Posted on July 13th, 2010 No comments
Disclaimer: This review was originally written for Gamecyte on Dec 7 2008.
You’ve probably heard of “King’s Bounty The Legend”, either as the sequel of a title long lost in the sands of time, or as a new game reminiscent of the “Heroes of Might & Magic” series. At its core, you’ll find a genre that used to be big on PC, a simple strategy-RPG. As of late though, this type of game has been far more prominent on home consoles and portables, with popular Japanese franchises like “Fire Emblem” and “Final Fantasy Tactics”. Most of these — excluding their Eastern style — have one major difference, as they only consist of battle scenes and story sequences, without giving players any opportunity for exploration. “King’s Bounty The Legend” however, remains true to its RPG roots, offering a vast fantasy world to explore, with a seemingly limitless amount of quests, and loot.
SCF, the one-man Netherlands outfit developing games using the popular RPG Maker suite, has released its latest project, “Exit Fate”.
Following in the footsteps of the popular “Last Scenario”, it’s one of the better freebie RPGs you’re likely to find on the www, and as such is well worth the download. Hit the jump for more.
Disclaimer: This e-mail exchange was originally done for my first website, Mod HQ, and posted on 15 Feb 2006, three months before the release of “SiN Episodes: Emergence”, and of course before MumboJumbo acquired Ritual Entertainment.
I was able to send a set of questions regarding “SiN Episodes” and its development to Ritual Entertainment for the interview you will be reading here. First of all I’d like to thank Tom “ParadoX” Mustaine (Director of Development / Vice President) for setting the whole thing up and of course Levelord (Co-owner / Level Designer) and Steve “Badman” Hessel (Community Relations Manager) for the time they took to answer all these questions. Also for putting up with me being a pain in the neck. Read on for the goodies!
Disclaimer: This e-mail exchange was originally posted on my first personal website, Mod HQ, long before the announced release date of “Aftermath”, the first public name of what later became known as “Half-Life 2: Episode One”.
I recently had the great opportunity to interview Erik Johnson, Valve Software’s Project Manager. Many things are discussed in it and while not all of my questions were answered (which is, of course, more than understandable, but also the reason some of the questions may appear a little disjointed), there are more than enough juicy details here to sink your teeth into whether you are a player or developer. Read on! Read the rest of this entry »