Posts tagged Interview
‘Make DLC, not DRM’ – DoW 2 Interview
Jan 10th
Strategy Informer have posted an interview with Relic's Jonny Ebbert, lead designer on Dawn of War II.
Whilst mostly just covering the same groundwork about the game that others have before (The move from base-building to a more squad-focused game, Tyranids etc.), there are two interesting quotes that stand out from the rest.
Read the full article here or read more for some analysis...
Guerrillas in the Mist – Red Faction: Guerrilla Q&A
Jan 6th
Gameplayer.com.au has an interview with Rick White of Volition, producer on their third-person (nee first-person) shooter set on the dust red and geo-moddable landscapes of Mars.
An interesting point of note is Volition's claim to be ramping the Xbox 360 hardware (which is clearly the lead platform, as usual these days) to its very limits - a fact not unusual when you consider how their FreeSpace games pushed the PC hardware of the time to it's absolute limits.
Gameplayer: So you’re saying that RFG is pushing the hardware as far as it can go? Squeezing every drop of juice out of the Xbox 360?
Rick White: Yeah, we’ve got it to the point where we can’t even put an extra vehicle into a world, because it’ll blow the memory. Every little change we make we have to be hyper-critical about it because it could just bring the whole system down. We evaluate every little change in the game, and then we run our tools on it to make sure it isn’t going to break the game and then we move forward, so it really is about pushing the engine as far as we can, and pushing the hardware as far as we can, and then looking at what is the next set of hardware that’s going to come out. Where can we take it then? You know we’re already thinking about if we had XYZ X number of years from now, what would we do with our engine?
Read the whole interview here and find out more about RF: Guerrilla here.
Kikizo interviews Terminal Reality on Ghostbusters
Dec 16th
As the title suggests, Kikizo have interviewed Terminal Reality (unsurprisingly) about their Ghostbusters game that was recently saved from the chasm of oblivion by (of all people) Atari.
They touch upon (amongst other things) the multi-player mode, the boss fights, the original premise of the game being an official 'Ghostbusters 3' and anticipation about being picked up by someone when Activision bought into the MMO cash cow that was WoW merged with Vivendi, coupled with damning indication that their reason for being dropped was because Activision couldn't make a yearly franchise out of the license...
Kikizo: There's a story going round that Activision didn't pick it up because they couldn't make a sequel...
Douglas: Yeah, even [Activision boss] Bobby Kotick came out with that... They can't really serialise and annualise a game like this where there's not a movie released every year, and we kind of understand their position on that. We used to have a good relationship with those guys. It's unfortunate, and we were still shocked that they weren't going to carry on with Ghostbusters - it seemed like such a no-brainer to us - but we understand the position, that's just their business problem.
*sigh*
Read the full article here.
