Why have we never had a great Bond video game?
Why have we never had a great Bond video game? Maybe the worst car Aston Martin ever made will serve as a good metaphor.
Something borrowed, something new: Snake Pass succeeds where Yooka-Laylee does not
What makes one retro-styled platformer fly, while another – released just days later – flounders? This is the tale of Snake Pass and Yooka-Laylee.
Breath of the Wild: The technology of magic
Breath of the Wild reminds us of Arthur C. Clarke’s third law – that any sufficiently advanced technology is indistinguishable from magic.
The Great Gamble: Why loss is more important than difficulty
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.
Designing Breath of the Wild’s green and pleasant land
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.
Highway to Hell: How Mick Gordon crafted the Doom soundtrack
In his GDC talk ‘Doom: Behind the Music’, Mick Gordon, composer at Game Audio Australia, spoke about the compositional process and production techniques used to create the hit FPS’s intense soundtrack.
Breath of the Wild, science, and clever little lies
Speaking at GDC, Nintendo’s Takuhiro Dohta revealed how the ‘multiplicative gameplay’ of The Legend of Zelda: Breath of the Wild was created.
Breaking series conventions with Breath of the Wild
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 desire to break with the conventions of the series.