Dungeon Encounters finds depth in stripping the JRPG down to its essentials By Alex Wiltshire published 13 January 22 mathsterful Clever combat and exploration hide behind the barebones presentation.
Old school roguelike Rift Wizard is no looker, but it's a tactical slaughterfest so deep you could drown By Alex Wiltshire published 3 November 21 Furious Pixels A pixel art wizard-building sim with surprising depth.
Olija review By Alex Wiltshire published 28 January 21 Harpoon on This darkly atmospheric action adventure delivers great grapple.
The impossible quest to finish every CRPG in chronological order By Alex Wiltshire last updated 3 July 22 RPG Quest Over a decade ago, Chester Bolingbroke set himself a mission that will never end.
Luke Smith on Beyond Light, unvaulting destinations and why Destiny 2 can't get rid of blue gear By Tim Clark, Alex Wiltshire published 10 November 20 INTERVIEW Bungie's creative director also discussed why Destiny is like basketball, shortening login times, and keeping loot too long.
System Shock 2: How an underfunded and inexperienced team birthed a PC classic By Alex Wiltshire published 30 September 20 Aftershock "We were given an enormous amount of responsibility, and for not very good reasons."
Why some hitboxes are so bad By Alex Wiltshire published 12 August 20 Missbox When a hitbox just doesn't feel right, what's actually happening? Here's what can go wrong.
How hitboxes work By Alex Wiltshire published 10 August 20 SCIENCE Hitboxes are critical to making games work, but when they're done just right, you won't even notice them.
When are game companies truly being anti-consumer? By Alex Wiltshire published 16 April 20 Deep dive What is true anti-consumer behavior? We break down platform exclusivity, preorders, loot boxes, downgrades, and more.
Revisiting System Shock, and the birth of immersive sim design By Alex Wiltshire published 17 January 20 Origin story Back to Citadel to see the origins of the emergent sim.
What does it take to make a living on Twitch? By Alex Wiltshire published 11 November 19 Right Stuff Twitch streamers talk about the challenges of "making it," and all the hidden work that goes into a successful streaming life.
The parent's guide to PC gaming By Alex Wiltshire published 18 September 19 Handbook How to raise your kids on PC games, and understand the content and communities they'll be exposed to.
How old should my kids be before I let them play Fortnite? By Alex Wiltshire published 29 August 19 Parent Trap We talk to experts and psychologists about what playing Fortnite does to young brains.
Bungie's marathon: Charting Destiny 2's independent future By Alex Wiltshire published 1 July 19 new light Destiny's creators discuss the next phase of the game's evolution.
X-COM creator Julian Gollop discusses his most important games By Alex Wiltshire published 29 April 19 From the archives X-COM’s maker remembers over 30 years of perfecting the turn-based tactics genre.
Time Extend: The Stanley Parable By Alex Wiltshire published 8 April 19 Guest article What it means to play a game about games.
GOG's 10 year journey to bring old games back to life By Alex Wiltshire published 16 January 19 Oral History An oral history of Good Old Games: How it began, and how they track down classic games and make them work again.
Mutant Year Zero: Road to Eden review By Alex Wiltshire published 4 December 18 Control freak Stalk the Zone in a tactics game that adds new mutations to the XCOM-like.
How developers harvest your data to make their games better By Alex Wiltshire published 4 October 18 privacy Anonymous play data is a vital part of modern game design for indies and big-budget games alike.
How Arma 3's Altis Life mod brought PvP and roleplaying together By Alex Wiltshire published 25 September 18 Life sim And where that combination of ideas went next.
The future of PvP: how Destiny 2's Gambit invented a new game mode By Alex Wiltshire published 24 September 18 Compete This week, we're talking about the future of competitive multiplayer.
The precarious business of living off modding By Alex Wiltshire published 13 August 18 Money mod We speak to modders about the challenges of earning an income from their work.
The daunting aftermath of releasing your dream game, as told by the devs of Stardew Valley, Owlboy, and more By Alex Wiltshire published 7 August 18 Then what? For devs like Iconoclasts' Joakim Sandberg, releasing a game after working on it for eight years can be a thrill that quickly gives way to emptiness and anxiety.
Lumines Remastered review By Alex Wiltshire published 3 July 18 Block rockin’ beats The definitive rhythm action puzzler gets the version it deserves.
What happens when online games go down for maintenance By Alex Wiltshire published 4 June 18 Reboot How the creators of games like Warframe, Vermintide, and Worlds Adrift deal with downtime.