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Heavy Rain Developer Interview & New Screens for PlayStation 3

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312w ago - Recently 1UP has conducted a great interview with Quantic Dream's president and CEO (and Heavy Rain writer and director) David Cage, and have released a couple more screenshots that can be considered breathtaking to say the least.

Of course, screenshots have the ability to speak just fine for themselves. Make sure to visit the source (linked above) to see them all. Below is an excerpt from the interview:

1UP: You warned against reading too much into the taxidermist scene, but does that scene suggest Heavy Rain's themes might be more rooted in reality than Indigo Prophecy's?

DC: Definitely. We tend to believe in our industry that we need to tell simplistic or spectacular stories, where the hero saves the world, destroys evil, or has supernatural powers. This is because the videogame, as a medium, has been too immature to tell complex and subtle stories. I made this mistake myself at the end of [Indigo Prophecy], where I felt my story needed something spectacular because all I had so far was normal people leading a normal life.

I realized that the "normal" part was the one that worked the best, and that it wasn't necessary to save the world to tell something exciting anymore. Heavy Rain will be about normal people in real life, and I believe it'll be much more emotionally...
 

Empire: Total War Developer Interview

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312w ago - Empire: Total War, is the new installment in The Creative Assembly's Total War RTS franchise and will maintain the series 3D battles, grand turn based campaign map and rich historical flavor; while for the first time introducing 3D naval combat into the series.

Below is an interview with one of the game's developers:

WP: Who has the honor to speak with us? State your name, rank, and occupation!

Kieran Brigden, studio communications manager for Creative Assembly.

WP: Empire Total War marks the first time that the Total War series has had really intricate naval battles. Why have them now?

KB: Well, it's a combination of factors. One, we've wanted to do it for a while but the technology was ready now. Two, it's the period that's right for it. When you add naval battles to the game, you have to do it when it's interesting, enjoyable, and fun. The 18th century was the absolute height of cool naval warfare. You had this global arms race across the world's oceans, bigger and bigger ships, more and more cannons, specialized naval abilities for long-range ships and short-range boarding crews. It was a really cool and interesting period in which to add the naval combat to make it a very real and integral feature for Empire. From that perspective, it was the choice of...
 

Banker Turned Developer Strikes it Rich with iPhone Game

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313w ago - Steve Demeter, a former banker who has created a game development house following the success of his first game called Trism.

The respective game earned the developer $250,000 in profits for just the first two months alone, as you'd expect, such figures and the democracy offered by the App Store has motivated him to pursue developing full-time.

To quote: It's also become a potential gold mine for entrepreneurs who create games for the device. Just ask Steve Demeter, developer of the popular puzzle game "Trism."

A former ATM software designer for a large bank, Demeter created "Trism" in his spare time and pitched it to Apple last spring. The company made the game available for download with the July launch of its App Store, an online provider of applications for its iPods and iPhones.

Priced at $5, "Trism" earned Demeter $250,000 in profits the first two months.

"It's done phenomenal business," said Demeter, 29, who lives in the California's San Francisco Bay area. "I'm very honored that so many people would enjoy my game. I get e-mails from 50-year-old ladies who say, "I don't play games, but I love Trism.' That's the coolest thing."
 

Video: Ask the Developer: Prince of Persia for PlayStation 3

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313w ago - Prince of Persia Producer Ben Mattes shared the following today via PS Blog:

Hi all, my name is Ben Mattes and I'm the producer for Ubisoft's Prince of Persia video game.

We're just about a week from the launch of Prince of Persia and all of us on the team are anxiously awaiting player feedback, monitoring all of the message boards and blogs we know of - we stay on top of the thoughts and questions going through the minds of the fans.





To that end we wanted to extend a special invitation to all of you readers here at the PlayStation.Blog. We know there might be things about the game you are interested in knowing more about or having explained in more detail, and we're going to give you the chance to have those questions answered direct from the development team.

Any subject is open for discussion but of course we may not have the time to answer them all. Questions about Elika? The art style? Lessons learned during production? What sort of food we ate in the closing weeks on the project? Fire away in the comments below, and we'll answer as many as we can in a follow-up post next week.

And, of course, pick up your copy of Prince of Persia on launch day and let us know your first and lasting impressions. There is...
 

Capcom Developer Interview on Resident Evil 5

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314w ago - Below is a recent interview with the very friendly Ben LeRougtel of Capcom, who enthusiatically answered some questions on Resident Evil 5 courtesy of XCN.

XCN: What makes a classic Resident Evil game?

BL: It's fear and tension. If you look at some of the enemies you encounter in Resident Evil games they're always grotesque and you're not sure what they're made up of - sometimes they're part human, sometimes they're complete abominations of nature. But Resident Evil 5 has moved away from that survival horror tag that was there in the beginning.

It has more of an action feel to it but still the tension is there and it's intensified with the addition of co-op. It's a very different experience - normally your Resident Evil mindset is "me, me, me!" and it's just about your survival. Now you've got to worry about someone else as well, and if the other person is only out for themselves it makes the game very hard to play.

The sections we've shown off so far haven't really touched on the co-op element of the game. You'll need to work together in order to survive.

XCN: But it's the same story whether you play alone with AI or with a live partner?

BL: Yeah, absolutely.

XCN:...
 
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