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"Instead of being 80% UFO and 20% on foot, we flipped it": How Destroy All Humans' sci-fi action oddity conquered all
By Sean Cole published
Features Interview | Pandemic Studio alums go deep into the making of the kooky adventure that rocked PS2 and Xbox

"It gave us more opportunities for variety": How Banjo-Kazooie helped the Nintendo 64 compete with PlayStation
By Rory Milne published
Features Interview | Banjo creators Chris Sutherland, Ed Bryan, Gavin Hood, Gary Richards and Steve Malpass explain how the series evolved

"Bully was chaotic from the day I started": Inside the making of Rockstar's 'GTA in boarding school'
By Sean Cole published
Features Interview | How PS2 classic Bully managed to bring the open-world craze to an unexpected setting

How Jak and Daxter challenged Naughty Dog to find "the most beautiful thing we could pull off" on PS2
By Rory Milne published
Features Interview | Exploring the PS2 classic with Naughty Dog alum Dan Arey

How Rayman 2 "offered 2D gameplay situations in a 3D environment" to get the best of both worlds
By Guy Miquel-Albert published
Features Interview | Ubisoft explores the making of one of its definitive PS1 and N64 platformers

How Ape Escape's DualShock legacy lives on in today's PS5 games: "We'll never make it compatible with regular controls!"
By Lewis Packwood published
Interview Interview | Shuhei Yoshida and Kenji Kaido shed light on Ape Escape's numerous sequels, spin-offs, and recent Astro Bot cameo

"The physical world gave us possibilities we didn't have before": How Grim Fandango's 3D world revolutionized PC gaming
By Graham Pembrey published
Features Interview | Grim Fandango creator Tim Schafer on the unforgettable action-adventure, both the original and remaster

Dino Crisis is more than "Resident Evil with dinosaurs" – it shaped survival horror as we know it
By Martyn Carroll published
Features Feature | An ultimate guide to why this Capcom fan favourite shouldn't be dismissed

The making of Peter Jackson's King Kong: The Official Game of the Movie
By Guy Miquel-Albert published
Features Interview | How Ubisoft Montpellier tackled the challenge of creating a PS2 game based on a blockbuster film in 2004

Dungeon Keeper was meant to feel like "D&D, but you're running the dungeon", according to its creators
By Graham Pembrey published
Features Interview | Exploring the Fable creator's classic strategy series, from original concept to modern incarnations

The 25 best PS1 games of all time
By Nick Thorpe last updated
Best List Let's wind back the years to look at the 25 best PS1 games from Sony's ground-breaking games console

Best Saturn games of all time from Die Hard Arcade to Panzer Dragoon Saga
By Darran Jones last updated
Best List The 25 best Sega Saturn games, from Die Hard Arcade to Panzer Dragoon Saga

Explore the history of the Fallout games with some of the devs who helped bring the iconic RPG franchise to life
By Ian Dransfield published
Interview On the Radar | Fallout has seen many changes, off-shoots, and failed projects in its time – who knew the end of the world could be so full of life?

"It felt like a great, natural fit, it was just a matter of tuning the gameplay": How Shogun: Total War marched into new territory and laid the foundations for a strategy game empire
By Adam Barnes published
Interview Every great military campaign has to start somewhere

Before Banjo-Kazooie's mascot was a bear and after he was a human, the N64 icon was actually a rabbit, according to a former Rare developer
By Kaan Serin published
News "We went from a boy to a rabbit for about a week"

GoldenEye 007 had a "strong influence" on Banjo-Kazooie's sequel because Rare devs spent "probably every lunchtime for a couple of years" playing the N64 FPS
By Kaan Serin published
News "It just felt like the next logical step"

The 25 best PS2 games of all time
By Nick Thorpe last updated
Best List Looking back at the best PS2 games that defined Sony's second gen console

A mandate came in from the Rockstar head office," Bully artist recalls, and "the art team pretty much purged itself from the studio" – which ended up giving the cult classic "its own identity"
By Scott McCrae published
News "The game was pitched to me as an Americana piece. The goal was to have it look and feel more akin to a Norman Rockwell painting"

Rockstar used GTA: Vice City's code to craft cult classic open-world game Bully, but immediately found the choreography "hard" because "you're getting into fistfights with other kids"
By Scott McCrae published
News "If you took it too far, it would immediately get too violent and inappropriate"





