Skip to main content
Join The Community
- Join our community
11
Premium Benefits
24/7
Access Available
21K+
Active Members
Commenting
Join the discussion
Exclusive Articles Coming Soon
Member-only articles
Weekly Newsletters
Weekly gaming & entertainment news
Member Badges
Earn badges as you go
Exclusive Competitions
Members-only prize draws
Curated Deals Coming Soon
Tech and gaming deals worth grabbing
GET COMMUNITY ACCESS QUICK
For the quickest way to join, simply enter your email below and get access. We will send a confirmation and sign you up to our newsletter to keep you updated on all your gaming news.
By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.
FIND OUT ABOUT OUR MAGAZINE
Want to subscribe to the magazine? Click the button below to find out more information.
Find out more
GET Community ACCESS QUICK

Join the GamesRadar community for quick access. Enter your email below and we'll send confirmation, and sign you up to our newsletter.

By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.

Background
Welcome to GamesRADAR+ Community !
Hi ,

Your membership journey starts here.

Keep exploring and earning more as a member.

MY ACCOUNT

Badge picture
Earn your first badge
Read 1 article to unlock your first badge.
Keep earning badges
Explore ways to get more involved as a member.
Latest Games News

Latest Games News

Breaking gaming news and updates

Read Now
Latest Games Reviews

Latest Games Reviews

Expert verdicts on the newest releases

Read Now

See what you’ve unlocked.

Explore your membership benefits.

Explore
Member Exclusives

Stay Ahead with GamesRadar+

Get the biggest gaming news, reviews, and releases straight to your inbox.

Explore

Sign Out
GamesRadar+ GamesRadar+
US EditionUS CA EditionCanada UK EditionUK AU EditionAustralia
Sign in
  • View Profile
  • Sign out
  • Games
    • Game Insights
      • Games News
      • Games Features
      • Games Reviews
      • Games Guides
      • Big in 2026
      • The Big Preview
      • On The Radar
      • Indie Spotlight
      • Future Games Show
      • Golden Joystick Awards
    • Genres
      • Action Games
      • RPGs
      • Action RPGs
      • Adventure Games
      • Third Person Shooters
      • FPS Games
    • Platforms
      • PS5
      • Xbox Series X
      • PC
      • Nintendo Switch
      • Nintendo Switch 2
      • Tabletop Gaming
    • Franchises
      • Grand Theft Auto
      • Pokemon
      • Assassin's Creed
      • Monster Hunter
      • Fortnite
      • Cyberpunk
      • Red Dead
      • The Elder Scrolls
      • The Sims
  • Entertainment
    • TV Shows
      • TV News
      • TV Reviews
      • Anime Shows
      • Sci-Fi Shows
      • Superhero Shows
      • Animated Shows
      • Marvel TV Shows
      • Star Wars TV Shows
      • DC TV Shows
    • Movies
      • Movie News
      • Movie Reviews
      • Big Screen Spotlight
      • Superhero Movies
      • Action Movies
      • Anime Movies
      • Sci-Fi Movies
      • Horror Movies
      • Marvel Movies
      • DC Movies
    • Streaming
      • Apple TV Plus
      • Disney Plus
      • Netflix
      • HBO
      • Amazon Prime Video
      • Hulu
    • Comics
      • Marvel Comics
      • DC Comics
    • Toys & Collectibles
    • Lego
    • Dungeons and Dragons
    • Merch
  • Hardware
    • Insights
      • Hardware News
      • Hardware Reviews
      • Hardware Features
    • Computing
      • Desktop PCs
      • Laptops
      • Handhelds
    • Peripherals
      • Headsets & Headphones
      • TVs & Monitors
      • Gaming Mice
      • Gaming Keyboards
      • Gaming Chairs
      • Speakers & Audio
    • Accessories & Tech
      • Gaming Controllers
      • Tech
      • SSDs & Hard Drives
      • VR
      • Accessories
      • Retro
  • Deals
    • Game Deals
    • Tech Deals
    • TV Deals
    • Buying Guides
  • Video
  • Newsletters
    • Quizzes
    • About Us
    • How to pitch to us
    • How we score
    • Newsarama
    • Retro Gamer
    • Total Film
  • home
  • Games
    • View Games
      • Games News
      • Games Features
      • Games Reviews
      • Games Guides
      • Big in 2026
      • The Big Preview
      • On The Radar
      • Indie Spotlight
      • Future Games Show
      • Golden Joystick Awards
      • Action Games
      • RPGs
      • Action RPGs
      • Adventure Games
      • Third Person Shooters
      • FPS Games
    • Platforms
      • View Platforms
      • PS5
      • Xbox Series X
      • PC
      • Nintendo Switch
      • Nintendo Switch 2
      • Tabletop Gaming
      • Grand Theft Auto
      • Pokemon
      • Assassin's Creed
      • Monster Hunter
      • Fortnite
      • Cyberpunk
      • Red Dead
      • The Elder Scrolls
      • The Sims
  • Entertainment
    • View Entertainment
    • TV Shows
      • View TV Shows
      • TV News
      • TV Reviews
      • Anime Shows
      • Sci-Fi Shows
      • Superhero Shows
      • Animated Shows
      • Marvel TV Shows
      • Star Wars TV Shows
      • DC TV Shows
    • Movies
      • View Movies
      • Movie News
      • Movie Reviews
      • Big Screen Spotlight
      • Superhero Movies
      • Action Movies
      • Anime Movies
      • Sci-Fi Movies
      • Horror Movies
      • Marvel Movies
      • DC Movies
    • Streaming
      • View Streaming
      • Apple TV Plus
      • Disney Plus
      • Netflix
      • HBO
      • Amazon Prime Video
      • Hulu
    • Comics
      • View Comics
      • Marvel Comics
      • DC Comics
    • Toys & Collectibles
    • Lego
    • Dungeons and Dragons
    • Merch
  • Hardware
    • View Hardware
      • Hardware News
      • Hardware Reviews
      • Hardware Features
      • Desktop PCs
      • Laptops
      • Handhelds
    • Peripherals
      • View Peripherals
      • Headsets & Headphones
      • TVs & Monitors
      • Gaming Mice
      • Gaming Keyboards
      • Gaming Chairs
      • Speakers & Audio
      • Gaming Controllers
      • Tech
      • SSDs & Hard Drives
      • VR
      • Accessories
      • Retro
  • Deals
    • View Deals
    • Game Deals
    • Tech Deals
    • TV Deals
    • Buying Guides
  • Video
  • Newsletters
    • Quizzes
    • About Us
    • How to pitch to us
    • How we score
    • Newsarama
    • Retro Gamer
    • Total Film
Trending
  • Pokemon Winds and Waves
  • New Games for 2026
  • Submit your game clips
  • GDC
Don't miss these
Rayman 2: The Great Escape main character smiling and running
Platforming Games How Rayman 2 "offered 2D gameplay situations in a 3D environment" to get the best of both worlds
Dead Space
Games "We want you to feel like it's the game you remember playing": System Shock and Dead Space devs on the art of the remake
The best NES games: a screenshot of collection of NES games and a Nintendo console.
Games The 10 best NES games of all time
Ape Escape
Platforming Games How Ape Escape's DualShock legacy lives on in today's PS5 games: "We'll never make it compatible with regular controls!"
UFO 50
Games "There's always a loose end, trailing off into the distance": Inside the mind of a Metroidvania creator
Banjo gives Kazooie the thumbs up in a screenshot from Super Smash Bros. Ultimate.
Games "It gave us more opportunities for variety": How Banjo-Kazooie helped the Nintendo 64 compete with PlayStation
Silksong heroine Hornet on dark rocks
Action Games We will never get another game like Hollow Knight: Silksong
Grim Fandango
Adventure Games "The physical world gave us possibilities we didn't have before": How Grim Fandango's 3D world revolutionized PC gaming
Destroy All Humans!
Games "Instead of being 80% UFO and 20% on foot, we flipped it": How Destroy All Humans' sci-fi action oddity conquered all
Best SNES games: a screenshot of an SNES console with a Mario figure next to a collection of games.
Games The 25 best SNES games of all time
Jak and Daxter
Platforming Games How Jak and Daxter challenged Naughty Dog to find "the most beautiful thing we could pull off" on PS2
Mewgenics
Roguelike Games "What else are we going to do, another f***ing platformer?": Mewgenics took 15 years to dominate Steam, but its secret sauce was cooked up in just 2 weeks
Myles MacKenzie in Metroid Prime 4
Metroid Metroid Prime 4 devs wanted to "make sure" MacKenzie "wasn't annoying"
Metroid Prime 4
Metroid The Legend of Zelda: Breath of the Wild's success was in part responsible for the open-world section in Metroid Prime 4
Bully
Games "Bully was chaotic from the day I started": Inside the making of Rockstar's 'GTA in boarding school'
  1. Games
  2. Action

The making of Super Metroid: Looking back at the origins of an all-time classic

Features
By Jonti Davies, Retro Gamer Team published 15 October 2021

With Metroid Dread bringing Samus back, Retro Gamer explores the making of one of series' most memorable entries

When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.

Super Metroid
(Image credit: Nintendo)
  • Facebook
  • X
  • Pinterest
  • Flipboard
  • Email
Share this article
Join the conversation
Follow us
Add us as a preferred source on Google
Get the GamesRadar+ Newsletter

Weekly digests, tales from the communities you love, and more


By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.

You are now subscribed

Your newsletter sign-up was successful


Want to add more newsletters?

GamesRadar+

Every Friday

GamesRadar+

Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.

GTA 6 O'clock

Every Thursday

GTA 6 O'clock

Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.

Knowledge

Every Friday

Knowledge

From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.

The Setup

Every Thursday

The Setup

Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.

Switch 2 Spotlight

Every Wednesday

Switch 2 Spotlight

Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.

The Watchlist

Every Saturday

The Watchlist

Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.

SFX

Once a month

SFX

Get sneak previews, exclusive competitions and details of special events each month!


Join the club

Get full access to premium articles, exclusive features and a growing list of member rewards.


An account already exists for this email address, please log in.
Subscribe to our newsletter

Heading back up to ground level as I leave the immaculate subway at Jujo Station in the south of Kyoto, I walk through this remarkably unremarkable suburb until I see the big white block that houses Nintendo's contemporary headquarters. The gates to NCL are manned by two portly, middle-aged guards who seem to project a faintly threatening presence, which is comically undone as I notice, behind them, in the back of their little booth, a stash of NCL-manufactured toy guns apparently left over from the Seventies and a selection of Nintendo character plushes from the Famicom era. This may not be the original Nintendo HQ site, but it clearly retains the company's history like a hoarding retro gamer hangs on to loose carts. 

Inside, beyond the pristine lawns and shiny entrance, I enter a marble- floored, austere world whose foyer is staffed by painfully polite and correctly spoken Nintendo officials. Eventually I'm led into a meeting room on the ground floor, where I sip the o-cha kindly provided by the demure NCL woman as I wait – and slightly nervously revise my notes and cue my Dictaphone – until a smiling, ponytailed artist type arrives and immediately makes his introduction. This is Yoshio Sakamoto, producer of Super Metroid back in the early Nineties and still an integral Nintendo developer today. "Hajimemashite. Yoroshiku onegai shimasu." 

Sakamoto has brought with him a small booklet containing an overview of Super Metroid to aid his memory – the game was completed 15 years ago, but the Metroid legacy stretches back two decades – as we chat. 

You may like
  • Rayman 2: The Great Escape main character smiling and running How Rayman 2 "offered 2D gameplay situations in a 3D environment" to get the best of both worlds
  • Dead Space "We want you to feel like it's the game you remember playing": System Shock and Dead Space devs on the art of the remake
  • The best NES games: a screenshot of collection of NES games and a Nintendo console. The 10 best NES games of all time

Super Famicom

Metroid

(Image credit: Nintendo)
Subscribe to Retro Gamer

Retro Gamer

(Image credit: Future)

If you want more in-depth features on classic video games delivered straight to your door or digital device, you can subscribe to Retro Gamer here. 

"To start with, there was the Famicom Metroid game," he recalls. Sakamoto worked on that first Metroid adventure, and its relevance to Super Metroid is particularly important because of the unchanging core concept of the 2D Metroid games; a core that was formed in said Famicom Disk System original of 1986. 

"My boss [producer Makoto Kanoh] told me that Metroid was really popular in North America, so he encouraged me to produce a new Metroid game with the high-quality graphics that were becoming possible thanks to the Super Famicom. Of course I said, 'Yes, I'd like to try doing that.' The game design and concept had already been established before Metroid II was produced for the Game Boy," Sakamoto explains. "When it came to making another sequel, this time for the Super Famicom, we really wanted to see how far we could push the SFC to generate greater power of expression and enhance the appearance of the game world, all while working with a basically unchanged concept. That was our initial motivation as far as Super Metroid was concerned: to build on the expressiveness of Metroid II and achieve greater presence, something closer to a reality." 

Sakamoto had nothing to do with the development of Metroid II – at the time his services were required elsewhere within NCL – yet that sophomore title in part shaped the plan for Super Metroid: "As the last scene depicted Baby Metroid being born right in front of Samus's eyes... well... there's no real explanation for that in the course of the games, but that scene was another source of incentive for us in that we wanted to follow on from that ending, linking Metroid II with Super Metroid. We were determined to keep the same world-view and maintain the continuity of the story." 

Aside from the basic formula of play that was set in motion by Metroid, the code on that million-selling disk also plotted the aesthetic direction of the series. I suggest to Sakamoto-san that Super Metroid and the Metroid games in general don't look like 'typical' NCL games and I ask him why that might be. He sips his tea and then replies: "I think the film Alien had a huge influence on the production of the first Metroid game. All of the team members were affected by HR Giger's design work, and I think they were aware that such designs would be a good match for the Metroid world we had already put in place. To be honest, I've never really been clear on what is or isn't the 'Nintendo look', but as far as we were concerned, we were just projecting another image from within Nintendo – another face of Nintendo, if you like. But yes, it's a science- fiction game, so..." 

Sign up to the GamesRadar+ Newsletter

Weekly digests, tales from the communities you love, and more

By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.

Other than the artistic influence of Necronom, Sakamoto reckons that numerous games affected the style of Super Metroid – "I can't list them... There are just too many of them" – although he counters this by highlighting the experimental side of his team's early work: "For the prototype stage of Super Metroid's development we just had a few Intelligent Systems programming staff, myself, and another [in-house] Nintendo designer. We examined what was possible in the game, and as the core Metroid system was already in place we considered how we could make the game easier to play, what new ideas we could incorporate, and so on... Then we drafted in lots of other NCL and IntSys developers once we got beyond that stage and into the proper work." 

IntSys

Super Metroid

(Image credit: Nintendo)

There has always been a complex yet mutually beneficial relationship between Nintendo, then based in Higashiyama (to the northeast of the current Minami location), and Intelligent Systems, constantly situated in the eastern Kyoto ward of Higashiyama. Sakamoto refers to the team as "IntSys" and says that it had been helping Nintendo with the Metroid series since the initial FDS game, "as a second-party developer". While it's fair to say that the game design and play-testing abilities of NCL's in-house staff have always been some of the world's best, Intelligent Systems' developers were on hand to provide indispensable technical know-how, particularly focused on the hardware side of things. 

"IntSys has always been very capable with hardware," Sakamoto adds, "so during the experimental stage we told the IntSys programmers what kinds of things we wanted to do and verified what in reality could be done. We'd been well prepared for the move to the Super Famicom hardware, so we had some idea of what to expect before we went into it; which features we should use, and how. I think it was good that we went through the prototype stage because it gave us a base onto which the post- experimental stage staffers could easily begin their work. At the time, the SFC was reputed to be difficult to develop for. 

You may like
  • Rayman 2: The Great Escape main character smiling and running How Rayman 2 "offered 2D gameplay situations in a 3D environment" to get the best of both worlds
  • Dead Space "We want you to feel like it's the game you remember playing": System Shock and Dead Space devs on the art of the remake
  • The best NES games: a screenshot of collection of NES games and a Nintendo console. The 10 best NES games of all time

Depending on how you partitioned the Super Famicom's video RAM, which looked after the sorting of image information, the scope of possibilities would change wildly. Knowing that you could diminish the VRAM's potential by poor partitioning was useful information, because it meant we could think about how certain things could or couldn't be achieved, and how we could work around those limitations. As we were migrating from the Famicom to Super Famicom, really everyone – not just Nintendo but other developers too – seemed to be having fun testing the feature set of the new hardware. That went for us, too: I remember often thinking, 'Oh, I had no idea we could even do this!' The graphics and sound were fantastic, but we were still driven by wanting to [not] be outdone by the arcade games of the time." 

To a man, the developers supplied by IntSys to work on Super Metroid were all programmers. In spite of the various backgrounds of the Super Metroid team, there was apparently no NCL-IntSys rivalry; no factions, just harmony and productive co-operation. Key team members from the Nintendo side included Makoto Kanoh, the producer, the guy who instigated the project; my interviewee, Yoshio Sakamoto, who was the director in charge of game design; and Tomomi Yamane, who was the figure Sakamoto regards as having been the 'main' designer: "He was very skilled and was particularly interested in the hardware stuff, consulting with the IntSys people as to what kind of images could be displayed." 

Super Metroid

(Image credit: Nintendo)

"We wanted players to explore everything we'd made and then move on. That's why we designed the maps in such a way that the player couldn't escape without exploration, or such a way that the player would end up back at a starting point before advancing."

Yoshio Sakamoto

Even though the team's objective was to build on the success of Metroid and Metroid II, only three of the original Metroid team, including Sakamoto himself, worked on Super Metroid: "The rest of the [NCL side] was made up of young trainee developers," he recalls. "Of course young people can be quite impertinent – and those on the Super Metroid team certainly were – but I think that's quite important in a way. These young people had enough about them to help us a lot. There were many different personalities in the Super Metroid team, which was a good thing. It was a harsh development environment, so I'm sure that some of the staff didn't enjoy the work, but generally the team was full of the 'Let's go for it!' spirit. I think that was partly because of the timing as well, what with the Super Famicom pushing everything to the next level."

The "next level" wasn't merely the notion of advanced graphics and sound: it was also a matter of the expansion and improvement of level design. However, Sakamoto and team were reluctant to drag Super Metroid into the realm of storytelling methods utilised by RPGs and other adventure games. 

"We really didn't want to explain things to the player using too many words," Sakamoto states. "We just wanted to let them play and be able to work things out for themselves. For example, say there's a mechanism where you need to climb up a ladder and place a bomb there in order to advance, as one component in the solution of a [gameplay] riddle; if that was all you needed to do in order to get through to the next area, you'd miss all the other mechanisms we'd put in place and wouldn't even realise that certain parts of the game existed. 

We wanted players to explore everything we'd made and then move on. That's why we designed the maps in such a way that the player couldn't escape without exploration, or such a way that the player would end up back at a starting point before advancing. The player would be cornered/driven and would eventually be forced to stop and say, 'Right, how should I think about this area?' That's the essential point of Super Metroid's map design. Not using words meant that the player had to feel his/her way through the game – and that's how we wanted it to be. When they discovered something new – a new item or new location – we wanted the player to feel that he/she had made that discovery independently, without help from the game."

Finding balance

Super Metroid

(Image credit: Nintendo)
Read more

Metroid Dread new trailer

(Image credit: Nintendo)

Look back on series with our ranking of the best Metroid Games.

R&D1 went to great pains to achieve the fine balance seen in Super Metroid's item locations, puzzles, boss encounters, and in Samus's acquired abilities and inventory use. It wasn't simply the case that everything fell into position at the first attempt at design either, as Sakamoto reveals:

"In a stage following on from an area where the player made lots of discoveries, we'd hold back from pushing the player too far in order to avoid repetition. Balance between difficulty levels and player discoveries was crucial. We wanted to avoid creating an on-rails experience – we wanted the player to feel free. But it was incredibly difficult to get that balancing act right. We'd been designing levels in this way since the first game, so we had a lot of experience but we still needed to experiment and build and rebuild."

As well as being a Metroid debut for most of the team, Super Metroid marked the Super Famicom debut for all concerned. Naturally, this step up presented some hurdles that even the advice of IntSys couldn't equip the team to surmount. "One problem with the shift to the Super Famicom," Sakamoto says, "was that it meant we suddenly needed a lot more sprites and artwork, so we shared the map and enemy design responsibilities throughout the team, with everyone making some input in those areas. But then doing that resulted in a complete mishmash of styles because of each designer's individual preference, so in the end I had to ask Yamane to retouch everything that had been submitted, bringing it all together as one consistent design."

Remarkably, there was no friction within the team even during the frenzied last stage of development, although there was something of a bad smell: "During the final six months of development I didn't know where I lived any more; the Nintendo building – not here, but the old place [in Higashiyama] – became like a boarding house for the Super Metroid team," Sakamoto grins. "It got to the stage where I really don't remember going home at all! There was a nap room where it was okay to sleep, but sometimes it was full [of sleeping, overworked Super Metroid staff] – those were the worst times, when I wanted to sleep but couldn't, and I didn't have time to go home!

There were always between ten and fifteen of us in the office through the night, so we had to take naps in turns. The nap room wasn't being cleaned or looked after at all, because we were always using it; one morning staff from another area came to wake us up and told us that the room smelled like a zoo. Another Nintendo employee put a room freshener in the nap room, but that only made the place pong even worse. Everyone in Nintendo gave us funny looks," Sakamoto laughs. "It's quite sad having only these kinds of memories!" 

Super Metroid

(Image credit: Nintendo)

Our talk soon takes a turn from development room stench to the wrath of a Nintendo demigod: Gunpei Yokoi. In his early 50s at the time of Super Metroid's production, Yokoi was the game's general project manager but did not exercise any hands-on control. Sakamoto remembers how his superior viewed Super Metroid:

"Yokoi-san, who at the time was my section chief and who always had fresh ideas, was always angry when he saw us all completely absorbed and working crazy overtime on Super Metroid. He came in and said, 'Are you lot trying to produce a work of art or something?' [Laughs] But this was an epic and we were already way past our deadline, and it seemed we were getting progressively further from our objectives – Yokoi-san was becoming angrier with us day by day during that period. 

We weren't aware of it, but Kanoh was given a warning by Yokoi-san. Although he was really unhappy with us, and even though he wasn't the type to dish out praise, Yokoi-san was constantly playing Super Metroid once we'd finished it – he was hooked. He was playing it so much that I wondered what he was up to. [Laughs] When other developers brought their action games to Nintendo, he'd always compare them with Super Metroid and invariably ended up recommending the third-party developer to 'go away and play Super Metroid'. That's how fond he was of our game. I suppose this is a better memory than the smelly nap room anecdote," Sakamoto laughs.

"Super Metroid was released in '94," he continues, "and development had taken us between two and three years. I don't know how it was perceived throughout the company, but the timing was such that all teams were focused on putting out lots of new SFC games, so there was obviously some expectation that we deliver with Super Metroid. We definitely had a lot of support and understanding of the game's concept from people related with the project, and that helped to ensure that we did a good job." Which, as everyone who has played the game will quickly attest, is a monumental understatement. And if it was good enough for Gunpei Yokoi, it's certainly good enough for us.


This feature first appeared in Retro Gamer magazine. For more excellent in-depth features, you can pick up print and digital versions of the latest issue from Magazinesdirect. 

CATEGORIES
Nintendo Switch Nintendo Platforms
PRODUCTS
Super Metroid Retro Gamer Print Magazine
Retro Gamer Team
Retro Gamer Team
Social Links Navigation
Retro Gamer Staff

Retro Gamer is the world's biggest - and longest-running - magazine dedicated to classic games, from ZX Spectrum, to NES and PlayStation. Relaunched in 2005, Retro Gamer has become respected within the industry as the authoritative word on classic gaming, thanks to its passionate and knowledgeable writers, with in-depth interviews of numerous acclaimed veterans, including Shigeru Miyamoto, Yu Suzuki, Peter Molyneux and Trip Hawkins.

Read more
Rayman 2: The Great Escape main character smiling and running
Platforming Games How Rayman 2 "offered 2D gameplay situations in a 3D environment" to get the best of both worlds
 
 
Dead Space
Games "We want you to feel like it's the game you remember playing": System Shock and Dead Space devs on the art of the remake
 
 
The best NES games: a screenshot of collection of NES games and a Nintendo console.
Games The 10 best NES games of all time
 
 
Ape Escape
Platforming Games How Ape Escape's DualShock legacy lives on in today's PS5 games: "We'll never make it compatible with regular controls!"
 
 
UFO 50
Games "There's always a loose end, trailing off into the distance": Inside the mind of a Metroidvania creator
 
 
Banjo gives Kazooie the thumbs up in a screenshot from Super Smash Bros. Ultimate.
Games "It gave us more opportunities for variety": How Banjo-Kazooie helped the Nintendo 64 compete with PlayStation
 
 
Latest in Action
Assassin's Creed Shadows screenshot showing female protagonist Naoe
Assassin's Creed Assassin's Creed Shadows features "will make their way to other games," franchise lead says
 
 
GTA 6
Grand Theft Auto Ahead of GTA 6, Take-Two CEO says "It’s hard for me to imagine" including ads in a $70-$80 game: "It would seem unfair"
 
 
Death Stranding 2 PS5 screenshot
Action Games Death Stranding 2's PC player peak is better than both versions of the original game combined
 
 
The Legend of Zelda: Breath of the Wild
The Legend of Zelda Breath of the Wild star didn't know what game she was trying for, nor that it was the title role
 
 
GTA 6 Lucia
Grand Theft Auto Crimson Desert could challenge GTA 6 for Game of the Year, claims GTA 5 dev – but only if Rockstar "drop the ball"
 
 
Lara Croft holding two guns while smiling during the teaser for Tomb Raider: Catalyst.
Tomb Raider Crystal Dynamics is still "fully committed" to Tomb Raider despite going through its 4th set of layoffs in under a year
 
 
Latest in Features
Invincible VS screenshot showing Dupli-Kate using her abilities
Fighting Games Invincible VS director wants players to feel like "a f**king superhero," so expect matches that are a "knock-down, drag-out fight until the death"
 
 
A close-up of Grace talking with someone through glass in Resident Evil Requiem
Resident Evil Resident Evil Requiem's Grace actor did "a lot of research" into panic disorders, which makes playing the game with a real-life anxiety condition the scariest the series has ever been
 
 
Star Wars Galactic Racer big preview
Racing Games "Our tracks are not procedurally-generated": Why replayability is at the heart of Star Wars: Galactic Racer
 
 
Star Wars Galactic Racer big preview
Racing Games Star Wars: Galactic Racer looks every bit the Burnout: Takedown revival I've been waiting 20 years to play
 
 
A man sits astride a wolf mount on top of a mountain in Crimson Desert, which isn't on Game Pass.
Adventure Games 100 hours of Crimson Desert made me realize how perfect Breath of the Wild is
 
 
The Elder Scrolls Oblivion Remastered screenshot with 'Future of Starfield' branding
RPGs How returning to The Elder Scrolls: Oblivion reshaped Todd Howard's stance on remastering Bethesda's RPGs
 
 
LATEST ARTICLES
  1. Shrek
    1
    3 new to Netflix movies I recommend you watch this weekend (March 21 - March 22)
  2. 2
    "My dream game": After 7 hours, Palworld publishing lead delivers his Crimson Desert verdict: "This game is made for me"
  3. 3
    "The biggest time save in nearly a decade of Pokemon speedrunning" has been discovered in FireRed
  4. 4
    Marathon's Cryo Archive is locked to weekends partly because you're going to "lose a lot of gear"
  5. 5
    Arc Raiders devs tortured each other during playtests, juicing Arc into Elden Ring bosses

GamesRadar+ is part of Future US Inc, an international media group and leading digital publisher. Visit our corporate site.

Add as a preferred source on Google Add as a preferred source on Google
  • Terms and conditions
  • Contact Future's experts
  • Privacy policy
  • Cookies policy
  • Accessibility statement
  • Careers
  • About us
  • Advertise with us
  • Review guidelines
  • Write for us
  • Accessibility Statement

© Future US, Inc. Full 7th Floor, 130 West 42nd Street, New York, NY 10036.

Please login or signup to comment

Please wait...