Exclusive interviews with the industry’s top people.

BioWare on Dragon Age II – “we’ve hit a bit of a sweet spot”
February 9, 2011: BioWare's Fernando Melo talks us through the action-strategy balancing act, rogue identity crises, sarcastic death yells, self-conscious narrators and (of course) saving the world.
Valve talks Portal 2 – “more complexity, but not necessarily difficulty”
February 8, 2011: Valve's Chet Faliszek talks us through PS3/Xbox 360 differences, the mechanics of co-op, building on Portal's award-winning narrative and "poking fun" at Half-Life.
Hothead Games talks Swarm, sadism and what people want from downloadable software
January 28, 2011: We speak to Joel DeYoung, director of technology at Hothead Games, about the Deathspank studio's upcoming action-platformer.
The life and times of EVE Online
December 20, 2010: Cataclysm might hog the headlines this Christmas, but don't count out CCP's dark, dangerous star-gazer. VGD talks past, present and future with the Principal Game Designer for EVE Online.
Could this be the indie lover’s Bioshock? Raw Games talks The Spire
December 8, 2010: An inspiring chat with the lead designer.
Why SHIFT 2: Unleashed owes as much to Resident Evil as Gran Turismo
December 1, 2010: Slightly Mad's Andy Tudor talks us through enhancements, timeframes, keeping on top of the pecking order and why you haven't truly played SHIFT 2 till you've turned off the lights.
Perfection at any price? Kazunori Yamauchi on learning to let go
November 30, 2010: The creator of Gran Turismo 5 talks early years, sleep deprivation and networked futures.
Dragon Age 2 – “think like a General, fight like a SPARTAN”
November 10, 2010: Bioware's Robyn Theberge on PC and console differences, the action-strategy balance and forum feedback.
The Sims: Medieval interview – war, religion and creative control
November 4, 2010: Our chat with Senior Marketing Director Aaron Cohen.
Dead Space 2 interview – putting the terror into multiplayer
November 4, 2010: We query the sequel's Art Director on Twitchers, Necro-talk, environment destruction and the fate of the USG Ishimura.
Three things Assassin’s Creed 2 got wrong, and what Ubisoft’s doing about it
October 21, 2010: Brotherhood Production Manager Julien Laferrière attempts to soothe our ire.
Interview: Sonic Team’s Takashi Iizuka
October 6, 2010: Like some kind of HTML-based level from Sonic the Hedgehog CD, we jump between the hedgehog's past, present and future with his capable custodian, Takashi Iizuka.
Interview: Marvel Vs Capcom 3′s Ryota Niitsuma
August 21, 2010: The fate of two worlds hangs in the balance. Capcom Producer Ryota Niitsuma makes true believers of us all.
Can HAWX 2 give air combat some character?
August 10, 2010: Why the ground beneath your plane may be the most important weapon in Ubisoft Romania's arsenal.
3D Gaming: Developers give the verdict
August 5, 2010: Video Games Daily discusses the pros and cons of 3D gaming with the developers of 3D racers and first person shooters.
Interview: Ed Fries reveals Halo 2600
August 3, 2010: Exclusive catch-up with the Microsoft Game Studios vet as he surprises fans with a Halo title that's straight out of left field.
Bungie: we will never charge for full online experience
July 30, 2010: Halo Reach Campaign Director: 'I think our philosophy is probably always going to be you should never have to pay for core entertainment, for core enjoyment.'
Interview of a lifetime: Microsoft talks mouse and keyboard
July 23, 2010: In which Eva Robins attempts to sell you the SideWinder peripheral range, and we attempt to stop her.
Interview: R.U.S.E. – RTS with a trick up its sleeve
July 19, 2010: Has RTS finally cracked console? Why World War II? Is truth really the first casualty? VGD talks R.U.S.E. with Ubisoft producer Mathieu Girard.
Interview: Tom Clancy’s Ghost Recon: Future Soldier
July 13, 2010: We haunt a preview showing of Ubisoft's next ultra-military four-man squad-botherer, then trade Qs and As with Product Manager Aziz Khater.
Interview: Assassin’s Creed Brotherhood
July 8, 2010: Associate Producer Jean-Francois Boivin on drop-in co-op, being true to the universe, high-velocity fighting and the question of yearly sequels.
Call of Duty: Black Ops – The Ultimate Interview
June 2, 2010: Mega-chat with Treyarch's Studio Head Mark Lamia and Community Manager Josh Olin on the seventh Call of Duty.
Splinter Cell: Conviction Co-Op Interview
April 12, 2010: Ubisoft's Patrick Redding discusses Sam Fisher's personal hell, the role of co-op today, DLC possibilities and the (temporary?) absence of Spies vs Mercenaries.
Prince of Persia: The Forgotten Sands Interview
March 25, 2010: Animation Director Jan-Erik Sjovall talks two-tone videogame storytelling, Elika, massive battles and 'meat and potatoes' design.
Hunted: The Demon’s Forge Interview
March 17, 2010: InXile Entertainment execs on the future of the RPG, the nature of fantasy, changing up co-op gaming and giving Blizzard their first contract.
Splinter Cell: Conviction Interview
March 11, 2010: Creative Director Maxime Beland on Denzel Washington, the problem of cut scenes, transplantable AI, platform exclusivity and much, much more.
Star Wars: The Old Republic Interview
February 26, 2010: LucasArts Producer Jake Neri talks to us about technical hurdles, language barriers and introducing Star Wars fans to the MMO.
Red Steel 2 Interview
February 22, 2010: Creative director Jason VandenBerghe talks Project Natal, Sony's wand, mature gaming on the Wii and cutting the grass in Zelda.
Command & Conquer 4: Tiberian Twilight Interview
February 18, 2010: Epic, five page marathon chat with EA producer on appeasing the hardcore, obligatory logins, dumping Gamespy, the joy of Halo Wars and where the RTS will go next.
Putting the “horror” back in “survival horror”
February 12, 2010: The Silent Hill: Shattered Memories team talk genre reinvention.
Monster Hunter Tri Interview
February 8, 2010: Hands-on with Capcom's third and possibly greatest full Monster Hunter sequel, followed by extensive chat with Capcom UK's Leo Tan.
Mass Effect 2 Interview
December 5, 2009: Game producer Adrien Cho on BioWare boozing, pushing Unreal Engine 3 to its limits, comparisons with Star Wars: The Old Republic and a "holistic" approach to development.
And the best part of Modern Warfare 2 is…
November 2, 2009: Infinity Ward studio boss spills the beans.
Gaming Idols: Top 50 We Ever Interviewed
October 26, 2009: Interviews have long been a strong passion for us at Kikizo. Today, in celebration of our relaunch into Video Games Daily, we name the 50 best interviewees of the site to date.
Interview: Assassin’s Creed 2
September 30, 2009: Game Director Benoit Lambert on Batman comparisons, Ubisoft recruitment drives and the Ponte di Rialto.



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