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Exclusive Interviews

Exclusive Interviews

Inspired by 90s-Style RPGs with a Twist

Dragon Fin Soup

Our first demo of Dragon Fin Soup came at PAX East, and the small team at Grimm Bros was coming off a more than healthy response to its then-unfinished Kickstarter campaign for the game. Months later, with the bulk of the crowdfunding behind the game, as well as further development, Grimm Bros took Dragon Fin Soup to PAX Prime, where we got to chat with CEO and developer Ash Monif and check out what's new.Posted Sep 17, 2014 by Christina Gonzalez

Catching Up on the Latest Happenings

Divergence Online

Divergence Online successfully completed a recent crowd sourcing campaign and has been busily working on the game. We took some time to catch up with Ethan Casner to find out the latest developments in this anticipated title.Posted Sep 17, 2014 by William Murphy

Boldly Blazing a Trail in Space

Star Trek Online

Next February marks Star Trek Online's fifth anniversary. It's hard to believe it's been that long, especially given the fact that, on launch, STO was less than spectacularly received. Many games would have closed under the pressure but developer Cryptic Studios and publisher Perfect World Entertainment were determined to bring an authentic Star Trek experience to gamers. In other words, Cryptic and PWE did not give up.Posted Sep 16, 2014 by Suzie Ford

Josh Halls on Moving the Game Forward

The Repopulation

In the past few weeks at PAX Prime we were lucky enough to have Josh Halls on our “Future of Online Games” Panel. After the session we sat down to talk about The Repopulation and what stage of development the project was in. Josh was happy to give us some details on upcoming events for the game and let us know when we can possibly expect a beta test in the near future. Posted Sep 12, 2014 by Garrett Fuller

The Nexus Saga Begins

WildStar

WildStar’s story is changing. Everything that we’ve played up till now has been a prologue to the Nexus Saga, a multi-chapter epic adventure involving iconic heroes. Chapter 1 begins with Journey to Omnicore 1, and Creative Director Chad Moore was on hand to tell columnist Gareth Harmer all about it.Posted Sep 12, 2014 by Gareth Harmer

Why the Labor System is Good

ArcheAge

This isn’t going to make me popular, but I’m going to come out and say it just like Maccarthur says on our forums, I actually kind of like the labor point system. Before the pitchforks come out and people start claiming I’m pro “Pay 2 Win”, let me explain. While I think there could be some improvements to the system, I’m also fairly confident in my belief that the Labor system is better for the overall health of the economy and the game XLGAMES wants us to play.Posted Sep 5, 2014 by William Murphy

Checking in on Update 9

Shroud of the Avatar

Last week I hosted a livestream interview with Richard Garriott and Starr Long of Portalarium. Portalarium is currently working on Shroud of the Avatar. When I caught up with Richard and Starr they were at DargonCon in Atlanta showing off their game. At the same time other members of the Portalarium team were present at PAX Prime in Seattle. I asked Richard and Starr about the latest news with update 9 and about what we could expect in update 10. Posted Sep 4, 2014 by Robert Lashley

Creating the Battle Arena

Landmark

Recently at SOE Live it was announced that PVP and more was coming to Landmark, and our own Jean Prior was there to give us a Preview. This got me excited, so I sought out David Georgeson Director of Development at PAX Prime to get a better understanding on how PVP came about and why it's part of a game that started as a building game. The answers were surprising but make perfect sense.Posted Sep 4, 2014 by Franklin Rinaldi

Eric Dodds on New Classes, Class Balance and More

Hearthstone: Heroes of Warcraft

We caught up with Hearthstone lead designer Eric Dodds at this year’s PAX Prime to discuss the recently released Naxxramas adventure mode, game balance, and what lies ahead for Blizzard’s wildly successful digital card game.Posted Sep 2, 2014 by Michael Bitton

It's Us Against Zombies

H1Z1

Senior Designer Jimmy Whisenhunt was pretty sure about what he wanted for SOE's upcoming Zombie apocalypse survival MMO, H1Z1. “It’s got to make sense,” he said, “the game design has to be accessible and logical.” Posted Sep 1, 2014 by Carolyn Koh

Turning Their Fate Around

Firefall

After a turbulent beta, FireFall has finally launched, surprising us all with a much improved MMO shooter. During Gamescom, columnist Gareth Harmer caught up with Red 5 designer David Williams to get an update on the current state on the game, and a couple of hints on what’s coming down the pipeline.Posted Sep 1, 2014 by Gareth Harmer

Launch is Coming, At Long Last

ArcheAge

ArcheAge is not exactly unknown around these parts, but to much of the larger gaming world XLGAMES' and Trion's ArcheAge still has a lot to prove. And the time has finally come to do so. We met up with the team at PAX Prime in Seattle to discuss the forthcoming launch of the long-awaited sandbox MMORPG.Posted Aug 30, 2014 by Carolyn Koh

State of the Game Interview - Part 2

WildStar

Did you know that Nexus, the focal planet of WildStar, used to be called Meridia? Or that a player-created addon is now pivotal to Carbine’s debugging process? During Gamescom, I got the chance to sit down with three of the studio’s development supremos: Lead Client Engineer Jon Wiesman, Lead Content Designer Megan Starks, and Technical Design Lead Nick Roth. Posted Aug 30, 2014 by Gareth Harmer

Stash: Blending Past and Present Into Something Special

Stash

Frogdice is, in many ways, the Little Engine That Could. It's a company that has set a standard for itself and has maintained that standard by successfully funding and delivering two previous titles. Not ready to hang it up and revel in that astonishing record, Frogdice is attempting a trifecta of games with its newest Kickstarter project to fun Stash, a turn-based RPG that seeks to bring some of the best features from RPGs of yore to the modern generation.Posted Aug 30, 2014 by Suzie Ford

State of the Game Interview - Part 1

WildStar

Did you know that Nexus, the focal planet of WildStar, used to be called Meridia? Or that a player-created addon is now pivotal to Carbine’s debugging process? During Gamescom, I got the chance to sit down with three of the studio’s development supremos: Lead Client Engineer Jon Wiesman, Lead Content Designer Megan Starks, and Technical Design Lead Nick Roth. Posted Aug 29, 2014 by Gareth Harmer

Kingdom Hearts: Catching Up with the Co-Director

Kingdom Hearts

Fans of Kingdom Hearts certainly have a lot to look forward to. Firstly, Kingdom Hearts HD II.5 ReMIX will be hitting North American shelves on December 2, bringing gorgeous remastered visuals with it. And if that’s not enough, Kingdom Hearts III is in development for both the PlayStation 4 and Xbox One, giving developer Square Enix the freedom to be ‘crazy to do what we want.’ Posted Aug 29, 2014 by Gareth Harmer

Chaos Heroes Online: First Look Interview

Chaos Heroes Online is a new MOBA hitting the market that is setting out to be something new in the genre. Find out more about Chaos Heroes Online in our exclusive interview.Posted Aug 27, 2014 by Adam Tingle

The Brevik Briefing

Marvel Heroes 2015

Marvel Heroes 2015 is a turnaround game, having gone from derision at launch to acclaim a year later. During Gamescom, columnist Gareth Harmer caught up with Gazillion’s David Brevik to catch up on all things action-RPG, from the last twelve months to some of the studio’s future plans.Posted Aug 25, 2014 by Gareth Harmer

Gamescom Roundtable Interview

Final Fantasy XIV: A Realm Reborn

There’s certainly a lot in FFXIV’s 18-month development pipeline. An imminent launch in China, Mac client, DirectX 11 update and Gold Saucer content are all in the pipeline. During Gamescom, columnist Gareth Harmer grabbed a seat at a roundtable interview, where Game Director Naoki Yoshida outlined his plans for the future.Posted Aug 23, 2014 by Gareth Harmer

It's Everything a 40k Fan Could Possibly Want

Warhammer 40.000: Eternal Crusade

Meeting Miguel Caron was an absolute pleasure. Though I personally am not into Warhammer 40k, (it’s a bit too dark for my taste) I always take great pleasure in meeting developers who are passionate about the game they’re making and Miguel has enough passion to fuel an entire studio and then some. He was exciting to listen to and even though there wasn’t any hands-on time with the game we still left the meeting excited. Posted Aug 22, 2014 by Shannon Doyle

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