Co-op shooters are at their best when teamwork matters as much as quick reflexes, and KIPI Interactive’s upcoming SunderBound looks to put that principle at the heart of its dystopian adventure. Set in a decaying dieselpunk tower ruled by a tyrannical figure known as The Minister, the game challenges two rebels to fight their way through procedurally generated floors filled with dangerous enemies, deadly traps and demanding tactical encounters. With class synergies, character progression and the option to play either together or alongside an AI companion, there is more to the experience than simply keeping the guns blazing. During Gamescom, we sat down with KIPI Interactive to discuss the game’s inspirations, the challenges of designing a reliable solo companion, and how the team aims to make every firefight a test of coordination and tactical thinking. Continue reading “Developer interview: SunderBound (Gamescom)”
Category: Interviews
Developer interview: Dimensional Double Shift (Single Player Mode)
Virtual reality has always promised more natural ways for players to interact with games, but talking to AI-controlled coworkers while trying to keep a dimension-hopping fast-food restaurant running sounds like a particularly chaotic way to put that idea to the test. During Gamescom, we met with Owlchemy Labs and Artificial Agency to try out the upcoming single-player mode for Dimensional Double Shift and see how its T.E.M.P. coworkers handle the unpredictable nature of human communication. Rather than using generative AI to create dialogue on the fly, the two studios have taken a more controlled approach, combining hand-crafted content with AI-driven interpretation and behavior. With the mode still in development ahead of its planned 2027 release, we spoke with Owlchemy Labs CEOwl Andrew Eiche and Artificial Agency co-founder and CEO Brian Tanner about how the system works, what the team learned from Gamescom players, and whether a robotic coworker can capture some of the chaos of playing alongside another human. Continue reading “Developer interview: Dimensional Double Shift (Single Player Mode)”
Developer interview: Murals (Gamescom)
Following its public reveal at Gamescom, we sat down behind closed doors with Dlala Studios for a first look at Murals – a dark, subverted fairytale action-adventure where Sleeping Beauty is suddenly an insomniac, Rapunzel’s hair has a mind of its own, and Rumpelstiltskin has developed an unyielding passion for theater. Known for their vibrant, hand-painted aesthetic on titles like Battletoads and Disney Illusion Island, Dlala’s latest project traps players in a twisted world alongside a sentient sketch companion named Loaf, tasking them with hacking, slashing, and experimenting through crooked castles and living mazes. Following our hands-on preview, we sat down with Dlala CEO and Game Director Aj Grand-Scrutton to dive deeper into tone balancing, player-driven balance breaking, and what it really takes to self-publish their first original IP in over a decade. Continue reading “Developer interview: Murals (Gamescom)”
Resonance: A Plague Tale Legacy review
It has been interesting to watch Asobo Studio build A Plague Tale into one of gaming’s more distinctive narrative universes, and Resonance: A Plague Tale Legacy represents its boldest change of direction yet. Published by Focus Entertainment and developed by Asobo Studio, this PS5 prequel takes Sophia, one of Requiem’s most memorable supporting characters, and sends her fifteen years back into a much more action-oriented adventure built around Greek mythology, ancient mysteries and the island of the Minotaur. Ahead of release, we also spoke with lead writer Carol-Ann Bañuls and lead level designer Valérian Robert about the game’s development (read the full interview here), and they were refreshingly clear about the team’s intentions: Resonance was designed to offer a new experience rather than simply repeat what came before, retaining the DNA of A Plague Tale while changing the mechanics and creating a standalone entry point for newcomers. That ambition is immediately apparent, because this is not another story about trying to survive while feeling perpetually outmatched. Sophia is a very different protagonist, and Resonance is a very different kind of adventure. Continue reading “Resonance: A Plague Tale Legacy review”
Developer interview: Resonance: A Plague Tale Legacy (Gamescom)
With Resonance: A Plague Tale Legacy, Asobo Studio has taken its A Plague Tale universe in a noticeably different direction. The new game shifts the focus to Sophia and takes place years before the events of A Plague Tale: Requiem, introducing a more action-driven structure built around combat, exploration, puzzles and Greek mythology. Ahead of release, we spoke with lead writer Carol-Ann Bañuls and lead level designer Valérian Robert at Gamescom about the thinking behind the change, the importance of preserving the series’ identity and the challenge of combining new gameplay systems with the emotional storytelling that has become one of Asobo’s trademarks. Continue reading “Developer interview: Resonance: A Plague Tale Legacy (Gamescom)”