DESIGN IN ACTION | How an RPG put a new spin on a classic literary concept.
DESIGN IN ACTION | Final Fantasy VII's big bad wasn't all that big, but he was definitely bad.
DESIGN IN ACTION | The oppressive megalopolis at the heart of a classic RPG.
DESIGN IN ACTION | The ultimate evolution of Final Fantasy's game design philosophy amounted to an inversion of RPG tradition.
But was it really so unprecedented?
DESIGN IN ACTION: The Last Guardian's background story proves to be as enigmatic as its gameplay is predictable.
Yes, it plays an awful lot like a 15-year-old game... but there's a reason for that.
Or: How the players got played.
We close out our in-depth look at Castlevania classic Symphony of the Night by exploring the cumulative power of its brilliant little details.
Such a convenient word, but not the most accurate one.
How Konami created a new and different Castlevania by building on, and creating contrast to, what had come before.
The first entry in a new weekly column kicks things off by exploring the inner workings of a video game classic.