Category: Interviews | Page 5
Dragon Age 2 is shaping up to be an instant classic. With the demo hitting PSN February 22nd, my enthusiasm for the title is growing. Take a look below to see how far this game has come.
Jeff Rubenstein, over at the Official Blog, sat down with Bioware’s Lead Designer/Creative Director, Mike Laidlaw, and asked the questions you want answers to. A very lengthy interview inbound:
Sid Shuman, the Senior Social Media Specialist at SCEA, sat down with the director of Dark Souls, Hidetaka Miyazaki, to ask a few questions about the game:
Sid Shuman: Would you describe Dark Souls as a sequel to Demonâ€™s Souls, or a spiritual successor? Does Dark Souls reside in the same universe as Demonâ€™s Souls?
Hidetaka Miyazaki, director, Dark Souls: Dark Souls is not a sequel to Demonâ€™s Souls by any means. However, itâ€™s created by the same producers and director and so the ideologies, concepts, and themes have carried over and are similar. Itâ€™s a totally new game with similar concepts.
The Official Blog‘s Jeff Rubenstein had interviewed the man about the upcoming handheld, and touched on subjects including developer and publisher collaboration, and ensuring that the console has a long lifespan as well. Can’t wait to get my hands on …
According to a recent NowGamer interview with Valve’s Chet Faliszek, while modding tools for Portal 2 will only be released for the Windows operating system, the mods created on this platform will be available for distribution on any of …
We had a chance to ask Antonio Santamaria, Head of Engineering at Vitamin-G, about the soon to be released PSN version of The Undergarden.Â As such, we had questions and in return we got answers (shocking, I know!):
1 ) Where did you guys get the inspiration for The Undergarden? Were you influenced at all by thatgamecompanyâ€™s â€œFlowerâ€?
The fun part about making The UnderGarden was that we didn’t design everything up-front. Â Instead, we experimented with different ideas and played with what we felt worked, so the game was influenced from alot of different ideas the entire team contributed along the way.
We are definitely fans of Flower, and the way it managed to feel different from alot of games definitely provided some inspiration. Â We also play alot of different games and some, especially fps’, tend to build up tension. Â So a big part of the inspiration for The Undergarden was to see if we could make something that did the opposite; something that could let you unwind a little. Â Also, we wanted to make something that would let our non-gamer significant others jump in on the fun too, even if they didn’t have alot of gaming experience. Â It’s always fun to play with someone sitting right beside you.