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As we all know, tonight was a big night for Nintendo fans; we finally received a slew of new Super Smash Brothers information in the form of a direct focused exclusively on the crossover fighting franchise. Just like the E3 blowout last year, we've assembled a team of YouTube Smash speculators to talk about the new info and what it could mean for the game to come.

Jump inside to join us live!

Michael Pachter, an analyst at Wedbush Securities, recently had a conversation with one of the members of DualShockers about his thoughts on Sony’s PlayStation as well as Project Morpheus.

"I think it’s a bad idea for multiple participants to chase it, and I think it’s a really bad idea for Sony. I have no problem with the Oculus Rift, that they’re trying it, because they’re a startup and that’s a very small market and if they dominate it that’s great, but if it’s a small market and there are multiple players, it’s gonna be hard for anybody to make money.

And I don’t think it’s gonna be a big market. It sounds interesting, but I don’t think there will be enough content to justify making the capital investment to create the headset. I think it’s chicken and egg. If there’s no content you’re not gonna buy a virtual reality headset, and if you don’t buy a virtual reality headset, there won’t be any content, because no one will make a dedicated game for a very small audience." — Michael Pachter

During SXSW, I was able to stop by the Hyperkin Booth and experience the hotly anticipated RetroN 5. For those of you who are unaware, the RetroN 5 is a home console that plays classic NES, SNES, Genesis and Game Boy cartridges. Not only that, the console outputs and upscales via HDMI and comes with Bluetooth controllers. I sat down with Chris Gallizzi from Hyperkin to ask him a few questions regarding their upcoming console.

Gears For Breakfast's A Hat in Time hit Kickstarter last year with the promise to breath new life into a genre of 3D platformer-collectathons that had been pretty much stagnant since the glory days of Rareware back on the Nintendo 64. A lot of people apparently believed in that promise, and the game's original goal of $30,000 was surpassed by nearly ten times, leaving A Hat in Time with a sterling $296,360 in crowdfunding and all of its stretch goals smashed.

Just after the madly successful Kickstarter campaign's conclusion, Gamnesia had the chance to speak with one of the game's developers and pick his brain on various A Hat in Time and game design related topics. But now that it's been more than a few months and A Hat in Time's alpha build has been released to those who backed a high enough tier, I decided it was about time we chatted with Gears For Breakfast again, this time on how everything's progressing, the development process, Grant Kirkhope, the potential for console releases, and more.

Head inside to read the whole interview!

Kickstarter has, by and large, been the perfect tool for veteran game developers to get back to making the types of games that first entranced us before they were veterans. Tim Schafer and Keiji Inafune come to mind, though while Schafer is one of many, Inafune is one of few. The reason being: Japanese developers have not had quite as much Kickstarter success as their Western comrades.

Kickstarter's base is made up mostly of North Americans. Mighty No. 9 is a game aimed more at Japanese audiences, but even then 60% of the people who funded it hail from the North American continent. Great as it has been for many developers, between language, cultural, and logistical barriers, the Japanese ones have a few more obstacles to get through to achieve the same level of success as Western developers.

According to Inafune, one of the biggest problems is that "a lot of Japanese developers can't actually tell what the North American audience wants." More after the jump.

Recently, the crowdfunding platform Kickstarter has produced a wealth of interesting and exciting games. Mighty No. 9, Scraps, A Hat in Time, FTL: Faster Than Light and more are all made possible by people around the world supporting up-and-coming studios. One of these tantalizing projects is Varia Games' ReVeN, a Metroid-inspired science fiction adventure. As the Kickstarter draws to a close, however, a lot of people still have questions surrounding it. I was lucky enough to talk to Austin Morgan from Varia Games about ReVeN, the Kickstarter, and Metroid.

Hit the jump to see what he has to say!

As the creator of Braid and currently the head developer of The Witness, Jonathan Blow is easily among the most famous and renowned indie developers out there, so spending several paragraphs on telling you who he is probably wouldn't be the most productive thing in the world. If you don't know, Google him, and you'll find a billion other articles to tell you just that. But it's that second game I listed, The Witness—that's the enigma, isn't it?

We know it's hyped, gorgeous as all hell, led by an important developer, and of the insufficiently descriptive "puzzle-adventure" genre, but as for what it actually is... a lot of people are still scratching their heads. We got that in-game trailer a year ago, and there's been a scattering of interviews and videos since, but I still consistently hear the "it looks pretty, but what is it?" remark. And that's where Mr. Blow comes in.

See, I had the opportunity to pick the guy's brain a bit, get a little more insight on why we should be excited for this game about which we've heard so much and yet so little. Let's look at the "why"s behind The Witness. You can read all about it after the jump.

Back when I first mentioned Night in the Woods, it was the day before Halloween and the game in question was having a jolly old time rocketing past its Kickstarter goal of $50,000. It eventually landed comfortably at $209,375, and the team, Infinite Fall, has since then released the video game equivalent of a short story involving its characters called "Longest Night." Night in the Woods is a pretty, quirky-looking game from indie developers Alec Holowka (Aqauria) and Scott Benson (new to this), and, long story short, I had the chance to talk with the two of them about it.

Alec and Scott have to be two of the nicest people to which I've ever had the pleasure of speaking, so much so that my instinct is to refer to them by their first names. This is truly a case of two cool guys with a vision that just want to make something awesome together. Alec even lives in a house of people entirely dedicated to indie game development, simply called "IndieHouse - Vancouver," so you know he's got a pretty strong passion for this stuff.

Anyway, one of the topics we covered was one of Night in the Woods' big design philosophies, that all development choices are based around how they impact the story, and you can head past the jump to read all about it!

The other day, Natural Selection 2 developer Unknown Worlds broke the news that they had an all-new game in development: an open-world, underwater exploration and construction game called Subnautica. The game's still in the prototyping stage, so more solid details are a ways off, but I did have the chance to speak with Unknown Worlds producer Hugh Jeremy and get an abstract idea of what Subnautica's all about: exploring a Sci-Fi inspired sea, doing things not "ever done before in a game," and meeting creatures you may have never imagined.

"Players will be able to immerse themselves... into a very large open world, explore it, engage in activities within it, and do things they might not have ever done before in a game, see environments they've never seen, encounter creatures that hopefully they've never even imagined, and do all this in a very free way, in a non-linear way." — Hugh Jeremy, Producer and PR representative at Unknown Worlds

More details after the jump!

In this week's episode of the Polygonal Slant Show on GamnesiaTV we continue our conversation with Adam Saltsman about the state of public relations for independent developers. If you recall, a couple of months back, Phil Fish claimed he was retiring for game development after a spat with Marcus Beer, the Annoyed Gamer.

Does Adam feel that Phil will leave game development? Find out after the jump.