mag upload
Latest about mag upload

Silent Hill: Downpour devs reflect 12 years on: "Stop trying to be Japanese scary, and just be Czech scary"
By James Winspear published
Features Feature | An attempt to refresh things, this very different take was the last mainline Silent Hill

Silent Hill: Shattered Memories is "a weird-ass postmodern riff" on the PS1 original says Sam Barlow, talking the development 15 years later
By James Winspear published
Features Feature | This return to the very first game broke apart everything you knew and rebuilt it in a truly chilling fashion

"Sony would also turn to Mercury for all their tech demos for publishers": Jeb Mayers talks us through the creation of the portable puzzler
By Nick Thorpe published
Interview Feature | The mini making of Arthur Maclean's Mercury

"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
Features Feature | "People kept calling these things 'interactive movies, and I was like, 'Yeah, they're not really, but okay. Let's do it. Let's do it. Let's make an interactive movie!'"

Goal Oriented: How do developers invent their own sports – even when they're not too fond of the real thing?
By Alex Spencer published
Features Feature | "What I've realised is that any turn-based strategy game, like a Fire Emblem or XCOM, those are basically sports games"

BioShock 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 gameography
By Jeremy Peel published
Features Edge: The Collected Works | From immersive-sim innovation, through undersea peril, and onto new beginnings back out in space, Ken Levine talks through his impressive and iconic gaming portfolio in his own words

The 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
Features Feature | Edge Magazine: Larian fought with cinematics, embassies and the expectations of BioWare fans to make the RPG of the decade

AAA – 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 Feature | Edge talks to developers to unpack the baggage around the blockbuster marketing term

"At the time survival horror was changing. 'How action-oriented do we get?'": 16 years on, Tomm Hulett reflects on Silent Hill: Homecoming
By James Winspear published
Features Feature | Go big or go home? The developers of this series entry decided to do both when Silent Hill landed on PS3 and Xbox 360

The 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
Features Feature | Edge Magazine: Remaking an iconic game was daunting enough – then the developers faced the difficult second entry.
Weekly digests, tales from the communities you love, and more