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  • Blog Post: Quantum Break's Sam Lake On The Future Of Interactive Storytelling

    Game Informer's cover story for December is Remedy Entertainment's Quantum Break . We've been rolling out features that highlight different aspects of the game , but we wanted to focus in on the game's creative director Sam Lake and speak about his perception of the state of interactive... More
  • Blog Post: 100 Questions And Answers With Quantum Break's Sam Lake

    Gracing Game Informer's cover for the December issue is Remedy Entertainment's Quantum Break . Since Quantum Break is a time-travelling action game, we naturally had a lot of questions for creative director Sam Lake while visiting the studio in Finland. Also, we couldn't help but ask a few... More
  • Blog Post: The Road To Detroit: Inside Quantic Dream's Tech Demos

    This video interview was originally posted on 9/26/2013, but we thought it was worth looking at again in honor of Quantic Dream's announcement that the Kara tech demo is now their next game called Detroit: Become Human . It's interesting to think that Cage's natural segue between talking... More
  • Blog Post: Star Wars To Mob Wars – The Career Of Mafia III's Haden Blackman

    With our month of coverage on Mafia III , we've shown you gameplay and talked about the difficult process of founding of the new studio . Now we're taking a deep dive into the career of the game's creative director, Haden Blackman. With 13 years at LucasArts, Blackman worked with external... More
  • Blog Post: Who The Hell Is Mafia III Developer Hangar 13?

    With our November cover story on Mafia III , we gave readers a mountain of information on the game. After a shift away from Mafia II's creators 2K Czech (which now serves a support role in development), there are a lot of questions from fans about where Hangar 13 came from and how they plan on continuing... More
  • Blog Post: How Mafia III's Story "Pushes Boundaries"

    We've already given fans a look at the reinvented gameplay of Mafia III, but with this feature we wanted to dive into a crucial aspect of the Mafia franchise: storytelling. With a new creative team at the helm and a new era and setting to tackle, there are a lot of unknowns for fans. While visiting... More
  • Blog Post: Charting Progress: The History Of Animation At Naughty Dog

    This feature was originally published on January 30th, 2015 but we wanted to resurface the content in honor of the release of the Uncharted collection on PS4. Josh Scherr has worked at Naughty Dog for nearly fifteen years. Joining the studio to help animate Jak and Daxter, Scherr has had a front-row... More
  • Blog Post: Mechs And Dragons: An Insider's History Of From Software

    You may have been introduced to the studio by Dark Souls, but Tokyo's From Software has a lengthy history in the game industry. While visiting the studio for our October cover story on Dark Souls III , we spoke with senior managing director Masanori Takeuchi about his 20-year career within From Software's... More
  • Blog Post: Unravelling The Secrets Of Dark Souls Creator Hidetaka Miyazaki

    If you watched our previous video with the creator of Dark Souls Hidetaka Miyazaki , you might have been confused about the format: Miyazaki doesn't allow himself to be filmed or his voice recorded. To try and get to the bottom of the mysterious creator and the reasons why he prefers to be shrouded... More
  • Blog Post: Destiny: The Taken King's New Approach To Storytelling

    You know all of those things that annoyed you about Destiny? Bungie's aware of them. In addition to revamping the game's leveling system for The Taken King and a host of other changes, the developers are "pivoting" from how they've conveyed Destiny's story in the past. With... More
  • Blog Post: 104 Questions And Answers About Destiny: The Taken King

    Destiny has a thriving community that endlessly thirsts for more information on Bungie's burgeoning universe. With the launch of our extensive September cover story on Destiny: The Taken King , we explained as much as a cover story can contain, but there were still some lingering questions like "Whose... More
  • Blog Post: Batman's Director Weighs In On The Arkham Asylum Vs. Open-World Debate

    While Batman: Arkham Knight is earning its fair share of praise , some fans still prefer the more self-contained Metroid-inspired setting of 2009's Batman: Arkham Asylum. While visiting Rocksteady last year for our cover story on Batman: Arkham Knight , we asked game director Sefton Hill about his... More
  • Blog Post: The Fall And Resurrection Of Licensed Games

    While our June cover story on Disney Infinity 3.0 covers Avalanche Software's next big release, while visiting the studio we spoke to its general manager John Blackburn about the turbulent history of licensed games based on animated films. The studio was put in a relatively dire situation around... More
  • Blog Post: Skywalking With Giants: Animating Disney Infinity

    While visiting Avalanche Software for our June cover story on Disney Infinity 3.0 , we met up with the studio's animation department head Gavan Knowlton to talk about the animation team's work for the new game. With development taking place all over the globe from developers like Ninja Theory... More
  • Blog Post: Star Wars, Tron, And Iron Fist: Harnessing The Disney Empire

    Disney has had a long and sometimes scattered history with games. While visiting Avalanche Software for our June cover story on Disney Infinity 3.0 , we sat down with the vice president of production for Disney Infinity, John Vignocchi, to learn more about Disney Interactive's approach to gaming... More
  • Blog Post: Mad Max, Just Cause, And Avalanche Studios' Biggest Year Ever

    Rising from the ashes of a failed studio, chief creative officer Christofer Sundberg and chief technical officer Linus Blomberg founded Avalanche Studios. Most widely known for the Just Cause franchise, this studio in Stockholm has grown ( and expanded with a New York branch ) and is now releasing four... More
  • Blog Post: Balancing Survival Vs. Action In Rise Of The Tomb Raider

    Leading up to the release of the Tomb Raider reboot in 2013, Crystal Dynamics pushed the theme that Lara Croft was a survivor. While the survival aspects certainly were a large part of the story, the game didn't cross the line of becoming a systems-driven "survival game." While visiting... More
  • Blog Post: The Business Decisions Behind Rise Of The Tomb Raider

    After four years in the making, the 2013 reboot of Tomb Raider was released and impressed both critics and fans of the classic franchise. While visiting Crystal Dynamics, we spoke with head of western studios Darrell Gallagher about the struggle to create a fresh take on Lara Croft and the immediate... More
  • Blog Post: Return Of The Tombs: The Puzzles Of Rise Of The Tomb Raider

    While visiting Crystal Dynamics for our extensive March cover story on Rise of the Tomb Raider , the development team emphasized that they were planning on responding to criticism of the last game by increasing the amount of large tombs for players to explore this time around. We sat down with creative... More
  • Blog Post: Five Ways Rise Of The Tomb Raider Improves Upon The Reboot

    We're very excited to roll out a month of exclusive content for Rise of the Tomb Raider from Crystal Dynamics to go along with our extensive March cover story . The 2013 reboot really impressed us and we were curious about how the development team is looking to improve on that experience. While visiting... More
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