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The turn-based RPG secret sauce is that "you have time to engage on your own terms", Octopath Traveler 0's director tells me, which makes them perfect for "a wider age range"
By Oscar Taylor-Kent published
Interview Octopath Traveler 0's director Yasuhiro Kidera and producer Hirohito Suzuki discuss the appeal of turn-based RPGs and balancing long narrative

Octopath Traveler 0's devs see it as "new game" despite its mobile origins: "We wanted to go back to the beginning – to start from zero"
By Oscar Taylor-Kent published
Interview Producer Hirohito Suzuki talks rebuilding Octopath Traveler: Champions of the Continent to become Octopath Traveler 0, all while giving it a fresh feeling

After just 4 hours, I'm impressed by Nioh 3's snappy action and samurai-to-ninja combo transformations: "We want the player to have a rich experience of mastery"
By Tom Regan published
Hands-on Hands-on | Nioh 3's producer says hot-swapping between ninja and samurai was inspired by working with PlatinumGames: "Their strength is in a very flashy, emotive kind of action"

"There's level design, and then there's Hitman level design": IO Interactive leads reflect on 25 years with Agent 47, and the "ramifications" of the World of Assassination
By Oscar Taylor-Kent published
Interview IO Interactive's Christian Elverdam and Matthias Engstrøm talk 25 years of Hitman, level design, and crafting a World of Assassination

Why EA is razing Battlefield to its foundations in order to build something explosively new with Battlefield 6: "[I] felt an obligation to create one of the best Battlefields the world has ever seen"
By Alex Spencer published
Big Preview | Rally Point: Battlefield 6 needs to go big to get the iconic FPS back on track – speaking with multiple developers, we get the briefing on the battle strategy

MTG Spider-Man designers aren't worried about diluting the brand, because "the beauty of Magic is play with what you enjoy, do what you want"
By Rollin Bishop published
Features Playing in the Marvel toybox for MTG Spider-Man "is an embarrassment of riches"

Silent Hill f's combat is about feeling on edge: "You need to know how close your candle is to going out to really have it feel tense"
By Oscar Taylor-Kent published
Features Feature | "A lot of people say they really enjoy being scared by horror games," says Silent Hill f's director: "I think sometimes what they mean is they enjoy the tension"

Silent Hill f's writer views the series as a "pie crust" that hides "its true colors beneath a layer of horror and fog," and I say let him cook
By Oscar Taylor-Kent published
Interview Interview | "Players will take that pie and take a bite out of it": Silent Hill f's developers explain what Silent Hill means to each of them personally

"The very idea of making a prequel to Silent Hill wasn't good," says Origins and Shattered Memories designer: "That game told its story brilliantly through flashbacks, and there weren't really any unanswered questions"
By Robert Zak published
Interview Feature | Silent Hill: Origins and Silent Hill: Shattered Memories developers discuss tackling the difficult task of reinventing Silent Hill by going back to the series' roots on PSP and Wii

Fatal Frame's iconic camera exists to force players to "look straight at something scary" says series creator: "We thought it would really bring out the scariness of the ghosts"
By Robert Zak published
Interview Feature | Fatal Frame series creator Makoto Shibata and producer Keisuke Kikuchi on how they delivered a trilogy of the scariest horror games ever made on PS2
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