Interviews Archive

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In an instant, it became my most anticipated game of 2018. Kunos Simulazioni, developers of the brilliant Assetto Corsa, had bagged the rights to the Blancpain GT series - perhaps motorsport's healthiest championship, and certainly one that boasts the most diverse manufacturer participation with Ferrari, Porsche, Lamborghini, Aston Martin, BMW, Mercedes, Bentley, Audi and McLaren all taking part. Not a bad list, really, and the racing's more than half decent too.

Remember H1Z1? The early Battle Royale Steam hit has seen a drastic drop in player numbers ever since PlayerUnknown's Battlegrounds and Fortnite took hold of the genre. But its developers have come up with a plan to get the game back into the big time - and it involves cars.

How Human: Fall Flat rose up to become a smash hit

'I decided if it was down to these ethics I should be selling drugs instead of making free-to-play games.'

Its name invites calamity, a certain misfortune, and I absolutely adore it for its blunt simplicity. Human: Fall Flat. That, there, is slapstick served up with a certain eastern European dryness. It's perhaps little wonder, then, that this comic puzzler has done so well in the 18 months or so since its release, having recently racked up some two million sales. Fall flat? It's done just about anything but.

PlayStation VR is getting a fascinating 2D action game

Pop-Up Pilgrims coming next month from Dakko Dakko.

Pop-Up Pilgrims is a PlayStation VR exclusive from Dakko Dakko, the studio that previously made such offbeat gems as Scram Kitty and His Buddy on Rails, The 2D Adventures of Rotating Octopus Character and Floating Cloud God Saves the Pilgrims (if experience has taught this studio anything, Pop-Up Pilgrims suggests it's how to craft a snappier name for its efforts).

Nintendo on giving Splatoon 2 another fresh lick of paint

Hisashi Nogami on updates, the plaza and what exactly those jellyfish are doing.

It's been five months since Splatoon 2 launched on the Switch but, as is increasingly the case in Nintendo's approach to its online-focussed games, work hasn't slowed in the slightest. Last week saw the launch of Clam Blitz, an all-new and extremely frenetic ranked mode which brings a football flavour to the colourful chaos of Splatoon. It's extremely strategic, and quite brilliant. We got offered the chance to fire some questions to Hisashi Nogami, Splatoon's producer, to talk about updates, music and much more.

Untold Saga: The story of one of the first Final Fantasy's unsung creators

'The more players say let's make it a little easier the more I want to make it a difficult game!'

The story of how Final Fantasy came to be is as famous as any of the tales spun by the series itself. Of how one Hironobu Sakaguchi, working at a Square that was down on its luck, gave his fledgling RPG a little flourish in its title, and how it created an irony that stalks the series to this day. Sakaguchi thought it'd be his last game, while others in the company thought it'd be Square's swansong too, so close to bankruptcy was the entire operation.

The big interview: the Gambling Commission on loot boxes

"We don't yet understand enough of what the actual risks are."

Last week, independent charity Gamble Aware held its annual two-day conference in London. It focused on what's called Harm Minimisation, in particular, how to protect young people from gambling. The event was a who's who of the UK gambling industry, but there was one topic on everyone's lips: loot boxes.

How Final Fantasy's biggest failure changed the series for the better

Naoki Yoshida on the past, present and future of Final Fantasy 14.

Triumph through adversity. Such has always been the way of Final Fantasy, which seems to exist in its own perpetual struggle. Indeed, it thrives off it - the series name famously originated from creator Hironobu Sakaguchi, working out of a then-beleaguered Square on what he believed at the time to be his last project. Later projects, such as Final Fantasy 12 - a high point for the series, in my own opinion - came from tumultuous development, and of course most recently Final Fantasy 15 marked the end of a very long, winding and often torturous road.

David Cage on Detroit and its depiction of domestic violence

"Would you ask this question to a film director, or to a writer? Would you?"

David Cage is no stranger to controversy. Through the 20 years of Quantic Dream's existence - an anniversary celebrated after last night's PlayStation showcase that kicked off Paris Games Week - the French studio has always made games that push at various boundaries. The trailer for Detroit: Become Human, Quantic Dream's forthcoming PlayStation 4 game that explores the moral implications of the rise of artificial intelligence, was perhaps the developer's most controversial yet - a short, often brutal look at a chapter of protagonist Kara's story in which scenes of domestic abuse and child abuse feature heavily.

Digital FoundryTech Interview: Destiny 2 and Bungie's return to PC gaming

How Bungie's engine evolved for the sequel, and why the game runs so well on PC.

We first went hands-on with the PC version of Destiny 2 at E3 earlier this year, and it was immediately apparent that this wasn't just a mere port or conversion, but instead a thoughtful, considered approach to the platform with all of the unique features and opportunities it represents. Back then, we mentioned to Bungie that we'd really like to go deeper on the game, the technology added to the firm's multiplatform engine, as well as learning more about the approach to bringing the game to PC. Four months later, Bungie's senior technical artist Nate Hawbaker has flown over from Seattle, joining us in the Digital Foundry office.

In recent weeks Eurogamer has closely followed the debate surrounding video game loot boxes and in-game gambling. We've investigated the legislation around the issue, reported on the government's response to direct questioning and investigated how developers could react to stricter regulation. But what about the people who actually spend money on loot boxes?

Sonic Mania and its impact on the future of the Sonic series

And a little something about Samba de Amigo on Switch.

There was a Sonic the Hedgehog game that came out a short while ago, you might have noticed. It was also a mighty fine Sonic the Hedgehog game, too, restoring a little swagger and glory to the series thanks to the efforts of Christian Whitehead and his team with the outstanding Sonic Mania.

Kazunori's War: the world of Gran Turismo's creator

From the archive: From street racing to the Nürburgring, how Polyphony's Kazunori Yamauchi came to define driving.

Editor's note: With the release of a new Gran Turismo due next week - some four years in after the last entry - we thought it'd be a good time to revisit our profile of the series' creator Kazunori Yamauchi, first published upon the release of Gran Turismo 6 back in 2013.

The past, present and future of Final Fantasy 15

Hajime Tabata poured his life into getting the JRPG out last year - but he's not done just yet.

It's coming up to a year since Final Fantasy 15 released, but it's not as if work has stopped on Square Enix's epic RPG. Updates keep rolling out, a PC version is in the works - as well as a Switch version, which is still in the very early planning stages - while we're still a chapter away from seeing the expansions, each centred around a member of the game's main cast, being released. It seems the transformation that this game went from, from Final Fantasy Versus 13 to Final Fantasy 15, wasn't the only one it'd see - over the past year, it's shifted from a boxed game with a handful of expansions to a constantly evolving game-as-service.

A fireside chat with Hearthstone's biggest bosses

Brode and Chu talk adventures, cross-platform play and consoles.

I've been playing Hearthstone now for more than four years, since the days of its closed beta, but I can still remember every update to the game and how well it stuck with me, and how, generally, it was received by the game's talkative community. This time last year, I was put off by Mean Streets of Gadgetzan's influx of new cards, and surprised when, this spring, Blizzard promised three more big card dumps over the course of this year.

Super Meat Boy Forever and the return of Team Meat

Tommy Refenes on mobiles, meat and the studio's future without Ed McMillen.

Nearly six years ago, Super Meat Boy co-creator Tommy Refenes prototyped a mobile version of the game on his laptop, working in a hotel room just before GDC. It was rough and early, but as he worked the game grew from the idea of a straight port to one designed - maybe even improved - from the original.

Star Citizen 3.0 update "akin to Early Access" launch

"It would be the worst scam in the world."

There are two schools of thought on the long, long-in-development Star Citizen. For fans, it is an in-development wonder, a work-in-progress promise of a bright, stellar future. It's a game in which people have already invested significant amounts of money.

Imagine a glitzy cinematic sequence where you, as a secret agent, fight your way through an aeroplane soaring through the sky. You're pressing button prompts appearing on the screen while your hero whacks, chops, spins and kicks at the baddie in your way. "You fight all the way down until eventually you beat the guy and rip off his parachute and, I don't know, break his neck, and he floats off and you use his parachute to land." Sounds great, like a James Bond or Jack Bauer or Jason Bourne scene, or something from Uncharted 3, which hadn't been made yet.

Telltale talks The Wolf Among Us' return and Game of Thrones being "on hold"

Plus: even more games for Switch, that long-awaited new IP, and poker.

It is, as ever, a busy time for Telltale Games. This year the studio finished Batman's first season and Walking Dead's third, released Guardians of the Galaxy's first season and then Minecraft's and Batman's second. Oh, and it announced Batman season one on Switch. Phew!

Returning to Metroid

Co-creator Sakamoto on Samus Returns, Prime 4, amiibo and more.

Yoshio Sakamoto worked at Nintendo before he co-created Metroid, but it was his sci-fi series - one that that spawned a whole genre - which made him famous.

The big Xbox Gamescom interview

Mike Ybarra on X's launch line-up, the fate of Crackdown and much more.

It's fair to say Microsoft's Gamescom offering left us underwhelmed. For Xbox One X's last big showing before its November launch, we expected announcements and footage to make the console a must-buy. Instead, we got reheated E3 assets and that same old mantra: the most powerful console in the world. Sure, it's accurate, but also accurately followed by 'great, now what are you going to play on it?'

The big Cliff Bleszinski interview

'I've had a very polarising personality in the 25 years I've been doing this.'

There's probably never a good time to talk to an exceptionally busy CEO, but I guarantee it's most certainly not this; just days after the launch of the game you've been gearing up to for three years, and the first fruits of your box-fresh studio.

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