Fast RMX review

Does Fast RMX cross the finish line in first place?

If you don't like the flimsy design of the Nintendo Switch kickstand, you might already own the perfect alternative.

Why do we put difficult games on a pedestal? Perhaps it is risk, reward, and potential for loss – not the difficulty itself – that makes it exhilarating.

Nintendo’s Satoru Takizawa reveals how the art style of Zelda: Breath of the Wild was influenced by the game's mechanics and convention breaking design.

Forget the reborn Nokia 3310; Sumo Digital's Snake Pass is the snake game you need and it's slithering onto the Nintendo Switch.

In his GDC talk ‘Doom: Behind the Music’, Mick Gordon, composer at Game Audio Australia, spoke about the compositional process and production techniques...

Speaking at GDC, Nintendo’s Takuhiro Dohta revealed how the ‘multiplicative gameplay’ of The Legend of Zelda: Breath of the Wild was created.

Speaking at GDC, Nintendo’s Hidemaro Fujibayashi, Satoru Takizawa, and Takuhiro Dohta revealed how The Legend of Zelda: Breath of the Wild was born from a...

In his GDC talk, Sean Krankel, discussed the methods Night School Studio used to combine gameplay and narrative in their hit 2016 game, Oxenfree.

In addition to its challenging gameplay and vibrant visuals, Heart Machine’s Hyper Light Drifter is also notable for its unsettling, discordant audio design.