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GAMESCOM 2010 PLAY.TM PREVIEWS
October 22, 2010, 10:49 am
Filed under: Previews | Tags: , , , ,

Back in August I visited Cologne, for Gamescom 2010. The first big trade show I’ve ever attended, Gamescom was a blur of appointments, ad-hoc interviews, amazing games and lovely people. It was both a massive priviledge and utterly exhausting.

But the real work didn’t start until I got home. I had to write about it all. By the time I was finished I had knocked out 22 previews, 4 big interviews and a whole bunch of news stories. In total it all came to around 30,000 words.

So, because Collect is for collecting, it’s all going up here. But rather do individual posts for each article, I’m consolidating them. Below you’ll find links to all the previews I wrote for Play.tm, along with some flavoursome snippets.

I’ve put the Gaming Union previews and interviews up separately.

Homefront

“It began with the image of a child’s crayon scrawl stuck to the blistering walls of a makeshift, sun-speckled shelter. By the end we’d seen an army of Koreans lay screaming in a squall of phosphorous, a missile-spewing drone lay waste to its surroundings, and a dizzying cacophony of explosions, death and destruction.”

Bioshock Infinite

“As the lights lifted following our demo, there was silence. Usually, the end of a demonstration gives way to chatter, questions and developer proclamations. Not so with BioShock: Infinite. Instead, the congregation sat, speechless. Dumbfound. And that’s not hyperbole. When Irrational release the footage, you’ll see for yourself. 2012 seems like a long, long way away.”

Spec Ops: The Line

“It’s all very well to pay lip-service to narrative and mechanical maturity, but when your characters are dumb macho jocks, you risk undermining the message.”

Okamiden

“Kuni rides along on the wolf’s back, nattering away as he goes, offering tips and hints and the odd chucklesome, fourth-wall breaking quip. While Kuninushi was present during the entirety of our demo, the finished game promises a number of different partners. We hope they’re all as charming.”

Red Faction: Armageddon

“Whereas Guerrilla was all about the dusty, open-world of Mars’ surface, Armageddon returns to Red Faction 1’s underground setting. By doing so, this fourth entry in the series promises to offer a far more focused, linear experience than its occasionally aimless predecessor.”



GAMESCOM 2010 GAMING UNION INTERVIEWS

Back in August I visited Cologne, for Gamescom 2010. The first big trade show I’ve ever attended, Gamescom was a blur of appointments, ad-hoc interviews, amazing games and lovely people. It was both a massive priviledge and utterly exhausting.

But the real work didn’t start until I got home. I had to write about it all. By the time I was finished I had knocked out 22 previews, 4 big interviews and a whole bunch of news stories. In total it all came to around 30,000 words.

So, because Collect is for collecting, it’s all going up here. But rather do individual posts for each article, I’m consolidating them. Below you’ll find links to all the interviews I conducted for Gaming Union, along with some flavoursome snippets.

I’ve put the Gaming Union previews and the Play.tm previews up separately.

Fallout: New Vegas

Josh Sawyer: “One, ignore some people. I mean flat out, there are people that are reasonable and people who are unreasonable.”

Marvel vs Capcom 3

Seth Killian: “Do you want him thrown out of here? He’s done in this business!”

Bioshock Infinite

Timothy Gerritsen: “They took scientific approaches to popularise racism.”

Dead Space 2

Steve Papoutsis: “As far as going away from horror, that is absolutely not what we want to do. We wouldn’t want to do that.”



GAMESCOM 2010 GAMING UNION PREVIEWS

Back in August I visited Cologne, for Gamescom 2010. The first big trade show I’ve ever attended, Gamescom was a blur of appointments, ad-hoc interviews, amazing games and lovely people. It was both a massive priviledge and utterly exhausting.

But the real work didn’t start until I got home. I had to write about it all. By the time I was finished I had knocked out 22 previews, 4 big interviews and a whole bunch of news stories. In total it all came to around 30,000 words.

So, because Collect is for collecting, it’s all going up here. But rather do individual posts for each article, I’m consolidating them. Below the jump you’ll find links to all the previews I wrote for Gaming Union, along with some flavoursome snippets.

I’ve put the Gaming Union interviews and the Play.tm previews up separately.

Continue reading



Codemasters’ Paul Jeal and Steven Hood on F1 2010
October 21, 2010, 11:32 am
Filed under: Interviews | Tags: , ,

The grid is full, the engines are roaring and it’s almost time for the lights to go green on F1 2010. Representing Codemasters’ first HD attempt at a Formula One game since they pipped Sony to the license a couple of years ago, F1 2010 has a lot riding on it, with a podium finish required to ensure the racer becomes a champagne-drenched yearly franchise. They clearly have high hopes.

So, with just a few short days before release, we sat down with senior producer Paul Jeal and chief game designer Steven Hood to talk about development, DLC and why F1 2010 will sell more copies than Gran Turismo… on the Xbox 360.

So, you are all done now and preparing to ship the game later this week. Was there anything that didn’t quite make the cut? Anything you had to leave out?

Steven Hood: Always…

Paul Jeal: When we came up with the game design, we came up with what we want as F1 fans to be in the ultimate F1 game. So there’s so much more that we want to expand on, to be honest.

We obviously spent most of our development effort on the driver’s side; the weather, the handling, the A.I, the damage – there’s room for improvement with all of them, but I think the biggest room for improvement is in the Live the Life’ aspect. That was, rightly so, the secondary focus of this one, you have to get the on-track stuff right before you can even consider doing this.

The multiplayer options as well. Not just in terms of ideas that were left on paper. We had to leave things out that were taken on fairly well through the development cycle. There was stuff that we tried to introduce too late into the development cycle that just didn’t work, too many bugs.

It’s always difficult when you’re working on a game, because you’re always mindful of the things that just missed it by a week or two. We haven’t deliberately left anything out, we’ve really, really, tried to squeeze in as much as possible.

(Read more at Play.tm)



HALO REACH PREVIEW
August 9, 2010, 8:27 pm
Filed under: Previews | Tags: ,

Worried that Reach will be your last chance to play a Bungie Halo game? Don’t. It may be the last one you’ll ever need.

With a campaign that promises to cherry-pick the best elements from the entire canon, and multiplayer that cleverly builds on years of innovation, Bungies farewell to the series they created a decade ago may just be the definitive Halo experience.

You could be playing it for a long, long time.

And whats more, it’s tantalisingly close. Our recent look at the opening 15 minutes of the campaign, tour of the astounding Forge World, and hands-on time with a beefed-up Firefight, is likely the last well see of Reach before it starts appearing on shelves across the world. It’s almost time to start the fight.

(Read more at Play.TM)



BUNGIE’S NILES SANKEY & BRIAN JARRARD INTERVIEW
August 9, 2010, 8:22 pm
Filed under: Interviews | Tags: , , ,

With just a few short weeks to go before Halo: Reach hits shelves, Bungie are gearing up to wave goodbye to the series they toiled over for the best part of a decade. They plan on going out in style. We sat down with Bungie’s Community Director Brian Jarrard, and Campaign Designer Niles Sankey in a roundtable interview to find out how they are feeling, what to expect from Reach, and future downloadable content.

You guys have been working on this franchise for a long long time, and this is obviously your swan song – what’s the overriding emotion? Sadness, relief? Its a big thing to carry on your shoulders…

Niles Sankey: I’d say bittersweet, it’s an easy answer but it’s actually true. Obviously it’s really sweet to see the response of fans, and we’re really excited right now to release the game to the public, and just see how they react to everything.

The customization for example – what will they come up with? What are they going to build in Forge? What game modes will they invent? But on the other hand we’re sad to part ways with Halo and hand off the series, but we’re also excited to be moving on to other things.

Campaign wise, how much were you affected by Halo: ODST? A lot of people liked the in-depth emotional single-player experience. Will we be seeing more of that?

Niles Sankey: Yeah, I mean to a extent. Obviously ODST was a different story, and a different way of telling a story as you had a squad of ODSTs that tell the story, and inReach it’s fairly similar – you have a squad of Spartans. The way you play the game is more like Halo’s 1 to 3, to say it’s more of a linear progression of missions but certainly with Noble team we could tell more grounded story, get the story of Noble team during the fall of Reach and the loss and tragedy that they feel.

(Read more at Play.TM)



TOM CLANCY’S HAWX 2 PREVIEW
August 9, 2010, 8:09 pm
Filed under: Previews | Tags: ,

Do you know how hard it is for us to write about a flight-sim without referencing Top Gun? It’s impossible. Tony Scott’s afterburning macho-fest was like a direct hit to our youthful minds. So much so, in fact, that many, many years on, any game with fighter planes and aerial dogfights still has us rubbing our hands together in juvenile glee.

Which was exactly what we were doing at a recent preview event for Tom Clancy’s HAWX 2. Holed-up in the entirely appropriate setting of an aircraft hanger in the middle of nowhere, we were looking forward to getting some hands-on time with the single-player campaign. But as the tutorial mission loaded, a familiar tune burst from a nearby journo’s iPhone.

It was “Danger Zone,” Kenny Loggins’ husky power-ballad masterpiece. Seems we weren’t the only ones looking forward to stepping into Maverick’s flight boots.

With such a willing audience, it’s perhaps surprising that the flight-sim genre has all but stagnated in recent years. There was a time when they dominated our shelves, with every kind of experience from F-16’s rock hard simulation to arcade fair such as Afterburner. These days, however, taking to the skies occurs all too seldom.

But Ubisoft have faith. So while EndWar – the other recent new Tom Clancy I.P – has slipped from the radar, HAWX survives for a second pass. Currently taxiing towards a September release date, it’s already looking pretty good.

(Read more at Play.TM)