Interview
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Don't worry, cute co-op adventure Flock is "totally playable as a single-player game"
"The trailer has done almost too good a job of selling this as a multiplayer game," devs tell us
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After Desperados 3, Mimimi didn't want their next game to be "restricted by realism"
Creative director tells us about the making of Shadow Gambit: The Cursed Crew
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Funday Games on how a beer with a friend spawned Deep Rock Galactic: Survivor
Spinoff devs speak on unlikely origins and recutting a co-op gem
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Warhammer Age Of Sigmar: Realms Of Ruin's story campaign will have plenty of "meat" on its bones
The Elite Dangerous studio are also taking a "multi-pronged" approach to ensure it's an RTS for old and new players alike
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Fallout 76's lead artist is building a creepy single-player open world in The Axis Unseen
“Skyrim was awful to play for the longest time.”
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Prince Of Persia creator Jordan Mechner is "excited and very eager to play" The Lost Crown
Lost Crown director tells me how nervous he was first showing it to series creator
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Prince Of Persia: The Lost Crown's anime-inspired art was led by a new generation of animators
Dragon Ball, One Piece and Demon Slayer were all big touchstones, the devs tell me
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Prince Of Persia: The Lost Crown has a brilliant feature that eliminates pointless backtracking
Seriously, why has no one thought of this before?
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Citizen Sleeper 2 is real and I couldn't be happier
Starward Vector will feature a new sleeper, new locations and an all-new crisis to solve
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Mutazione devs next game looks like interactive Star Trek at its finest
Saltsea Chronicles combines fantasy soap opera with the best branching save system I've ever seen
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How claymation, an X-COM screenshot and a Justice League tie-in game brought us Diablo
Blizzard North's co-founder David Brevik spills the beans on the making of a classic
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Total War: Pharaoh may not have war hippos, but it has fire, shoving, and deep history
Creative Assembly Sofia "wanted to make a game about the collapse of the Bronze Age”
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How System Shock 2 made Stephen Kick and Nightdive Studios
“Hey, I’ve got this far. Let’s see how far I can take it.”
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Paranormasight's director says making a visual novel is always "messy work"
Takaya Ishiyama is pleased to see his game is going down well outside Japan
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How Tunic was born from a lifelong obsession with Zelda, secrets and hidden object games
Creator Andrew Shouldice tells us about designing "the excitement of not knowing"
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Why the mysterious love affair between video games and giant elevators may begin with Akira
Where did they come from? What are they for?
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Supporters only: Jake Solomon uncut: here's our post-Firaxis GDC interview in full
The full Q&A transcript of our hour-long chat
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Move over Returnal, Luna Abyss is your next favourite bullet hell shooter
Keep several eyes out for this one
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How The Pale Beyond charts its own course from a melting pot of real-life polar expeditions
Bellular Studios on the mix of inspirations for their grim survival story
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Why XCOM and Marvel's Midnight Suns will never be forever games like Diablo and Destiny
"We sacrifice the meta sometimes to make sure that the player's first experience of the game really feels awesome."
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The Jurassic Park: Trespasser team walked where no other developer dared, and paid for it
When Hollywood met Looking Glass
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Marvel's Midnight Suns was originally going to have loads more story chats in it
Creative director Jake Solomon tells us they cut at least 30 scenes "because we realised this is just simply too much"
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