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Interviews

Interview with Terry Cavanagh, creator of Don't Look Back

Interview with Terry Cavanagh, creator of Don't Look Back

A few weeks ago, a Twitter acquaintance hipped me to a small indie game called Don't Look Back. Although I am a big fan of small titles, I’m also console to the core… this has historically been a bit of conflict, although less so now that we've got so many download services available. However, Don't Look Back came highly recommended, so I put up with using the arrow keys and space bar for a little while, and walked away quite impressed. Thankfully, the game's creator was willing to speak with me for a bit about himself and his work.

Interview with Jay Watts, developer of Solar

If you've been reading this blog or following me on Twitter, you've probably picked up on the fact that Solar has been my latest Xbox Live Community addiction. An original, refreshing title that shows a great deal of creativity and craftsmanship, I wanted to know more. After doing a little clicking, I was able to convince Solar’s developer, Australian Jay Watts, to take a few minutes and speak with me.

Interview with Jorge Silva, AIBICOM developer

 Jorge Silva, the man who designed AIBICOM’s algorithm. Many mainstream games are inaccessible to players who use a single button or switch. Game developers can have a hard time adapting their four-, eight-, twelve-button twitch masterpiece to a one-button interface. AIBICOM (asynchronous interpreter of binary commands) is a one-switch interface different from most others; instead of pushing a button to make an application dosomething, users only push a button when the program does something they don’t want it to do. With the speed and complex controls AIBICOM makes available to one-switch users, it could be very useful in making games accessible. I’ve written a bit about AIBICOM before; now let’s talk with Jorge Silva, the man who designed AIBICOM’s algorithm.

Interview with Afiction Games, Creators of Mithra

Interview with Afiction - Mithra: Episode 1 - The Calling Screenshot

Although the Community Games area on Xbox Live was slow to start, there's no doubt that the content is heating up. More and more titles of notable quality have been surfacing, one of which is the fully 3D Adventure title, Mithra: Episode 1 – The Calling. If you haven't heard of it, don't be surprised… Microsoft's been lacking when it comes to promoting the better selections. However, that's what I'm here for.

Interview with Freezepop

Freezepop, a synth-pop group most commonly known for their fan-favorite contributions to several music-genre games such as Rock Band, Guitar Hero, FreQuency, Dance Dance Revolution (and others) were kind enough to take a few minutes out of their day to talk with me in support of their most recent full-length CD release, Future Future Future Perfect.

For those not familiar with the band, Freezepop consists of Jussi Gamache (aka Liz Enthusiasm, vocals), Kasson Crooker (aka the Duke of Pannekoeken, vocals, synths) and Sean Drinkwater (aka The Other Sean T. Drinkwater, vocals, synths).

Interview with Nathan Fouts of Mommy's Best Games

For those of you who've been paying attention, a great little game called Weapon of Choice hit the Xbox 360’s Community area, and it's been on fire ever since. After spending time with it and doing the research on where it came from, I was a little surprised to discover that this title was essentially the work of one man—Nathan Fouts, formerly of dev studios Running with Scissors and Insomniac. Having worked on games such as Postal, Ratchet & Clank Future: Tools of Destruction, and Resistance: Fall of Man, I had to know more.

Weapon of Choice Screenshot

What's the story behind being a part of Running With Scissors and Insomniac, and then going solo with Mommy's Best Games?

Downloadable games seemed like they could sustain a small company. I started Mommy’s Best Games to make the weirdest, funnerest games that I could squeeze past the censors. The best part is that on Community Games, while they do have ratings, there is no overbearing, money-hoarding publisher trying to rain on your game design parade. Consequently, no one stopped me when I started adding udders to the Teat Walker or various strands of drool to Pitcher Mouth.

Interview with Rise of the Argonauts developer, Liquid Entertainment

Rise of the Argonauts - Liquid Entertainment

At this year's Penny Arcade Expo, there were more games than ever to check out on the exhibition floor, but more than the others, one stood out as something to keep a close eye on: Rise of the Argonauts from Liquid Entertainment. After a dynamite walk-through and presentation from Liquid’s Andrew Rubino, I was absolutely convinced that this game was on the right track. Currently scheduled for a December 16th release, Andrew took time out of his extremely hectic pre-release schedule to answer a few questions.

Interview with NinjaBee

NinjaBee - A Kingdom for Keflings

Although the New Xbox Experience is slowly growing on me, the best thing about making the transition was being greeted with an instantly-addicting new Arcade game making use of Microsoft’s avatars: A Kingdom for Keflings. Developer NinjaBee's Steve Taylor (company owner) and Kevin Heap (lead programmer on A Kingdom for Keflings) were gracious enough to spend a few minutes talking to me about Keflings and their other titles.

Interview with World of Goo developer, 2D Boy

So after being completely impressed with WiiWare's World of Goo, I hit up the developers for a brief word. Quite friendly and accommodating, this is what 2D Boy's Kyle Gabler and Ron Carmel had to say...

Interview with Casey Muratori on Sushi Bar Samurai

The post-PAX love continues... Thanks to the new PAX-10 event highlighting indie games development, Casey Muratori's intriguing Sushi Bar Samurai was brought to my attention, and it's definitely one to watch for in the coming months. Below is a brief discussion on Casey himself, his game, and of course... games as art. What else?

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