Hideo Kojima's stealth classic debuted on MSX on this day in 1987, and Kat and Jeremy return to Outer Heaven for a fresh take on a landmark classic.
Look past the loving tributes to retro games and Japan's premiere indie games event feels like the natural, inevitable destiny of video gaming.
DESIGN IN ACTION | And final thoughts in general.
Konjak brokers peace for the 16-bit console wars.
Koji Igarashi is bringing samurai to Victorian England, and he's dressed the part.
Blurring the line between tribute and clone in the nicest way possible.
A highlight of this year's BitSummit demonstrated the appeal of the shallow.
Microsoft's true Phantom Dust follow-up may or may not ever happen, but in the meantime, the game's original creator has something similar in the works.
The Silver Case, which launched Grasshopper Manufacture into the world, get a proper sequel at long last.
From the role of Midgar to Aerith's famous death, we dive deep into an all-time classic.
The wizards at Hexadrive want to prove they can offer to gaming more than just tech savvy.
DESIGN IN ACTION | Plenty of games imitate the classics. Few manage to simultaneously embrace and transcend them.
Over Fence presents: The next Switch game that will estrange you from your three best friends.
We talk to Keiichi Yano about his joint venture with PaRappa creator Masaya Matsuura.
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 | In transforming dungeons from combat gauntlets to complex puzzles, the third Zelda reinvented the action RPG.
It's May the 4th! Here's one of our favorite Star Wars games ever!
DESIGN IN ACTION | The third Zelda's big twist was even better than the original's Second Quest.
Bonus: We also imagine a (good) Genesis Classic Edition.
DESIGN IN ACTION | What happens when the good guys are kinda... bad?
INTERVIEW | The trials of transforming Versus XIII, preparing a global launch, and making Prompto popular.
An upcoming interview with Hajime Tabata shines a light on how the Final Fantasy XV producer overcame the game's many development problems--including how to make poor Prompto interesting.
Nadia cuts a slice of cake for Symphony of the Night and looks back at Jeremy Parish's Design in Action series of articles for the game.
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.