Second Shot: A case for Driver: San Francisco
How Driver: San Francisco internalizes a pulpy crime story and infuses it with a surreal dream logic that frequently subverts videogame conventions.
How Wargaming is helping to mark 100 years of the tank
Wargaming – developers of World of Tanks – partner with The Tank Museum to commemorate the 100th anniversary of tanks being used in active service.
Digital sightseeing with the Uncharted 4 Photo Mode
One of the (many) joys of Nathan Drake's final adventure is the Uncharted 4 photo mode. Here's some of our best efforts.
Maths, No Man’s Sky, and the problem with procedural generation
This isn't a review of No Man's Sky, nor is it a critical teardown of what is (and isn't) in it. This is a discussion about maths and procedural generation.
OlliOlli: Epic Combo Edition – Simon Bennett interview
As OlliOlli: Epic Combo Edition lands at retail we speak to Roll7 director, Simon Bennett.
Josh Sawyer on building Pillars of Eternity
Game designer Josh Sawyer is best known for his work on Icewind Dale II, Neverwinter Nights 2 and Fallout: New Vegas. In 2015 he became project director and design lead on Obsidian's Pillars of Eternity.
Designing Affordable Space Adventures
Affordable Space Adventures is notable for being one of the few Wii U titles that puts the console’s unique controller right at the core of its design.
10 tips for avoiding commercial failure (from a professional games investor)
Although many of the barriers into game development have gone, success is still rare for most studios.