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Interviews

Guild Wars 2: Heart of Thorns Interview | Drew Cady & Jerry Schroeder on Sound Design

Author:
Carl Phillips
Category:
Features
Tags:
ArenaNet, Audio, Drew Cady, Guild Wars 2, Guild Wars 2: Heart of Thorns, Interviews, Jerry Schroeder, MMORPGs, NCsoft, Sound design, Video interviews

Guild Wars 2: Heart of Thorns Interview | Drew Cady & Jerry Schroeder on Sound Design

I've stated many times that I think Guild Wars 2 is a visually pleasing game thanks to its distinctive art style, but I have just as many good things to say about the audio side of things. I'm not just referring to the soundtrack, either, as the sound design is often the unsung hero for ArenaNet's MMORPG. From the sword swing of a Warrior, to the explosive fireball of an Elementalist, to the sounds of a character running over sand - each action has had a sound effect forged for it.

ArenaNet have shown us how these sounds are created in the past - such as when the sound design team played with fire - but today they have released a new video in collaboration with Sennheiser that focuses on the audio effects and ambiance for the Heart of Thorns expansion. Ahead of its release, I was invited to chat with two of ArenaNet's sound designers, Drew Cady and Jerry Schroeder, to learn more about the sound design throughout the Maguuma jungle. While this one is obviously geared at Guild Wars 2 fans, I'd recommend checking it out if you want to learn how sound designers come up with some (frankly ingenious) methods to create audio effects for your favourite games. You can hear the interview in its entirety after the jump!

Click here to read more...

WildStar Free-To-Play Launch Interview | Donatelli & Moore on the MMO's past, present, & future

Author:
Carl Phillips
Category:
Features
Tags:
Carbine Studios, Chad Moore, Free to play, free-to-play games, Interviews, Mike Donatelli, MMORPGs, NCsoft, WildStar

WildStar Free-To-Play Launch Interview | Donatelli & Moore on the MMO's past, present, & future

I tried convincing a number of friends to play WildStar when it launched last year. Many liked the idea of fast, twitch-based combat in an MMO, as well as the idea of taking part in challenging large-scale raids, but they were too put off by one thing – the subscriptions. No matter how much I tried, the monthly sub was too much to get over in an age where most other online games had scrapped them. In the end I couldn’t blame them – hype for the game waned very quickly as the initial subscription levels dropped, and Carbine Studios seemingly went through a rather turbulent time during the second half of 2014.

There was something of a rebirth at the start of the year, though. New content began to arrive in the form of new instances and mission types, and then back in May Carbine announced that WildStar would switch to being Free-To-Play this year. In fact, by the time you read this article the switch will already have happened – you can download and play the entire game for free right now – but at the end of last week I was invited to speak to Product Director Mike Donatelli & Creative Director Chad Moore over the phone to discuss the imminent relaunch of their MMO title.

As always with anyone at Carbine, the conversation was fun, enthusiastic, refreshingly honest, and ultimately ended in talk of hats.

Click here to read more...

LittleBigPlanet 3 Launch Interview With Sumo Digital - Everything You Need To Know About LBP3

Author:
Jonathan Lester
Category:
Features
Tags:
#dealspwnsausagemobile, Games previews, Interviews, LittleBigPlanet 3, PS3 games, PS4 games, SCEE, Sumo Digital, Videos

Everything You Need To Know In 20 Minutes

LittleBigPlanet 3 is out next week, and I sat down with Sumo Digital designer Jonathan Christian for a massive last-minute chat. Over eighteen minutes we cover the new story details, brand new gameplay features, differences between versions, amazing new create mode functionality and working with Hugh Laurie.

This is pretty much everything you need to know about LittleBigPlanet 3 in one convenient place.

Nosgoth Interview | Cat Karskens on open beta, Devil's Night, Noscam, and the Summoner

Author:
Matt Gardner
Category:
Features
Tags:
F2P, Interviews, Nosgoth, PC games, Psyonix, PvP, Square Enix, Videos

We haven't checked in officially with Square Enix's humans-vs-vampires, team-based, slay-em-up -- Nosgoth -- for some time now. But with the game on the cusp of moving into open beta this winter, and with a host of tweaks and improvements having been made to the game in recent months, I sat down this week with Community Manager Cat Karskens to have a bit of a natter.

Throughout the last few days, Nosgoth has been enjoying the Halloween-themed Devil's Night event, delivering random drops of ghostly goodness for players, and unique items that are only obtainable this week, but will last permanently once collected. I talk to Karskens about the ongoing festivities, the feedback that Psyonix and the team at Square Enix have been receiving, where the game is headed in terms of improved features and new classes, and how accessibility and monetisation will shift once the open beta begins.

You can check out the official site here.

WWE 2K15 Interview | Bryce Yang on MyCareer, performance capture, and a truly next-gen wrestling game

Author:
Matt Gardner
Category:
Features
Tags:
2K Sports, Games previews. WWE 2K15, Interviews, Videos, Visual Concepts, Wrestling games, Yuke's

WWE 2K15 Interview | Bryce Yang on MyCareer, performance capture, and a truly next-gen wrestling game

WWE 2K15 is a big deal for 2K Sports. It's the first game in the series where they had the opportunity to produce a game from scratch, and they've been taking the responisiblity very seriously indeed, calling WWE 2K15 the first truly next-gen wrestling game, acknowledging the limitations of last year's generation-straddling iteration. As such, they're hoping to see Yuke's and project partners Visual Concepts both bringing their A-games, ringing the changes in a number of meaningful ways.

MyCareer is a huge addition to the franchise, taking the best bits from VC's longstanding mode in the NBA 2K series and applying it here, fulfilling one of the biggest requests fans have been making for years. The presentation, as you'd expect, is absolutely top notch, with a huge portable capture rig having been driven around the US to really nail the exaggerated facial animations and up the level of drama in the ring.

Speaking of which, the actually wrestling itself has undergone some changes too, breaking down moves into more specific components, giving players a greater array of options in terms of body targeting, and making a concerted effort to match the fluidity and shifts in momentum that befit a proper WWE match. Mastering the art of countering is going to prove absolutely essential in this year's game, and it's a fiendish thing to get a hold of against the AI, though I found it significantly easier (though still pretty challenging) against a human opponent.

WWE 2K15 Interview | Bryce Yang on MyCareer, performance capture, and a truly next-gen wrestling game

To get the lowdown on the changes and upgrades that Yuke's and VC are bringing to the table with this year's game, and to chat about what working primarily with the new consoles has allowed the developers to do, I caught up with WWE 2K brand director Bryce Yang at a recent event in London.

Check out my WWE 2K15 interview with Yang after the jump >>

Company of Heroes 2 Interview | Mitch Lagran on broadening COH 2's tactical horizons

Author:
Matt Gardner
Category:
Features
Tags:
Company of Heroes 2, Company of Heroes 2: Ardennes Assault, DLC, Expansion Pack, Games previews, Interviews, Relic Entertainment, Sega, Standalone

Company of Heroes 2 Interview | Mitch Lagran on broadening COH 2's tactical horizons

I'm quite excited for Company of Heroes 2: Ardennes Assault. I must admit that I'm more of an offline player than an online one, having had my backside handed to me on numerous occasions, but that's what this expansion is all about. Just like Western Front Armies, Ardennes Assault will be a standalone slice of strategic action, but one that eschews the linearity of COH 2's campaign for something a little more dynamic.

My preview for Ardennes Assault went live yesterday, and here's what I had to say about my time with the game in my closing paragraph:

The bottom line is that Ardennes Assault finally brings the feeling of grand strategy and broader tactical thinking to bear on a game that has been renowned for tactical gameplay on a smaller, more individual scale. Company of Heroes has long been a series that is all about making the best with what you have, realising the importance of different individual units and the ways in which they can complement one another. Now, added to that formula, there's more of an opportunity to be a true armchair general, as well as a major on the field. It looks like it truly present the best of both worlds, and that's very exciting indeed.

Company of Heroes 2 Interview | Mitch Lagran on broadening COH 2's tactical horizons

As well as going hands-on with the game, I also had the opportunity to sit down with campaign designer, Mitch Lagran, to have a chat about the changes that Relic have made and the ambitions that the studio has going forwards.

Check out the interview after the jump >>

Interactive Narratives: Talking KOTOR and Mass Effect with Drew Karpyshyn

Author:
Matt Gardner
Category:
Features
Tags:
BioWare, Drew Karpyshyn, Interactive Narratives, Interviews, Mass Effect, Star Wars: Knights of the Old Republic

Interactive Narratives: Talking KOTOR and Mass Effect with Drew Karpyshyn

Back when I first started thinking about this whole Interactive Narratives idea, the first certainty would be that Knights of the Old Republic would be my starting point. It stands as arguably the best game that BioWare have ever made, is a game I attempt to play through at least once every 12-18 months, and back at the 2004 Game Developers Choice Awards it won three major prizes: Game of the Year, Excellence in Writing, and Best Original Character (take that, meatbags).

I think we can all agree that it's pretty damn good.

Naturally, therefore, my first port of call was Drew Karpyshyn, lead writer on KOTOR and the first two titles for the also-critically-acclaimed space opera that followed as BioWare sought to create a universe that was all their own in Mass Effect. After a spot of email swapping, difficulties in aligning schedules, holidays that fell at inopportune times on both sides, we finally managed to get a little exchange going, and I fired over a number of questions to him about how he got into the business of writing interactive fiction, and his experience working with such a massive IP as Star Wars, before comparing that to building something from scratch with Mass Effect.

NB. Do be warned that things get pretty spoilerrific from this point on, so if you're yet to play KOTOR or Mass Effect, do be aware that we start chatting about some rather major plot points.

Working in the Expanded Universe

"Working in a universe as expansive as Star Wars is all about research," he told me. "You need to understand the science and lore that has come before - in this case literally decades of material has been assembled to create the SW universe fans know. You also need to be a fan of the franchise, because that's the only way to know what resonates with the audience.

"For a new universe like Mass Effect, however, there isn't an existing fan base or an existing setting. You need to do all the planning yourself (with the help of others on the team!). At BioWare, we spent almost a year planning out the universe of Mass Effect before we began working on the actual game and the Shepard's story. And because we didn't have an existing fan base we could look to in order to see what worked and what didn't, we had to trust our instincts. With KOTOR, I had a strong sense that Star Wars fans were going to love the game. Until Mass Effect actually came out, however, none of us really knew if it would connect with fans. Fortunately, it did."

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INTERVIEW | Epic Games on the new UK studio, UT’s development, & Unreal Engine 4’s strengths

Author:
Carl Phillips
Category:
Features
Tags:
Development, Epic Games, Gamescom 2014, Interviews, James Golding, Jim Brown, Unreal Engine 4, Unreal Tournament, Zack Parrish

INTERVIEW | Epic Games on the new UK studio, UT’s development, & Unreal Engine 4’s strengths

When we head over to Gamescom each year it’s usually the done thing to go and check out all the games. After all, there’s more than a few of them there, and here at Dealspwn we do like our games. However, we were presented with an opportunity to chat with some of the people behind the Unreal Engine 4 – the latest version of Epic Games’ proprietary engine – to discuss how it has been doing in the hands of developers, and in turn learn more about the community-driven Unreal Tournament project. In a day full of presentations to other developers, I was lucky to sit down with Technical Artist Zak Parrish, Lead Programmer James Golding, and Senior Designer of the UT project Jim Brown, to find out more about one of the industry’s leading development tools.

To start off, I had to ask about Epic’s newly opened UK office. Comprising mostly of the team at Pitbull Studio, last month’s announcement was a huge boost to the industry here in the UK. I asked the team what it was like officially bringing them into the Epic family and setting up shop on our shores. “I moved back over here in January to help set up the UK office, and that’s been super exciting to be back in the UK and seeing Epic make a commitment to the UK and embrace all the talent and stuff that’s going on here,” said Golding. “We already have a lot of developers using the engine in the UK and interested, so that makes sense, and we’ve had this relationship with Pitbull for a couple of years now, working super close with those guys and we’ve been treating them like peers, like part of Epic, for a long time, so it feels very natural.”

INTERVIEW | Epic Games on the new UK studio, UT’s development, & Unreal Engine 4’s strengths

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INTERVIEW | Tornquist & Scheve on why Dreamfall Chapters will "evolve narrative experiences in games"

Author:
Carl Phillips
Category:
Features
Tags:
Dag Scheve, Dreamfall Chapters, Gamescom 2014, Interviews, Ragnar Tornquist, Red Thread Games

I had just spent the last twenty or so minutes watching Dreamfall Chapters Book One: Reborn in action, seeing locations like Europolis brought to life and how the player would interact with the world. As a fan of the series, I was excited. In fact, seeing that the game was so close to a finished state only made me want it sooner. If you haven’t already (and don’t mind a few light spoilers – nothing big, I promise you!) then be sure to check out the gameplay presentation on our YouTube channel. Or watch the embed above. Because convenience.

Once it was over, Creative Director Ragnar Tørnquist & Lead Writer Dag Scheve took some time to discuss a number of topics, such as development, the PS4 announcement, and both the good & bad sides of fandom. Before we get going though, a quick confession – I had originally planned for this to be a video interview, but technological failings on my part meant that we would have to do things the hard way. What this means is that I’ve robbed you of yet another glorious moment of Tørnquist & Scheve posing with Toby the Dealspwny. For that, I am deeply sorry.

The joys of JourneyCon, & disappointments of ‘controversy’

2013 was a big year for Red Thread Games. The Kickstarter was a success and development even hit its Alpha milestone on time before the year’s end, but to me the most notable part of the year was JourneyCon. With fans from 17 different countries attending the inaugural event, it was quite the achievement for the Norwegian developers. “It happened!” exclaimed Dag, when I asked how successful they had felt it had been.We sold out, yeah,” Ragnar began. “That was our prime goal, I think! That and that it was a good event, and it was fun. It was amazing [to learn] where people came from. There was one guy from Oregon [in the US], there was people traveling from all over Europe, there was one guy from New York! People just came in from across the world, and that was great.” Despite this, Ragnar admitted that it was a draining experience “not because of the fans, but because the amount of work it was.”  With Book One emerging in the very near future, it’s no wonder he confirmed there wouldn’t be one this year, was hopeful that they would do it again in the future.

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VIDEO INTERVIEW | What's next for WildStar?

Author:
Carl Phillips
Category:
Features
Tags:
Carbine Studios, Gamescom 2014, Interviews, MMOs, NCsoft, Videos, WildStar

It's been almost three months since WildStar launched, and the team at Carbine Studios have already dropped two sizable content patches into the game. They're not done yet though, and so to learn a bit more about what is in store for the MMORPG I sat down with Lead System Designer Nick Roth at this year's Gamescom. We get the lowdown on the new zone of the Defile, the first in-game holiday event Shades Eve, and the all-new 5-man dungeon The Ultimate ProtoGames.

INTERVIEW | Is Assassin's Creed: Rogue a fitting sendoff or a game too far?

Author:
Jonathan Lester
Category:
Features
Tags:
Assassin's Creed: Rogue, Gamescom 2014, Interviews, PC games, PS3 games, Xbox 360 games

Assassin's Creed: Rogue will let us play as a Templar and hunt assassins on last-gen consoles this Christmas. With poison bombs. And Haytham Kenway. It's a great premise, but will Rogue be a fitting sendoff for the Assassin's Creed III arc or a game too far for the franchise? I sat down with Ubisoft Sofia producer Karl Luhe to get the latest details on the new features and the party line.

Stay tuned for our hands-on preview!

VIDEO INTERVIEW | Blood Bowl 2's lead designer reveals killer new features

Author:
Jonathan Lester
Category:
Features
Tags:
Cyanide Studios, Gamescom 2014, Interviews, PC games, Strategy games

Global transfers, realistic AI, eSports & more

Blood Bowl 2 is bringing more than snazzy 3D graphics to the experience. Packing a new transfer system, revamped race-specific AI, deep campaign designed in close collaboration with Games Workshop, retooled economy, streamlined mechanics and more, it's clear that the ambitious sequel plans to be bigger in every way. Perhaps even a major eSport.

After attending a presentation at Gamescom, I naturally had to know more, so thankfully the lead designer was on hand to explain all of Blood Bowl 2's new features and how they've been carefully designed from the ground up in line with player feedback.

The Big Evolve Interview | Turtle Rock on delays, balance and long-term evolution

Author:
Jonathan Lester
Category:
Features
Tags:
Evolve, Gamescom 2014, Interviews, PC games, PS4 games, Turtle Rock Studios, Xbox One Games

Can Evolve truly make 4 v 1 multiplayer fun? Why the delay? What are the DLC plans? How tough was it to balance? What features were cut? Why can't we play it yet?!

Evolve has attracted a huge number of questions over the last few months, and thankfully, we've now got plenty of answers thanks to Turtle Rock producer Denby Grace. If you're excited, concerned or just suitably intrigued by the upcoming new-gen shooter, this is the interview you need.

INTERVIEW | Lara Croft And The Temple Of Osiris makes Tomb Raiding fun again

Author:
Jonathan Lester
Category:
Features
Tags:
Crystal Dynamics, Gamescom 2014, Interviews, PC games, PS4 games, Square Enix, Xbox One Games

Crystal Dynamics' Tomb Raider reboot certainly was impressive. And gritty. So very, very gritty.

Thankfully the other Crystal Dynamics team is still making Tomb Raider games based on a confident Lara fighting crazy bad guys, dodging ludicrously silly traps and absolutely loving it; all voiced by the inestimable Keeley Hawes.

In effect, then, Lara Croft And The Guardian Of Light feels more like the Tomb Raider games of old, even if it's an isometric puzzly shooter for up to four players. Keen to know more, I interviewed Crystal Dynamics producer Robert Siwiak to learn about the new gameplay elements, economy, story and whether we'd see more ridiculous crossover characters this time around.

VIDEO INTERVIEW | Everything you need to know about Disney Infinity 2.0!

Author:
Jonathan Lester
Category:
Features
Tags:
Avalanche Software, Disney Infinity 2.0, Disney Interactive, Gamescom 2014, Interviews

No, really: pretty much everything.

After showing us the latest build of Disney Infinity 2.0, producer Jason Moffitt was on hand to dish the details on the Guardians Of The Galaxy playset, new figures, new characters, new features, new toybox tools and even the possibility of Star Wars coming to the franchise. If you've already sampled our hands-on preview and developer walkthrough, it's high time you armed yourself with all the intel you'll need for the upcoming September release.

VIDEO | Disney Infinity 2.0 Developer Walkthrough

Author:
Jonathan Lester
Category:
Features
Tags:
Avalanche Software, Disney Infinity 2.0, Disney Interactive, Gameplay footage, Gamescom 2014, Interviews

Spider-Man, Manhattan & Toybox Tools

As associate producer of the Disney Infinity franchise, John Day certainly knows his stuff. So he made the perfect guide to chaperone us around the latest build of Disney Infinity 2.0, showing off the new characters and combat to expect in the Spider-Man playset, alongside brand new automation and building features to use in Toybox Mode.

In effect, he does whatever a spider can. Stick around for more Disney Infinity 2.0 coverage this afternoon, including a hands-on preview and interview!

Claptrap Unleashed - Carl chats to the producers of Borderlands: The Pre-Sequel

Author:
Matt Gardner
Category:
Features
Tags:
2K Australia, Borderlands: The Pre-Sequel, FPS games, Games previews, Gamescom 2014, Gearbox Software, Interviews, Videos

How come Claptrap can navigate stairs in Borderlands: The Pre-Sequel? Why the hell does he need oxygen? What's the most badass, awesome thing in a game overflowing with badassery and awesomesauce?

Carl catches up with Gearbox's James Lopez and 2K Australia's Joel Eschler at this year's Gamescom to find out, and get the lowdown on the latest addition to the playable roster for Borderlands: The Pre-Sequel.

Classes, Romance, and Giant Heads - Pillars of Eternity Q&A with Josh Sawyer

Author:
Matt Gardner
Category:
Features
Tags:
Games previews, Interviews, Kickstarter, Obsidian Entertainment, PC games, Pillars Of Eternity, RPGs, Videos

Classes, Romance, and Giant Heads - Pillars of Eternity Q&A with Josh Sawyer

I love the old Infinity Engine RPGs, and I'm not alone. Jon often makes the point that the stories modern games tell seem to have suffered as a result of having so many more advanced tools (particularly when we start bandying around the word "cinematic"), and that there's something to be said for text-heavy adventures and RPGs making the very most of their limited options. The writing had to be spot on, the world building exceptionally well researched, everything providing the optimal framing for whatever adventure was to be had.

Games couldn't rely on polish and looks to get by as they can now, they actually had to be good. And we were spoilt rotten with games of exceptional quality.

Pillars of Eternity wants to tap into all of that, reviving that old-school spirit, but upgrading and updating a few of the more clunky mechanisms that have grown rusty over the years, and the team at Obsidian look to be right on track. We've already sent the half-hour gameplay presentation we checked out a couple of weeks back, but we also got the opportunity to put a bunch of further questions to project director Josh Sawyer, and he waxed lyrical regarding classes, romance, and one of the game's best Easter eggs.

Click here to read more...

Sunset Overdrive Interview - Insomniac's James Stevenson on freedom and fun

Author:
Matt Gardner
Category:
Features
Tags:
Games previews, Insomniac Games, Interviews, Microsoft Studios, Sunset Overdrive, Videos, Xbox One Games

Sunset Overdrive Interview  - Insomniac's James Stevenson on freedom and fun

I remember interviewing Ted Price at an EA showcase a couple of years back and wondering where the boundless energy of the Ted Price I had in my head had gone. The game Insomniac was showing off there was Fuse, and only a few weeks before, a new trailer had emerged that probed our deepest fears for that game -- the transformation of a colourful, mechanically-noteworthy shooter into a grey mess with a far more serious tone.

I asked him why the name had changed from Overstrike 9 and it looked like something behind his eyes just died.

But Sunset Overdrive is different. It's colourful, loaded with bonkers weaponry, and seems utterly determined to prove that post-apocalyptic games can embrace a frenzied party of irreverent fun, all the while channelling the spirit of Crackdown and Jet Set Radio and, according to Insomniac's community lead James Stevenson, The Omega Man.

Click here to check out my interview with Insomniac's James Stevenson >>

Forza Horizon 2 Developer Interview - Ralph Fulton talks aesthetics and AI

Author:
Matt Gardner
Category:
Features
Tags:
Driving games, Forza Horizon 2, Games previews, Interviews, Playground Games, Racing Games, Ralph Fulton, Videos

At a recent Microsoft showcase, I sat down with Playground games' creative director, Ralph Fulton, to have a bit of a chat about the upcoming Forza Horizon 2. The hands-on preview is already live, and here's a little taster:

The dusty tracks of Colorado are abandoned in the sequel for the sweeping coastlines of Southern France and a Northern Italy, on a map that Playground are touting as being three times the size of the original game's. The difference is clear already, and for this European writer at least, enormously welcome. Even in the short demo I breezed through, everything seems a little more vibrant, the vineyards and rolling fields delivering more colour, peppered with quaint Mediterranean villages. The Lamborghini that adorns every shot of Horizon 2's marketing is certainly more at home here - a millionaire's paradise, and a driving fan's dream.

Forza Horizon release for Xbox One on September 30th.