Interview: Prototype

Prototype wasn’t really high on my radar, but after playing it, I’m psyched. Make sure to check out the full preview and then watch this interview with Jono Lim, one of the developers.

Interview: Overlord II

Overlord was one of my favorite sleeper games of 2007. I still want my own minions, trying to make that happen. At Comic Con, we spoke with Josh Williams from Codemasters about the upcoming sequel.

NY Comic Con – The Mighty Monarch

This was one of the most interesting people we saw at Comic Con, so we just had to interview him. Just watch.

Interview: The Godfather II

We had a lot of hands on time with EA’s upcoming titles at Comic Con, one of which was The Godfather II. I wasn’t a huge fan of the first game, but I think the sequel will have a better reception from gamers. We’ll have a full preview soon, but for now, check out what Jino Talens, one of the game’s PR reps, has to say.

Interview: Battlefield 1943

I got a chance to talk with Gordon Van Dyke, one of the developers of the upcoming Battlefield 1943 while at Comic Con. Check out the interview to get some insight on what you can expect from this downloadable title.

Cliffy B Sits Down With Forbes to Discuss Future of Gaming

It is not everyday that you design a juggernaut of a gaming franchise and it is certainly not everyday when the most prolific business magazine in the country asks you to sit down with them. Cliffy B, some say the most recognizable face in gaming today, was recently interviewed by Forbes magazine to discuss the current state of gaming, where it is going, what he would change, etc. It is a great read and a huge step for gaming itself. Forbes usually chats with CEO’s, not gaming folk. Here is an excerpt:

How long a shelf-life do you expect “Gear 2″ to have and how will downloadable content impact that?

We hope that “Gears 2″ will continue to sell for months to come. We’ve tweaked our matchmaking systems so that they’re much faster than before, and we just announced that the “Combustible” map pack is available on Xbox Live. It’s one thing to have a great opening week for a game, but it’s essential for a game to have legs and to continue to remain in the hands of gamers. More and more developers are considering downloadable content, and it’s a great way to offer a value online that otherwise might not be available at retail.

Agree with him or not, when he talks, people do listen. Gaming needs some outspoken people and I would love to see some serious feuds develop. Who doesn’t love some baby mama drama every now and again.

Ultimate Band Developer Call

Last night I had the chance to discuss Disney Interactive Studios’ Ultimate Band with Tim Huntsman (senior producer), Mark McArthur (development director) and Mike Thompson (art director) from Fall Line Studio. The game is launching November 25th on the Wii and DS. In case you don’t know, it’s a rhythm game with no peripherals but with actual songs to play.

The team at Fall Line Studio set out to make a performance based game to take advantage of the unique controls schemes offered on Nintendo’s platforms. Development began back when the Wii was still called the Revolution, Rock Band didn’t exist, and Wii Music was still a budding idea in Shigeru Miyamoto’s head. The game was designed for tweens and teens in mind, especially boys, so this appeals more to the younger generation.

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NHL 2K9 Developer Call

Last night I had a chance to discuss all things 2K Sports’ NHL 2K9 with the game’s Producer, Ben Bishop, as well as the Online Producer, Jay Iwahashi. We talked about the changes made since 2K8, new control schemes, Wii features, and new online modes.

To start with, the game development has moved from Kush Games to 2K Sports in-house studio Visual Concepts. Almost everything started fresh, so you’ll notice tons of changes in the gameplay, AI, and presentation. With Visual Concepts handling the development, the NHL team was able to to work closely with the NBA team to get a lot of cool changes in the game’s presentation. Both the Xbox 360 and PS3 versions will be running at a crisp 60 frames per second in offline and online modes.

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Interview: Matt Turner, Assistant Producer on Army of Two

Army of Two Screenshot

We had a chance to speak with Matt Turner, Assistant Producer on Army of Two about all things related to EA’s newest coop shooter. From how they came up with the coop concepts to the game’s multiplayer aspects, check out everything we discussed.

[Loot Ninja] This game glorifies the challenging and sheer fun factor of co-op campaign play. Will these missions be strictly run and gun or will the two players have to work as the ultimate team in order to achieve their objective?

[Matt Turner] Rambo’s are not welcome in AO2! It’s really a tactical shooter and the players must use the aggro system to progress through the levels. If you try to run and gun you are going to pay the price…with death! We really wanted to emphasize the coop feel of the game to the point where it becomes a necessity and I think we achieved that.

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MLB 2K8 Developer Conference Call

MLB 2K8 Screen

Last night I had the chance to discuss everything 2K Sports’ Major League Baseball 2K8 related with the game’s producer, Ben Brinkman. We discussed changes to the game since 2K6 and what he thinks of all the new features.

In Ben’s opinion, 2K6 and 2K7 was just about getting the game right, with 2K8 being the year to refine gameplay and add new features. This was accomplished with a completely new simulation AI, including the batter/pitcher interface, fielding, and base running. New controls have been added, mainly in the pitching area, to make the game feel more realistic.

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