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FeaturesResident Evil 2 still deserves its high praise 27 years on, but how did it turn a one-off PS1 success into an unstoppable horror franchise juggernaut?By Martyn Carroll Published -
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Features20 Years of the Nintendo DS: "If someone had told you in 2004 that Nintendo was about to abandon the Game Boy, would you have believed them?"By Nick Thorpe Published -
FeaturesVampire Survivors kicked off a game development gold rush, but has a legitimately new genre emerged between the cash-ins?By Julian Benson Published -
InterviewIndiana Jones and the Fate of Atlantis was almost "based on an unproduced Indy script," says project lead: "But after reading it, I decided it was unproduced for a reason"By Mike Bevan Published -
NewsEdge 410 goes hands-on with Cronos: The New Dawn, the new survival horror from Silent Hill 2 studio Bloober TeamBy Alex Spencer Published -
Interview"My true love in games is The Legend Of Zelda," says Evanescence's Amy Lee, but making the new track for Devil May Cry was a joy: "I was hooked on it and binging it every night"By Nick Thorpe Published -
FeaturesWith Wuchang: Fallen Feathers, Chinese studio Leenzee aims to soar to the heights of its fieldBy Alan Wen Published -
FeaturesSilent Hill: Downpour devs reflect 12 years on: "Stop trying to be Japanese scary, and just be Czech scary"By James Winspear 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 -
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 -
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
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