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Fabula Nova Crystallis & a decade of Final Fantasy XIII: an interview with producer Yoshinori Kitase

By Andrew Yoon, Oct 24, 2013 10:00am PDT

"In the mythos, there are various gods and settings that are within that storyline. But in terms of the XIII series that pertains to Lightning, that world will definitely come to an end. But the overall Fabula Nova Crystallis, they are the backbone of games like Type-0 and F...

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"Its been 10 years since we've been stuck with the lame world of XIII which they continuously ..."

- DandySlayer see all 2 comments

Interview: Breaking gaming expectations with Beyond: Two Souls

By Kat Bailey, Sep 16, 2013 12:00pm PDT

"What we hope people enjoy about this game is that it's a journey. Maybe even more than a game, in that sense," Cage describes. "It's fully interactive, you're in control of your character from second to second, but each scene is different, and you never know what to expect....

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"What will we use in it's place to actually mean literally? Shit."

- aggressor see all 6 comments

Interview: Why XCOM: Enemy Unknown is such a 'good fit' for mobile

By Gabriella Tato, May 31, 2013 10:00am PDT

We chatted with Jake Solomon, lead designer of XCOM: Enemy Unknown about the upcoming iOS version, and what it means for the future of 2K.

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"Its a good fit for mobile, but not my WiiU?! Thats bananas man."

- rtricoche see all 8 comments

How Luminous Studio is preparing Square Enix for the next-gen

By Andrew Yoon, Jan 03, 2013 12:15pm PST

Luminous Studio surprised many when it made its debut at E3 last year. Developed by Square Enix Japan, the presentation gave us a glimpse at what a next-gen Final Fantasy game could possibly look like. We chatted with Mike Fischer, president and CEO of Square Enix, about the...

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The Last of Us director defends the game's violence

By Andrew Yoon, Jan 02, 2013 12:45pm PST

"Everything has to feel tense. Everything has to feel grounded in reality. The reason why we're going for such realistic violence is because we want you to believe that the stakes are high for Ellie and Joel."

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"Didn't realize it was being attacked or even questioned. Maybe we should all play a Mario game ..."

- rtricoche see all 5 comments

How stealth came back into Metal Gear Rising: Revengeance

By Ozzie Mejia, Dec 11, 2012 11:05am PST

Platinum's Atsushi Inaba revealed that the team had to add stealth back into MGR: Revengeance because it would have become "very dull" if it was all-action all the time.

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"I recall one of the developers being interviewed by Eurogamer that a PC version is possible if ..."

- silverback1138 see all 13 comments

Baldur's Gate: Enhanced interview: making a classic better

By John Keefer, Nov 16, 2012 12:30pm PST

The Baldur's Gate series was a classic for the PC, and the announcement that it was being enhanced with updated technology and new content created quite a positive buzz in RPG circles. Now, with the game set to launch in less than two weeks, we had a chance to chat with Beam...

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"I feel the same man, for me, BG2 is my ultimate all time fave...<3 Viconia <3"

- rottdcorpse see all 24 comments

How Kim Swift changed game design at Airtight Games

By Ozzie Mejia, Nov 13, 2012 12:30pm PST

We chat with the folks at Airtight Games for a closer look inside the studio that created Quantum Conundrum.

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"I thought it was quite under rated. I felt like people wanted to backlash because the Portal ..."

- abrasion see all 4 comments

Star Citizen dev: Mobile game scene will be a bloodbath

By Jeff Mattas, Oct 25, 2012 9:30am PDT

Chris Roberts, developer of Wing Commander and the upcoming Star Citizen, shares his views on the fickle nature of the gaming industry, and further justifies his decision to focus on PC.

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"Glad I backed this as soon as I learned about it, and his statements continue to encourage me."

- DinK see all 6 comments

Buddha Finger interview: Kung fu fighting

By Ozzie Mejia, Oct 02, 2012 9:30am PDT

Former Eidos Executive Designer Anna Marsh has been working on Buddha Finger, a cross between rhythm action and beat-'em up. As the game approaches its targeted October release date, she took the time to talk to Shacknews about the game, her decision to go the indie route, a...

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Interview: Gone Home focuses on player vulnerability

By Ozzie Mejia, Sep 17, 2012 2:00pm PDT

Steve Gaynor tells us about taking players on a tour through an abandoned house for The Fullbright Company's first game, Gone Home.

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"Makes me think of 7th Guest... but without the puzzles and creepy ghosts of course, or even ..."

- FesterBlatz see all 3 comments

Interview: Making a 'more gentle' MOBA with Guardians of Middle-earth

By Steve Watts, Sep 05, 2012 12:30pm PDT

We get some insights on Guardians of Middle-earth from Monolith producer Bob Roberts.

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"hmmm, wonder why PC isn't included this time......War in the North I thought was pretty good."

- soundcreepy see all 2 comments

Interview: The Walking Dead writer on making a game with 'no good decisions'

By Steve Watts, Sep 05, 2012 11:30am PDT

We talk with Harrison G. Pink from Telltale's The Walking Dead about writing complex scenarios and balancing the myriad of possibilities.

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"I've played through all 3 now, being hooked on each one. I would assume that the decisions you ..."

- DavePetro72 see all 8 comments

A Routine interview about crafting lunar horror

By Jeff Mattas, Aug 28, 2012 2:00pm PDT

I chat with indie developer Aaron Foster about crafting Routine, Lunar Software's upcoming survival-horror, first-person roguelike set on a desolate Moon base.

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"I don't know if I can handle a horror game with perma-death but it sounds cool."

- Mecha Tofu Pirate see all 4 comments

Interview: Jenova Chen looks back at Journey

By Steve Watts, Aug 28, 2012 9:00am PDT

We take a look back at Journey's creative process and surprising responses with thatgamecompany co-founder Jenova Chen.

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"Nice article for a great game. I didn't know a collector's edition was coming out till now."

- ahlee see all 6 comments