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"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
Features 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
Features 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

Exclusive: The Discworld RPG gleefully ignores "modifiers to dice, and anything crunchy" in favor of puns
By Benjamin Abbott published
Interview The Modiphius team fill us in on how the Discworld RPG works

Commander is the "center of gravity for Magic" says MTG's Ken Troop
By Abigail Shannon published
Interview Interview | Magic: The Gathering's global play lead, Ken Troop talks the changing face of MTG

"People have spent 20 hours solving" City of Six Moons, the board game you must learn an alien language to play
By Matt Jarvis published
Interview Interview | Designer Amabel Holland on the joy of watching players solve her “very strange idea”
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