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.
Nintendo's charming Wii U platformer gets a visual downgrade, but there are enough new goodies to make up for it.
As well as more grounded speculation about the form it's actually likely to take.
We close out our in-depth look at Castlevania classic Symphony of the Night by exploring the cumulative power of its brilliant little details.
SEGA's crime odyssey isn't afraid of a little tonal whiplash, which sometimes can be a good thing... but not always.
Such a convenient word, but not the most accurate one.
Can Nintendo convince the world that its new console is a console, not just a beefed-up portable?
How Konami created a new and different Castlevania by building on, and creating contrast to, what had come before.
2017 in Preview: The final days of 3DS and Vita herald the end of an entire way of gaming.
The first entry in a new weekly column kicks things off by exploring the inner workings of a video game classic.
Yeah, the new level-design tool port definitely has some serious shortcomings. Fortunately, we can think of a few easy fixes.
Jeremy explores one of classic gaming's most popular and iconic audio formats (as seen on TV, via SEGA Genesis!).
UPDATED 11/30! We're rounding up and reviewing all the essentials for your tiny Nintendo console. Latest: A carrying case, and a fix for a promising controller.
A look at the dicey boom-era games of ’80s Japan and the vanished studios that made them.