One of Judgment's biggest antagonists is also one of its most interesting characters in the game By Max Williams published 30 July 23 Opinion Opinion | Judgment's chief recurring thorn-in-the-side is annoyingly appealing
Fort Solis: How an indie studio fulfilled its plan to deliver a TV-quality sci-fi thriller By Chris Schilling published 29 July 23 Features Exploring the story behind the upcoming narrative thriller, Fort Solis
Revisiting X-Com UFO Defense, the classic strategy game that helped to kickstart a genre By Jeremy Peel published 23 July 23 Features What did Firaxis leave behind when adapting alien-invasion strategy for the modern world?
The making of Unpacking: Developer Witch Beam on bringing the moving indie hit to life By Chris Schilling published 4 January 23 Features Edge speaks to developer Witch Beam to explore the story behind Unpacking
Jake Solomon on his journey from underqualified graphics programmer to master strategist By Jeremy Peel published 2 January 23 Features From Civ 3 to XCOM and Marvel's Midnight Suns, Jake Solomon shares his thoughts on his extensive back catalog
The rise, fall, and curious afterlife of splitscreen multiplayer By Edwin Evans-Thirlwell published 1 January 23 Features Charting the winding path of one of video games' most familiar yet unusual features
The making of Alien Resurrection: Why did the high-profile movie tie-in arrive three years late? By Retro Gamer Team published 29 December 22 Features Lost in space
Legend of Zelda: Spirit Tracks was a flawed series entry that shined a long-overdue spotlight on its title character By Abbie Stone last updated 13 September 22 Features If you're hoping that Zelda gets a more prominent role in Breath of the Wild 2, you really should give this DS gem a try
How Frogwares built detective RPG The Sinking City, a Silent Hill-style mystery for fans of lateral thinking By Oscar Taylor-Kent last updated 29 August 22 Interview The Sinking City is rich with clues, but firmly avoids hand-holding mission markers - Frogwares' CEO Wael Amr explains how they built such a complex, rewarding, open world
Does Borderlands 3 have too many guns? "We definitely reached a threshold where it doesn't matter how big the number is" By Chris Burke last updated 25 August 22 Interview OXM sits down with Gearbox to talk about Borderlands 3's billions upon billions of guns
Star Wars: Republic Commando retrospective: How a prequel spin-off redeemed itself by rejecting all things Jedi By Jeremy Peel, Edge Staff last updated 23 August 22 Feature Republic Commando landing on PS4 and Switch presents the perfect opportunity to discover a forgotten Star Wars gem
Kingdom Hearts at 20: How a Mickey Mouse RPG pitch spiraled wildly out of control By Samuel Roberts last updated 23 August 22 Features Director Tetsuya Nomura charts the making of Square's iconic RPG as Kingdom Hearts celebrates its 20th anniversary
Resident Evil 4 retrospective: Why Capcom's 2005 action masterpiece is still without peer By Chris Schilling, Edge Staff last updated 16 August 22 Features We might never see another game like Resident Evil 4. 2021 can't cope with such weird, beautiful, ambitious excess
Monkey Island creators recount the origins of its infamous Insult Sword Fighting By Josh West published 5 April 22 Features Ron Gilbert and Tim Schafer reflect on 30 years of fighting like dairy farmers ahead of Return to Monkey Island
Why Elden Ring is so much more than an 'open world Dark Souls' By Oscar Taylor-Kent published 7 February 22 Features Inside Elden Ring: FromSoftware's fantasy adventure is overflowing with approachable challenge, eviscerating combat, and boundless exploration
The making of Enter the Matrix, the game that defied the foundations of interactive storytelling with messy results By Retro Gamer Team, Aaron Potter published 24 December 21 Features The creators of Enter the Matrix reflect on its messy and ambitious development
The making of Splinter Cell – How the decision to "ruthlessly enforce stealth" created a classic By Ian Dransfield, GamesRadar Staff published 15 December 21 Features The making of Splinter Cell – how a decision to "ruthlessly enforce stealth" helped create a classic
From Call to Duty to Dead Space, Bond to Barbie: A career retrospective with Glen Schofield By Chris Schilling, Edge Staff published 3 December 21 Features From Barbie Game Girl to The Callisto Protocol: Glen Schofield reflects on his 30 year career
DokeV is more than just a next-gen take on Pokemon By Edge Staff, Chris Schilling published 5 November 21 Features How Korean culture, childhood memories, anime and more inspire DokeV's gorgeous monster battler
Tchia is GTA meets Ghibli, set on a south Pacific island By Edge Staff, Chris Schilling published 22 October 21 Features With a Last Of Us Part 2-style ukulele waiting to be plucked