Guild Wars 2: Guild Halls Interview

Guild Halls are one of the major features coming with Guild Wars 2: Heart of Thorns and they going to be big! Colin Johanson took to the stage at E3 during the PC Gaming Show to show off the basic features coming with Guild Halls. Earlier today I got to talk with Crystin Cox, Lead Designer at ArenaNet, and Link Hughes, Game Designer at ArenaNet to get more information about the Guild Hall system coming in Heart of Thorns.

WildStar to Transition to F2P This Fall

Carbine's WildStar team has poured their heart and soul into shaping and expanding the sci-fi MMO into the diversified gaming experience it is today. The last several content drops have focused on a multitude of playstyles, from newbie to casual to raider.

With the game so fleshed out, Carbine has now decided that the time is ripe for it to soon join the ranks of free-to-play MMOs. We sat down with Product Director Mike Donatelli and Creative Director Chad Moore last week to learn more about WildStar's new frontier.

"It's a big decision, a big change, and not one we went into lightly as a studio. Carbine's commitment to WildStar has never been stronger; we will continue to release AAA updates for the game, the experience that players have come to expect they will only get more of as we head into the future."

HEX: Shards of Fate - Interview with Cory Jones

HEX: Shards of Fate is a unique take on the online trading card game genre, mixing MMO PvE aspects with the traditional card gameplay. Still in its beta phases, the game has been steadily progressing as more content and features are added in. Most recently HEX saw the launch of the Frost Ring Arena, the MMOTCG's first PvE environment that pits players against seven AI bosses in a four stage gauntlet.

We spoke to Cryptozonic Entertainment's Creative President and CCO, Cory Jones, recently about what HEX has accomplished since its highly successful 2013 Kickstarter campaign, the unique features of the TCG, and what players can expect in the near future.

Daybreak Games: Roundtable With Smedley & Naviaux

Daybreak Game Company unveiled its new logo and website last week, giving a fresh face as it looks toward the future. We chatted with Daybreak President John Smedley and the Senior Vice President of Global Sales and Marketing Laura Naviaux yesterday evening about the origins of the company's new name and logo, Columbus Nova, the future of its fan convention, and more.

Path of Exile: The Awakening - Chris Wilson Q&A

Grinding Gear Games announced Path of Exile’s next expansion, The Awakening, yesterday. Players will be able to help test the new Act 4 content with the closed beta beginning later this month. We spoke to Path of Exile’s Lead Developer, Chris Wilson, about the upcoming expansion, its content, hardcore gameplay and more.

Chris started off by explaining that the team has been working on The Awakening since 2013 and feels that it’s the best expansion they’re releasing to-date. The closed beta is expected to last for 6-8 weeks, depending on development changes, and players will begin to be accepted into the beta starting April 20th. From that point the number of testers will be gradually increased, and the team is looking forward to quality feedback from those who get into the beta.

Rocket League: Interview With Thomas Silloway

Rocket League is an upcoming physics-based sports game that will premiere on the PlayStation 4 later this year. We recently had a Q&A with Psyonix's Project Lead, Thomas Silloway, about the game, its features and the upcoming PS4 beta.

For those who didn’t play Rocket League’s predecessor, Supersonic Acrobatic Rocket-Powered Battle Cars, could you explain what kind of gameplay this title will offer?

"Sure! Rocket League is actually a pretty simple concept: Football (soccer) meets motorsports. All the same rules of traditional soccer apply in Rocket League, of course, except we're using vehicles instead of people -- and each one of those Battle-Cars has a high-powered, supersonic rocket engine strapped to their rear-end.

"Our game is also heavily reliant on realistic physics, which makes position and speed an important factor in how you play. We've also given our vehicles the ability to jump, which allows players to do bicycle kicks with two tons of aluminum and steel. All in all, we think it's pretty cool."

Camelot Unchained: Q&A with Mark Jacobs

Camelot Unchained is an upcoming Realm vs Realm MMO in development by City State Entertainment. It has been two years since the completion of its successful Kickstarter and the game recently entered Alpha 1 testing phase. We chatted with CSE's President Mark Jacobs about what players can expect from Camelot Unchained.

Secrets of Ayanad: ArcheAge Post-PAX Interview

Secrets of Ayanad—the name given to the final 1.2 Korean version of ArcheAge—was launched by Trion Worlds this past Tuesday. We spoke to the newest and very passionate producer on the team, Merv Lee Kwai, about the update what it brings to the players.

"You know, I think it was our best launch to-date for ArcheAge! It was smooth, servers have been stable the entire time and we're really proud of the content we pushed out." Merv explained that one reason the team thinks that the update was such a success is thanks to two weeks of live player data collected on the test realm.

Secrets of Ayanad increased the level cap by five, so players can now go from 50 to 55 on all ten possible classes. There are five new skill points (one for each new level) available—raising the cap to 28—giving better flexibility in your class builds, and each class gets a new skill at 55.

Diamond Shores is the new zone introduced in this update, found to the northwest on the continent of Auroria and is part of the war cycle. The zone has a new housing area, "about 200 houses, only on the west coast."

We Happy Few: PAX East Demo and Interview

At PAX East we had the chance to speak to Sam Abbott, COO of Compulsion Games, the developer of Contrast. We Happy Few, still in pre-alpha, is best described as a dystopian story-driven survival game; if you enjoy games like Don't Starve, you'll really dig this title.

"With the game, we wanted to try and look at what we did really well with Contrast, and what we could have done better. For We Happy Few, what we felt we did really well with Contrast was atmosphere and story, so we wanted to make sure that we did well with that again.

"And we wanted to do a couple of things that were a bit more different this time around in terms of developing the game. We wanted to involve community early on, which is why we're showing this way earlier than we did with Contrast."

We Happy Few is a systemic game that follows a linear storyline. Sam likens the art style to that of BioShock. The game is played in first-person view inside a procedurally generated world. It has an estimated 2-3 hours of gameplay, but with good replayability.

The Weaponographist: PAX East Interview

If you're a demon hunter, it doesn't pay to be mean.

We caught up with Danny Garfield of Puuba to chat about The Weaponographist during PAX East. This hack-and-slash dungeon crawler is full of action, with a plethora of unique and amusing weapons, a wide variety of enemies and an interesting story.

In The Weaponographist, you play as Doug McGrave, a world-famous demon hunter who is, as Danny succinctly put it, "super-powerful and kind of an unrepentant jerk." When a town needed some saving due to an infestation of demons, he chose to not help and was immediately struck by a curse.

This curse isn't your ordinary run-of-the-mill curse, but instead inflicts Doug such that he cannot carry any power-ups or money. To make things worse, the weapons that he finds in the town's dungeon constantly degrade and fall apart thanks to his curse. Everything that you kill drops a weapon, though, and "you'll need almost all of them!"