Feature Dishonored gave us dizzying level of power over our environment, loaded with a heavy question: How far should you really go?
Feature Weary, morally grey, and oh so tired of it all. How a believable man in a fantasy world made for one of the most relatable player-characters around.
Feature Part doll's house, part spook-'em-up playground, the 3D sequel's real joys come from the tactility of its exploration.
Making Of "How do you make a shooter that's not Call of Duty?" That was the question. The answer was something no-one saw coming.
Current page: 1