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The making of Splinter Cell – How the decision to "ruthlessly enforce stealth" created a classic
By Ian Dransfield, GamesRadar Staff published
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
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
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
Features With a Last Of Us Part 2-style ukulele waiting to be plucked

The making of Resident Evil 4: "By that point in the series, zombies were simply no longer scary to players"
By Retro Gamer Team, Luke Albiges published
Features Capcom producer Hiroyuki Kobayashi looks back on how this genre defining monster was made

Does Deathloop prove that 'immersive sim' is an outdated term?
By Edge Staff, Alex Spencer published
Features Can Deathloop be called an immersive sim?

Crash Bandicoot turns 25 – How Naughty Dog transformed Willie the Wombat into a PlayStation icon
By Adam Barnes, Retro Gamer Team published
Features Retro Gamer explores how Crash Bandicoot shaped 3D platforming, the PS1, and even Naughty Dog itself

Salt and Sacrifice is part Dark Souls, part Monster Hunter
By Edge Staff, Chris Schilling published
Features Track down bosses and kill them for a "loot pinata" in this sequel to an indie classic
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