interview
The latest interview 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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“We loved making this into a goofy, irreverent, and kind of chill experience”: Wheel World celebrates bike culture with its vibey open worldBy Alessandro Fillari Published -
"Climbing is in itself a game, with rules everybody knows": Cairn's tense, strategic ascents are making our palms sweatBy Luke Kemp Published -
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 -
InterviewSaving 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 moreBy Emma Withington Published -
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 -
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 -
InterviewWhat makes a Suda51 game? "Mainly pro wrestling," he says, and Grasshopper's new game couldn't avoid it if they triedBy Oscar Taylor-Kent 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
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