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<?xml-stylesheet type="text/xsl" href="http://blog.newsweek.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>The Clive Barker Interview, Part II</title><link>http://blog.newsweek.com/blogs/levelup/archive/2007/10/23/the-clive-barker-interview-part-ii.aspx</link><description>Clive Barker's Jericho, developed by Mercury Steam and published by Codemasters In Part I of our four-part Q&amp;amp;A with quadruple-threat Clive Barker--he writes novels! he directs movies! he paints! he designs videogames!--we discussed the sources of</description><dc:language>en</dc:language><generator>CommunityServer 2.1 SP2 (Debug Build: 2.18)</generator><item><title>re: The Clive Barker Interview, Part II</title><link>http://blog.newsweek.com/blogs/levelup/archive/2007/10/23/the-clive-barker-interview-part-ii.aspx#48568</link><pubDate>Wed, 24 Oct 2007 00:01:55 GMT</pubDate><guid isPermaLink="false">544c64cf-7058-4151-925a-a0fd041e73dd:48568</guid><dc:creator>StolenName</dc:creator><description>&lt;p&gt;These interviews are great N'Gai! No intellectual comment here, just appreciation :)&lt;/p&gt;
</description><category>Blog: Level Up</category></item><item><title>re: The Clive Barker Interview, Part II</title><link>http://blog.newsweek.com/blogs/levelup/archive/2007/10/23/the-clive-barker-interview-part-ii.aspx#48655</link><pubDate>Wed, 24 Oct 2007 02:03:10 GMT</pubDate><guid isPermaLink="false">544c64cf-7058-4151-925a-a0fd041e73dd:48655</guid><dc:creator>tilt3daxis</dc:creator><description>&lt;p&gt;I must agree with StolenName; I always love your interviews. I especially love that you include all of the little &amp;quot;asides&amp;quot; you and your interviewees make throughout the conversation in the final transcription. I'm looking forward to more :)&lt;/p&gt;
</description><category>Blog: Level Up</category></item><item><title>re: The Clive Barker Interview, Part II</title><link>http://blog.newsweek.com/blogs/levelup/archive/2007/10/23/the-clive-barker-interview-part-ii.aspx#48684</link><pubDate>Wed, 24 Oct 2007 02:52:58 GMT</pubDate><guid isPermaLink="false">544c64cf-7058-4151-925a-a0fd041e73dd:48684</guid><dc:creator>StolenName</dc:creator><description>&lt;p&gt;I think what makes the interviews that get posted up here, and also over at Multiplayer, are that often we get a better of idea about 'who' is making the game as opposed to simply 'what' the game is about from the view of the 'who'.&lt;/p&gt;
&lt;p&gt;Actually, when I first played through Jericho I felt the game was a little linear but still had some fun blasting walking corpses but then I went back and watched the introduction and found a new appreciation for the title. The fact the Jericho demo even included an introduction to what you were playing and why amazed me, I hadn't seen that before. Now these interviews are going up, I can see that the inclusion of background story for the demo sort of fits with Barker's view of history, novels and games.&lt;/p&gt;
&lt;p&gt;These interviews are making me want to play through Jericho even just to see what kind of depth of story and atmosphere it'll have, regardless of whether it does turn out to be just another shooter.&lt;/p&gt;
</description><category>Blog: Level Up</category></item><item><title>re: The Clive Barker Interview, Part II</title><link>http://blog.newsweek.com/blogs/levelup/archive/2007/10/23/the-clive-barker-interview-part-ii.aspx#49509</link><pubDate>Wed, 24 Oct 2007 16:45:50 GMT</pubDate><guid isPermaLink="false">544c64cf-7058-4151-925a-a0fd041e73dd:49509</guid><dc:creator>joeboy101</dc:creator><description>&lt;p&gt;In the shortest terms, N'Gai's interviews rock out with the big ones because he is not trying to write for a game magazine or sell pulp to red-eyed fan bois. He's simply trying to get information, penetrating the haze of PR Talk and Corp Speak. And doing a fine job at it. Please correct me if wrong, N'Gai, but it seems from your interviews that most game developers have no problem being upfront and blunt about their games, but feel constrainted by their job to engage fully. &lt;/p&gt;
&lt;p&gt;Which is probably why PR and Corp Execs handle most interviews for games. &lt;/p&gt;
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