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Interviews

An Interview with Ice-Bound Developers Aaron A. Reed and Jacob Garbe

For anybody who has ever read the post-modern horror novel House of Leaves by Mark Z. Danielewski, few other contemporary novels compare. However, the next evolution of the post-modern novel might just be the interactive novel slash indie game Ice-Bound, a unique experience that combines player-driven narrative choices through an iPad app with the experience of reading and exploring an augmented reality-enabled physical book. Here's my conversation with the two men who made this magic possible.

An Interview with Duck Game Developer Landon Podbielski

I stand behind a couch playing Duck Game for 15 minutes before I realize I am playing the game with its sole developer. That's how unassuming Vancouver-based Landon Podbielski looks as he lounges on one of the two couches in the OUYA booth at IndieCade 2014 on a hot and sunny Friday afternoon. He has long hair, a beard, inquisitive brown eyes, and well-worn sneakers. When I finally realize who Podbielski is, I ask him for a quick interview. In the same unassuming manner, he agrees.

An Interview with Alex Rushdy and Dave Proctor from Runbow Developer 13AM Games

Alex Rushdy and Dave Proctor from 13AM Games stand around the kiosk for the 9-player party game Runbow for the Wii U and shout at people to join the next round. This is the first time 13AM Games has exhibited at IndieCade. Alex is the game's Creative Director and Designer and Dave Proctor is the Producer. Both are enthusiastic and eager to share their pick-up-and-play 2D running game with the gathering crowd. It's a game that's easy to fall in love with.

An Interview with Ned Green from Too DX

Sportsball for the Wii U is a game that combines the 2D aerial battles of classic Joust with the frenetic action of a schoolyard soccer game - if you ever played schoolyard soccer with dozens of balls at once.

Sportsball is the second game from Too DX, a small indie shop based in Seattle, WA. While enjoying the many games in Nintendo's booth at IndieCade 2014, I had a quick chat with Too DX Business Developer Ned Green about his company and game.

An Interview with John Warner from Over the Moon Games

The Fall

While scoping out the Nintendo booth at IndieCade 2014 in Culver City, California, I had the chance to talk with The Fall's lead creative designer John Warner. During our short discussion, Warner describes The Fall, recalls the history of Over the Moon Games, and muses on the challenges of crowdfunding and discoverability as an indie trying to make it in the games industry today.

Interview with Danganronpa Producer Yoshinori Terasawa

Ten Minutes With Danganronpa Producer Yoshinori Terasawa

Danganronpa Interview

By Steven Brown

GameCritics was recently invited to sit down for a quick interview with the producer of Danganronpa: Trigger Happy Havoc. The recent Vita release has received several positive reviews including ours since its North American launch. Mr. Terasawa's schedule was crowded so we dove right into the questions to make the most of the ten minutes that we were given. Working with a translator, Mr. Terasawa kept his answers brief, but to the point.

Postmortem: State of Decay

State of Decay Screenshot

It's no secret that State of Decay from Undead Labs has been one of my favorite games this year. Despite a lot of lackluster zombie-themed stuff overcrowding the market, these folks managed to bring an original vision and a brand-new twist to material that most people had already written off. Now that the dust has settled and the game has been out for a while, I figured it was the perfect time to check back in and do a little (har har) post-mortem Q&A on this groundbreaking survival title.

Interview with Pagoda West's Jared Kasl and Tom Fry

Major Magnet Screenshot

Pagoda West are a small independent studio who rose from the ashes of now defunct fan-game Sonic 2 HD. If that wasn't strange enough, they've just released their first game—poles of attraction platformer Major Magnet. I spent some time talking to two thirds of the team, Jared Kasl and Tom Fry, to hear about the process of making a first game, how magnets work, and why The Ren & Stimpy Show is such an influence.

Interview with Remember Me's Jean-Maxime Moris

Remember Me Screenshot

Completely new intellectual properties are a rarity these days. New ones starring female lead characters are even rarer. Thanks to Capcom picking up publishing duties, Remember Me from French developer DONTNOD Entertainment will be making its way to the United States on June 4. In addition to satisfying both of those criteria, It also looks like a great action title with some interesting ideas, so Jean-Maxime Moris, co-founder and creative director of DONTNOD Entertainment was gracious enough to answer the questions we had about the dynamics of crafting a female-led title and how the game's "memory" theme applies to gameplay.

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