Category Archives: Interviews
All media, developer and publisher interviews
Huntsmen: Post-Apocalyptic OZ- With Drop Bears
The new RPG in the land where everything tries to kill you
by David Hilton
When everything collapses and goes to hell, you can see the best and worst of humanity illustrated starkly against the crumbling ruins of order.
This may be why gamers’ fascination with a post-apocalyptic world is never quite satisfied no matter how many infected zombies or destroyed landscapes pop up in our favourite titles. We love to see the drama of disaster and the struggle to survive.
There are so many post disaster games now, from The Last of Us, to Fallout, to Resident Evil, S.T.A.L.K.E.R., Metro and even Call of Duty. But most of these are set in the United States or Eastern Europe, and so when a new title that looks vastly different comes along, and is set in a part of the world hardly ever touched by video games (with the notable exception of the upcoming Mad Max), it’s a breath of non-gas mask-filtered fresh air.
Independent Aussie studio Hermit Mode are appealing on Kickstarter for financial support to get their ambitious vision of a dynamic sandbox post-apocalyptic Australian-set FPS RPG game called Huntsmen made, with a much higher focus on the environment and its biosphere interacting with the player.
But most fun of all….the people who support the kickstarter can have their own face on a NPC in the game! Personally, I plan on killing myself when I find me in the game hoarding the last of the continent’s Vegemite stock.
In order to learn more about Huntsmen, I asked the brains behind the vision, Alex and Naz all about their project. Here are their answers.
Need for Speed: Rivals – “AllDrive destroys that line between single and multiplayer.”
James Mouat, Lead Designer Ghost Games
by Arthur Kotsopoulos
©2013 Arthur Kotsopoulos
Last week EA Australia held a hands on event for their latest entry into the Need for Speed franchise, Rivals. Unfortunately, we weren’t able to attend how ever we did manage to nab a phone interview to make up for our lack of attendance.
I had the chance to speak to James Mouat lead designer over at Ghosts Games on Rivals and spoke a little bit about the 20th entry into the series. Using Frostbite Engine 3 to power the game and what players can get themselves ready for when they either play as a cop or a racer.
Need for Speed: Rivals is out on the 21st of November for the 360 and PS3, however as the Xbox One and PS4 are right after, if you’re buying the new next-gen console definitely purchase that version of the game.
Get excited for Gen 4 FIFA14
by Arthur Kotsopoulos
©2013 Arthur Kotsopoulos
With FIFA14 already released on the Xbox 360 and PS3 and being limited with the hardware, FIFA14 on PS4 and the Xbox One needed something different. Something drastic to help it break away from the problems that has plagued the game for so long, sloppy AI, legacy problems and many others.
We had the chance to chat with Peter Trenouth Producer at EA Vancouver, at a FIFA14 event that EA Australia held a few weeks back where I believe I spent roughly 5 hours standing competing against Junglist for supremacy.
If you’re interested to see how the game has been improved with a new engine and where it looks to continue to bring more realistic attributes to it, then read on.
I’d like to personally thank EA Australia again for not only their hospitality but for setting up this interview.
They know how to treat the media and community and it was definitely a great night, where everyone had a lot of fun.
DICE on Battlefield 4: “It’s the player that tells the story.”
An interview with Lars Gustavsson, Creative Director at DICE
by Daniel Geikowski
©2013 Daniel Geikowski
During the 2013 EB Games Expo held once again at the Sydney Olympic Park, I had the opportunity to sit down and have a chat to Lars Gustavsson, the Creative Director at DICE, ahead of the launch of their latest entry in the hugely-popular Battlefield series, Battlefield 4.
Being a fan of the series, I enjoyed the opportunity to pick the brain of a guy such as Lars. He’s a genuinely nice guy, and can hardly contain his passion for the Battlefield series. I’d like to thank him for his time, and also to the folks at EA for accommodating us.
OXCGN’s Exclusive Crackerjack Games Interview
Inspirations, development, and industry ambitions
by Daniel Clark
©2013 Daniel Clark
(ED: Thanks to Daniel Clark for his interview with Crackerjack Games. An Aussie indie dev that released Bar Nuts. Available on the iTunes store for free. Daniel is a freelance journalist who has written for IGN and WhatCulture. You can find him on Twitter @danieljohnclark or Facebook/daniel.clark)
Recently, I had the opportunity to have an in-depth chat to a couple of Aussie indie game devs—Tom Abrahams and Rich Rouse of Crackerjack Games—who provided a revealing behind-the-scenes look into the creation of their debut title, Bar Nuts, currently on soft release within Australia and Canada within the Apple Store (forthcoming worldwide).
DC: Tom and Rich of Crackerjack Games! I’d like to start with your gaming history—what were your first experiences?
RR: Experiences? Definitely Super Nintendo for me—probably even Nintendo: the duck shooting was probably my first real experience, and then I was right into the Super Mario series and all that sort of stuff. And then always had the latest console when it came out. But I don’t have a gaming background so much—I’m finance. I was stockbroking before I did this. It was as much the idea of building a business as it was building a game for me.
But for Tom though …
TA: Yeah, I’m a full blown nerd—just been a massive gamer since as young as I can remember. Then I got out of school and I was, like, I should probably get into something to do with business or commerce, or be a doctor or lawyer or something like that, and I did Commerce, and I just couldn’t imagine myself waking up and being like, ‘I’m ready to do some Commerce today—just super excited about it.’
And so I decided to do a gaming course at Deakin which had me doing databasing and stuff which wasn’t really related to making games, and then I went to a more specialised place, Qantm College, and did a design course there, and really enjoyed it, really loved it, and from that point, tried to get some work, couldn’t really find any, and heard some guy speaking at Qantm, just saying the best thing you can do is just band together with people you know at uni—there’s no reason why you can’t work together and make something.
And one day I got the call from Rich, who said he had a game idea and had heard I’d been studying game design; I knew an artist, and knew he’d be keen on doing something; and then we just needed to find a programmer to get the ball rolling.