This year at PAX West 2018, I had the chance to sit down with one of my favorite game developers, Hidetaka Suehiro — better known as Swery65. At the show he was promoting his Kickstarted project The Good Life, where a playable demo was on the show floor. Immediately before the show, he also announced a surprise second project, The Missing. We had a brief conversation about these two games as well as other topics with the help of an interpreter onstage at the Unties booth, and here’s what he had to say…
When you think of retro games, you’re probably picturing a pixelated 2D platformer or JRPG. That’s starting to change and Alec Stamos is among the next generation of indie devs aiming to shake things up.
Stamos is one of a new breed of indie devs that have an appreciation for the game industry’s earliest attempts at action and 3D gaming. He explores a world where textures warped along the edges of CRT monitors, polycounts could fit on two hands, and controls were as strange as the games they were built for.
I had the opportunity to wander the exhibition and seminar spaces and talk to developers about their work, which ranges from one-button rhythm games to VR experiments to installation-based, real-world office simulators, complete with computers, file folders, and ringing telephones. In this interview, I talk to Jordan Magnuson, an interactive media artist and gamemaker, who was showing off his political hypertext game Ismael.
With a new location in Little Tokyo in Los Angeles, IndieCade celebrated its 10th anniversary this year. Yet while the festival has been honoring and promoting indie game development now for ten years, it continues to remain at the cutting edge of art and innovation in the indie game space. The Japanese American National Museum graciously hosted the festival this year, creating a beautiful and reverent backdrop to the already eye-catching indie titles.
I had the opportunity to wander the exhibition and seminar spaces and talk to developers about their work, which ranges from one-button rhythm games to VR experiments to installation-based, real-world office simulators, complete with computers, file folders, and ringing telephones. In this interview, I talk to Justin Bortnick, narrative designer and jack-of-all-trades for Twinbeard Inc., which released Glittermitten Grove about a year ago.
Asobo Studio’s A Plague Tale: Innocence is morbid modern fairytale in the making. Set during the Black Plague, it centers on sister and brother Amicia and Hugo as they evade the Inquisition, the plague, and other treacherous trials. Taking as much inspiration from Thief: The Dark Project as it does Hansel and Gretel, Asobo’s work may be one of the quietest sleeper hits announced at this year’s E3. Interviewer Elijah Beahm reached out to the development team to hear more about this beak medieval stealth game.
In this piece, Darren sat down to talk with renowned videogame sound director Akira Yamaoka, who is incredibly well known for work on many titles ranging from the classic Silent Hill series to more recent titles like Shadows of the Damned and Killer is Dead. Darren took this chance to find out from the man himself how he views his role as a sound director, how he feels about being tied so strongly to his work on Konami’s seminal horror series, and a number of other topics besides.
This article is the third installment of Darren-Kun’s Magical GungHo Adventure! If you haven’t read the introductory piece, you can find it here and the second, an interview with GungHo president and CEO Kazuki Morishita is here.
In this piece, Darren was joined by director Hideyuki Shin and producer Shuji Ishikawa, talking about their work on Grasshopper Manufacture’s free-to-play PS4 exclusive Let It Die. Anyone following the game’s updates will undoubtedly recognize Shin from his developer streams, and I’ve a strong suspicion that Ishikawa-san is the man behind the mask during these same broadcasts.
This article is the second installment of Darren-Kun’s Magical GungHo Adventure! If you haven’t read the introductory piece, you can find it here.
In this column, Darren sat down with Kazuki Morishita, President and CEO of GungHo Online Entertainment. Known for taking a very active, hands-on role in game development, Morishita-san was kind enough to set aside several hours for interviews with us to get his thoughts on a wide range of topics ranging from GungHo’s particular approach towards creating entertaining videogames, the differences between developing for mobile and console gaming, and the challenges involved with targeting global worldwide releases for their IPs.
Sometimes, good things just sort of land in your lap.
You might be walking down the street and see a dollar just laying in your path. Maybe a barista asks if you’d like a drink for free that she made and nobody wanted. Other times, it might be something more substantial, like visiting a foreign land to attend a game convention and getting to interview some of the most important and well-recognized names in the Japanese games industry.
In my case, that last one is exactly what happened to me.