Timothy J. Seppala

Timothy J. Seppala  |  Aug 28, 2012

The dragons are back from the ocean's depths. Today marks the release of Guild Wars 2, the new massively multiplayer online role playing game (think World of Warcraft meets Star Wars: The Old Republic) from developer ArenaNet. S+V got a chance to chat with Guild Wars 2's audio director, James Ackley, who told us about the challenges and rewards of designing sound for an MMO.

Timothy J. Seppala  |  Jun 27, 2012

Adding color to the Walking Dead universe was a gamble, but Telltale Games nailed it.

At E3 this year I had a chance to preview the latest episode in the series (out today for Xbox 360, PC, and PS3 Friday) and pick the brain of Telltale's Founder and Chief Technology Officer Kevin Bruner.

Timothy J. Seppala  |  Jun 13, 2012

The dust has settled, E3 is over, and I have a notebook of nigh indecipherable scratches and scribbles left over from my week in LA. Covering E3 as one person and seeing everything is impossible, but I was able to check out a lot of very cool stuff.

Timothy J. Seppala  |  Jun 06, 2012

With the first day of this year's Electronic Entertainment Expo behind us, it's time to make sense of what the three console manufacturers showed at their annual media briefings. What was shown is just as important as what wasn't and reading between the lines is key.

Timothy J. Seppala  |  May 30, 2012

Last week, we told you about all the work that went into the refreshed soundtrack for Tony Hawk Pro Skater HD. S+V also talked with Robomodo president Josh Tsui about the whole range of challenges involved in recreating a classic game for a modern era.

Timothy J. Seppala  |  May 23, 2012

Late last year during the Spike Video Game Awards a familiar image resurfaced: A lanky towhead skateboarding around a dingy warehouse. The problem was that - aside from the sound of trucks grinding on a railing - the video was silent. Today, the team at Robomodo - the developer behind Tony Hawk Pro Skater HD - breaks that silence. I took the opportunity to speak with the game's producers and audio designer to learn how much work goes into re-licensing a classic soundtrack, picking out new songs and what original track almost had the studio's president breaking out his wallet to buy the rights.

Timothy J. Seppala  |  Mar 01, 2012

The Reapers are upon us. Mass Effect 3 is out next Tuesday, and with it Commander Shepard's story is coming to a close. I took the opportunity to chat with the series' audio lead, Rob Blake about his team's work in defining the Mass Effect franchise. Over the course of his career he's worked on everything from feature films to Spongebob Squarepants games, but counts his efforts at developer BioWare as the most challenging gigs he's encountered.

"What we do here dwarfs anything I've done before," he told me.

Timothy J. Seppala  |  Dec 20, 2011

Surround sound headsets are for gamers what soundbars are for the average consumer: no-hassle, "good enough" alternatives to a full home-theater system. The hurdle all gaming headsets have to overcome is successfully tricking your brain into thinking it's hearing five to seven discrete channels around the "room." Some do this better than others, but simulating spatial separation with a few drivers located less than an inch from your ear is a tall order - too tall, I'd thought. 

Then I took several pairs for extended test drives, and what I found surprised me.

Timothy J. Seppala  |  Aug 09, 2011

The Resistance series has never had it easy. The original title launched alongside the PS3 back in 2006, and remained largely overlooked in the furor surrounding Sony’s $600 asking price for their new console.

Timothy J. Seppala  |  Jul 05, 2011

Without a doubt, Alice: Madness Returns has the most beautiful and well-realized aesthetic of any game I’ve seen in ages. But, I’m begging you to never play it. Why? Because it’s heartbreaking that a world rife with so many imaginative possibilities ends up feeling so empty, so dull, and so soulless.

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