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Posts with tag interviews

Craaazy Crazy Taxi interview

1UP interviewed Kenji Kanno, the Chief Game Design Manager of the upcoming Crazy Taxi: Fare Wars. Amazingly, the interview doesn't really ask many questions about the PSP game. Instead, it focuses on general industry and Crazy Taxi series questions. When asked about the most important part about the evolution of the series, Kanno answered, "I wouldn't use the word 'evolution' for this series because basically the whole point of the game is to have a lot of fun in a short period of time."

Sounds like the perfect kind of game for a portable!

[Thanks Jonah]

Developers talk PSP's future

IGN took some time on PSP's 2nd anniversary to ask several developers what they thought the future held for PSP. Here are some of the more interesting excerpts:

Ready at Dawn (devs of Daxter and the upcoming PSP God of War)

"I think it's bringing a whole new crowd to handheld gaming, people that would have never played the type of games on previous handhelds."

SCEA's SOCOM Team

"The PSP is a great platform, but very few publishers and developers are creating games that really take advantage of the platform. I really hope that this will change. We have many more great PSP games coming out and I hope you look forward to them. "

Continued after the jump ...

Continue reading Developers talk PSP's future

More Ratchet & Clank interviews than you can handle


Hope you're interested in Ratchet & Clank: Size Matters because GameTrailers has posted not one ... not two ... but SIX interviews from the game's developers. They discuss various elements of the game, from multiplayer to designing the game engine. See past the cut to get your dose of Ratchet & Clank and then make sure you come back at 12:01AM on February 12th to see PSP Fanboy's review of the game. The game releases on February 13th.

Continue reading More Ratchet & Clank interviews than you can handle

Gaming Nexus interviews Killzone director

GamingNexus interviews Killzone director
The Killzone posts keep rolling in. We first spotted the demo, found out the November OPM will feature it and have reviewed even reviewed the demo, but now here's an Gaming Nexus interview with Mathijs de Jonge, the games lead designer and director.

In the interview, Mathijs explains how the game ties in with its predecessor, how many levels to expect, vehicle use and says the game is nothing like Metal Gear Solid. It's kind of funny because I even made mention of the two game's looking very similar in my review.

GamingNexus: Killzone: Liberation is quite a departure from the original Killzone on the PlayStation 2. Why did you decide to switch from a first-person shooter to an overhead shooter?
MdJ : We wanted to create a new experience within the Killzone Universe. Pulling out the camera to a third person perspective was the thing that we thought would change the experience most. So when we started working on this game this was the very first we tried. Then we decided to stick with it as it gave us a lot of inspiration for new mechanics and areas of focus such as improving the AI system.

(Via Gaming Nexus)



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