Exclusive interviews with the industry’s top people.

BioWare on Dragon Age II – “we’ve hit a bit of a sweet spot”
February 9, 2011: BioWare's Fernando Melo talks us through the action-strategy balancing act, rogue identity crises, sarcastic death yells, self-conscious narrators and (of course) saving the world.
Valve talks Portal 2 – “more complexity, but not necessarily difficulty”
February 8, 2011: Valve's Chet Faliszek talks us through PS3/Xbox 360 differences, the mechanics of co-op, building on Portal's award-winning narrative and "poking fun" at Half-Life.
Hothead Games talks Swarm, sadism and what people want from downloadable software
January 28, 2011: We speak to Joel DeYoung, director of technology at Hothead Games, about the Deathspank studio's upcoming action-platformer.
The life and times of EVE Online
December 20, 2010: Cataclysm might hog the headlines this Christmas, but don't count out CCP's dark, dangerous star-gazer. VGD talks past, present and future with the Principal Game Designer for EVE Online.
Could this be the indie lover’s Bioshock? Raw Games talks The Spire
December 8, 2010: An inspiring chat with the lead designer.
Why SHIFT 2: Unleashed owes as much to Resident Evil as Gran Turismo
December 1, 2010: Slightly Mad's Andy Tudor talks us through enhancements, timeframes, keeping on top of the pecking order and why you haven't truly played SHIFT 2 till you've turned off the lights.
Perfection at any price? Kazunori Yamauchi on learning to let go
November 30, 2010: The creator of Gran Turismo 5 talks early years, sleep deprivation and networked futures.
Dragon Age 2 – “think like a General, fight like a SPARTAN”
November 10, 2010: Bioware's Robyn Theberge on PC and console differences, the action-strategy balance and forum feedback.
The Sims: Medieval interview – war, religion and creative control
November 4, 2010: Our chat with Senior Marketing Director Aaron Cohen.
Dead Space 2 interview – putting the terror into multiplayer
November 4, 2010: We query the sequel's Art Director on Twitchers, Necro-talk, environment destruction and the fate of the USG Ishimura.
Three things Assassin’s Creed 2 got wrong, and what Ubisoft’s doing about it
October 21, 2010: Brotherhood Production Manager Julien Laferrière attempts to soothe our ire.
Interview: Sonic Team’s Takashi Iizuka
October 6, 2010: Like some kind of HTML-based level from Sonic the Hedgehog CD, we jump between the hedgehog's past, present and future with his capable custodian, Takashi Iizuka.
Interview: Marvel Vs Capcom 3′s Ryota Niitsuma
August 21, 2010: The fate of two worlds hangs in the balance. Capcom Producer Ryota Niitsuma makes true believers of us all.
Can HAWX 2 give air combat some character?
August 10, 2010: Why the ground beneath your plane may be the most important weapon in Ubisoft Romania's arsenal.
3D Gaming: Developers give the verdict
August 5, 2010: Video Games Daily discusses the pros and cons of 3D gaming with the developers of 3D racers and first person shooters.
Interview: Ed Fries reveals Halo 2600
August 3, 2010: Exclusive catch-up with the Microsoft Game Studios vet as he surprises fans with a Halo title that's straight out of left field.
Bungie: we will never charge for full online experience
July 30, 2010: Halo Reach Campaign Director: 'I think our philosophy is probably always going to be you should never have to pay for core entertainment, for core enjoyment.'
Interview of a lifetime: Microsoft talks mouse and keyboard
July 23, 2010: In which Eva Robins attempts to sell you the SideWinder peripheral range, and we attempt to stop her.
Interview: R.U.S.E. – RTS with a trick up its sleeve
July 19, 2010: Has RTS finally cracked console? Why World War II? Is truth really the first casualty? VGD talks R.U.S.E. with Ubisoft producer Mathieu Girard.
Interview: Tom Clancy’s Ghost Recon: Future Soldier
July 13, 2010: We haunt a preview showing of Ubisoft's next ultra-military four-man squad-botherer, then trade Qs and As with Product Manager Aziz Khater.
Interview: Assassin’s Creed Brotherhood
July 8, 2010: Associate Producer Jean-Francois Boivin on drop-in co-op, being true to the universe, high-velocity fighting and the question of yearly sequels.
Call of Duty: Black Ops – The Ultimate Interview
June 2, 2010: Mega-chat with Treyarch's Studio Head Mark Lamia and Community Manager Josh Olin on the seventh Call of Duty.
Splinter Cell: Conviction Co-Op Interview
April 12, 2010: Ubisoft's Patrick Redding discusses Sam Fisher's personal hell, the role of co-op today, DLC possibilities and the (temporary?) absence of Spies vs Mercenaries.
Prince of Persia: The Forgotten Sands Interview
March 25, 2010: Animation Director Jan-Erik Sjovall talks two-tone videogame storytelling, Elika, massive battles and 'meat and potatoes' design.
Hunted: The Demon’s Forge Interview
March 17, 2010: InXile Entertainment execs on the future of the RPG, the nature of fantasy, changing up co-op gaming and giving Blizzard their first contract.


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