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"Sony would also turn to Mercury for all their tech demos for publishers": Jeb Mayers talks us through the creation of the portable puzzler
By Nick Thorpe published
Interview Feature | The mini making of Arthur Maclean's Mercury

"Part of the genesis of Immortality was the three years I spent making a Legacy Of Kain game that got cancelled": Sam Barlow on the making of his "interactive movie"
By Jess Kinghorn published
Feature Feature | "People kept calling these things 'interactive movies, and I was like, 'Yeah, they're not really, but okay. Let's do it. Let's do it. Let's make an interactive movie!'"

Goal Oriented: How do developers invent their own sports – even when they're not too fond of the real thing?
By Alex Spencer published
Feature Feature | "What I've realised is that any turn-based strategy game, like a Fire Emblem or XCOM, those are basically sports games"

BioShock Infinite “may not have been the thing I wanted, but that doesn’t necessarily mean it wasn’t the thing the audience wanted”: Ken Levine guides us through his entire gameography
By Jeremy Peel published
Feature Edge: The Collected Works | From immersive-sim innovation, through undersea peril, and onto new beginnings back out in space, Ken Levine talks through his impressive and iconic gaming portfolio in his own words

The Making of Baldur's Gate 3: "We really wanted to make it so that even if you don't know D&D or Baldur's Gate, you would still have exciting choices as a player"
By Jeremy Peel published
Feature Feature | Edge Magazine: Larian fought with cinematics, embassies and the expectations of BioWare fans to make the RPG of the decade

AAA – Developers discuss the three little letters that have shaped an industry: "It's a stupid term. It's meaningless"
By Edwin Evans-Thirlwell published
Feature Feature | Edge talks to developers to unpack the baggage around the blockbuster marketing term

"At the time survival horror was changing. 'How action-oriented do we get?'": 16 years on, Tomm Hulett reflects on Silent Hill: Homecoming
By James Winspear published
Feature Feature | Go big or go home? The developers of this series entry decided to do both when Silent Hill landed on PS3 and Xbox 360

The Making of Final Fantasy 7 Rebirth: "I thought: if we just reproduce the original game with no changes, it will feel nostalgic, but not exciting"
By Simon Parkin published
Feature Feature | Edge Magazine: Remaking an iconic game was daunting enough – then the developers faced the difficult second entry.

Over 20 years on, Tomb Raider: The Angel of Darkness devs talk Lara Croft's PS2 debut: "The pressure was on to create something new and visionary"
By Vic Pheasey published
Interview Murti Schofield and Richard Morton talk Lara Croft's darkest tale, Kurtis Trent, her path to PlayStation 2, and more

30 years on, developers reflect on Super Metroid's impact: "Like Zelda and Mario, there is almost nothing else out there like it in tone. Still to this day, even"
By Darran Jones published
Feature Feature | Super Metroid: An Enduring Legacy – As Nintendo's sci-fi classic turns 30, Retro Gamer revisits Zebes to speak with developers of both Metroidvanias and actual Metroid games to learn what makes Samus Aran's 2D adventure so special
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