Tagged: interview
Interesting interview about Remember Me’s music talks about memory and rewards
Music is undoubtedly one of the most important things about a videogame. Total silence isn’t good nor is blasting music in the player’s face. This is where Remember Me is getting to be quite an interesting piece of work.
In a captivating interview with MTV Multiplayer, composer Olivier Derivere talked about how music plays an integral role in the upcoming brawler. “Every music cue is a part of Nilin (the game’s protagonist),” he said. “Actually, the whole score is a reconstruction around Nilin’s memory and it’s only during the last fight of the game that you can hear the full main theme.”
The biggest challenge they faced was developing a sound based on the game’s concept, which was “the digitization of an organic form which is electronically manipulated.” He noted that the music system is linked to the player’s actions within the game, so it will change based on how players fight. In a sense, the music will support the player’s moves, with Derivere adding that it “adds a sense of support and reward.”
Remember Me is in development for release on June 4 for PC, PS3, and Xbox 360.
Irrational interviews developers, part 1
Maker of BioShock and System Shock 2, Irrational Games, has put up the first of a series of podcasts in which they interview other top developers. Ken Levine interviews Todd Howard, who has worked on Fallout 3, in the first episode.
This is a very interesting move by Irrational. To be honest, recent interviews between the media and developers have become boring, thanks to PR’s big shadow looming over them.
Be sure to give this a listen. It’s hopefully a sign of things to come.
40 Downloadable PS3 Games in Development; No Size Restriction
In an interview posted on ThreeSpeech, Sony’s Phil Harrison has stated that there are currently 40 downloadable games for the PS3 in development, with more planned. Don’t expect generic shooters, though: “My strategy was to encourage developers to push the machine technically, creatively, artistically – to innovate in lots of different ways. But don’t be restricted by ghettoising games into a particular genre, or a particular display mechanic, because what we’ve seen on other systems tend to be retro 2D games, and we’re pushing the 3D capabilities of the PlayStation 3.”
He continues, saying that, unlike Xbox 360, every PS3 has a hard drive meaning that the games won’t be restricted by the size, which Xbox Live Arcade is (50 MB maximum limit).
Ron Gilbert Working on "Story-heavy" RPG
Legendary game designer Ron Gilbert is at it again: in an interview to Gamasutra, the man behind classics such as the Monkey Island franchise, Maniac Mansion, and many others, stated that he is working on a “very story-heavy, story-based” RPG game. Sadly, he still hasn’t found a publisher “willing” to publish it.
GS: In that vein, do you personally have any new projects you’re working on? You mentioned in some other interviews that you had a new project in the works.
RG: I do have a kind of very story-heavy, story-based kind of RPG game that I’m currently designing, but I’m still looking for a publisher willing to publish it. So I continue to work on it until I find somebody, but there’s a lot of what you talk about here, you know, very heavily story-based, a lot of sensibilities of adventure games mixed with some of the action fun RPG elements.
No other details were provided, though the existence of such a game brings joy to many a gamer’s hearts.