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The latest mag upload articles from GamesRadar+
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FeaturesSilent Hill: Downpour devs reflect 12 years on: "Stop trying to be Japanese scary, and just be Czech scary"By James Winspear Published -
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FeaturesSilent Hill: Shattered Memories is "a weird-ass postmodern riff" on the PS1 original says Sam Barlow, talking the development 15 years laterBy James Winspear Published -
Interview"Sony would also turn to Mercury for all their tech demos for publishers": Jeb Mayers talks us through the creation of the portable puzzlerBy Nick Thorpe Published -
Features"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 -
FeaturesGoal Oriented: How do developers invent their own sports – even when they're not too fond of the real thing?By Alex Spencer Published -
FeaturesBioShock 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 gameographyBy Jeremy Peel Published -
FeaturesThe 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 -
FeaturesAAA – Developers discuss the three little letters that have shaped an industry: "It's a stupid term. It's meaningless"By Edwin Evans-Thirlwell Published -
Features"At the time survival horror was changing. 'How action-oriented do we get?'": 16 years on, Tomm Hulett reflects on Silent Hill: HomecomingBy James Winspear Published -
FeaturesThe 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 -
InterviewOver 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 -
Features30 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 -
FeaturesIndie devs discuss why low-poly works so well for horror: "I actually think those limitations encourage weird, unique compromises"By Alan Wen Published -
InterviewSwery65 discusses Hotel Barcelona, his "accidental" collaboration with friend Suda51By Alicia Haddick Published -
Features"We would look at all the American RPGs and the JRPGs at the time and just go, 'Right, if they're doing it, we're not": Peter Molyneux and John McCormack talk the development of Fable 20 years onBy Lewis Packwood Published -
Features26 years on, developers discuss the massive impact Metal Gear Solid had on the industry: "This was going much further than all previous action games. And that was totally inspiring"By Adam Barnes Published -
Opinion7 years on, Agent 47’s attempt to contain a deadly virus in Patient Zero brings the classic Hitman stealth action to an unmatched fever pitchBy Dashiell Wood Published -
Features"The PSP was one of the first machines that had the hardware to allow you to play 'proper console games' on the go": Developers celebrate 20 years of Sony's handheldBy Nick Thorpe Published -
Features26 years later, Codemasters' Chris Southall talks Colin McRae Rally: "We wanted to do something that was an authentic rally experience for the hardware of the time"By Rory Milne Published -
Features"Beyond Good and Evil's influence is 2000% Miyazaki": 21 years on, the developers behind Ubisoft's cult classic reflect on how it came to beBy Guy Miquel-Albert Published
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