Out There: The thing with Zelda
The magic at the heart of Hyrule, the art of fantasy illustration, and the talk that called developers to exact revenge on society.
The magic at the heart of Hyrule, the art of fantasy illustration, and the talk that called developers to exact revenge on society.
"I think we might be the first to do constant updates," says 4J Studios' Paddy Burns.
The man who created X-COM on what he thinks of Firaxis' XCOM: Enemy Unknown remake and the future of turn-based strategy.
2Pining for the loss and consequence of Ultima Online, plus the death of the games and art argument.
1How a tiny box of tricks is helping David Braben in his mission to foster a new generation of game makers.
1PopCap's Giordano Bruno Contestabile on how today's huge audience of gamers is shaping the future of videogames.
How will changes to US patent law affect the videogame industry? Patent lawyers Greg Boyd and Andrew Keisner explain.
1The conceptual artist tells us what he's learnt from a life spent in games.
Leigh Alexander on how personal context shapes our views of a game’s level of quality and importance.
2Hacking victim declines Microsoft's offer to investigate and works it out by himself.
14We meet Spov, the CGI specialist behind the cutscenes in Activision's bombastic series.
1Two unannounced projects could see release in first half of 2012, says CEO Carl Manneh.
Does meaning in games arise from the game rules, or the players? Plus, game maps drawn from memory and the magic cooldown period.
Studio seeks to "raise the bar" of videogame storytelling.
Accessibility charity SpecialEffect explains how it helps players with disabilities to enjoy games.
The best playtesters are often those developers think as the wrong players of their games, says Graham McAllister.
1Rumours of CEO's departure appear confirmed as developer admits to seeking finance to complete work on sequel.
1Pete Collier on what it took to finish the game: community support to dealing with Apple.
Find your future kickstarting others' at the University of York or creating the next generation of graphics hardware at ARM.
How do you design a finale for an open-ended game? Plus the delight in Dark Souls' difficulty and more.