Giant Bomb Presents: A Conversation With Wolfenstein: The New Order's Jens Matthies
The creative director for one of 2014's most surprising games talks about how MachineGames made Wolfenstein relevant in the modern age.

The creative director for one of 2014's most surprising games talks about how MachineGames made Wolfenstein relevant in the modern age.
The Kickstarter project has just a few days to go, but designer Simon Karlsson finds time to chat about the reason he wants to tell the story about a father who accidentally runs over his son. Yes, you read that right.
One of the most popular charity speedrunning events is getting ready to kick off its summer event on Sunday. We caught up with organizer (and speedrunner!) Andrew Schroeder to learn how such an event is put together.
Tom Happ is developing the heavily Metroid-inspired Axiom Verge all by himself. It looks absolutely amazing, and tried to learn a bit more about it at E3 this year.
The former Microsoft employee is channeling his recent experiences into a VR-enhanced space adventure called Adrift. We briefly caught up with Orth at E3.
Some ex-38 Studios developers want to Kickstart a game based on popular indie wrestling league CHIKARA...but it's not a wrestling game. Alex sits down with Rotary Games' Jared Hall-Dugas and Jesse Smith to find out just what Rudo Resurrection is all about
With End Game 7 on the horizon, Alex talks to the chairman of VGCW about the history of the league, what's going down Tuesday night, and what it is that makes watching AI-controlled versions of popular video game characters duke it out in a wrestling ring
Unlike Adam Jensen, Zoe Quinn asked for this. She's had both a chip and a magnet implanted in her hand that allows her to feel magnetic fields and interact with NFC devices. It's...crazy. So we hopped on Skype to talk about it, and some ideas she has for
Emanuel Maiberg wanted to know if getting an edge in Counter-Strike and other games was as easy as cheating websites make it out to be, so he went undercover to find out.
Video games are getting older, and institutions like The Strong are doing their best to preserve, archive, and exhibit its past.
Writer, designer, and musician Maddy Myers recently published a three-track EP of Metroid-inspired tracks called "Peace in Space." We talk about her love of Metroid, and why Samus Aran has remained so popular.
Co-founder Mike Wilson has been around the gaming block a few times: id Software, Ion Storm, Gathering of Developers. With Devolver Digital, he wants to empower developers by helping them only where they need it.
BioWare gameplay designer Manveer Heir's talk at GDC this year was "Misogyny, Racism and Homophobia: Where Do Video Games Stand?" We spent a few minutes chatting about why he gave this topic a closer look.
My interview with Amnesia designer Thomas Grip from last year was apparently full of lies. I went to San Francisco for some damn answers.
If you read my article on Spelunky last week, which was based on my conversation with creator Derek Yu, you'll want to hear everything that didn't make it into the article, too.
Greg Wohlwend is the co-creator of Threes, the much talked about "cloned" game. What's a clone in 2014, anyway? We explore this and other questions in a lengthy conversation.
Oren Ronen wanted to share the visual novel Danganronpa with people, so he started translating it on Something Awful, long before the game "officially" came out. He, uh, doesn't natively speak English or Japanese.
The Legend of Zelda, Secret of Mana, and others are a huge part of what the team behind the ridiculously good looking (and playing!) Hyper Light Drifter is aiming for.
Home designer Benjamin Rivers is tackling something altogether different with Alone With You, a dating sim-inspired adventure with a gender ambiguous main character meant to attract a wider audience.
The publisher you're surprised is still around hopes to help smaller developers make a bunch of cool stuff. You know, like Costume Quest 2. VP of publishing Casey Lynch laid out the company's vision to me this week at GDC.
A graphical overhaul of Oddworld: Abe's Odyssey is only the first step in the designer's big plans for the future of the beloved series. If people buy it, of course.
The only thing stranger than Frog Fractions itself is the story of how the game came to be, as told by developer Jim Crawford.
Microsoft user researcher Deborah Hendersen explains how her team works with developers to make better games by talking to players early in the design process.
GDC begins as mission designer Hugo Giard and director of narrative design Jill Murray discuss the challenges of making a game about slavery, and expanding the scope of game stories.
Vinny, Brad, and Rorie chat off the cuff about their first weekend with From's new RPG. Warning! Contains tons of random info about the game's first dozen hours.
The prolific Spelunky player keeps setting world records, and it just might be enough to let him quit his job.
Christopher Livingston runs the DayZ blog "hey are you cool" (heyareyoucool.tumblr.com), in which he recounts hilarious, sad, and boring stories from the apocalyptic frontlines.
Kotaku writer Evan Narcisse, whose parents were actually born in Haiti, joins me to discuss the moral, ethical, and emotional reactions we experienced playing Assassin's Creed IV: Freedom Cry. WARNING: Spoilers ahead.
Alex Swaim's interest in the technical side of video game art has prompted him to spend lots of time looking at the parts of virtual worlds we hardly ever think about.
I've already explained why I fell in love with Dark Souls, but part of the reason I started playing was because of Giant Bomb's users loving it so much. So I asked them why. Warning: This podcast begins with colorful language.