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You thought Hidetaka Miyazaki lied about the length of Elden Ring, so he won't tell you how long the DLC is
By Dustin Bailey published
News The devs are just too good at their own game to make these kinds of estimates
Cyberpunk 2077's open world posed a "significant challenge" for CD Projekt RED when it came to "adjusting to the scale and characteristics of American settings"
By Catherine Lewis published
News CD Projekt RED wanted to create a "believable anti-utopian city"
Elden Ring director Hidetaka Miyazaki is "very happy" there are other Soulslike games, and says he could "learn a lot" from them
By Hirun Cryer published
News Hidetaka Miyazaki doesn't view Soulslikes as competitors
Shadow of the Erdtree will be about as difficult as the second half of Elden Ring, but can be altered with a new progression element
By Catherine Lewis published
News Seasoned players can essentially choose to make the DLC even harder for themselves
This Mass Effect deal is so good that even its producer thought it was too good to be true
By Hirun Cryer published
News No, that really is the Legendary Edition for $6
Baldur's Gate 3 director says some Larian devs were "uncomfortable" with the RPG's horniness but the goal was to "treat it like what you would see on TV"
By Jordan Gerblick published
news "You can do really crazy stuff and still relate to it"
Baldur's Gate 3 mods have reached peak wholesomeness with one that lets you hug and be hugged by "most characters"
By Jordan Gerblick published
news Now you can finally be the parent figure Mol has long needed
Starfield fans are convinced that the plot of the RPG's Shattered Space DLC is hiding in plain sight
By Dustin Bailey published
News Is Shattered Space all about House Va'ruun?
Starfield's May update just convinced me to try this RPG again, and all it took was proper maps and The Sims-like ship decorating
By Heather Wald published
Opinion Opinion | Plus, the tease of a Starfield land vehicle might just be the one giant leap we need
Fallout: New Vegas director Josh Sawyer says his approach to RPG weapon balance is "mostly vibes-based": "the important thing is to see how things feel in practice"
By Catherine Lewis last updated
News Josh Sawyer thinks the best way to test weapons before a game's launch is to "play around" with them
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