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
Overwatch Jetpack Cat smiling smugly
FPS Games "What if we could just drop 30 new heroes into Overwatch?": Marvel Rivals "definitely had an impact" on Blizzard
FPS Games Overwatch is only in "the beginning of a comeback," lead says, as Blizzard plans to keep "making the best game" for fans
Overwatch's Jetpack Cat hero, a ginger cat sitting on a floating blue vehicle, looks into the camera.
FPS Games Blizzard insists its Overwatch rebrand isn't "us trying to admit there was a failure"
Overwatch's Brigitte offers you a hand up.
FPS Games Overwatch director celebrates no longer being "the lowest-rated game on Steam" but he's not sure how to reach positive
Overwatch characters dress like Sanrio mascots
FPS Games "The mood all week" - After a year of Marvel Rivals dominance, Blizzard is just happy you're playing Overwatch again
Key art from Overwatch's Reign of Talon event, showing the screen split between a red and blue background with four heroes on each side facing off against each other.
FPS Games "Marvel Rivals is the best thing to happen to Overwatch": Fans react to Blizzard's big changes and 10 new heroes
FPS Games Overwatch co-creator says he left Blizzard after an exec threatened to lay off 1000 devs based on the game's performance
Overwatch
FPS Games Jeff Kaplan calls Overwatch 2 "one of my biggest mistakes," names "2 points of failure" for the troubled sequel
An orc from World of Warcraft roars at the screen
MMO Games Blizzard's canceled WoW follow-up was a "1 server, 1 world" MMO with GTA and Animal Crossing influences, ex dev says
Overwatch's Jetpack Cat hero, a ginger cat sitting on a floating blue vehicle, looks into the camera.
FPS Games Overwatch devs commit to stop making heroes too OP, having learned their lesson from "perma-banned" Jetpack Cat
Screenshot of Overwatch's Anran hero, a woman dressed in orange holding a flaming fan, smirking into the camera.
FPS Games Blizzard says Overwatch's sexier heroes are more down to "technical hurdles" than a desire to make everyone hotter
A shootout in Warframe: 1999
Games 12 years in the making, here's how Warframe went from "Hail Mary" to ongoing success story
Overwatch characters dress like Sanrio mascots
FPS Games Blizzard renames Overwatch 2 to Overwatch years after deciding Overwatch was Overwatch 2 which was still Overwatch
FPS Games Overwatch was originally called "Monetized Shooter" because you had to buy each of its heroes
Overwatch: The Reign of Talon
Movies Blizzard boss says "near-term discussions" are underway to adapt "almost every one of our worlds"
  1. Games
  2. Sports

"We're such perfectionists": Overwatch assistant director Aaron Keller on what makes Blizzard tick

Features
By Jen Simpkins published 6 January 2020

Blizzard's assistant director on Warcraft, working lunches and Overwatch’s baby steps

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

(Image credit: Blizzard Entertainment)
  • 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

As assistant game director at Blizzard Entertainment, Aaron Keller is one of the key developers behind Overwatch, the company's wildly successful team-based hero shooter. After 18 years spent working at the studio in Orange County, California, it's clear that his considerable experience helping create MMOs World Of Warcraft and (the now cancelled) Project Titan had a hand in making the Overwatch universe the sensation it is today. Now, with the announcement of Overwatch 2, he's at the forefront of fleshing out a world that has up until now merely served as a shiny backdrop to gun-based battles. 

Indeed, it seems everything Blizzard touches turns to gold. Here, with Keller, we try to pin down the specifics of the design ethos strong enough to span multiple projects and genres, and that affords Blizzard's games their consistent hallmark of quality – and discover how Overwatch 2 will continue the World Of Warcraft maker's legacy.

(Image credit: Blizzard)
Support long-form games journalism

(Image credit: Future)

This feature first appeared in Edge Magazine. If you want more great long-form games journalism like this every month, delivered straight to your doorstop or your inbox, why not subscribe to Edge here.

How did you come to work for Blizzard?

You may like
  • Overwatch Jetpack Cat smiling smugly "What if we could just drop 30 new heroes into Overwatch?": Marvel Rivals "definitely had an impact" on Blizzard
  • Overwatch is only in "the beginning of a comeback," lead says, as Blizzard plans to keep "making the best game" for fans
  • Overwatch's Jetpack Cat hero, a ginger cat sitting on a floating blue vehicle, looks into the camera. Blizzard insists its Overwatch rebrand isn't "us trying to admit there was a failure"

Aaron Keller: I started in September of 2001, right after Blizzard had announced World Of Warcraft, on the World Of Warcraft team. Initially, I was slated to work on the dungeon team – we were considered 3D artists. So we had a group of about five guys, and we were just assigned to build all the dungeons and the cities in the game. So that was – gosh, that was like, three years before shipping the game, and we worked a tonne of hours. And we worked with all sorts of different departments on the team, from the exterior level designers to all the texture artists. We worked a lot with Bill Petras, who was the art director on World Of Warcraft, and he's now the art director on Overwatch and he was actually the person that hired me. I always kind of give him a hard time for the questions he asked me in the interview [laughs].

What did he ask you? 

Keller: He's a huge Conan fan. He just loves Conan The Barbarian. So he asked me a couple of questions about whether I loved Conan. And I'm like, "Oh, yeah, it's great…" I don't think I did very well with those [laughs]. He asked me who my favourite artist was, we talked about architecture a little bit. And I guess I did well on those, because they hired me. 

(Image credit: Blizzard)

How were you taught how to make a Blizzard game? Does the company have any hard and fast rules when it comes to a design ethos? 

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.

Keller: When I first started there wasn't really anything like that – maybe because I started as an artist and I worked my way into design, I didn't get to see it. But on World Of Warcraft, on all the games we make, first and foremost we're making a game that we want to play. And everyone is passionate about it. So when we started Overwatch, Jeff Kaplan, the game director, he had always wanted to make a shooter. He is in love with first-person shooters, played them throughout his whole life, even at a certain point picked up modding tools and was making maps and stuff for different shooters that were out there. And so it was just something that we always wanted to do, and we wanted to see a very particular take on it. 

Over time, Blizzard started to kind of refine what some of our design principles were. And so we came up with key design values – Blizzard has a bunch of values for what Blizzard is, in general, as a company, you know, like 'gameplay first' and 'learn and grow'. There are all these things that are very important to us as a company, but we started codifying some of those on the design side too. Things like: 'control is king'. That was a huge one for us at the start of Overwatch – what does it feel like to just hit the buttons and control the character? And there's so much that goes into that, just the responsiveness and the character and the animations that they're playing. Even if you look at some of our other games, like Hearthstone... like, most people would probably say 'control is king' doesn't really apply to Hearthstone because it's just a card game. But even they took that to heart, in just the act of dragging a card out onto the board and what it feels like. You see what your hand does, you see what that card does, you see how it slams onto the ground. All that is part of making a game feel good.

On Project Titan, and actually even on Overwatch because we worked on that from the ground up, there was a lot of fundamental research work we needed to do. So you're looking at a lot of other games, and you're kind of trying to figure out what makes them tick a little bit. And I was doing a lot of work on levels, and so you end up making a tonne of research levels and research maps where you're saying, 'Okay, let's say a space is 12 metres wide – does that feel good to shoot characters in? Let's say it's 80 metres wide; does that feel good to shoot characters in? How high should characters be able to jump? How steep of a slope should they be able to run up?' And then you start working on – maybe I'm getting too into the weeds here – this entity called the character controller, the thing that the player is actually using their inputs to move around the world. I think we nailed the Overwatch character controller; there's lots of little tricks inside of it that I probably can't really talk about, about how it handles a lot of different situations and still make it feel really good. 

You may like
  • Overwatch Jetpack Cat smiling smugly "What if we could just drop 30 new heroes into Overwatch?": Marvel Rivals "definitely had an impact" on Blizzard
  • Overwatch is only in "the beginning of a comeback," lead says, as Blizzard plans to keep "making the best game" for fans
  • Overwatch's Jetpack Cat hero, a ginger cat sitting on a floating blue vehicle, looks into the camera. Blizzard insists its Overwatch rebrand isn't "us trying to admit there was a failure"

(Image credit: Blizzard)

It must have been very different from working on World Of Warcraft, where things were already laid out for you. How much did you talk to the creators of other Blizzard games about making the bones of a Blizzard game?

Keller: One of the cool things about working at Blizzard is that people typically stay here for a long period of time – it's kind of like an end destination for people's careers. And so we have people on our team that have been at the company for almost 25 years, and they've moved around to a lot of different projects. They build all these relationships with other people on other teams, or they've worked on other teams. And so there's always a set of people that you can talk to about games. I've worked with a lot of different designers here, and a lot of the designers have worked with other designers, and so we do – we have conversations sometimes just over lunch, where we're talking about the different problems that we're working on. Other people that you have an incredible amount of respect for can weigh in on what they think they would do in that particular situation. And you might not always do what they say, but it's always kind of invaluable feedback that we're getting all around the company. 

And it's not just to help Overwatch out, it's to help all the other projects out too. And you know what? It's not even to really help them. It's just because we're kind of obsessed with making games. We were talking about Star Wars Jedi: Fallen Order over the weekend: we just can't help but play games, and talk about the games that we're playing or we're working on, and see how we can make them better. I think that everyone kind of has this core belief that they're just trying to make the best piece of art that they can. Blizzard has always had this culture of not shipping a game until it's ready. We call ourselves an iterative design house – we work on something, and then we change the things that we think need to be changed, or we improve the things that we need to improve. And we just keep polishing and iterating on it until we think that it's great. 

(Image credit: Blizzard)

"Everyone on our team is a rock star of the game-development world: we hire the best people, the best developers in the industry."

So when is a game ready to ship at Blizzard? Do you have a sense of what the standard is before the company's ready to put it in a box, as it were? 

Keller: It's torture, doing that [laughs]. It's torture shipping, and I think for most of the game team, the game is never ready. We're such perfectionists, we can always find the things that we want to change. And so it's really, really hard to say, 'This is the point where we think it's good enough'. Because we're our own worst critics at the company. Everyone on our team is a rock star of the game-development world: we hire the best people, the best developers in the industry. So we have a hard time shipping a product. I wish I could tell you what the magic formula is of us saying when it's ready, because it's painful every time to do it.

A lot of times, it's easiest for us get to a point where we think there's some magic in the game and you can start to feel it – like, 'This is good'. But at a certain point, you're educated enough to where you can pick an end date, and you just have to pick that end date no matter how difficult it is, and then every one of the team is able to focus towards that point. And typically it means for some people, you're pouring your heart and soul into a certain set of features because in eight months, this thing's going out the door and we're going to put Blizzard on the box. In the credits it's going to say, 'Designed by Blizzard'. It has to be good enough

(Image credit: Blizzard)

When did you know Overwatch 2 was going to be a full-fledged sequel? 

Keller: Early on in the Overwatch development cycle, like, in the first few months, we had a pretty solid idea of what the current Overwatch game was going to be. And just because we had come off of Project Titan – which was this massive game, it was bigger than any game I'd ever worked on or even heard of, there were just so many features in it – we had this philosophy that we wanted to start very, very focused with Overwatch. And we called the philosophy 'crawl, walk, run,' and Overwatch was going to be our 'crawl'. And then we had another game that we were referring to as our 'walk', and that's kind of what Overwatch 2 has developed into. It's a game that is more than just players competing against each other. It's a much bigger game with a story with a tonne of content behind it, where players are kind of going through missions with each other against AI. And so we'd always thought of it as a big game. But after Overwatch shipped, with the success of it... it's not like it was ever really a separate game, Overwatch 2, but we quickly realised that it was going to fulfil everything that Overwatch could be. 

Overwatch is, at its heart, a fast-paced, team-based shooter; we have now over 50 million people who have played this game. I think one of the amazing things about Overwatch, though, is we have a lot of fans that don't even play the game. There are a lot of people out there that say, 'I love Tracer, I love Mercy – but I just can't play such a competitive FPS game. But I love Overwatch and I love the universe – can you make something for me to play?' And I think Overwatch 2 is going to fulfil that for them, where there's this game that people that don't play competitive shooters can jump into and play it the way that Blizzard designs games – they're going to be able to play the co-op side of Overwatch 2 as their main lifestyle game.

There is so much to that side of the game, from this big story experience that we want to take people through as we see what Overwatch as an organisation is going to turn into and how they react to this massive global threat across the world, to this really deep progression system as they as they play through the Hero Missions. Our closest analogy to that right now is what Adventure Mode is to Diablo 3, that's what these Hero Missions are to us. So it's this massive tail to the game where people can play this for years if they want to. And for us, as we started talking about the game in those terms, it couldn't really be anything but a sequel. 

(Image credit: Blizzard)
Read more

(Image credit: Blizzard)

Overwatch 2 hands-on: Blizzard's sequel is no game-changer, but maybe that's for the best

How much have you consulted with the Diablo 3 team on those kinds of mechanics? 

Keller: We talk to them all the time, we go to lunch. I'm good friends with a lot of people on the Diablo 4 team, and a lot of them were on the Diablo 3 team. Another analogy we make is our Hero Missions are similar to world quests in World Of Warcraft – one of the lead designers of that system, and one of the lead designers on World Of Warcraft, is now on our team spearheading our progression system. So yeah, we have experience from all across the company: we have designers from the Diablo team now working on our team, and then we have friends and colleagues that we're in constant communication with, kind of sharing our ideas with and getting feedback from them. 

What's the biggest thing that you've been able to take from your work on other genres at Blizzard and apply to Overwatch? 

Keller: We had this philosophy on World Of Warcraft, that the world was the main character. And if you think about that game, especially the original one when it came out, there wasn't really any main protagonist, a good guy or a bad guy. It was all about exploring this world. That really resonated with me, and has stuck with me. Working on Overwatch, we started creating this really amazing world. And the thing that stuck out the most in the Overwatch universe was the heroes. The heroes are things that everybody I think can relate to; there are so many different personalities, all a little larger than life, that I think that people can look at those and really be inspired. But it's hard for us to really explore the world in that type of game – it's so fast-paced that it's difficult to deliver story. We're able to take people to maps all across the world. They're all visually stunning and interesting, but it's hard to go beyond that.

So that's one of the things I'm most excited about with Overwatch 2, is we can finally start exploring this world. It's such an important thing for us at Blizzard to create these worlds and let players walk around and explore them. And now we finally get to do that. On Overwatch 2, we get to take people through a big story; we get to introduce them to different characters; you get to see what these different characters' relationships with each other are, what their relationships to Overwatch and to some of the main protagonists in the story are. I'm really excited to be able to start doing that for our players.

World of Warcraft turns 15: Looking back on the MMO's journey to WoW Classic with technical director Patrick Dawson.

CATEGORIES
Nintendo Switch Xbox One PS4 PC Gaming Platforms Nintendo Xbox PlayStation
PRODUCTS
Overwatch World of Warcraft
Jen Simpkins
Jen Simpkins
Social Links Navigation

Jen Simpkins is the former Editor of Edge magazine, and is a multi-award-winning creative writer. In her most recent industry role, Jen lent her immense talents to Media Molecule, serving as editorial manager and helping to hype up the indie devs using Dreams as a platform to create magical new experiences.

Read more
Overwatch Jetpack Cat smiling smugly
FPS Games "What if we could just drop 30 new heroes into Overwatch?": Marvel Rivals "definitely had an impact" on Blizzard
 
 
FPS Games Overwatch is only in "the beginning of a comeback," lead says, as Blizzard plans to keep "making the best game" for fans
 
 
Overwatch's Jetpack Cat hero, a ginger cat sitting on a floating blue vehicle, looks into the camera.
FPS Games Blizzard insists its Overwatch rebrand isn't "us trying to admit there was a failure"
 
 
Overwatch's Brigitte offers you a hand up.
FPS Games Overwatch director celebrates no longer being "the lowest-rated game on Steam" but he's not sure how to reach positive
 
 
Overwatch characters dress like Sanrio mascots
FPS Games "The mood all week" - After a year of Marvel Rivals dominance, Blizzard is just happy you're playing Overwatch again
 
 
Key art from Overwatch's Reign of Talon event, showing the screen split between a red and blue background with four heroes on each side facing off against each other.
FPS Games "Marvel Rivals is the best thing to happen to Overwatch": Fans react to Blizzard's big changes and 10 new heroes
 
 
Latest in Sports
MLB The Show 26
Sports Games MLB The Show 26 codes (March 2026) and how to redeem them for free packs
 
 
Chelsea green raises a belt as she enters the ring in WWE 2K26
WWE 2K WWE 2K26 replaces traditional DLC with battle passes, and fans are already worn out with the grind
 
 
WWE 2K26
WWE 2K WWE 2K26 locker codes (March 2026) for free MyFaction rewards
 
 
A black-haired girl leaps to reach the ball in Neo Tennis, in which you can redeem Neo Tennis codes.
Sports Games All Neo Tennis codes (March 2026) for lucky spins
 
 
Chelsea green raises a belt as she enters the ring in WWE 2K26
WWE 2K WWE 2K26 review: "Outstanding action in the ring grapples with overly-monetized rewards, which feels like a work"
 
 
Super Golf Battle
Sports Games This $8 indie game blowing up on Steam is like Mario Golf mixed with Smash Bros., and it's already sold 500k copies
 
 
Latest in Features
Starfield screenshot showing the new Anchor Point location
RPGs How your feedback helped shape Starfield's biggest updates: "We're always checking in," says Bethesda
 
 
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
 
 
A painted Legio Custodes miniature on a wooden surface
Tabletop Gaming The new Warhammer Custodes look amazing, but my god, I wish they were easier to build
 
 
A zombie police officer bits a poker in Resident Evil Requiem
Resident Evil Resident Evil has shaped survival horror as we know it – and the next decade will be the proving ground
 
 
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
 
 
LATEST ARTICLES
  1. Sam Witwer as Darth Maul in Star Wars: Maul – Shadow Lord
    1
    New Star Wars show Maul - Shadow Lord's animation mixes CG and traditional techniques
  2. 2
    Resident Evil has shaped survival horror as we know it – and the next decade will be the proving ground
  3. 3
    Minecraft Dungeons 2 takes another stab at Mojang's surprisingly great Diablo-inspired RPG spin-off later this year
  4. 4
    Star Wars: Maul – Shadow Lord showrunner says that the former Sith is still a villain.
  5. 5
    Fallout season 3 will incorporate "a few things from the game that we've wanted to do since season one," says showrunner

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...