interview
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"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 handheld
By Nick Thorpe published
Feature Feature | "We're in the big leagues now": Retro Gamer talks to the devs and media who worked with the PlayStation Portable from its 2004 launch

"A lot of people were really p*ssed off": Suda51 talks his early career, and whether he'll return to narrative-heavy games – "I do think about it a lot"
By Oscar Taylor-Kent published
Interview Interview | From Super Fire Pro Wrestling and The Silver Case to No More Heroes, Suda51 reflects on how to make an impact

26 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
Feature Feature | The Evolution of Colin McRae Rally: Retro Gamer talks with former Codemasters creative Chris Southall on the racing series' legacy

"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 be
By Guy Miquel-Albert published
Feature Feature | The Making of Beyond Good and Evil: Retro Gamer talks with the developers behind Ubisoft's unique hidden gem about creating a classic

"We were honouring Sonic's holistic history which includes both designs": 13 years on, Takashi Iizuka reveals why Sonic Generations need twice the 'hogs
By Nick Thorpe published
Interview Feature | The Making of Sonic Generations – Retro Gamer talk with Sonic Team creative director Takashi Iizuka about the game's original 20th anniversary release

17 years on, Sam Barlow reflects on Silent Hill: Origins: "To pull it out of the bag with a seven-out-of-ten game was incredibly rewarding"
By James Winspear published
Feature Feature | The development of this handheld-first trip to the Hill was as convoluted as the prequel story it tells

Magic: The Gathering creator Richard Garfield talks game design: "Players look back now and see a bunch of broken cards"
By Benjamin Abbott published
Interview MTG creator discusses game design, if he'd change anything about MTG, and what's next - Half Truth: Second Guess

"How do those spaces feel when they're slightly more intimate?" Alan Wake 2: The Lake House's game director on bringing a bit of Control to Bright Falls
By Oscar Taylor-Kent published
Interview Interview | Game director Kyle Rowley talks bringing a bit of the Control flavor to the world of Alan Wake 2 in its The Lake House DLC
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