Visit GameInformer.com to see the latest hub update for The Elder Scrolls Online. Today’s update features a six-minute video with the game director Matt Firor. In it, Matt discusses their interactions with Bethesda Game Studios, how they came up with the game title, and more.
Watch it here
They said we’re making Elder Scrolls Online. And I said, “Yes we are!”
The latest update to Game Informer’s month-long coverage for The Elder Scrolls Online introduces fans to the game’s creative director, Paul Sage. In a 20-minute interview, Paul shares his long-standing love for the series, Elder Scrolls touchstones you’ll see in the game, PvP gameplay, and reasons why those unlikely alliances mentioned in the trailer form.
Watch the video here
Visit GameInformer.com to see the full screenshot. More news coming next week.
Since opening its doors in August of 2007, we haven’t been able to say much about happenings at ZeniMax Online Studios – until today. Announced just minutes ago, Game Informer’s June 2012 cover story is… The Elder Scrolls Online!
The magazine will be available to subscribers early next week and should arrive at GameStop stores shortly after that. You’ll also want to keep your eyes on GameInformer.com/ElderScrollsOnline. Today they put up the magazine cover, and you can expect more updates throughout the month.
The Elder Scrolls Online is planned for a 2013 release on both PC and Mac. To keep up on the latest news for the game, check out our official Twitter and Facebook accounts for the game, and also visit the game’s discussion forums.
More to come!
Visit GameInformer.com for more of Harvey Smith and Rafael Colantonio’s discussion of how they’re approaching morality and player choice in Dishonored. And if you’ve missed any of GI’s coverage for Dishonored, including part 1 of Modeling Morality, visit http://gameinformer.com/dishonored.
In Game Informer’s latest feature for Dishonored, Adam Biessener chats with Harvey Smith and Rafael Colantonio to learn more about Arkane’s “chaos system” approach for handling player choice, as well as how the system differs from morality systems seen in other games.
Head over to GI’s site and watch the 10-minute interview here.
One of the cornerstones of Arkane’s heritage is immersive gameplay that presents a multitude of choices to the player. In the latest Dishonored hub update at GameInformer.com, this ideal is demonstrated through a short, Choose Your Own Adventure-esque text adventure providing examples of choices you might encounter in the game.
Sneak/charge/teleport here to play.
Update: In related news, Game Informer is planning a podcast with the game’s co-creative directors, Harvey Smith and Rafael Colantonio. If you’ve got a question you want them to answer, submit it here!
Even if you don’t know Viktor Antonov’s name, it’s a safe bet you know his work. Serving as the Visual Design Director for Dishonored, Antonov’s previous work includes designing Half-Life 2’s now-famous City 17.
In a new video interview at GameInformer.com, Viktor discusses his role in helping Arkane create the game’s ambitious and unique vision. You’ll definitely want to watch the video, as it includes new screenshots and concept art (including the full panoramic version of the image above).
And if you’ve missed any of the previous Dishonored updates, head to http://gameinformer.com/dishonored
The old saying is two is better than one, and that’s definitely the case at Arkane. In GameInformer.com’s latest feature for Dishonored, they chat with the game’s co-creative directors, Harvey Smith (left) & Raphael Colantonio (right). In the interview, they discuss their teamwork on the project, as well as how the team operates across two countries (they have offices in Austin, TX and Lyon, France). Here’s a snippet…
Game Informer: And how do you make that system work on a day to day basis? What’s the interaction between the two major studios in two different parts of the world?
Harvey Smith: Well one of the things is that we come in a little earlier than most video game studios, like our lead programmer gets here at five in the morning. And that way he has maximum overlap with the French office due to the time difference. We also leave the video conference up all day. You know instead of just using it for meetings like most people do (which we think is a mistake) we like to put it on a cart next to to the desk and leave it up and just chat with the person. We leave it unmuted, that’s another key. You develop this team vibe.
Read the rest of the interview here.
In Game Informer’s latest update for Dishonored, they take a closer look at world that helps set up the game’s fiction. Visit here to get started, and be sure to check out the interactive map.