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“We loved making this into a goofy, irreverent, and kind of chill experience”: Wheel World celebrates bike culture with its vibey open world
By Alessandro Fillari published
Big in 2025 | Take your bike onto the open road with this strange yet chill adventure game.

"Climbing is in itself a game, with rules everybody knows": Cairn's tense, strategic ascents are making our palms sweat
By Luke Kemp published
Big in 2025 | Going hands-on, and very carefully too, with this year's most compelling and dizzying climb 'em up, we speak to The Game Bakers about putting a piton in it

Silent Hill: Shattered Memories is "a weird-ass postmodern riff" on the PS1 original says Sam Barlow, talking the development 15 years later
By James Winspear published
Feature Feature | This return to the very first game broke apart everything you knew and rebuilt it in a truly chilling fashion

Saving the world with a baguette? "A joke that went too far," shares Clair Obscur: Expedition 33's creative director, as we talk Final Fantasy, Persona, and more
By Emma Withington published
Interview Big in 2025 | Clair Obscur: Expedition 33 “deeply respect[s]” Final Fantasy and Persona but wants its RPG to be “something that feels truly special and unique, with its own style"

Avowed is an RPG that's both the culmination of everything Obsidian has done before, and also an evolution of it: "There's really not a whole lot of our regions that's off limits to the players"
By Heather Wald published
Big in 2025 | Avowed is going to open us up to the fantasy world of Eora with one of the most ambitious RPGs of the year

"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
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