Tag Archives: Interview

GeekEssentials Interviews Reck-It Warehouse About Their New Game

reck it warehouse

The GeekEssentials Interview With Sean And Gary Of Reck-It Warehouse with the upcoming mobile video game.

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Geek Essentials on 20150114 and was last modified on 20150316 .

MegaRan Documentary Premiere Event Footage in Phoenix Filmbar [FAMEAZ.TV] Sold Out Mega-Lo-Mania Debut [HD 1080P]


Check out the MegaRan Documentary Premiere Event footage published recently by FAMEAZ.TV which took place in Phoenix, AZ at Phoenix Filmbar and grab your own copy of Mega-Lo-Mania today on DVD HERE.

Phoenix Filmbar Event – Mega Ran’s Documentary World Premiere:

Official Mega-Lo-Mania MegaRan Documentary Trailer:

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20140831 and was last modified on 20150208 .

Damian Lillard Makes Cover of NBA LIVE 15 (Xbox One / PS4) w/ 1080P Trailer + #GameDev Interview Live

NBA Live 15

Cover Athelete Trailer for NBA LIVE 15 releasing from publisher EA Sports this October 7, 2014.

Genre(s): Sports
Platform(s): PlayStation 4, Xbox One
Publisher(s): EA Sports
Developer(s): EA Tiburon
Release Date (NA): October 7, 2014

Cover Athlete Trailer:

Below is also an Interview of Damian Lillard about the cover and more:


Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Louis Thompson on 20140826 and was last modified on 20140826 .

RGN Interview: Call of Duty Star James C. Burns (AKA Sgt Frank Woods) Discusses New Film Coldwater + More

RGN Interviews James C Burns Sgt Woods

Welcome to RealGamerNewz and today we’d like to welcome a very special guest; Call of Duty: Black Ops 1 & 2 Star who played as Sgt Frank Woods, real name James C. Burns, on his new role in this summer’s hit film, Coldwater. And yes, I even got James to say a few words about the potential for a future of his work with Treyarch.

Currently #1 in France and hitting American theaters on August 15th, Coldwater made a big splash at SXSW and the Cannes Film Festival. You can check out the trailer for Coldwater on RealGamerNewz.com and to give a little background on the plot, Burns plays the role of an Ex-Marine Colonel who has set out to help a group of juvenile young folks to reform themselves by any means necessary. A real life boot camp if you will.

But this isn’t just your typical boot camp film. Another character named Brad is one of the teenagers forced into this reform training and has more on his mind than others may realize. While trying to do all of the right things, he just can’t seem to catch a break. Coldwater is produced by Flying Pig Productions and directed by Vincent Grashaw.

RGN Interview:

Coldwater Film Trailer:

Pre-Orders Now Available on iTunes

Coldwater RealGamerNewz Film Sgt Frank Woods

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20140721 and was last modified on 20140721 .

Tangentlemen Interview


Last month at GDC it was announced that multiple AAA developers were jumping ship and joining an indie company named Tangentlemen. I wrote an article about the interview with Cory Davis and decided to each out to the team myself. Well, they responded to my questions and overall I really enjoyed talking to them. Here is the interview:

1. To new people trying to get in the industry do you have any advice? Also skip over AAA and go
to indie or try AAA first?


Well, obviously we all came from from a AAA background, and it definitely gives you a solid understanding of how the different pieces of game development fit together, and the importance of deadlines, but it’s tough to get into. Anyone can start developing with the tools out there now, so Indie development is a great start point.


You’ve got to start creating, and meeting the right people (other talented game developers) as soon as you possibly can. I think getting involved with an indie project, or helping out with a mod is the best way to prove yourself. If you’re able to have any form of success with the projects you get involved with, then you have a foothold. At that point, you can use your foothold to open the door to a number of different opportunities.


I think it depends on what kind of work you want to do, AAA tend to develop specialists, whereas in. Indie you do a little bit of everything. We’re really lucky that we have a broad range of interests, so we’re. comfortable throwing ourselves into new territory.


Say yes. That first job is always the hardest. Take any opportunity in so you can learn but then be careful what you are good at. While you are looking for work seek out similar people and try to start a project or help on their project they are equally valuable. Nothing resonates like working on something. All successful development requires people good at integration. Working on a group project and being able to reference that experience is key. Look at others portfolios. This IS a competition and you are compared to others. Make sure your materials look good.

2. You guys are just getting started and maybe down the road I will be able to ask this question
again, but so far, other than your Garoffice, what are you enjoying about the indie atmosphere?


I love being able to bring my guitar in to work. I’ve been experimenting with some sounds that I think would be really good for our project, so it’s been great to just play my ideas out and see what fits. I also have a badass view of an ancient cactus.


Impending victory born from the fires of destiny.


You get to set your own culture. making a company from the ground up is a big challenge but a lot of fun.

3. How did your families react? I mean essentially you guys had reached what can be considered
the top of the gaming industry and to the normal person indie development can be seen as a downgrade.


Everyone’s been really supportive so far. My wife is also starting her own company at the same time, so it’s been a bit of a challenge, we’re both really understanding, but at the same time, we need to able to change plans on a dime to help take care of the kids.


Julie has been telling me to go Indie for years, so she’s been super excited! When you’re working in AAA there’s just so many things that are outside of your control. Things like release date, marketing material, schedule, and other important factors that contribute to the overall success of the game. We’re really looking forward to having more input in those areas.


Mostly my dad gives me his opinion on how it was ok for Activision to screw over Infinity Ward.


Eden was just really excited we’d be cleaning out the garage.

1. In an interview during GDC Davis talked a little bit about Kickstarter. Have you guys dived deeper to the conversation about funding? If so is Kickstarter still considered a viable option?


We’re looking into all possible avenues for funding right now. Kickstarter has absolutely been a viable option for a lot of game projects recently, and it’s something we’re looking at very closely, however there are a lot of other options out there as well, we don’t want to rule anything out just yet.


There have been some really successful Kickstarters in the last several months. Having the opportunity to interact directly to the gamers and retain ownership of your game is a really exciting
prospect. We’re still trying to figure out where we fit best.

2. So, what’s with the name? Why Tangentlemen? Is there any significance behind it or is it just a cool, untaken, interesting name?


So we were all in the car together, and Cory made this offhanded joke about Tangentlemen as a potential name for a studio. We all laughed and thought it was funny, but for the life of me I can’t remember the joke. What I do remember is that it captures some of the juxtapositions we’re trying to achieve.


We’re not the youngest guys to go Indie. Most of us have kids, and we’re bringing decades of experience to the project. The name has a sense of refinement, an appreciation for really bad puns, and just a hint of the unknown.


I think it helps chart out the direction we want to take with our games. we want to create meaningful, unimaginable interactive experiences. It also has a myriad of meanings most of which are entirely misleading… just like the answers to life’s important questions.

3. How have you guys been prioritizing your project(s)? Meaning are you prioritizing enjoyment,
longevity, or beauty?


Right now we have one project, I can’t say much about it yet, but I can tell you that it’s coming from a very personal place for me. We started by kind of verbally exploring some of the themes we wanted to explore with our next project, and a lot of us were mentioning the same ideas. We don’t want to make a game that’s pure ego trip, we want to make something that challenges the way our players think. I guess you could say we’re prioritizing theme.


I’ve really enjoyed speaking with the team and look forward to their game’s announcements. I wish them the best of luck and really hope they are having a great time in their Garroffice. For those of you who do not know, they are currently working out of a garage. So, for fun sake I just called it their Garoffice. Anyway, I’m sure Tangentlemen has a great future ahead of them and I really wish them the best. Most of their developers made my childhood and everyone I got to speak to were very nice.



Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Christopher Stahler on 20140504 and was last modified on 20150419 .

RGN Interview with Yvonna Lynn (Gamer, President of Charisma+2)

RGN Interview - Yvonna Lynn 23

Today I had the opportunity to speak with Yvonna Lynn. She is the President of Charisma+2  a modeling company that focuses on providing talent who are deeply entrenched in gaming and play all of the latest releases as well as specialized niche shooters and other games. She is also an avid gamer as well. But that’s just part of what Yvonna does, and she introduces herself further in the beginning of this video chat between herself and me (Josh Ehresmann, Public Relations Editor at RealGamerNewz).

During the following interview me and Yvonna casually brought up gaming issues as they came along. She also leaked several pieces of news in our interview of good length that gamers won’t want to miss out on, so be sure to listen to the entire show. If you have any further questions for Yvonna or myself, feel free to drop a comment on YouTube or RGN (or wherever else you might be reading this) and I’ll do my best to get back to you in future shows.

Follow Yvonna Gaming + Social:

FB, TW, G+, Instagram: yvonnalynn
For all game tags Raptr.com/CharismaPlus2
Youtube: https://www.youtube.com/user/TheYvonnaLynn

– Follow Josh (PR Editor at RGN) on YouTube

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Josh Ehresmann on 20140425 and was last modified on 20140501 .

Adrenaline Mob – Men of Honor (Music Review)

http://wac.450f.edgecastcdn.net/80450F/loudwire.com/files/2013/12/Adenaline-Mob-Men-of-Honor.jpgBand: Adrenaline Mob
Title: Men of Honor
Release date: February 18, 2014
D. Mac rating: 3.5 / 5


The word itself evokes an expectation that the union of several esteemed talents will metaphorically set the world ablaze. While it is true that supergroups sound appealing conceptually, the execution typically lacks the appeal of each associated artist’s source of prestige. Such was the case with Adrenaline Mob’s debut Omertà in 2012. With the core of the group so incredibly skilled and accomplished, one would have hoped for a product superior to their unremarkable maiden album and while their sophomore offering Men of Honor treads similar ground, it does so to significantly better effect.

While the cynic in me imagines that many of the band’s fans jumped ship when Mike Portnoy announced his departure from the outfit last June, Men of Honor proves to be clear indication that he was not essential to the group’s sound, thereby thwarting prog snobs long before they can muster a detractive statement. Six-string shredder Mike Orlando and powerhouse vocalist Russell Allen carry on the writing process with bassist John Moyer (Disturbed) and new drummer AJ Pero (Twisted Sister) in tow for the recording sessions and as a unit, they fire on all cylinders. As such, the product is far from a stylistic departure from its predecessor but the hooks are bigger, better and catchier with the songs themselves heavier and more varied without sacrificing cohesiveness.

While Omertà had one or two outstanding tracks, each song on Men of Honor has particular elements that make it memorable, most often in the bombast of the choruses or the thick, fuzz-ridden riffs. However, some of what bogged down the debut persists to the follow-up, though to a far lesser extent. Much of the better material on Omertà was overshadowed by simplistic lyrics that often obnoxiously exuded “macho” nonsense and while some songs here do recall this gripe (e.g. Come On Get Up), it is more tolerable this time around, whether it be due to greater subtlety in the lyrics themselves or the strength of the hooks. Either way, this album is no masterpiece of lyrical fortitude but does offer its share of earworms that implore, if not demand, forgiveness.

Simply put, when you want to hear Russell Allen astound, you turn to Symphony X. When you want to hear Mike Orlando cut loose and unleash hell, you turn to his Sonic Stomp albums. When you just want to hear them rock the hell out, you turn to Adrenaline Mob. They don’t push the boundaries and certainly aren’t changing the face of their genre but by refining their sound as they have on Men of Honor, the band has become a more venerable force in music.

m/ Dan Mac m/
A Lighter Shade of Black 009

Be sure to tune in to the Shred Shack every Tuesday night from 7:00pm to 9:00pm EST for two hours of heavy metal.

Check out the Shred Shack’s interview with Adrenaline Mob guitarist Mike Orlando
It was even featured on Blabbermouth.net.

If you like the music, support the artist and buy their stuff.
If you’d like to try before you buy, request it from your library.

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Daniel MacDonald on 20140408 and was last modified on 20140408 .

Starpoint Gemini 2 Developer Q&A


So, I recently contacted Little Green Man Games for an interview or a Q&A. I got hold of Tomislav Mihoković the Art Director and Co-Owner of the company and he said he would be happy to answer some question of mine about their upcoming game Starpoint Gemini 2. While I hope to do a hands-on preview of the game all I will say right now is that the game is really enjoyable and stable especially for a game that was in Alpha (The last time I had gotten a chance to play the game was in December while it was still in Alpha. The game currently changed stages and is now in beta. The questions are centered and his responses are italicized. Here is my Q&A with Mr. Mihoković I hope you guys enjoy and if you have any further questions I can try to rely them to Mr. Mihoković and have them answered I hope you enjoy:

1. Even though Starpoint was a success for your team, in the reviews people can see it getting hit hard by critics. This obviously did not influence buyers as you are currently in development for a sequel, but how did it make you guys feel? The user reviews were generally more pleasant Vs. the critic reviews did your fans help you go through this upsetting time?

“Yes, well overall metacritic score was less then we expected, obviously, but at the same time it was one of those love/hate games. When designing SPG1, we have put the ideas in the table, and were aiming at the niche, no matter the critics, we partially succeeded in that aim. Another thing to take into account, SPG1 was our first game as a team, with very limited resources, with no background as a developer, and maybe the most important thing – with very limited exposure to players prior to game’s launch. A bit naive on our side maybe, but we persisted. There were times when we figured maybe it would be best to close down the studio, or reorient the work to mobile platforms, but in amidst of all the madness with SPG1, we started getting the emails with players having a lot of fun playing the game, sending their suggestions on what to improve, asking for possible expansions, even volunteering for VO-ing the game etc. Today we have players that have played SPG1 for mode than 400 hours. In the end, it is the community that defines whether the team will go on on close doors, and they are a reason we exist and work today, so a big thanks to all of our players out there”

  1. After the obvious success of the first game did your company expand by adding some new additions to the team? If so how many/what percent?

“Right you are, all of us have learned, the team has grown, doubled to be more exact, from core members to seasoned outsourcing workforce. We hope to continue growing together with the community in order to meet their big expectations, since the genre we’re in is pretty demanding, and becoming even more so considering the big comebacks last year or so.”

  1. So, I’m sure somewhere you have a list of upcoming/planned features. Do you have a link and how much of the game do you currently believe is finished? (Only asking because of Steam Early Access)

“Well, we’re currently at GDC, and when getting back to our HQ, we intend to disclose the roadmap. I will mention a few of them – Steam workshop (models, material, particles, world editors + a gigger scripting guide), a couple of view cameras players suggested (1st person, track-enemy camera), ship’s strafing, implementing of mercenaries you can join to your fleet, unlocking the main storyline as well as side quests, blueprints for crafting unique ship systems, cloaking devices and many more special equipments etc. A lot of work on our hands, but are enjoying every minute of it

Currently, the main to – do list is compiled, almost all the other features are now added to our internal wishlist, which will be our guide to future expansions, dlcs, or a following installment, so every suggestion is still valuable.”

  1. Do you plan on increasing/decreasing the price when the game is released/enters different testing stages? An example of a company doing this would be the company behind Planetary Annihilation.

“We have seen the progress and price changes of Planetary Annihilation, and chose to follow a more „standard“ path, as we feel the price for the game should be at its top when the game is fully operational so to speak. Almost every alpha stage of any game is expected to be buggy and unpolished with features missing, so in our minds it would be unfair for our backers to pay more for less in a way. But that’s just our way of looking at things”

  1. You guys are obviously focusing on this project at this moment, but does your company have a new series possibly in the early stages of development? One that the team would go in to after Starpoint Gemini 2 launched of course. I understand if you can’t answer this question, but personally I’d be interested in a new series as well as a sequel.

“The main focus at the moment is still SPG2, with full task force on it, but of course, other projects are thought of, some game design documents are already done (and have been done for a while now), and different approaches for development are being explored, but for now, as I’ve said, bringing Starpoint Gemini 2 in the best light is our top priority.”

  1. What’s the average day of a team member like at Little Green Men Games ? Obviously you guys have to keep it professional, but do you guys have a fun loving environment or is it all work work work?

“Heh, actually differs from day to day, sometimes only a few comments on our forums make our day and it goes light as a feather with a lots of philosophy about this and that, those days are really great for creativity and bringing more superb ideas to game(s). Crunch time however is more often at the moment, since we’ve got a lot to deploy, and day of the week doesn’t matter really, we take the work with us wherever we go 😉 But hey, we’ve got responsibility to our backers, so it’s not that hard to manage”

  1. Near the beginning of the year your company started talking about the Oculus Rift and became an official developer for it. I’m not sure if you went more in to that in another Q&A, but can you speak about what you guys are planning to do with it? Also what is your companies thoughts on the fact that Sony is now getting in to the VR game as well as the rumor of Microsoft getting involved?

“Well, I’m going to quote our programmer on this one, he’s a lead on Oculus implementation in SPG2:

At the current stage of development our implementation of Oculus Rift is still very basic, yet we’re already very impressed by the initial results. With that VR device players get a better sense of scale when observing grand space battles and awe-inspiring nebula-covered asteroid fields from an unobstructed 3rd person view. Even during combat, the head-tracking feature that allows the player to guide turrets by simply facing their opponents proved extremely easy and helpful. We’re very interested in a continued development in this direction and plan to support all simulation sickness inhibition features that the new generation of Oculus Rift will provide. Some of our next steps include the correct adaption of our UI and a slight redesign of certain visual effects to give them more depth.We’re very interested in what Microsoft and Sony have to offer in this field given that competitiveness among developers tends to bring better products for the end user.“

  1. So as players can see the Starpoint Gemini series seems to be a player driven story. Meaning that the story is basically what the player makes of it, there is no main questline. There are per-scripted missions, but they don’t seem to be as heavy as other games like the Elder Scrolls Series. Do you think at some point down the road that can change? And has it ever been seriously talked about? (sorry if I’ve been misinformed on this subject. I’ve gotten to play about 2 hours of the Alpha and what I’ve played I’ve enjoyed. I plan to play more soon, but I prefer playing after full release. Weird way to spend money, but I like supporting the developers early on.)

“Not a weird way to spend money actually, there’s a huge number of players that bought the game while Early Access due to its price, and see that as an investment in the future.

Now, at the moment, what you get in the game is sandbox (and not all of it – there’s more to come), but in Starpoint Gemini 2, the main storyline and side missions (faction based mostly) will definitely happen. Those two are being implemented in our off-cloud version, and will be released when properly done. Fear not, the story in SPG2 is one of the highlights of the game, not to mention future smaller stories being introduced in expansions and dlc’s, updates post-release and so on.”

Tomislav Mihoković,

Lead Artist, co-owner

Little Green Men Games

Mr. Mihoković and I conducted this Q&A over email and I am very happy that he went in to details about all he could. As I said before if there are any questions you would like to ask feel free to post them in the comment section and I will try to have Mr. Mihoković answer them. The development team is currently over at GDC for the week, but usually when they are home they are VERY active with their community.

You can purchase Starpoint Gemini 2 right now for Steam early access at:

Steam’s Store for $24.99 and is available for purchase at Gamersgate, GameStop PC Downloads, and Gamefly Digital which are linked to their main site.

You can check out Starpoint Gemini 2’s website at:


And follow them on twitter, like them on Facebook, and subscribe to them at YouTube with the following links:

Twitter / Facebook / YouTube Channel

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Christopher Stahler on 20140321 and was last modified on 20140321 .

Metal Gear Solid V: Ground Zeroes Review Controversy: Luis Santos’ Side of The Story


Earlier this week I made an article about a reviewer from The Examiner who spoiler the ending of Metal Gear Solid V: Ground Zeroes. In the article I said he behaved unprofessionally towards comments, that the spoiler was out in the open, and that the article had since been taken down. In order to get the full story I inquired Mr. Santos to do an interview with me and give his side of the story. He did and we talked about the situation. So, if you are a fan of MGS who’s game may have been ruined, a person who saw the article and his comments, or a person generally interested in the story, here is Santos’ side:


Luis Santos interview:

So, how long have you worked for The Examiner posting reviews and other game related articles?


I’ve been writing for examiner, for close to 3 years now. In that time I have provided about 50 articles, some reviews but mostly news related.

Did you have any other experience before The Examiner? If so, how long overall have you been in this field?


I’ve been writing for about ten years creatively, no. I did not have prior experience writing pieces concerning the video game industry before Examiner. However, I felt that I was more than qualified given the fact that I’ve been a life long gamer.


Alright fair enough and that is a good number of articles to post in that amount of time. That’s also great to hear and nice to know a little background story about yourself. The Examiner clearly thought you were qualified as well otherwise you wouldn’t be sitting where you are. Alright lets move on to a question that is standing out to the viewers of your article

Are you a fan of the Metal Gear series? If so when did you start playing the series?

I am a big of the MGS series, the first time I got around the MGS games was in 2004. With the release of Snake Eater for the PlayStation 2, one of the best games I ever played. Snake Eater took me on an emotional ride, the only other game to do since Zelda: Ocarina Of Time.


That’s good to hear that they gave a fan of the series the review job. This puts in to context for the viewers and should help them realize that you weren’t just some guy reviewing this series. You’re actually a man who has loved it for some time and even though it may have not been since the start it has been for about 10 years which is respectable.

So, you’re a long time fan of this series, do you think some of your frustration showed in the article was disappointment as a fan or was it more as an overall reviewer?



My frustration generally stemmed from being a fan, and being incredibly let down by Ground Zeroes. I do believe the fact that I finished the game in such a short amount of time clouded my reasoning and in some ways my professionalism took a backseat because of it. The demo is nothing short of stunning, the graphics and gameplay are on another level. I do believe I stated that much on my review, I didn’t delve deeper into it and I guess that is where much of the conflict arises with people who read my article.


I can see that and something most people don’t understand about reviewers is that it is technically part of your job to try to finish the game as fast as you can. You’re supposed to go through the main story and try the features after the fact usually. I can also understand this frustration as I’ve dug deep down in to hype before. I actually wrote an article about the dangers of excessive hype put out by companies recently and as you I have experienced this feeling before. I unlike you, was not in a position of power to say anything about it.
As we saw a good amount of heat came from the spoiler itself as well. I’d imagine it was the number one reason your article was taken down. I’m the type of person who believes spoilers don’t belong in reviews, but I have read my fair share of reviews with spoilers that were well written as well. As I read through your article I thought it was well written and pieced together properly. All except for the spoiler which I felt was too far out in the open and easy for fans to accidentally stumble upon.


Are there any steps you’re going to take in your upcoming reviews to prevent it? Some websites have text blacked out specifically set so people do not have the game spoiled for them. Does your site provide that and did you accidentally skip over it or is it an absent feature?



I definitely feel I could have handled the spoiler subject in a more professional manner. I don’t think this a situation of what I could do differently next time, rather than this just being the result of a bad judgment call. The Examiner site has tools to prevent such thing as to protect readers from spoilers. I take full responsibility in not using the tools appropriately when needed to, which was a lapse on my part.



As we saw your review was taken down. Did you face any other consequences from your employer? If so, then what? Also were there any protocols skipped over? Some sites make the editors go through important pieces like your review and usually have to get confirmation from a superior before posting.



The only penalty I faced was having my review pulled from the site, and it was the worst thing that could happen to me. I finance my own reviews, I spent many times over the asking retail price of Ground Zeroes to acquire it ahead of time. My intentions were to review the product based on its merit and in large part I believe that’s what I did.

I submitted my work and it was green-lit by management, about a day later. I received an email stating that my review was being pulled from the site because of “Glaring Issues” the site manager placed the blame on the article’s title citing improper grammar. We exchanged various emails concerning the issue, the manager basically resolved the matter by using whatever political play he saw fit to justify his actions.

I go on the Examiner page later on that day and see a revised review on MGS: Ground Zeroes posted by the same manager/editor who decided to pull mine from the site. His take is very interesting, he goes on great lengths to play up the very little upside Ground Zeroes has to offer. It was probably his attempt at damage control after the fallout of criticism my article received. However, I do believe he caused further damage by not standing by the consumer.

Gaming consumers are already spending close to $100 for software on average when you consider adding the cost of DLC. Packaging a demo and placing a premium price on it, should be the straw that breaks the Camel’s back. No one should have to spend top dollar on an unfinished product, it’s unacceptable and highly unethical. It’s spineless to me that a company as reputable as Konami, would prey on their loyal consumers; especially with such a highly praised IP like MGS franchise.



Yeah, I get that, you put your own effort and time in to the actual review and it was quickly taken down instead of being revised. The review could have been stretched out a bit more, but you’ve already addressed this issue. Alright so now we see a bigger problem as well. Which is the fact that the management approved it even after you missed the spoiler. Bringing the question another in to play:


Did he actually read the article before posting it up? It may have been a lapse on your behalf and you could have taken steps to prevent it, but your management team overall should have been able to catch it.



I’m not in a position to say what exactly happened over at Examiner internally. I can only confirm the review was approved before it was pulled the next day.



Alright and before we move on let me just add that as DLC comes more and more overwhelmingly popular I can understand that. More and more games are coming out and adding DLC and season passes all the time and most of the time they aren’t exactly worth it. We can talk about that on a completely different subject, but an example I’m going to throw out there is Bioshock Infinite for taking so long and Dead Rising 3’s $30 pass for about 8 hours of gameplay and overall uninteresting writing making it not feel like the money was well spent. Granted, that the two examples gave us interesting stories, lengthy play times (Compared to Ground Zeroes), and they are full fledged games.


So then you genuinely felt as if Ground Zeroes was a scam? Which is a heavy word to throw out there to be fair. My point being that the article was 100% legitimately what you believe, but would you change your approach to it if you had to do it all over again?


It is a cash grab, and calling it a scam is not as slanderous as some people may make it out to be. If you look at some of the other reviews out now, many other sites are echoing similar sentiments over Ground Zeroes. I just read an article from Forbes.com, stating the game was beat in a mere ten minutes.


I would’ve taken a more methodical approach if given the chance to do it again. Being a fan of the series worked against me, and it showed on the review I produced.


I can see that as a valid opinion for someone like yourself and while I am not a Metal Gear fan myself I can see your concern with how the game was made. I believe Kojima said it was supposed to hold people over until the official release of Metal Gear Solid V: The Phantom Pain which is rumored to be released early 2015. With this experience being so unpleasant for you, do you you wish the company would have just saved it and added this as the actual prologue in The Phantom Pain?


Do you have anything to say to the people who read your article and are currently attacking you?


I am going stand by my review, I do regret the game spoilers were so out in the open. I’ve received much hate mail and criticism over the last couple of days, over the review. At the same time I’ve received support from people who saw Ground Zeroes in the same light as I did, especially now that the demo is out for the public to purchase. This is America, people have the right to agree or disagree with an opinion; I simply take it in stride.



I’m happy that even with everyone attacking you that you haven’t changed your opinion. In my actual about hype I also told the viewers that they really need to stick to reviewers who share their same opinions and values. As we saw there are some people who have done that with you and then some people who seemed mad about the accusation that the game itself was more of a cash grab than something they worked hard on and was meaningful. i hope those people who share similar opinions follow you more closely and those who didn’t follow a different reviewer who shares their opinions on the game. I want to note that it seems like a majority of the hate seems to be due to the spoiler itself as well as your attitude in the comments.

Overall though I am happy that you decided to do this interview which I feel will give your review more context overall. I hope the hate mail stops and I hope that the next installation of the series feels more worthy to you.

The review was your opinion and I’m happy you are sticking by it and happy that one of the bigger issues in it is something you plan on not having happen again. It has been really enjoyable getting your side of the story and I hope viewers feel the same way.

One of the bigger issues here being that the spoiler was so far out in the open. While I feel as if Luis does share some blame, the management team should share blame as well. The review he posted was submitted and had to wait to go through approval as he stated earlier in the interview. Meaning that he isn’t the sole person to blame for the incident. Aside from that issue there was the issue of the review itself which some people were unhappy about as Luis gave the game a 1/5 stars and called it a scam. If you did enjoy his review as some viewers have then I encourage you to follow Luis Santos’ work and keep up with him because you share similar tastes obviously. If you did not then I would recommend that you find a new a reviewer to check out.

One of the biggest issues with people going to reviews and being unsatisfied is because the person reviewing the game does not share the same taste as you. I touched up on this in my first article I wrote for the site a bit at the end. Find a review you personally agree with from a person who shares your beliefs, your interests, and has a similar opinion to you. While some times you may not agree with him it will help you overall and give you a better experience than just clicking on random reviews just because it is a game you’re interested in and do not send hate mail because you don’t agree with him. I can understand the mail about the spoiler, but those aren’t the only people sending him the hate mail. I think if you take your time to do this you will find that you will have a better experience overall when you read reviews.


Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Christopher Stahler on 20140319 and was last modified on 20140319 .

Former AAA Developers Moving To Indie Development


The recently made studio Tangentlemen is at GDC 2014 with a new project to talk about as well as some new talented employees. These developers come from different companies as well as different types of genres:

  • Richard Smith: A previous senior art designer of Infinity Ward. Smith also contributed art work towards Respawn’s Titanfall.
  • Cory Davis: The lead designer and creative force of Spec Ops: The Line.
  • Toby Gard: A game director who helped launch Tomb Raider as well as create Lara Croft in 1995.
  • Five additional members of their team come from the development team of Yaiba: Ninja Gaiden Z with Davis and Gard.

The first game the company is working on is titled Daedalus which they have described as “an existential horror trip into a surreal, half-forgotten dream.” Davis expects the game to be revealed in the upcoming weeks. The team is currently actually working out of the producer John Shelton-Garcia’s garage. So, the question beckons: Why move from AAA to this? Davis goes on to explain this  by saying “I was finding the structure of making big games to be too rigid and restrictive,” he also goes on to say “There seems to be a problem with chasing after photorealism–it makes everything else about the game very myopic. By moving into an illustrative space, the look of the game can become a voice in its overall intent, rather than a limitation to that intent. It’s indie games that understand this, and because of that, it’s indie games that are really progressing the art form of game making.” With indie games becoming more and more popular it seems to be a great idea overall.

Davis also commented on their current working conditions by saying “It’s an awesome experience to be in our own new space, even if that space has heating, electricity, and claustrophobia issues,”  Davis seems to reinforce his decision by saying “It’s a reminder that we’re not only free to make great games, but that it’s our responsibility at this point. Every aspect of the game will be hand-crafted, just like a piece of furniture, in our development garage.”

Davis’ choice doesn’t seem to be influenced by money or any other type of motivation that is depicted negatively. Davis’ seems to be chasing one of the most important things in the gaming world which is his freedom of expression. Davis seems very excited about his decision and I hope his enthusiasm is shown in his games as well. When asked about funding Davis stated “We’re looking for publishers who would be interested in smaller, more daring projects, but I’m personally really interested in seeing if we can Kickstart our first game,” and that “Being able to engage directly with game players right from the start of development sounds like an incredibly liberating way to do things.”

Davis ends his interview with the following: “Starting a video game company has been a dream of mine since I was a kid, but this opportunity is more than that,” Davis stated. “Tangentlemen is a studio made up of the developers that I respect the most in the entire industry. ” and goes on with “I feel extremely lucky to have had the chance to join up with individuals that are at least as passionate, knowledgeable, and experienced as I am to create the games that we all were born to create, in an environment where we have the freedom to do something truly unique, potent, and if we so desire, even risky.” We here at RealGamerNewz look forward to their first project’s reveal as well as their funding choice.


Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Christopher Stahler on 20140318 and was last modified on 20150419 .