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Fatherdale Interview Part 2
posted by: N/A on 11/23/2001 7:32:20 AM

Several months after part 1, we now give you part 2 of a Q&A we are having with Sergei Klimov. This second part answers some questions on who you are playing in the game, the absence of magic as we know it and information on the character statistics.

"Fatherdale is back in XI century, when the world was much larger and the relationship between a single man and his environment was much stronger."

Fatherdale Developer Diary
posted by: rpgdot on 10/29/2001 10:42:26 PM

RPGDot has posted a new Fatherdale developer diary. Here is a small part:

In Fatherdale, the storyline is the king, the game is not about the world (though it has a detailed and well-functioning one) - the game is about the situations, and while you role-play all the way through, you role-play for a certain hero, Reinar, who will not torture women, enroll with vermin or trade his Raven Sword for a few gallons of mead.

Fatherdale Developer Diary 6
posted by: N/A on 8/30/2001 7:34:44 AM

In the sixth edition of the Fatherdale Developer Diary, Sergei Klimov shows us that Fatherdale is not about Hack&Slash. Unfortunately there are some publishers who think there are no other kind of RPG's out there.
Fatherdale: Guardians of Asgard Interview
posted by: N/A on 8/8/2001 7:18:13 AM

Blending elements from the adventure, RPG and RTS genres, Fatherdale is a story-driven cross-genre title currently in development at Russian-based Snowball Interactive. Today, we learn more about it in a Fatherdale: Guardians of Asgard Interview that includes five new screenshots.
RPGDot Feature: Fatherdale Developer Diary 5
posted by: on 7/24/2001 7:26:59 AM

A new diary has been written by Sergei klimov, Lead Designer for Fatherdale. This time he shows us some of the complexity involved in scripting the correct dialogues for the different states an NPC guard can be in.

Fatherdale Dev. Diary #3
posted by: RPGDot on 7/5/2001 10:36:55 AM

Developing a game is not only about adding features but also about getting the features in balance with each other. This sometimes requires to remove features from the game again or to alter them. Sergei Klimov, Lead Designer for Fatherdale gives us his views on this topic in the third installment of his Developer Diary.

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