Opinion: Welcome to Amalur
From cellophane to opening cutscene, it's as if Kingdoms Of Alamur: Reckoning doesn't seem to care about you playing it.
4From cellophane to opening cutscene, it's as if Kingdoms Of Alamur: Reckoning doesn't seem to care about you playing it.
4It's a real problem that gamers don't understand how much work goes into making a quality game, plus Blizzard's political correctness gone soft.
1Robin Hunicke, Jakub Dvorsky, Dino Patti and Brian Provinciano discuss the nature of indie games.
1Find your future translating Japanese for Nintendo, designing games for core x group, or supporting the UK's nuclear deterrent.
London's indie devs gather for Bit Of Alright, a chaotic celebration of the local scene.
Are overbearing tutorials and handholding destroying the magic? Plus playing fever dreams and shooting Skyrim.
2Brian Howe imagines what Infocom’s classic text-based adventure Zork might be like had it been released today.
1The Double Fine founder tells us why working with young children and hot lava results in fertile creative ground.
1Innovative game design is no longer enough to change the world, argues Tadhg Kelly.
1We examine Zynga CEO Mark Pincus' claims that Tiny Tower just builds on the foundations of its forebears.
The pleasures of sneaking, the finality of videogame death and game designers' love for MacBook Pros.
3Find your future designing quests for WOW, building new social games with Wooga or overseeing Dice's Battlelog.
We talk art, design and masochism with the game’s creative director, Hidetaka Miyazaki.
2Randy Smith considers the delicate balance between realism and abstraction in game design.
If we can analyse songs to predict future hits, asks Graham McAllister, can you do the same for videogames?
Find your future at Codemasters, Crytek, Madrid-based Tequila Works or movie effects specialist Double Negative.
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.
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.
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