At this years Rezzed, Chris and I were lucky enough to grab a few minutes with James Broadley and Luke Williams, a couple of the minds responsible for the absurd and delightful Surgeon Simulator 2013. Momentarily taking a break from saving lives, they were happy enough to answer a few questions from us.
Daedalic Entertainment have been producing distinctive and high quality adventure games since their first production in 2008. Titles such as Deponia, The Whispered World and Dark Eye: The Chains of Satinav have been praised by critics for their imaginative stories, strong characters and well developed worlds. Daedalic’s latest game, The Night of the Rabbit is no different and you can read my full thoughts in the Verdict I wrote earlier in the month.
Magically I have managed to corner Matt Kempke, author of The Night of the Rabbit and have convinced him to answer a few of my questions about the game and his thoughts on future projects. Matt is no stranger when it comes to making games and has written and created his own in the past, most notably What Makes You Tick: A Stitch In Time.
It is pretty safe to say that I have quite enjoyed Don’t Starve, the survival game which I’ve really been getting my teeth into. Hell, I even a little video about. I decided to find someone to talk to at developer’s Klei Entertainment. I was able to pose ten questions to one of the team at Klei, Kevin Forbes. Hit the jump to find out what Kevin makes of comparisons with Minecraft and Terraria and the forthcoming Caves update for Don’t Starve.
Before the recent explosion in turn-based strategies, people would have laughed at the idea of releasing a game in which people take turns at moving. Asynchronous movement was a dated idea, back from when computers couldn’t cope with large scale AI calculations, having no place in modern gaming.
There is one game amongst the IGF Grand Finalists that is not like the others, that game is Little Inferno, the only one of the titles up for the Seumas McNally Grand Prize: that has been released on a console. It is also the only one that was developed by a corporation, more specifically, Tomorrow Corporation. The indie studio is comprised of Allan Blmoquist, Kyle Gabler and Kyle Gray. I managed to bribe their PR company enough goo balls to pose the trio some questions about the game, the Wii U launch and their plans going forward. All of this after the break.
The team behind new indie developer, Tomorrow Corporation, features three massive names in the world of independent gaming: Kyle Gabler, Kyle Gray and Allan Blomquist. The three of them are currently working on a game called Little Inferno which appears very exciting. I had the chance to ask the two Kyle’s a few questions about the forming of the development team, and about Little Inferno itself.
Earlier in the year I gave my thoughts on the newly discovered Settlers Online. Since my first impressions article The Settlers Online has had its official retail launch and has gained considerable interest from all over the world. With the new-found popularity and new direction I thought it was about time we heard some more from TSO. I managed to pose my questions regarding the new direction for The Settlers to the friendly looking chap in the picture Timo Gerken, the ‘Worldwide Active Game Manager’ for Ubisoft.
Kevin – What made you want to bring The Settlers to a browser-based setting?
Timo – Looking at the current changes in the video game market, The Settlers Online was a logical step to expand The Settlers universe. Ubisoft is always looking for ways to reach new customers by expanding into new territories like the online market. This includes releasing strong Ubisoft brands such as The Settlers and Silent Hunter in the free-to-play arena.
Trials Second Edition on the PC was one my favourite titles when it was released, and it was an idea that was immensely improved with the Xbox Live Arcade release of Trials HD.. Soon, another slice of biking action will be coming with Trials Evolution. To find out more, I hunted down RedLynx’s Jani Karttunen, Game Designer on Trials Evolution and picked his brain about the upcoming title. Find out what he has to say after the jump.
Yesterday I published the first part of my interview with Andy Tudor, Creative Director at Slightly Mad Studios about the new World of Mass Development project being worked on by the studio. In this final part of the interview, I talk to Andy about Project CARS, the racer at the heart of World of Mass Development.
The World of Mass Development project from Slightly Mad Studios is the culmination of an innovative idea on how games development should work. It is also the machine powering development of Project CARS, a fantastic looking racer. In this first part of my interview with Andy Tudor, Creative Director at Slightly Mad Studios, we talk about the World of Mass Development concept. Tomorrow, we tackle the game itself. Hit the jump to learn more.
I spoke to our part-time contributor Mark Reece earlier today ahead of his review of Mario Kart 7M and he had a few words to describe the game. “It is Mario Kart, what more needs to be said. Red Mist easily.” Look out for Mark’s review soon here on The Reticule.
The 11th of November 2011 is a big day for the gaming community. No I’m not talking about Skyrim but instead a game which in my eyes is just as big. At the time of writing it has already sold over 3.5 million digital copies before even leaving Beta and over 14.5 million people have signed up to the official website and these numbers are increasing all the time. Of course I’m talking about Minecraft.
At the Eurogamer Expo, Chris managed to go hands on with Counter-Strike: Global Offensive, you can read his preview here, after playing a few rounds of the game on the PS3 version of the game, Chris interviewed Valve’s Chet Faliszek about the title. Hit the jump to read all.
Hard Reset, it seems like a bit of an oddball really from the demo. It opens with a voiced over graphic novel style intro to provide some background to the story, then throws you straight into a futuristic world full of neon bright lights and stompy stompy robots. Which you then shoot. That seems to be it really.
Following the recent reveal of Football Manager 2012 I was understandably very keen to find out whatever else I could about the new game. So here we now are, an interview the Sports Interactive Studio Director, Miles Jacobson. Read on for thoughts about ground breaking new features, skipping a year and more.