20°

GripShift interview: DLC, level editor, achievements

Eurogamer talks with Mario Wynands, the head of GripShift developer Sidhe Interactive.

Eurogamer: How did the Xbox Live Arcade version come about? Given that your launch platform was PSP and your follow-up was PSN, we were getting the impression you were honour-bound to Sony, or perhaps beating off the New Zealand sun with one of their infamous money hats!

Mario Wynands: Sidhe has traditionally worked across multiple platforms, so while we have always enjoyed working on the PlayStation platforms, we have never been exclusive to them. In the case of GripShift for PSN, we had an existing relationship with Sony Online Entertainment via the PSP version so that made getting onto the PS3 a quick process.

An Xbox Live Arcade version has been planned for some time, and we are pleased for the game to be finally appearing on the platform.
TnS - supercontributor
Published: 758 days 13 hours ago | Interview | PlayStation 3 | Xbox 360 | Sony PSP
 
 
 
30°

Gaming
Insider's Guide to Maximizing Game Trade-In Val...
Gaming | Article
Bright Hub writes: "One of the most disappointing things during my time as a store manager for the country's largest video game retailer was c...
20°

Gaming
Can The West Cosplay With The Best Of Them?
Gaming | Article
There is a stereotype - an unfair stereotype - that Westerners cannot cosplay. "A Japanese friend of mine told me very casually, in a tot...
20°

Gaming
Where Do You See Gaming Going? Part 1: Journalism
Gaming | Article
Isaiah Taylor of The Start Screen begins Part 1 out of a unknown parts series. In this part he talks about the possibilities of where journalism ca...
10°

Gaming
Dead Space: The Story So F*cked
Gaming | Article
Based on the recently released imagery from Dead Space 2, you could assume that the Dead Space franchise is mainly about half-alien monster-babies ...
About N4G
N4G is a social game news site that covers the game industry 24 hours a day, 7 days a week.
More Info... | Submit News