DESIGN IN ACTION | Plenty of games imitate the classics. Few manage to simultaneously embrace and transcend them.
DESIGN IN ACTION: How the push-and-pull of iterative challenges invisibly eases players into the game's most advanced platforming techniques.
DESIGN IN ACTION | Yacht Club Games' brilliant platformer called back to the golden age of gaming with a reminder that the best tutorial is experience.
DESIGN IN ACTION | In transforming dungeons from combat gauntlets to complex puzzles, the third Zelda reinvented the action RPG.
DESIGN IN ACTION | The third Zelda's big twist was even better than the original's Second Quest.
DESIGN IN ACTION | Link's journey across the entirety of Hyrule was in fact just the beginning of a much larger adventure.
DESIGN IN ACTION: We commemorate the 25th anniversary of A Link to the Past’s release in North America by diving deep into what makes it great.
DESIGN IN ACTION | What happens when the good guys are kinda... bad?
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.