Episode 7 of Fist Fight will (for now) be the last. Now that Quiet Stories is transitioning into game development we just don’t have the time to continue this great series. For this final episode Nick stands in for Casey to discuss A Way Out and Chris interviews one of the developers behind Mulaka.
This week we try something new, by deciding to argue over Fortnite and PUBG. Then we talk with the developer behind Jettemero: Hero of the Universe and see how he made it all on his own.
This week we debate whether the Shadow of the Colossus remake did enough to stand out in 2018, interview the Creative Director behind The Station and break down how to craft a narrative focused game.
This week Casey nitpicks the amazing Dying Light, and we sit down with the Schacht team to discuss how they transitioned their game from a university project, to a commercial product.
This week on Fist Fight we get heated over Monster Hunter World and then interview some AAA developers who worked on Dead Island 2, but are now focused on their Xcom-like game, All Walls Must Fall. Find out what going indie and using Kickstarter taught them.
This week we weren’t able to bring on any developers, so we’re giving you a double dose of debate. We discuss whether Prey is worthy of being called one of the best games of 2017, then argue over whether the competitive nature of Hidden Agenda really panned out.
You can find Fist Fight on iTunes, SoundCloud and on the Quiet Stories YouTube channel.
Quiet Stories releases its first podcast, FIST FIGHT!!!
Thank’s for checking out our 200th Podcast Special. We have hosts David and Chris and we have a couple of special guests, first is Ross Brierley a game’s tester from Ghostlight and Laughing Jackal then we chat with Kevin Martinez from Right Nice Games about their new game Skylar and Plux: Adventure on Clover Island
Hey guys I just reached a very exciting personal milestone! I recently took part in my first developer interview. Several weeks back I reviewed the emotional puzzle/ platformer In Between. And last Friday I got the opportunity to speak with a member of German developer Gentlymad. We discussed aspects of the games unique mechanics and the planning that goes into designing puzzles. But we also delved into the personal motivations behind In Between’s tragic story and how very few critics resonated with their approach to design.