are two new screenshots, and a video (local mirror) - it shows exactly how cinematic and exaggerated the gameplay will be. The motion blur, suit abilities, sound and the physics all make what appears to be a very very kick ass game.
 Gameguru Mania News - Jan,03 2007 - interview
The Darkness Interview - interview
(hx) 12:47 AM CET - Jan,03 2007 - Post a comment
Computer & Video Games has conducted an interview with Starbreeze Studios'designers Mikael Saker and Tommy Tordsson, lead level designer Jerk Gustafsson and art director Jens Matthies as they talked about The Darkness, their upcoming supernatural cross-platform action/horror game. Here's a taster:
Do you find while developing The Darkness you can employ unused ideas from the Riddick project as you're still using your own custom Starbreeze graphics engine?

MS: We had a prototype up and running pretty early on the Riddick engine, and so this gave us a starting point. As both games use a first-person perspective, we could use animations from Riddick to test out the engine and get things going, steadily progressing towards what you are seeing now. It looks and plays a lot differently from Riddick, but there are common elements that we have been able to use so development can progress more quickly.

JM: But there are some things you really can't take from Riddick, even though we and other people really liked them - like the melee attacks.

JM: In Riddick we had this guy in prison and it didn't seem realistic that he was carrying guns. But being a hitman for the Mafia, you're going to have access to weaponry, that's just the way it is. So if you have access to guns all the time, you don't just walk up and punch people in the face.

MS: We also have some storytelling ideas that we developed during the Riddick production that we pushed further. Because in Riddick we wanted to limit the number of cinematic cutscenes and bring as much as possible into the actual gameplay. In The Darkness we've gone even further. There are cinematic cut scenes, but all of them bar one are in the first-person. It's in the style of Half-Life, but far more dramatic.
 Gameguru Mania News - Dec,28 2006 - interview
Gerard Jones on video game violence and censorship - interview
(hx) 04:45 PM CET - Dec,28 2006 - Post a comment
At the 2006 Montreal International Games Summit, Gerard Jones spoke about repressing violence, and how video game gore can act as a release valve for our unexpressed aggression. Following his speech, Gamasutra has posted a Q&A, to discuss violence, tension, and the acceptance (or lack thereof) of games as mainstream media. Here's a bit:
GS: In your work, you use sociology to take a historical approach to this issue. How do the current attacks on video games compare to attacks on other mediums in the past?

GJ: Attacks like this are very common. It started in the mid-nineteenth century. As that whole Victorian industrial complex was being pulled together, it was suddenly a very popular opinion among the shapers of taste and teachers that the material children or the uneducated masses were consuming, their entertainment, was going to lead to major social trouble. It makes sense in the context of a society trying aggressively to pull together, to minimize the chaos and day-to-day confrontations.

The first big attack in the United States was against popular novels, dime novels, yellow backs, cheap five and ten cents bits of fiction that were often romance stories with no real sex in them, but sexual overtones, a lot of young women barely maintaining their virtue. And then there were a lot of crime stories: dashing detectives, nests of counterfeiters, sex and violence material. So there was a huge outcry driven by teachers and doctors, bought into by parents and politicians--who saw a way to generate votes. This outcry was probably more virulent and widespread than the attacks on video games now.

You find it about movies in their early days. You find it again about movies in the late 20's and early 30's when they got sexier. You find it again about movies in the early 90's when gore was coming up. And certainly music too: ragtime, then jazz, then rock and roll, then the whole goth rock, death metal thing, and gangster rap. Whenever there's a new medium, or there's a distinct new style, there will be this.

If you look at the way furors begin and play out, they're very predictable. I would say now we're kind of at the tail end. If games continue to push boundaries, particular ones could come under attack. A lot of it's just the medium being around long enough that people have realized the world hasn't gone to hell. It's just something else people are doing with their spare time. But somehow the bigger issues are the same as ever.
 Gameguru Mania News - Dec,15 2006 - interview
The Shield Game Interview - interview
(hx) 12:59 PM CET - Dec,15 2006 - Post a comment
FiringSquad has conducted an interview with Point of View's lead designer and producer Kraig Horigan and business development head Rob Sandberg as they talk about their plans for The Shield, an upcoming PC and PS2 game based on the FX crime drama television series. Here's a taster:
FiringSquad: What can you tell us about the player character that is used for The Shield game?

Kraig Horigan and Rob Sandberg: Vic was a very fun character to design. We gave him the ability to rough-up suspects with melee punches, dodge the punches of aggressive criminals, grapple with suspects against walls and on the ground, handcuff intimidated suspects, climb over and couch under obstacles in the terrain, and chase feeing suspects down alleys. In addition, Vic can kick doors open, sneak along walls and use various objects in the world as makeshift clubs. Vic can uses a replica of his signature American Eagle .45 sidearm, polices shotguns and automatic weapons.
 Gameguru Mania News - Dec,11 2006 - interview
SkillGround Interview - interview
(hx) 10:27 AM CET - Dec,11 2006 - Post a comment
FiringSquad has posted an interview with Groove Games CEO Jon Walsh talking about their plans for SkillGround, an online multiplayer gaming arena (earlier news) in which gamers can compete for real-world cash in skill-matched games. Here's a slice:
FiringSquad:Obviously, cheating is a major concern for a venture like this. How will Skillground monitor and keep out people who want to defraud the system?

Jon Walsh: Keeping the matches fun and fair is the top priority of the SkillGround team. SkillGround's chief engineers each have over 10 years experience in online fraud prevention as well as online fairness provisioning. This experience coupled with advanced match monitoring provides excellent anti-fraud measures and protection for SkillGround's players. The fact that all games are hosted on our servers also means that we have a lot of control over the games themselves, including the ability to record every game instance. Without delving too deeply into our other security features, I can say that we have a number of powerful measures in place to ensure the games are fair and players are playing by the rules. Our customer care teams are available by email and live chat if users ever have a question concerning the outcome of a match and we are able to carefully scrutinize any complaints or concerns brought to our attention.
 Gameguru Mania News - Dec,09 2006 - interview
S.T.A.L.K.E.R.: Shadow of Chernobyl Q&A; movie - interview
(hx) 10:48 AM CET - Dec,09 2006 - Post a comment
GamePro has posted a Q&A with GSC level designer Anton Bolshakov talking about S.T.A.L.K.E.R.: Shadow of Chernobyl, the oft-delayed first person shooter. Here's an excerpt:
GP: What system requirements are recommended for gamers to play S.T.A.L.K.E.R.?

To play the game the way it was intended to be played, you'll need 2 GHz CPU and 1 GB of RAM. GeForce 6800 is also recommended.

GP: Are you worried about being compared to Duke Nukem Forever due to its numerous delays?

The players will forgive us for any delays once they get their hands on it and experience what the game has to offer. We are not afraid of being compared to Duke Nukem Forever. They should be afraid of us.

GP: What led to the repeated development delays?

The thing that took the most amount of time while making the game is the life simulation system. If we were to just create a linear game, like many other FPS games, we would have already been done with the game long ago. The extra time spent really makes a difference in the gameplay. The world in S.T.A.L.K.E.R. is huge and extremely detailed, and it took time to do it just right.
In related news, THQ.de has a new S.T.A.L.K.E.R. Shadow of Chernobyl movie (local mirror). The 90-second "Legacy of Chernobyl" clip depicts the nuclear accident that sets up the game's plot. The movie concludes by narrowing the game's release date from Q1 2007 to March 2007.
In-Game Ads Coming To Counter-Strike 1.6 - interview
(hx) 09:36 AM CET - Dec,09 2006 - Post a comment
This interview with Valve's marketing director Doug Lombardi on fan site CS-Nation confirms that Valve will soon be introducing in-game ads in multiplayer Counter-Strike 1.6 matches. The in-game ads will be handled by IGA . According to Lombardi, the ads will start appearing sometime early in 2007. In addition to ads on walls in game levels, an ad will also appear on the scoreboard screen and in the letterboxed section in CS 1.6's Spectator mode. Here is some info:
CS-Nation: In-game ads in CS 1.6 would be the largest change to the game in years. Is it fair for Valve to stream revenue from a practically unsupported title?

Doug Lombardi: We think that gamers would for the most part agree that Valve has supported Counter-Strike very well over the past number of years. Compared to any similar game, it has received an enormous amount of attention and ongoing development. Advertising is something we're trying in order to learn whether or not it makes sense for us and for the community.

CS-Nation: How do you address advertisements that don't fit into the atmosphere or environment of the game? For example, it probably wouldn't make much sense to see an ad for Listerine in the middle of Dust2.

Doug Lombardi: Counter-Strike levels aren't going to turn into Times Square or a Nextel Cup racecar. We have control over what ads show up in Counter-Strike and how they are presented. So, we'll work with advertisers to figure out what kinds of things the Counter-Strike audience will be interested in and present them in a way that blends well with the game experience.

Any player who has spent a lot of time on Dust2 will already be familiar with what advertising will look like in the game world. Take a look at the Gamehelper.com logos on the walls that have been there since the map was first shipped.

There is no word on in-game ads for the newer Counter-Strike: Source or any other Valve games.
 Gameguru Mania News - Dec,06 2006 - interview
Lord of the Rings Online Interview - interview
(hx) 12:20 AM CET - Dec,06 2006 - Post a comment
FiringSquad has posted an interview with producer Jeffrey Steefel talking about Lord of the Rings Online: Shadows of Angmar, their upcoming massively multiplayer online role-playing game. Here's an excerpt:
FiringSquad: How will the combat system be handled in the game and what can players expect to face in terms of creatures and enemies?

Jeffrey Steefel: The combat system is quite diverse in that players can immediately engage in battle using the Auto Attack feature or take things to the next level using skills that your earn as you advance through Middle-earth. These skills can be modified by using Traits that area acquired through accomplishments achieved throughout the game. LOTRO's combat system also uses special events (determined by the player's class) to open up abilities that make combat more interactive. One sample of this would be the Captain's "Cry of Victory" that fires off whenever anyone in his fellowship defeats an enemy.

Conjunctions are another unique feature in LOTRO. They allow a party to apply their skills in combination during attack. A member of the party uses a skill to place the opponent in a vulnerable state (dazed, knocked back) and then icons appear immediately on the other party members' screens. The players have seconds to select an icon, and the resulting combination of individual skills is combined into a "Group Skillh that results in a coordinated group attack. The system is designed to be useful even if you do not know it well, but even more effective for groups that know the unique combinations and their effects. This encourages group play, cooperation, and provides increasing complexity for advanced players who want it. At launch, LOTRO will have over 2200 unique and authentic monsters for players to challenge as they defend Middle-earth.
 Gameguru Mania News - Dec,05 2006 - interview
Cipher Complex Interview - interview
(hx) 10:51 PM CET - Dec,05 2006 - Post a comment
FiringSquad has posted an interview with Edge of Reality's creative director Thomas Coles as he talks about Cipher Complex, its upcoming military stealth game for PS3/Xbox 360. Here's a taster:
FiringSquad: What can you tell us about the combat system that will be used in Cipher Complex?

Thomas Coles: The combat system is fast, simple and deadly. We're taking a very Halo-esque approach to play control in that we want the interface to be as simple as we can make it, while creating a depth of player choices. There's a wide variety of attack moves from fast and critical strikes, finishers, stuns, counters, assassinations, ambushes, and bridging attacks to engage multiple enemies.

FiringSquad: What other gameplay aspects will make this game different than other steath action games?

Thomas Coles: One very simple and clear distinction: The player is deadly at close range. When the player gets spotted by enemies with assault rifles at a distance he loses his advantage. If he can get close and he can execute on his plan, it's game over for the bad guys.
 Gameguru Mania News - Dec,04 2006 - interview
Galactic Command Interview - interview
(hx) 09:51 AM CET - Dec,04 2006 - Post a comment
FiringSquad has conducted an interview with 3000AD's founder Derek Smart as he talks about Galactic Command, their new episodic space based action-combat game. Here's a slice:
FiringSquad: In terms of gameplay what will Galactic Command bring to the table that the Battlecruiser/Universal Combat games could not do?

Derek Smart: First of, it features a single career. The Elite Force Pilot career. That alone strips about 75% of the niche and complex nature of my games. Doing this allows me to focus on implementing features and technologies which are streamlined and tailored to a single purposeful gameplay experience. Pure, visceral fun. My design for the game harkens back to the good old days of games like Freespace, X-Wing etc when blowing stuff up and only worrying about shields, armaments, getting back to base and completing the mission were what defined 'fun' for the genre. No FMV (!), No bad voice acting. No bad acting - period. No meaningless trading. No pointless exploration etc. Its basically. Go here. Blow stuff up. Return to base. Here, have a cookie for your troubles.
According to interview, the PC version is on track to be completed by February and it is slated for a Q1/2007 (March) release. The Xbox 360 version should be available in Q4/2007.
 Gameguru Mania News - Dec,01 2006 - interview
The Continuum revealed - interview
(hx) 05:25 PM CET - Dec,01 2006 - Post a comment
Developer/publiser Seven Lights today annnounced that they are working on The Continuum.  Due for release in early 2007, the game combines strategy, RPG and even collectible elements. FiringSquad has an interview with Seven Lights co-founder Tim Harris as he talks about their plans for the game:
FiringSquad: What can you tell us about the fictional back-story for The Continuum?

Tim Harris: We're rolling out the back-story in pieces, allowing players and readers to get hints, then chunks of story and then piece it together themselves. We'll do this through the comics (online and offline), storylines we introduce on the website and inclusions we put straight into the game. Without getting too far into what hasn't yet been revealed, it's the story of a universe unhinged, where the beings responsible for maintaining order in the universe begin to deteriorate, causing multiple worlds to come crashing in on each other. This leads to a huge array of characters finding themselves in the resulting reality known as The Crossworld, where the adventures really begin.

FiringSquad: What gameplay aspects of this title do you consider to be important?

Tim Harris: At its heart, this is a squad-based strategy game with heavy collectible and RPG elements. Thus, you will field armies made up of characters that you have collected, developed and customized. Every army will be different, and you and I could take the exact same set of characters into totally different directions in terms of development. This will create a really interesting play dynamic as players get further and further into the game.
Crysis Interview and DX10 Video - interview
(hx) 11:23 AM CET - Dec,01 2006 - Post a comment
IGN has posted a brief interview with Crytek's CEO and President Cevat Yerli as he talks Crysis, their upcoming first person shooter: They also have the first trailer showing how the DirectX10 version of the game looks. The trailer is basically a flyby of the island enviroment in the game which is scheduled for release sometime in 2007.
IGN: Are there any disadvantages or aspects more difficult to deal with than DX9? In addition to prettier visuals, does DX10 improve performance (framerate) as well, or have you found your game takes a hit?

Cevat Yerli: We will deliver quite a few options for the user to decide what they will be able to achieve with DX10, but enabling all areas to be improved is somewhat not possible currently. But we are adding future scalability for the sake of longevity - in any case, you will get a top notch DX10 experience.

IGN: Does DX10 actually allow for any kinds of gameplay differences (more destructible objects on screen, something like that)?

Cevat Yerli: We are going to feature DX10 specific gameplay where possible, but nothing that is significantly different from DX9. DX10 basically allows developers to use lots more content (like cool particles, particle shadows, etc) while keeping a smooth frame rate.

IGN: If I wanted to run Crysis at, say, a solid 30 frames per second, what kind of system are people going to need?

Cevat Yerli: We learned a valuable lesson in Far Cry and that is to give people what they want but to also give them the ability to choose how to run it. For Far Cry, we gave the user a host of options that allowed them to cater to the experience they wanted. Some people like to see no popping, but they could care less for shadows, while others may not care about cool clouds but want more detailed textures. To support this we are going to offer even more ways for players to fine tune their experience. Personally, I would say to run Crysis with high settings; you need a machine that has a card that was made in the last six months. Our goal though is to make it really playable and look good on machines two-years-old from our ship date.

 Gameguru Mania News - Nov,29 2006 - interview
Scott Miller Interview - interview
(hx) 11:14 PM CET - Nov,29 2006 - Post a comment
Gamasutra has an extensive interview with 3D Realms' Scott Miller, as he talks about a broad range of topics relating to modern game development. Here's a taster:
GS: Lately you've talked a lot about downloading content, but the partnership with Triton didn't really work out. What happened there? Is there a chance of a network like Steam or Total Gaming developed by 3D Realms? Would you be happy to partner with someone like Valve to get content out there?

SM: It's not in our game plan to develop a service like that. It's a really big distraction.

GS: That's a lot to take on.

SM: Yeah it is. I would rather there emerge a leader in the market that isn't associated with a game company. I'm not a big fan of using Steam, because I'm not a fan of a strong competitor of ours having access to our download stats and revenue totals. I'd rather keep that private. Not only that, but we're lining their pockets as well.

I'd love to see Steam spin off as their own company. That would be a smart move. That removes the conflict of interest issue and it would give Steam focus as a separate company. Since they're buried in Valve, if Valve doesn't do well for a game or two, Steam will get cut before their internal game development. They have to consider Steam secondary. I don't know why they hang on to Steam as an internal thing. They'd probably rule the game industry if they did. A truly independent company is going to come along, and I know of a couple of start-ups. I think one of these companies will emerge as the product leader and they should be able to take Steam's spot.

My overall impression is that digital distribution is definitely going to be a huge force in the future. I've said for quite a while that the next generation consoles will have this built in from the start. Day one releases will be available online. I think brick and mortar places will lose a lot of business this way. Microsoft and Sony have to be saying "if we cut out the retailers, we get a bigger piece of the pie." There's no issue with it, you just need to get people bigger hard drives. Digital delivery is going to be a key part of console revenue.
In other news, Human Head and 3D Realms' Prey will be available on Steam as of tomorrow, November 30. It will run $49.95. Unlike most non-Valve games distributed through the service, Prey will allow Steam activation by way of a product key from a previously purchased copy of the game, either retail or downloaded.
 Gameguru Mania News - Nov,27 2006 - interview
S.T.A.L.K.E.R. Interview - interview
(hx) 08:36 PM CET - Nov,27 2006 - Post a comment / read (7)
GamesIndustry.biz has posted an interview (in unusual article format) with  GSC's Anton Bolshakov and Valentine Yeltyshev as the talk about S.T.A.L.K.E.R.: Shadow of Chernobyl, the oft-delayed first person shooter. Topics include the game world, AI, working with THQ, RPG elements and its 2007 release. Here's a bit:
Two years on, when the game showed up unexpectedly at Leipzig's Game Convention, the game didn't appear to be quite up to scratch with the leaders in the FPS field. The obvious question is whether or not the game can cut it in a world full of on-rails technical marvels, such as F.E.A.R. and Half-Life 2. Bolshakov simply points out that S.T.A.L.K.E.R. is a different game. "We have RPG elements, communication and trade," he says. "There are seven different endings and depending on how you play you'll reach a different one. It's a pretty much open-ended game. A bunch of these features put together I think will determine a unique positioning for S.T.A.L.K.E.R."

With the game heading for a first-quarter release next year, we won't have to wait long to see if he's correct. GSC's PR manager, Valentine Yeltyshev, agrees with Bolshakov on the separation between S.T.A.L.K.E.R. and the rest of the 3D action pack. He tells us that THQ's close management of the game hasn't detracted from the original vision. "We are making the game that we understand it to be, a game that we want to play ourselves," he says. "So we're making a good game for us, for our taste."

That doesn't mean they're not nervous, though. Given they've been working on S.T.A.L.K.E.R. for five years, it'd be difficult to blame them. "It's a little bit scary for us because we're making the game that many players dream of," says Yeltyshev. "We're scared of not giving them the game they expect. We're interested in adding sounds and making a great atmosphere, so the atmosphere will be completely OK. It's outstanding.  "But there will people that will not like, for example, the gameplay, and there will be people that like it completely."

The latest changes, says Yeltyshev, will open up the game's target audience, and he admits that the idea of having a controlled storyline is now a key hook for the game. "We've made the gameplay more active, more unpredictable, interesting, not just boring surfing through the Zone," he says. "We've implemented a great storyline that will always surprise the player with interesting turns and events."
In other news, InsideGamer.nl has some new screenshots (thanks Nosferatu)
 Gameguru Mania News - Nov,26 2006 - interview
Command & Conquer 3 Q&A - interview
(hx) 02:07 PM CET - Nov,26 2006 - Post a comment
The official Command & Conquer 3: Tiberium Wars website has been updated, offering a Q&A with cinematic director Richard Taylor. Here's a taster:
Q: Describe a basic day of filming on the set of C&C 3. What is it like to be Richard Taylor, the director, on the set of C&C 3?

A:
Shooting this material for C&C 3 has been a terrific experience for me and a real honor. I love working with really talented actors who are playing roles they enjoy. A production like this is the collaboration of a lot of very talented people who are all experts in their fields.

The first and certainly one of the most important aspects of shooting live action is to have well thought out pre-production designs and planning. It all begins with the script and builds from there. Casting, sets, wardrobe and props, camera design and lighting all take a lot of drawings and meetings to establish the over all style of a production. Then it's necessary to plan every day on stage down to the minute. On this project I've been fortunate to have a really talented group of artisans working along with me to create the shots. In many aspects the scale of this production has been the equivalent of shooting a feature film. Our script was over 120 pages and that's about the size of most features. There will be well over an hour of live action and cg scenes.

Once we have all the elements ready we roll into the actual shooting. If you've never seen a live action shoot you'd be surprised at how much work it really is. I think there's a common misconception that it's relatively easy to be an actor, a director or a technician when shooting live action. That's really not the case. We begin at 6 in the morning and all day it's a non-stop process packed with pressure that has to come off on screen as if it's effortless. If it's a successful day we shoot roughly about 10-15 pages of a script. That means setting the actors’ blocking, the camera choreography, the lighting and rigging any special effects for 8 to 10 scenes. Some shots are very complex and take hours to create. We try to shoot the scene with as few takes as possible but that's not always that easy. It's a fascinating and often a fun process but it is very stressful. As the director it's my job to get the best out of everyone and to be the guiding hand on the creative rudder.
In related news, the latest Command and Conquer 3 online newsletter has announced that the mysterious third faction in the Electronic Arts sci-fi RTS game will be revealed in December in that month's Games For Windows magazine.
 Gameguru Mania News - Nov,23 2006 - interview
Command & Conquer 3 Xbox 360 interview - interview
(hx) 09:00 PM CET - Nov,23 2006 - Post a comment / read (1)
Gamespot has conducted an interview with senior producer Mike Glosecki as he talks about Command & Conquer 3 for Xbox 360. Here's a taster:
GS: What's the single biggest challenge when bringing a PC RTS to a console?

MG: Up to this year, there was no question that the controls were the biggest challenge. We believe we've met that challenge with the console control system for The Battle for Middle-earth II. Our big challenge moving forward with C&C3 is to refine those controls based on our own observations and on user feedback, to really evolve them into the best RTS controls. We've been successful thus far by finding ways to not only improve the controls, like our shortcut systems, but by also improving the responsiveness of the controls. These improvements are already in the game today and will only get better was we approach launch next year.

GS: Why do you think Microsoft won't support 360 gameplay with a keyboard peripheral? Wouldn't that make things easier for both developers and players?

MG: I can't answer for Microsoft, but from my perspective, it is the right decision to stay with the controller for console games. Our game is designed to be played in your living room, and I don't think the keyboard is part of that experience. Our team strongly believes that the console controls are easier to pick up and learn for new players and that an experienced player could play as well as or better than a player using the keyboard. You also get some control advantages with the Xbox 360 version. Rotating the camera, for example, is so easy to do on the console version that you find people doing it all the time to get the best view of their army, and this key advantage becomes very noticeable in C&C3's city environments. I strongly believe that some day we will be able to play a console RTS vs. a PC RTS and that the world will be surprised when a console gamer is beating all of the best PC players.
 Gameguru Mania News - Nov,22 2006 - interview
Natural Selection 2 Interview - interview
(hx) 02:53 PM CET - Nov,22 2006 - Post a comment
FiringSquad has posted an interview with Charlie Cleveland of Unknown Worlds as he talks about their plans for Natural Selection 2:
FiringSquad: Why did you decide to use the Source engine as the basis for Natural Selection 2?

Charlie Cleveland: We know Half-life inside and out. Source was made to be largely backwards-compatible to encourage HL1 mods to move to Source. So we can be productive with it very quickly. Valve has always been supportive has a great road map laid out to continuously enhance the engine so technically it's a really strong platform. Source has a great first person feel and the popularity of the Source-powered shooters is a testament to that.

Also, Valve has offered a very appealing deal for us to use Source to power a game to sell on Steam. If we went with another big engine, we might have to come up with hundreds of thousands of dollars upfront to license the engine, which really isn't an option for an new studio like ours.

FiringSquad: How much of the gameplay from the original Half-Life mod will be retained for the full Natural Selection 2 game?

Charlie Cleveland: After four years of feedback and balancing NS, we are quite aware of the strengths and weaknesses of NS and don't want to just make. a graphical overhaul. At the same time, it still has to feel like NS and appeal to our audience, so we're preserving its essence. I think the established idea for making a successful sequel is this: 1/3 the same, 1/3 improved and 1/3 new. That sounds like a great rule of thumb to me. So we'll still be focused on strategy gameplay with Commander mode, tech trees and resources, and the sides are going to play very differently.
Half-Life 2: Episode 2 Interview - interview
(hx) 12:56 AM CET - Nov,22 2006 - Post a comment
FiringSquad has conducted an interview with Valve's director of marketing Doug Lombardi as he talks about Half-Life 2: Episode 2, TF2 and Portal. Here's a taster:
FiringSquad: The newly revealed Team Fortress 2 is a lot different than the game that was first shown at E3 in 1999. What caused the change in art style to a cartoony 1960's spy look?

Doug Lombardi: Starting with the characters in TF2 we had a set of goals that we wanted to accomplish, ranging from making sure that you could identify a class and its abilities from just it silhouette, to allowing gamers to form an emotional attachment to the class they most liked to play. Once we felt like we had a set of characters that were meeting those goals, along with all of the goals in between, we started building a world for them to play in that was complimentary.

FiringSquad: Will there be classic maps from the original Team Fortress in Team Fortress 2?

Doug Lombardi: Yes. Dustbowl and 2Fort are among the favorites returning, and there will be a few additionals. While they will all be familiar, the art style has obviously changed to match the look of TF2 and some of the geometry has been enhanced/modified to enable new styles of play.
 Gameguru Mania News - Nov,21 2006 - interview
Battle for Middle-Earth 2 Expansion Interview - interview
(hx) 10:50 AM CET - Nov,21 2006 - Post a comment
FiringSquad has conducted an interview with producer Amir Rahimi as he talks about The Lord of the Rings, The Battle for Middle-earth II, The Rise of the Witch-king, soon-to-be-available expansion pack. The Rise of the Witch-king will be in stores November 28.
FiringSquad: What other new features will the expansion add to the game?

Amir Rahimi: Another great feature in this game is a really exciting new cost system for the Create-a-Hero feature. With this system, the player can fine tune the abilities and cost of the hero to fit with their strategy. In BFME2 all created heroes cost the same amount of resources to build in game, but in The Rise of the Witch-king, there is an associated a cost with each power in the feature. The sum of the costs of the powers chosen by the player for their hero determine the hero's price in game. On top of that, as the player chooses powers, unselected lower level powers become cheaper. So a level 1 power like Train Allies would add 100 to the cost of the hero if chosen as the hero's level 1 power, but if the player waits and selects this power as his level 7 power, it would only add 40 to the hero's cost. Finally the player now has the option to choose not to add a power for any given level. For example, if the player wants to specialize his wizard in lightning spells, they could choose the level 1 lightning power, skip level 2 and choose the 2nd level of the lightning power at level 3, skip levels 4, 5, and 6 and choose the 3rd level of the lightning power at level 7.
 Gameguru Mania News - Nov,03 2006 - interview
Gods & Heroes Q&A - interview
(hx) 04:58 PM CET - Nov,03 2006 - Post a comment
Gamespot has posted a Q&A with Stieg Hedlund of Perpetual Entertainment, as he talks about Gods and Heroes, the upcoming Roman mythology themed fantasy MMO game. Here's a taster:
GS: There are about 1,000 skills, as well as about 1,000 god powers in the game. Are you afraid of overwhelming the player with so many options? How do you present this to the player so it seems very logical?

SH: Well, if you logged in and were immediately confronted with a thousand skills and powers to sort through, then yes, we'd be concerned about overwhelming the player. As it stands, the large number of skills and god powers are spread out over six classes, and in addition, they're not just dumped in the player's lap without just cause. Presentation is actually our ally in this case thanks to the fact that the player is a scion of a particular god; thus, a player will find that his god is the guiding light over time, helping with the discovery of his newfound powers.

Overall, we're pretty comfortable at this point at how the player progresses through the game and the acquisition of new powers and new skills. As we continue through the beta stages, if we find that players are telling us that they're feeling overwhelmed, then we will adjust the progression accordingly.

GS: The game has a maximum level cap of 50, so how much playing time do you estimate it would take to reach the cap, assuming you play about one or two hours each night?

SH: It's hard to tell at this point. I mean, everyone hopes that they've created a game with the right amount of content to keep the insane powergamer at bay for at least a couple of months the first time around, weeks if you're really unlucky. Yet, at the same time we're careful to remember that there's no fun in the quagmire that tedious content can create for the casual gamer. I'd say right now the casual player can expect that the road to 50 should be on par with most massively multiplayer role-playing games, if not a little bit more challenging.
 Gameguru Mania News - Nov,02 2006 - interview
Harker Interview - interview
(hx) 11:48 PM CET - Nov,02 2006 - Post a comment
FiringSquad has conducted an interview with Nigel Cook of The Collective as he talks about Harker, their upcoming vampire themed action game. Here's a taster:
FiringSquad: What can you tell us at this time about the combat system that you are developing for the game?

Nigel Cook: Harker is a survival horror game with a heavy melee action content. This is not about a one-shot kill like other games, this is about causing suffering and pain to all vampires in a very up-close personal way.

Harker's combat focuses on the up-close punishment and execution of vampires in the most brutal way possible. Cameras will be much closer than other games, bringing the detail and vibrancy of the characters to life. Highlighting the 'Struggle' mechanic, as Harker slowly drives a stake through the vampire's heart, only to have the Vampire fight back with its last remaining strength. Pull an arm off a vampire and watch as it attempts to skitter up a wall, only to loose its grip and fall back down. In Harker the AI changes depending on the type of punishment you unleash on your prey.

Overall Melee is approximately 80% of the combat system, with the smallest portion being Ranged Weapons. Ranged Weapons are used to slow-down fast moving Vampires and knock them down from ceilings and walls. For example, use a heavy duty crossbow to pin creatures onto the surface they are climbing on. Once you have a vampire pinned, move up-close to punish them with Melee combat moves, but be quick about it! Our vampires have dynamic healing and a pinned vampire will begin slowly pulling itself off the stake and heal itself.

Unlike all other vampire games, which often make it easy to kill a vampire, Harker, will take the time to breakdown an enemy, causing them as much pain and suffering as possible, before executing them. But be careful when you do this, the stronger vampires can enter into a 'rage' state where they dynamically transform yet again. Firstly from Human to Vampire Form when you unmask them, and then later during combat, when causing them enough pain and suffering they can suddenly transform into their feral form. While in this animalistic form, they become less intelligent, but much more direct and lethal, like a wild animal. It will give you much more satisfaction killing say 1-2 vampires in our game, vs. a large group of weaker enemies that die with one hit like so many other games.
 Gameguru Mania News - Oct,31 2006 - interview
Shadowrun Interview - interview
(hx) 05:55 PM CET - Oct,31 2006 - Post a comment
FiringSquad has conducted an interview with Microsoft's FASA Studios' studio manager Mitch Gitelman as he talks about Shadowrun (info), their upcoming PC-Xbox 360 multiplayer first person shooter that's due out in 2007. Here's a taster:
FiringSquad: In terms of level design, how hard is it to create levels that really take advantage of the player's abilities in Shadowrun?

Mitch Gitelman: It required a new way of thinking about level design. Because players can combo the glider tech with the teleport magic they can move through the environment in ways unseen in other FPS games. You can jump off a building, glide across a street and then teleport through a wall into the atrium of another. Your glider gives you some lift so you can glide up, then teleport up and then glide forward and teleport behind an enemy to get the drop on him. To give players a cool playing field to exploit these abilities, our levels need verticality and interesting "teleport lines". They’re kind of like trick lines in Tony Hawk. A good player can move from point to point to point to point to point and do this cool thing. Some we planned for and some we found during testing. The coolest part was when we found them by following our bots through the environment. They chose ways of moving the team didn’t know about.
 Gameguru Mania News - Oct,29 2006 - interview
Gabe Newell Interview - interview
(hx) 09:49 AM CET - Oct,29 2006 - Post a comment / read (5)
The latest podcast from Next Generation Podcast places Valve's Gabe Newell in the hotseat along side Epic's Cliffy B. They talk with Gabe about all things Half-Life and the past, present, and future of online distribution. Here's an excerpt:
There's this nice idea that episodic content could work in the same way as a TV show like Lost, with cliffhangers that keep a viewers interest. But unlike TV you're not getting regular episodes every week, sometimes you're waiting months to see what happens next. How is this affecting the creative issues surrounding episodic games?

I do think that it'll be interesting to move to shorter and shorter cycle times, that there are products and stories and game mechanics that are best tried out shorter. We think that we're taking our first step, which is to move, you know, away from, a Half Life 2 style development cycle to an Episode 1 style development cycle.

I wish we had the bandwidth to try and do something where we're shipping every week. You know maybe somebody else can try that and we can all learn as an industry from that. But I would totally agree that as a consumer I would totally love it if my favorite games were giving me new content even faster.

Are you incrementally growing the Half Life franchise to the point of a Half Life 3 type level or is the idea of a traditional Half Life 3 on the drawing board?

I think we're just going to wait and see what our customers have to say. We actually want to get these three things. After Episode 1 I got about nine thousand emails from people who'd played through the game and there's a lot of thoughtful feedback on what they liked and what they didn't like and I think we'll be in a much better position to make decisions after we've gone through the three episodes as to what's next.

 Gameguru Mania News - Oct,26 2006 - interview
Postal 3 Q&A - interview
(hx) 11:29 PM CEST - Oct,26 2006 - Post a comment
Gamasutra has posted a Q&A with Running With Scissors CEO Vince Desi as he talks about Postal 3, their upcoming Source Engine powered game sequel and the Uwe Boll directed Postal movie. Here's a slice:
What is changing for the third title in terms of gameplay?

Vince: We are working hard on a design that will continue the open sandbox style of game play, and at the same time we are adding new elements which will help the player have a more entertaining experience. We learned from Postal 2 that so much of the content was never even seen, let alone played. Clearly the open sandbox approach can be a double edged blade when it comes to designing game play.

Bottom line is we're designing Postal III to be a big game, an open game, a multiplayer game, a funny game, and most of all a fun game to play over and over. This requires not just a lot of content, but elements and features worth using and doing, not just eye candy; AI is critical.
Guild Wars Nightfall Interview - interview
(hx) 11:15 AM CEST - Oct,26 2006 - Post a comment
FiringSquad has conducted an interview with Gaile Gray, the community relations manager for ArenaNet as she revealed more info on Guild Wars Nightfall, the third full game in their best selling multiplayer action-RPG series. Guild Wars Nightfall will be released on Friday.
FiringSquad: The new Hero system is a big addition to Nightfall. How hard was it to make the Heroes more than just more powerful AI henchman?

Gaile Gray: Heroes open up the game in ways that just haven't been possible with Henchmen. Don't get me wrong, I love the Henchmen System, and I've done a lot of playing using Henchies. But Heroes are so much more than simply upgraded Henchmen. With Heroes, you're able to form a party of substance, and if you want to solo or play with just a friend or two, your chance of success is greatly increased by the abilities granted through the system. You can bring up to three of your own Heroes in a party at any time; you can eventually acquire a "stable" of about a dozen Heroes, all of them different. Major elements within the Hero System allow a high level of customization, including: The ability to give Heroes different items, to select the skills they use (and to acquire new ones for them), to set and reset their attributes, to help them level up, and to change their secondary profession on the fly. Just that-the ability to turn your Hero from a Dervish/Ranger to a Dervish/Necromancer or a Dervish/Warrior-is huge! Add in the fact that you can give commands to each Hero individually-you can order one to be defensive, another to be offensive, you can position them to take point or to head in another direction altogether-and it is clear that your ability to build and command a battle party of substance and power has never been better, in either PvE or PvP!
 Gameguru Mania News - Oct,24 2006 - interview
DANCE Interview - interview
(hx) 04:43 PM CEST - Oct,24 2006 - Post a comment / read (1)
FiringSquad has posted an interview with former Shiny head man Dave Perry as he talks about DANCE, an upcoming free massively multiplayer game. Here's a taster:
Dave Perry: We're working hard to see if there's a way to support most of the Dance mats that people already own. If that can be done, it will be. We are buying up a bunch of mats to see if we can get compatible with them all.

So you can choose to dance in keyboard or dance mat mode. You can create you own room to dance in, you can invite others, you can become a couple and dance in what the Asians call "Lover Mode". Or you can create a group (like a guild) and have full on group dance battles, taking turns, which is extremely high pressure as all your friends are not just watching, they're relying on you!

FiringSquad: It sounds like DANCE! will have a social and even a dating aspect to it. Can you go into more detail on that?

Dave Perry: Once you're looking good and dancing well, you can expect to find your perfect mate, fall in love, become a couple; enter couples competitions together, and even GET MARRIED!! These are all activities that will help build communities and a change the player's personal experiences. We really hope to bring a ton of women to Dance. I recently read that Peter Molyneux feels we need to make games that "make you feel". What more feeling comes from getting married in a game? Of course we'll have to work on a way for people to get divorced too, without having to lose half your virtual items!
 Gameguru Mania News - Oct,19 2006 - interview
Stargate Worlds interview - interview
(hx) 09:58 PM CEST - Oct,19 2006 - Post a comment
GamersInfo.net has posted an interview (in unusual article format) with Mountain Entertainment's Joe Ybarra and Zeb Cook as they talk about  Stargate Worlds, their upcoming Unreal Engine 3 powered MMORPG:
He went on to mention that the game will not be a first-person shooter; they decided to do this to keep the game accessible to a variety of players not just those who enjoy FPS type games (or people like me who don't have the skill for an FPS as opposed to Fafnir who does). Now while he didn't say how they were going to specifically work combat he did mention that they want a different feel for combat then any other game, with a smarter AI that will react more like a human would. What will this mean? It means that enemies won't just open fire on the players; instead, they may break for cover. It could also mean that they may make use of tactics against the players. While one enemy is laying covering fire, two other enemies could flank the players and pop up on the side or even behind the player's location! This will mean players will have to remain on their toes and that tactics and party composition will mean more then just the usual brute force.

Three of the four playable races that have been announced as of September are: Human, Jaffa and Goa'uld. Yeah, you can be the bad guy! And hey, I wanna be a Samantha Carter! I want to kick-ass, be hot and smarter than well, everyone! Zeb said this just may well be possible and necessary. Items will be important in combat - the more items you can use, the more accurate you will be. So, if you have special weapons training or you're pumped like Teal'c, you'll have an advantage. He also mentioned that non-combat skills/classes will exist, though the scope these skills hasn't been decided. They do know that they will be able to improve items and probably create some small consumable items. Zeb gave an example of an Armorer Class who would be able to improve the weaponry of the players and even create ammunition for their use. A scientist or archaeologist may find a linguistic mini-puzzle that will make it possible to get through a mission with greater ease.
Crysis Q&A - interview
(hx) 09:38 PM CEST - Oct,19 2006 - Post a comment
GamesIndustry.biz has a Q&A with Crytek's Michael Khaimzon, asking the Crysis lead artist about next-generation tech development, the possibility of console development and working with EA vs Ubisoft. Here's a taster:
So in the future, is there a chance we'd see Crysis on next-gen consoles?

Michael: There might be. The decision is not mine to make. I don't know of any official plans to do so, I know there are rumours and talk, but I could not say anything concrete about it. That would have to be something you'd have to ask Electronic Arts.

How are you finding working with EA on Crysis compared to working on Far Cry with Ubisoft?

Michael: I think the difference mainly comes not from who we work with, but who we are as a company right now. When we started on Far Cry we didn't even have a name for ourselves, we had to prove ourselves. It was a big risk and people were asking if we could do it, and Ubisoft may have felt some pressure as to whether we could turn out a great game – you know, whether they should help us out here or there. But with EA they seem to be saying, 'okay these guys made Far Cry so they probably know what they are doing'. So the level of interference or feedback is different. From my perspective I don't see much of a difference between the companies, because we haven't had any big artistic problems on Far Cry or on Crysis.
 Gameguru Mania News - Oct,15 2006 - interview
Portal Interview - interview
(hx) 07:58 PM CEST - Oct,15 2006 - Post a comment
C&VG has posted an interesting interview with Kim Swift and Doug Lombardi as  they talk about Portal:
Portal looks sick-inducing at times. How does your thought process work coming up with puzzles. Ever have to rethink? To watch it's very confusing...

Kim Swift: The way we design our puzzles is that we all sit down together as a team - the artists, programmers, level designers. We all sit down and pretty much decide goals for each level; we want the player to use these particular gameplay objects say a box to open a door, or to use a 'fling' - which is when you put one portal on the wall and one on the floor and you use your momentum from standing high up on a ledge to gain acceleration to toss yourself out of the other portal. So we say 'Okay we want to use one of those' and we figure out the layout of a level - we draw it out on the whiteboard and then one of us goes and designs it. Then we playtest it and see if it works or not.

Everyone's been very impressed. Were other teams in the company eager to nick your ideas? For Episode Two?

Kim Swift: I don't really know if that's the case! We definitely got a lot of help from people trying to fit our technology into the Source engine!
 Gameguru Mania News - Oct,12 2006 - interview
Genesis Rising Interview - interview
(hx) 10:19 AM CEST - Oct,12 2006 - Post a comment
FiringSquad has conducted an interview with Metamorf's Goran Milisavljevic talking about Genesis Rising, their upcoming space based real-time strategy game. The game is now slated for released in Q1/2007.
FiringSquad: What will the single player campaigns and missions be like?

Goran Milisavljevic:
The single player campaign will feature approximately 30 linked levels. We have a variety of missions. We want to keep the players on their feet, without constantly repeating the same tasks over and over again. Each mission will have a specific task.

FiringSquad: What is the combat like in the game?

Goran Milisavljevic:
The combat is a mix between classic strategy combat and RPG-style clashes. The players will do a lot of micro management during battles, making the most of their units. Also you completely change the unit's abilities in an ongoing battle.
This page is where to sign-up for those interested in beta testing Genesis Rising: The Universal Crusade.
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