Interviews
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Interview | Uncovering the eldritch horror monster-collecting RPG Book of Abominations
"Charming and charismatic meets unsettling and grotesque."
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Interview | Under the surface of Still Wakes The Deep
Inside The Chinese Room, as it enters a fresh era.
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Interview | Cocoon's developers on bringing "the most complex game idea" they've ever had to life
Marble run.
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Digital Foundry | Inside Marvel's Spider-Man 2: the Digital Foundry tech interview
Insomniac reveals the secrets behind its ambitious sequel.
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Interview | Sonic Team's Takashi Iizuka on co-op play, pixel graphics, and getting momentum right
"To me, a Sonic game is about energy."
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Interview | Sony discusses five-year journey to launching PlayStation Access controller
And the "upward trend" of accessibility across the industry.
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Interview | Sam Lake and Remedy on Alan Wake 2's move to survival horror and pushing the franchise's boundaries
"There are no obstacles."
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Interview | Super Mario Bros. Wonder developers discuss Nintendo's push to reinvent its classic side-scrolling formula
"You need to try harder to surprise these players."
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Digital Foundry | Inside Immortals of Aveum: the Digital Foundry tech interview
Behind the scenes on the first non-Epic game to ship with all Unreal Engine 5 next-gen features.
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Interview | The definitive Xbox Gamescom interview
Phil Spencer on new hardware, price drops, mid-gen refreshes - and why the company won't ditch Series S.
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Interview | The future of PowerWash Simulator, and developer FuturLab
"What do we need to do to get the Millennium Falcon?"
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Interview | EA Sports FC 24 boss on sportswashing, engagement, and Gen Z football fans
"Our role is to provide players with exactly what's going on in football."
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Interview | Larian on signing Baldur's Gate 3, approaching a new era, and games you've never heard about
Past, present and future.
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Interview | Hohokum's spiritual successor takes flight in Flock
Fleece Navidad.
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Interview | The future of Football Manager
Sports Interactive boss Miles Jacobson on the "personal disappointment" of FM23 and dreams for FM25.
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Interview | Game composer Lena Raine on her musical style: "I'm a big fan of musical metaphor"
Describing the sound world of Harmony: The Fall of Reverie.
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Interview | Making Clive sexy: in conversation with Ben Starr and Susannah Fielding from Final Fantasy 16
"There's so much love and care that has gone into this."
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Interview | After the Remote Pass nerf, Pokémon Go moves forward with Shadow Raids
"We made a decision that we'd have to grit our teeth and get past."
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Interview | How Blizzard keeps Diablo 4 feeling single-player despite its MMO elements
"Every class is a DPS class in Diablo."
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Interview | How the BAFTA nominated Citizen Sleeper is a game "about now"
Gareth Damian Martin on the game's refugee-themed DLC.
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Interview | Pokémon Go teases "blockbuster slate" of features, amidst major Remote Raid changes
Popular method of playing at home to be capped, almost doubled in price.
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Interview | "Beta has become a twisted word": Blizzard responds to Diablo 4 early access feedback
Queues, balance, the Butcher, couch co-op, dungeon design and more.
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Interview | Curry with the GOAT: Jeff Minter on 40 years operating on the far side
"I'll keep making games 'til they plant me."
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Interview | Season passes, the in-game shop, the shared world: the big Diablo 4 interview
"It's meant to last a long time."