Let’s be honest. You don’t need a certified games “journalist” to explain why Grand Theft Auto IV is awesome or that the Dirty Dancing videogame is shit. You’re intelligent. You know what kinds of games you love and which ones you despise. ...
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Game design must be super, super hard. What else can explain the number of shortcuts being taken in almost every one? Genres are repeated, environments are recycled and storylines all begin to sound the same. Most copied, however, are the characters. Dreaming up an entirely new personality with entirely new traits is a daunting task, so the majority of folks you meet in games end up feeling identical to the folks you met in previous games. ...
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Find cow? Fund cave? Food core? We all sat round trying to work out what was written next to my name on the office whiteboard, my task for the week. Wait, I remember: ‘Find love’. That’s it. I have to find love in a videogame. This actually makes sense. ...
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While there’s plenty of griping around the internets about a piss-poor E3’s boring press conferences and lack of big announcements, we saw plenty of great trailers for great games that we can’t wait to play. ...
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The key ingredients which dictated the flavour of this year's show ...
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Nick Savoy, inventor of Love Systems, is something of a real-life Frank Mackey (Tom Cruise in Magnolia, if you don’t get the reference.) This week, all Nick’s energy is focused on E3. He’ll be the guy going home with the hotties the rest of us barely have the courage to ogle from afar. Want to know how he does it? Nick was kind enough to share a few tips with us.1. Appearance mattersDitch the ratty old game ...
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If you've been following the games industry for any length of time you're keenly aware of E3. It was once the biggest show we had, a time of year when the entire world focused on the LA Convention Center and put on the loudest, craziest, busiest trade show video games could muster. Some loved it, others couldn't stand the shoulder-to-shoulder, body-odor addled conditions. Doesn't matter now, as the once proud and mighty E3 has shrunk like a ...
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Four intrepid GamesRadar editors are in LA all week for E3 2008, writing and posting about everything they see and hear. Some of it's relevant, some not so much, but it all relates back to the dizzying clustershart that is E3. ...
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Todd Howard, game director at Bethesda reckons gamers love freedom. “They feel more like the character they’re playing.” he explains. “They’re doing what they want to do and not what you, the designer, wants them to do. The more open, the more reactive you can make it, the better the player experience.” ...
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