Showing posts with label Interview. Show all posts
Showing posts with label Interview. Show all posts

Sunday, January 29, 2012

Exclusive interview with developers of Orc Attack


"Orc Attack" is a game in the vein of Castle Crashers, which lets up to 4 players take the role of a band of gassy Orcs and beat their way through over 20 levels of human bashing goodness. I've had a talk with Igor Rodinski from "Casual Brothers", developers of this upcoming beat- and fart-em-up Orc Attack, which is looking to satisfy all your filthy human killing needs.

Here's a gameplay demo showing the game in action:


Now on to the interview.

Q: Firstly I’d like to ask you to give us a short introduction to Orc Attack. What’s the essence of the game?

A: The essence is, above all, fun, both alone or even better, with your friends.
The story has its fair share of protest against the destruction of the environment. The Orcs use to live wild and free in their homeland, until the humans arrive with their evil machines to exploit the natural resources to the exhaustion, bringing pollution to the land, water and air, and making the Orcs fell terribly sick, suffering severe gastric disorders that will result in extreme flatulence.

Q: The beat-em-up genre has had somewhat of a revival in recent years, especially after the release of Castle Crashers. Can you tell us a little about what your inspiration for Orc Attack has been and how Orc Attack stands out from other beat-em-ups?

A: We can’t deny we love Castle Crashers and that we found some inspiration in it. In fact, we were pretending to catch the spirit of 2D beat’em up classics, bringing them to 3D, something that no one done before, and we think we succeeded thanks to our innovative camera, for Orc Attack stands out from others beat-em ups firstly for been in 3D and for its innovative camera, focusing the action with all four players always on screen sharing the same view.
Secondly, the mass combat allow up to 50 enemies on screen, so the battles looks really spectacular. Of course, there is the difference that in this game you play Orcs against evil human, and, naturally, the use of gases, as farts and burps, to fight the enemies producing explosions and other deadly effects, is also a stand up.

Wednesday, December 28, 2011

Interview with the developers of Guns of Icarus Online


I'm very happy to be able to bring you an interview with Joseph Lieberman from Muse Games, makers of Guns of Icarus Online. You may remember that I had the first gameplay trailer from this game up on the site back in November.
With its dieselpunk setting and first person piloting of giant airships the game is looking to be quite the unique experience and after this interview I'm even more curious to see the finished product.
First off, can you tell us a bit about what Guns of Icarus Online is all about? Obviously flying the airships is the key gameplay element, but what sort of tasks will you be using your nifty ship for? 

There are two modes of play that together embody what Guns of Icarus Online is all about. On the smaller scale, the game is about the thrill of flying and moment-to-moment airship combat, with its strategy, skill and frantic action, and the teamwork of a well-knit crew where everyone has a job to do.  These experiences are the core of the PvP combat mode that we will aim to release first. In the campaign mode on the larger scale, which we will expand to, the game is about the politics of alliance and conquest, and the economics of nurturing the growth of struggling towns while increasing your own profits through trade. As the captain of a merchant ship, you will be the one that towns depend on to deliver the supplies they need to survive. Lose the cargo en route, and shortages will hamper growth and affect the local economy. As a warship captain, you’ll be on the front line defending or expanding your faction’s territory, protecting merchant fleets so shipments get where they’re going -- or raiding them and bringing the spoils home.

Steampunk and Dieselpunk seems to be enjoying quite the surge of popularity these days, which means that the setting in Guns of Icarus Oline is not necessarily as unusual a sight as it has been before. What would you say really sets the Guns of Icarus Online world and setting apart from the standard steampunk/dieselpunk themes of greasy engines and smoking mechanics?

Steampunk and dieselpunk were starting points for our concept, but they’re only a part of the aesthetic. This obviously isn’t a high Victorian steampunk setting that’s all gaslight and gleaming brass, and it’s not an Atomic Age dieselpunk fantasy setting, either, although it has elements of both. The world of Guns of Icarus Online is what you get some 300 years after history has basically been arrested at the outbreak of World War I in 1914, so that’s the upper limit of technological progress. In the war, humanity essentially bombed itself back to the Dark Ages and had to build up from there.

Some parts of turn-of-the-century technology still exist or can be salvaged or recreated with a lot of effort, like electricity. At the same time, without access to global trade and production, most of the world is living a pre-industrial agrarian or even hunter-gatherer lifestyle, with animal labor and maybe some limited steam and diesel power -- all in the ruins of an urban, industrial world that has been iced over, desertified, and thoroughly scavenged. Guns of Icarus Online also draws on a broad range of cultural influences, as the current population is the product of centuries of upheaval and migration. We’ve got elements of European, Middle Eastern, and Asian cultures all remixed in different ways, from the fashions to the architecture to the place names. We don’t think it’ll be quite like anything you’ve seen before!


A steampunk airship flying game is something we don’t see every day. From the gameplay footage you’ve made available it looks like you’re going with a very special kind of gameplay that is focused on controlling your ship from the first person, as opposed to something like Eve Online that is all 3rd person with UI to handle all the ship controls. Can you give us a more detailed look into how players will be operating the airships in Guns of Icarus Online and how that will impact the gaming experience?

We’ve had quite a few long, philosophical, late-night discussions about what is an MMO, what is an MMORPG, an RPG, a MMOFPS, a non-MMO -- an MO? -- and finally, what is Guns of Icarus Online?

One thing that’s clear is that this is not your typical third-person, open-world, mouse-driven MMO. We’re not Eve Online or World of Warcraft. What we’re doing is bringing team-based, match-driven, FPS-style play to what in the campaign mode will become a persistent shared world, with some more traditional RPG trappings like trade and crafting.

Saturday, November 5, 2011

Exclusive Preview of City of Steam - Your chance to play a mechanical Dwarf!

There are only so many traditional fantasy based MMO's that one man can stomach. When you're walking through a magical Eleven forest for the 24th time, you can start to suffer from some real Tolkien related fatigue.
Enter "City of Steam".
This free to play browser based MMO is going to take your Elves, your Dwarves and your medieval themed fantasy world, and process them in a giant, hissing piece of brass decorated machinery, spitting out a distinct steampunk setting, where the world is one giant machine and one of the base elements is rust (earth is so quaint).

Trains and airships. This isn't your average Lord of the Rings fantasy world

City of Steam is being developed by the China based "Mechanist Games" and has been in development for a couple of years.
I've had a chance to interview lead designer David Lindsay and Ian Morgenheim, who has been part of the process of creating the RPG books that the game is based on.

Q: First off, can you tell us about how you came up with the background for City of Steam?

A: City of Steam is actually the third iteration of the a setting that began as simply "Industrial Age Fantasy". That first version was a... bloated unwieldy beast of a thing! It had horns, tentacles and a monstrous index, I tell you! Imagine the Necronomicon from Army of Darkness: Painful to open, terrible to behold, but definitely a force to be reckoned with. But as a first product, and a solo writer/developer, it was a massive learning curve and a great experience.
I keep it in a locked trunk so it will never see the light of day, but without making any of those mistakes, today's game would never have been possible at all.

Tuesday, October 11, 2011

Orcs Must Die! Developer "Robot Entertainment" answers a few questions

We're very happy to bring you a short Q and A with Community Manager Justin Korthof from "Robot Entertainment", makers of the just released and very well received game "Orcs Must Die!".

We previously did a small video look of the demo, which pits your skills against the enemy greenskin hordes of the first three levels of the game.

This pretty much sets the tone for "Orcs Must Die!"
We contacted Robot Entertainment to learn a bit more about the game, which seems to have gotten off to a good start:
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