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"There's level design, and then there's Hitman level design": IO Interactive leads reflect on 25 years with Agent 47, and the "ramifications" of the World of Assassination
By Oscar Taylor-Kent published
Interview IO Interactive's Christian Elverdam and Matthias Engstrøm talk 25 years of Hitman, level design, and crafting a World of Assassination

Why EA is razing Battlefield to its foundations in order to build something explosively new with Battlefield 6: "[I] felt an obligation to create one of the best Battlefields the world has ever seen"
By Alex Spencer published
Big Preview | Rally Point: Battlefield 6 needs to go big to get the iconic FPS back on track – speaking with multiple developers, we get the briefing on the battle strategy

MTG Spider-Man designers aren't worried about diluting the brand, because "the beauty of Magic is play with what you enjoy, do what you want"
By Rollin Bishop published
Feature Playing in the Marvel toybox for MTG Spider-Man "is an embarrassment of riches"

Silent Hill f's combat is about feeling on edge: "You need to know how close your candle is to going out to really have it feel tense"
By Oscar Taylor-Kent published
Feature Feature | "A lot of people say they really enjoy being scared by horror games," says Silent Hill f's director: "I think sometimes what they mean is they enjoy the tension"

Silent Hill f's writer views the series as a "pie crust" that hides "its true colors beneath a layer of horror and fog," and I say let him cook
By Oscar Taylor-Kent published
Interview Interview | "Players will take that pie and take a bite out of it": Silent Hill f's developers explain what Silent Hill means to each of them personally

"The very idea of making a prequel to Silent Hill wasn't good," says Origins and Shattered Memories designer: "That game told its story brilliantly through flashbacks, and there weren't really any unanswered questions"
By Robert Zak published
Interview Feature | Silent Hill: Origins and Silent Hill: Shattered Memories developers discuss tackling the difficult task of reinventing Silent Hill by going back to the series' roots on PSP and Wii

Fatal Frame's iconic camera exists to force players to "look straight at something scary" says series creator: "We thought it would really bring out the scariness of the ghosts"
By Robert Zak published
Interview Feature | Fatal Frame series creator Makoto Shibata and producer Keisuke Kikuchi on how they delivered a trilogy of the scariest horror games ever made on PS2

"A hell of a feeling:" Doom: The Dark Ages Arena board game is like "heavy metal chess" and dammit I'm so in
By Benjamin Abbott published
Feature I catch up with designer Ben Maunder to chat about Doom: The Dark Ages Arena

I've played board games like Frosthaven for decades, but the digital version convinced me that it's a better introduction to the epic RPG
By Benjamin Abbott last updated
Feature I caught up with the developers ahead of Frosthaven digital's early access launch

Legendary board game designer says his upcoming Lord of the Rings project is "definitely the most thematically and mechanically rich game I’ve worked on"
By Matt Thrower published
Feature Pandemic designer Matt Leacock waxes lyrical about his latest game, The Lord of the Rings: Fate of the Fellowship
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