It's a cozy game about building communities.
On why Doom Eternal is putting an emphasis on single-player, not multiplayer, this time around.
Co-Director Hugo Martin tells USgamer about how id Software's rethinking difficulty for Doom Eternal.
We played the first three hours of Doom Eternal, here's what we thought.
The past, present, and future of Monster Hunter.
The story of a fighting game superstar's rise to fame, and how it almost ended him.
Tetris' creator is excited to see his game flourish as a competitive experience.
There's a lot of buzz about the finale of Kentucky Route Zero. Here's why you should be paying attention.
The days of rigid console generations looks like it might be behind us.
Tyler "TannicAlloy" Whittaker's creations in Media Molecule's Dreams are like Labo but cooler—and he has advice for anyone who wants to follow his lead.
The creators behind the Earthbound, Zelda, WoW, and Fallout cookbooks on how they bring fictional cuisine into real-world kitchens.
It took years of searching and Scumm work.
We talk GTA Online's new games-within-a-game with Rockstar Games' online producer.
The colonial-themed survival MMO returns with a more colorful visual palette.
Life Is Strange 2's three creative leads tell us about the season's muted reception, intensive development, and more.
This artist's act of protesting the violence in the Modern Warfare series is playing them without hurting a soul.
Yacht Club Games concludes their deep dive into Specter of Torment's design!
In the penultimate entry, Yacht Club Games talks about the small but important details that can make the difference in a level.
Yacht Club shares their favorite secret areas; the art of positioning health pickups, and more.
SaGa series Director Akitoshi Kawazu and Producer Masanori Ichikawa talk to us about the series' revival in the West, Final Fantasy Legend, and the industry's tendency to call everything an "RPG."
Yacht Club Games explains the art of spacing, enemy placement, and more as it delves still further into the making of Specter of Torment.
In the first part of this Shovel Knight deep dive, Yacht Club Games explains the planning process behind Specter of Torment.
Yacht Club Games recounts the evolution of Shovel Knight's ambitious collection.
Aleste is making a comeback from the studio that made Sega Ages, the ReBirth series, and more.
"We had no idea we were making a JRPG until we were almost at full JRPG."
We speak with Chance Agency's Patrick Ewing about the twists and turns of the studio's "Nowpunk" noir.
ZA/UM Studio and Virgil Texas of Chapo Trap House tell us how they became comrades for a video game.
The "Longest Passcode Level" isn't a troll. It's art.
Sometimes life doesn't have a plan, Arthur. Sometimes things are just nutty.
We talk to Capcom about the challenge of making new monsters, future events, and that wonderful Palico grandmother.
Airdorf's Faith series demonstrates how simple sprites can magnify a horror game's creepy atmosphere rather than detract from it.
Paradox tells us about how it's giving Crusader Kings 2 a proper sendoff in the months leading up to Crusader Kings 3.
We talk with one of Night School's co-founders about life, drinking, and whether the devil has Wi-Fi.
It's the difference between building a sandbox and building an RPG.
Critics, academics, game writers, and developers on Modern Warfare 2 reflect on "No Russian."
For our last Monster of the Week, we learn how The Tyrant, or Mr. X, became even scarier in 2019.
We talk to veteran comic writer Ian Flynn about his role in bringing Indivisible's characters to life.
Leonard Boyarsky and Tim Cain share the syllabus for their new RPG.
With Crusader Kings 3 on the horizon, we look back on Crusader Kings 2's surprising success with key developers from Paradox.
You'd be surprised what a Pokemon game can teach you about vegetables.
We chat with Director Henrik Fåhreus about Crusader Kings 3's biggest changes.
The unofficial league where pros and unknowns alike battle head-to-head for honor and viewer cash pools.
Co-designer Thomas Grip on sculpting Amnesia's scariest monster, which happens to also be the only one you never see.
One discovery changed the run entirely, and revitalized the scene along with it.
Fallen Order dispenses with a modern convenience in the name of exploration.
Bringing the hero shooter to Switch took more than just a visual overhaul.
Dead Space designer Ben Wanat tells us about the creation of the Necromorphs, one of last generation's most iconic monsters.
Talking with developers and a few members of Killer Queen's dedicated New York arcade scene about the new multiplayer spin-off.
Pokemon Sword and Shield's starters can't wait to meet you. Except Sobble. It's shy.
Former Bungie CEO founds a studio that builds more studios.
A look at the various mods that are remaking the United States in the series’ classic retro-futurism style.
Talking to Eric "ConcernedApe" Barone about the future of the popular farming sim.
Cash Mayo is pushing what's possible in the Gauntlet, even if his only competition is himself.
If you were into WoW from the start, chances are you've heard of or even used Joana's Leveling Guide.
Supergiant's new approach to Hades' development has paid off.
The Last of Us Part 2's lead game designer tells us about how AI has been overhauled for both enemies and companions, and more.
We talk to industry veteran Tim Schafer about developing games with Microsoft, his favorite games, and the inspirational powers behind cult RPG Skies of Arcadia.
Crack open those chests and see some of the fantastic weapons in Gearbox' latest.
Brace Yourself Games is bringing the mech strategy genre back in a big way.
Ubisoft Massive is beginning to firm up the ongoing foundation of The Division 2.
We talked love, loss, and lots of blood with one of Bloodlines 2's writers.
Gearbox is not letting Borderlands 3 get lost in the MMO shuffle.
Sega revisits the 90s with its ode to the system that made the company big in the United States.
You know who The Avengers are, but now Square Enix explains how you'll play them.
For the Dreamcast's 20th anniversary in North America, we asked game developers about their favorite games from Sega's short-lived console.
At Gamescom 2019, we catch up with industry legend Brenda Romero to learn about her upcoming Prohibition-era set strategy game.
Crystal Dynamics has to make sure that none of its starting heroes feels like the Hawkeye.
The studio behind those high-profile Switch ports prepares for 2020 and beyond.
The upcoming expansions are in flux, but they'll explore what's next for Jesse.
Keeping everything grounded, except the Kerbals.
Shovel Knight goes rogue(like) in his latest adventure.
The Gloam Collective is changing up turn-based team combat.
Nintendo tried its best to make the West love RPGs, but culture—and more importantly, timing—was against the attempt.
Tony Hawk's Pro Skater turns 20 in September, so we spoke to people across the industry who remember the series fondly.
I finally get my hands on the first major revision of the Nintendo Switch.
"[T]he localization team took a look at the translation and the first thing they said was, 'We're going to show them up.'"
The reasons Nintendo's online service is flaccid, and what it can do to pump things up.
Back at GDC 2019, Sam Barlow filled us in on the syllabus for Telling Lies.
Beamdog and BioWare co-founder Trent Oster talks about the early days of the studio, before Electronic Arts.
We catch up the editor behind those viral Animal Crossing edits you've probably been seeing around lately.
It's the end of the world as they know it, and they feel fine.
We talk to developer Matthew Seiji Burns about his prescient upcoming visual novel, a surprising departure for a studio known for puzzle games.
We're back with another round-up of some of the most interesting courses in Super Mario Maker 2!
An inside look at Monster Hunter Math, a mathematical video series from masterminds JinJinx and Tuna.
The creator of some of Super Mario Maker's hardest level is back with Super Mario Maker 2.
Modern Tekken is all about the storylines.
How bad can you get? Pretty bad, it seems.
Animation director Mark Grigsby and multiplayer design director Geoffrey Smith break down the huge overhauls in Modern Warfare.
How much do you love Yoshi?
We talk to the leaders and members of lore-centered Fallout 76 role-playing communities.
What one Youngblood dev thinks you should brush up on before going Nazi hunting.
How Splatoon lives on is in the community's hands now.
This collection of Super Mario Maker 2 courses references other games, including Contra, Sonic, and The Legend of Zelda.
We got extensive hands-on time with Pokemon Masters. Here are some of the cool trainers from deep in Pokemon history that we spotted.
For modder Chris Downing, making his own handheld consoles is even more fun than playing them.
On this week's Man vs. Mario Maker, we bring you eight new courses full of delight and despair.
A change in pace was not easy, but it was much needed.
We don't need no education, but video game characters are another story.
The state of Nihon Falcom, one of the oldest RPG studios in existence, in 2019.
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