If there is one genre that has really proven to be a success, it’s the MOBA game. Titles like League of Legends and DOTA have proven that gamers can’t get enough of the tower defense genre, which started as a mod for Starcraft way back in the day. Since then, it’s grown to become something massive, and now it’s coming home to Blizzard.
Heroes of Warcraft: Hearthstone – Origins, design and how to actually pronounce the name of the game
It’s a big year for Blizzard. They’ve got not only a new expansion on the way for World of Warcraft, but their MOBA game Heroes of the Storm is shaping up nicely and nearing the finish line for beta testing. Their biggest new property however might just be Hearthstone, where players swap axes for cards and sit down to battle.
If there was one game that got the Alliance and Horde frothing at Blizzcon this year, it was the latest expansion pack for World of Warcraft. Warlords of Draenor takes the franchise back to the very beginning, bringing back familiar faces and lands. I got a chance to talk to Lead Encounter Designer Ion Hazzikostas about the new content, and why Orcs have such awesome death metal names.
I got on the phone and quizzed Ghost Game’s James Mouat on the development of Need for Speed: Rivals; a launch title racer coming to the PS4. He shared his insights working on the latest iteration of the staple racing title.
Honestly, I was confused about the choice of Chicago for Watch Dogs when I first heard about it. Isn't is one of those fly over cities? However, the more I hear and see from Watch Dogs, the more the choice makes perfect sense.
On a recent press preview trip, I got to sit down with Assassin’s Creed IV: Black Flag’s game Director Ashraf Ismail to chat a little about the game. One of the things he divulged was that the core experience of the game, the meat, as it were, would run your 20 hours; without taking any of the peripheral stuff in to account.
While we’re posting the second parts of our multi-part interviews, here’s the second part of our interview with Call of Duty: Ghost’s executive producer Mark Rubin, who chats to us about the game’s implementation of squads and clans, and just what the hell the differences between them are. Also, how the next Call of Duty should totally have cats instead of dogs.
Recently Grant Hinds got to sit down with Mark Rubin of Infinity Ward on our behalf to ask him about all things Call of Duty. We showed the first part of that interview yesterday and today the interview is about the upcoming Squads and Clans functionality.
TEN HUT! Stand up straight new recruits, because the major is in the house. Or to be more specific, Larry “Major Nelson” Hyrb, one of the public faces for Microsoft and Xbox. Our roving Energiser Bunny reporter Grant Hinds got to chat him, where they discussed fan feedback and growth in good ol’ South Africa. AT EASE!
Local financial show Finweek have decided to investigate the local gaming industry to find out why it is bigger than the Movie and Music industries. This is a great moment for the local industry as it shows that the larger mainstream and economical media are now starting to take the industry seriously.
Another year, another Assassin’s Creed. But instead of an expansion, we’re getting a proper sequel in the core franchise. And it just may be the Assassin’s Creed game that would have been worth waiting an extra year for.
Remember way back in 2010 when the Xbox 360 team came up with a great new idea of running a live gameshow through the Xbox Live experience? It was called 1 vs 100 and it picked up speed rapidly and at one point had over 40 000 concurrent users, which is quite some feat for a brand new gametype.
While at the Call of Duty Championship last week, I got the chance to have a quick one on one with Black Ops 2 Game Design Director, David Vonderhaar. Maniacally enthusiastic about the game that Treyarch has worked on, here’s what Vonderhaar had to say about design, evolution, co-operation and next-gen ideas.
Glaring at you across the box of Far Cry 3’s cover, he sits in sand as if born from it. A human head – dead? Alive? Between? – is submerged next to him, as if he’s bored playing with it. The gaming world was in awe and fear of Vaas from the first time he narrated the definition of insanity. This madness and darkness and all-round Conradian horror pulsates out of every moment Vaas is on-screen. Delivered to us through the brilliance of Michael Mando, Vaas as a whole came into existence through Mando’s brilliance – not through original planning. As if he’d tapped into and did his summoning from some dark realm, Michael told me of his own journey into Far Cry 3’s background “insanity”, with the incredible clarity of focus that makes his performance in Far Cry 3 the best performance in any medium of 2012.
I get you guys. I understand why you were upset when we named Claptrap the voice of gaming in 2012, instead of Michael Mando’s superb turn as the antagonistic Vaas in Far Cry 3. But here’s the thing: Michael Mando was far more than a mere voice behind a microphone. The man brought skill, talent and believability to a role that stretched beyond the audio, and into physical acting as well. So to address that injustice, our favourite contrarion Tauriq Moosa has gone and spoken to Mr Mando - and he revealed something interesting.