Posts Tagged ‘Interview’

MLB 2K10 #3Spawn Kill and several other gaming outlets were recently invited to join in on a MLB 2K10 Developer Q&A session. Ben Bishop, Producer of 2K Sports, Jonathan Rivera, Gameplay Designer and Sean Bailey, also a Gameplay Designer for 2K Sports were all there to answer our many questions about the upcoming baseball sim. While there were a lot of questions about the additions to MLB 2K10, everyone seemed to just want to know one thing: Is it going to be like MLB 2K9?

Throughout the call no one from the dev team was shy about saying how disappointed they were with last year’s title and mentioned that MLB 2K10 is much improved. Though we didn’t get to have an open Q&A session at the end of the call the developers were able to give us some insight on what they did to make sure they don’t repeat the issues from 2K9.

Here are some of the highlights from the call and if you are interested in listening to the entire call we got that for you as well below the questions. Enjoy!


How much of 2K9 was used in 2K10 and was the game rebuilt from the ground up for the new release?

Sean: We completely rewrote everything from fielding, hitting, pitching, the physics, AI, camera views, swapped up all the animations. We had a lot of work ahead of us because I don’t think any of us were happy with last year nor should we have been. So rather than just trying to touch up last year’s game we just made sure the new game included all the fixes that frustrated people as well as a new, rewritten game.

What new additions were made to the franchise mode and how wide of a range of options are available to the player now?

Jonathan: The biggest new addition is the 40 man roster in franchise for September call up. The draft happens in the middle of the year. Another new addition is the trade finder. You can essentially add any player out on the trade block so other AI teams can make you offers for that player. In addition to that we have compensatory picks for free agents. So in the off season when you’re trying to sign a player you might risk losing a first or second round draft pick and if you lose a high rated player you will also get a compensatory pick.

Since gamers and industry critics have noted that early iterations of MLB series have struggled with technical issues surrounding pitching, hitting and gameplay, was this a primary focus of improvement for 2K10?

Sean: It’s almost an understatement to call it a primary focus of improvement. We didn’t just want to improve, we wanted to nail it. We knew that the core gameplay experience needed improvements across the board but when it came to pitching and hitting we really went beyond focusing on improving. We created an entirely new experience starting with the cameras, different strikes zones, different swing types, different analyzers, different replays and the physics were all rewritten. It was a huge primary focus of improvements.

Has there been improvement to the hitting component aside from the defensive swings? It’s either been too easy or too hard to make solid contact as the big hitters would almost always turn a fastball into a sure homerun and an average player could barely get it out of the infield.

Sean: It has been out of balance in the past. Aside from defensive swing we have made it all about the timing. The days are gone when you can simply hold the influence stick and just paint where you want the ball to go on every swing. It’s all about timing, which is very satisfying. The balls that are hit with more velocity in real life are the ones that are pulled or the ones that a right handed batter sends down the first base line weaker are late swings to the opposite field. The timing was done in a very realistic way that takes care of a lot of complaints of the past.

What determines whether or not the Batter’s Eye feature appears? Is it purely based on their real world skills or are there other factors involved such as the pitchers skills? How often can they see the Batter’s Eye appear in a game?

Sean: When this originally came up the problem we were trying to solve is we were trying to make certain players better in the video game that are good in real life at reaching base and getting walks but didn’t have that skill set in the video game. So what we did was come up with eye rating versus lefties and righties and the batters eye rating drives the frequency of the Batter’s Eye. So the guys that take a lot of walks they have a very high eye rating so they’re going to see it more often. It also helps if they have good timing.

Why did you add the My Player feature in this year’s game?

Ben: It really seems like across the board in all sports titles that are out there right now career modes in general are becoming the popular thing and something that people are expecting to see. It was a big focus for us to be able to add the mode this year. A lot of our early build up and planning went into making My Player in this year’s version. At the same time we had NBA 2K10 come out with My Player and so that was a basis for what we did too. We really felt like it was a hole that we needed to fill with 2K10.

In My Player can you give an estimate on how long it will take to get into the Majors?

Ben: That can really vary there is so much flexibility you can do. You have a lot of flexibility in terms of how you want to play the game. When you actually do play a game you are just playing the moment that your player is directly involved in. You can play though a game in 5 or 10 minutes depending on the situations you end up with. You can also simulate games entirely, you won’t get as many skill points through simulation but if you can do that. Simulating the game might take you a bit longer to get the call to the majors. Playing all the games can get you to the majors in as soon as 10-15 games.

Framerate and online lag was a big issue for last year’s title. What was done to fix the issue s for the upcoming game?

Ben: This was something that was important for us. We felt that there was room for improvement from 2K9. We definitely made sure that we got the framerate up to an acceptable level. That’s a huge part of making the experience good and you are in full control. If you get a little lag or framerate drops, it can take away some of that control from you. It was certainly important for us to make sure we were as optimized in those departments as we could be.

Is there a PC version and how did last year’s response to the PC version go?

Ben: We definitely have a PC version this year too. You will get all the same features you will get in the Xbox 360 and PS3 versions. I think a lot of the responses were similar across the board, just a lot of room for improvement and we definitely took a lot of the criticism to heart. The PC version just like the other versions is very much improved. The series in general is going much more in the right direction.

_Bioshock_2_LogoWith BioShock 2 just days away, we were thrilled when given the opportunity to participate in a conference call with various devs involved in making this return to Rapture the very best it can be. Among the most interesting information passed on to us were bits and pieces surrounding the Big Daddy and Little Sister relationships prevalent throughout both games. You may already be familiar with the mythos of Subject Delta or the abilities of the Little Sisters you can benefit from in the upcoming sequel, but the questions answered presented an entertaining glimpse into the mythos of this bizarre pairing. Come on, Mr. B! Let’s jump right into the questions.

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zenoclash_ACETeamIf you’re looking forward to the Ultimate Edition of Zeno Clash for XBLA, then you’ll enjoy this video, which shows off the new attacks found in this updated version.

“Initially, ACE Team had offered to demonstrate the new moves in Zeno Clash: Ultimate Edition in person for the Atlus staff,” chuckled a grimacing Aram Jabbari, Manager of Public Relations and Sales for Atlus.  “We all thought they were kidding when they talked about cool-sounding moves like the ‘headbutt’ and ’spin kick.’  After a week in the hospital, I’m happy to say that fans can expect to find those and equally punishing new attacks in Zeno Clash: Ultimate Edition, and that the moves deliver the same satisfyingly visceral feel as all the other injury-inducing first-person melee combat Zeno Clash has to offer.  In other good news, the doctor says the swelling on my head will go away in about a month or so.”

For more info on the game, which is set to release March 30, 2010, exclusively for XBox Live Arcade, check out http://www.zenoclash.com, or scroll down for an ACE Team roundtable interview, discussing frequently asked questions about the upcoming title.

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bio2_intThis Friday we’ll be joining some of the 2K Marin development team to poke and prod them about anything BioShock 2. We’d love to give our readers a chance to send in any questions they’d like us to cattle prod or stump the team with, that way we get the information you all would actually take interest in hearing about. BioShock 2 being only one week away from its February 9th release date, would you kindly share your curiosity and interest in BioShock 2?

danteSpawn Kill and several other gaming outlets were graciously invited onto a conference call with Dante’s Inferno executive producer, Jonathan Knight. During said call, Knight divulged some particularly interesting information regarding the upcoming hack-’n-slash extravaganza, including details involving an animated feature film, why the decision was made to adapt The Divine Comedy into a video game.

And in a particularly interesting turn of events, Knight was kind enough to divulge his thoughts on the criticism surrounding the video game adaptation, admitting that the game is a “bastardization” of the original poem, but its merits far outweigh the criticism levied against it. You can check out Knights’ insightful answers to the questions I was lucky enough to ask below to prep yourself for the February 9th release. We’ll see you in hell!

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tommyThe music of our favorite video games is something that transcends the boundaries of gender, language, race, or creed. It touches the hearts of everyone — even non-gamers. Composer and video game enthusiast Tommy Tallarico understands this.

He’s the brains behind Video Games Live, a colossal celebration of gaming and the tunes that make us the feel the things we do. I was lucky enough to chat with him regarding the concert series, his start in the industry, and several other topics. He’s a great guy with a rather inspiring (and lucky) background, and I hope you guys enjoy reading the interview as much as I enjoyed speaking to Tommy.

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MiyamotoShigeru Miyamoto of Nintendo spoke with Popular Mechanics magazine recently about the future of Nintendo home consoles.

In the interview he said that he believes “video games [are] moving beyond simply entertainment to other aspects of everyday life.” What he means by this is that video games were originally there just to play with, but now they are becoming household items that are capable of a lot more; they are more like computers now. This makes sense since more and more people of all age groups own game systems now, especially the Wii since it appeals to a wide group of people and families.

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motion1It’s not every day that you come across a song that cleverly weaves the venerable Konami code within a sweet love song. Indie band The Motion Sick did just that, and caught my attention while I was perusing the track list on my latest Dance Dance Revolution purchase, DDR X. Intrigued, I made it my goal to track down the creators of this quirky yet adorable love song, “30 Lives”, thinking that if they created a clever song such as this, it must follow that the members were gamers. Vocalist and band member Michael Epstein was kind enough to answer a few of my questions as well as offer up some juicy tidbits of his gaming history. Get ready to spend some time with one-fourth of The Motion Sick!

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oshLove ‘em or hate ‘em, you can’t dispute the success of both the Call of Duty: World at War map packs or the game itself. I had a few short questions to offer up the very gracious Josh Olin, community manager of Treyarch, about some various WaW-related topics and he was nice enough to respond with some very candid and informative answers that I think all of you World at War fans should enjoy. So, call the dogs! We’re sitting down with Josh Olin. Stick around here at Spawn Kill afterward, and you might be able to win a little something, too!

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goozexHave a bunch of games to spare? Not sure what to do with them? Why not trade them in for points at Goozex, one of the finest video game trading communities out there right now? We scored an interview with Mark Nebesky of Goozex in order to shed a little bit of light on the website for you guys. Ready to discover what’s going on over there? Read on!

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lauraIf you’ve been playing Plants vs. Zombies like we have at Spawn Kill, you’re likely familiar with this little lady and her infectious tunes! She’s a gamer, a video game music composer, and she’s even got her own game coming down the pipeline! I’m talking about Laura Shigihara of course, who’s responsible for the extremely adorable and catchy videos that you may have seen via YouTube or the various Plants vs. Zombies Twitter accounts. I was lucky enough to score an interview with her, and she’s graciously answered a few questions for us here at Spawn Kill. Look out, readers, there’s a Laura on your internets!

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jtEditor – I (Molotov Cupcake) was given the opportunity via Popzara to interview Jack Thompson regarding recent events. I am reprinting the interview in its entirety here to see that the information is spread throughout the internet! You can find it below. My questions are in bold, and Jack’s answers are beneath them.

Love him or hate him, the industry’s most controversial figure returns to Popzara for his second exclusive interview, as Jack Thompson once again takes the hot seat for another round of grilling and thrilling.  We welcome Jack back to discuss the recent passing and subsequent veto of Utah’s House Bill 353, as well as his recent letter to President Obama for a total ban of all violent video games. Ever-passionate and fired up about keeping the “killer games” out of the hands of youngsters everywhere, Jack’s crusade is far from over.

It’s been nearly two years since our first chat, and you can bet there’s no shortage of things to talk about.  So better tuck in the children and leave your preconceived notions at the door, as this is definitely one sit-down you don’t want to miss!

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Interview: Rodney Alan Greenblat

Posted by Spawn Kill on March 16th, 2009

If you’re a fan of PaRappa the Rapper, Um Jammer Lammy, or even Thunder Bunny, then you’re familiar with some of Mr. Greenblat’s work. Having worked on the visual style of the former, he is known all over for providing some of the whimsical characters many of us grew up with through the PlayStation era. Now, another of the titles he’s graced with his unique touch is about to be released: Major Minor’s Majestic March. Molotov Cupcake was lucky enough for Mr. Greenblat to answer a few short questions about his work and his legacy. Hit the jump for the first official Spawn Kill interview with Rodney Alan Greenblat.

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