Feature

Garden Story is an Adorable Sim That Combines Zelda and Talking Grapes

It's a cozy game about building communities.

"We Played It Very Safe Last Time:" Doom Eternal Co-Director Reflects on Doom (2016)'s Multiplayer Mistakes

On why Doom Eternal is putting an emphasis on single-player, not multiplayer, this time around.

How Doom Eternal Looked to Mario Kart in Balancing Its Difficulty

Co-Director Hugo Martin tells USgamer about how id Software's rethinking difficulty for Doom Eternal.

Doom Eternal Hands-on: Ripping, Tearing, and Reminding Us Of Akira

We played the first three hours of Doom Eternal, here's what we thought.

Does It Hold Up? The State of Monster Hunter World: Iceborne Now That It's on PC

The past, present, and future of Monster Hunter.

Whatever Happened to Mike Ross, The Fighting Game Star Who Walked Away?

The story of a fighting game superstar's rise to fame, and how it almost ended him.

Tetris 99's Biggest Fan Is The Father of Tetris Himself, Alexey Pajitnov

Tetris' creator is excited to see his game flourish as a competitive experience.

Kentucky Route Zero Primer: What You Should Know Ahead of the Acclaimed Indie's Final Act

There's a lot of buzz about the finale of Kentucky Route Zero. Here's why you should be paying attention.

2020 Will Blur the Lines Between Console Generations

The days of rigid console generations looks like it might be behind us.

How a Dreams Creator Makes Mo-Cap and Pool Tables With Just Controllers, Tape, and String

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.

How Video Game Cookbooks Are Helping Us Taste Digital Worlds

The creators behind the Earthbound, Zelda, WoW, and Fallout cookbooks on how they bring fictional cuisine into real-world kitchens.

How Westwood's Long-Lost Blade Runner Adventure Game Landed on GOG [Update]

It took years of searching and Scumm work.

GTA Online Producer on Its New In-Game Arcade: "We Wanted to Look Back At Our Own Past"

We talk GTA Online's new games-within-a-game with Rockstar Games' online producer.

Amazon's New World Finds a Firmer Footing With a New Look and More Guidance

The colonial-themed survival MMO returns with a more colorful visual palette.

The Life Is Strange 2 Postmortem: "[W]e Knew That It Wouldn't Have the Same Huge Success Right From the Beginning"

Life Is Strange 2's three creative leads tell us about the season's muted reception, intensive development, and more.

Meet the Player Protesting Call of Duty: Modern Warfare's Violence by Playing as a Pacifist

This artist's act of protesting the violence in the Modern Warfare series is playing them without hurting a soul.

Why It's So Much Easier for Half-Life: Alyx to Just Show Hands

It all hinges on the elbows (sorry).

The Making of Shovel Knight: Specter of Torment, Part 5: Fin

Yacht Club Games concludes their deep dive into Specter of Torment's design!

The Making of Shovel Knight: Specter of Torment, Part 4: The Subtle Art of Backgrounds

In the penultimate entry, Yacht Club Games talks about the small but important details that can make the difference in a level.

The Making of Shovel Knight: Specter of Torment, Part 3: Our Favorite Secrets and More

Yacht Club shares their favorite secret areas; the art of positioning health pickups, and more.

Catching Up With Kawazu: The Legendary RPG Developer Talks SaGa and Why We Shouldn't Call Everything an RPG

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."

The Making of Shovel Knight: Specter of Torment, Part 2: Froggy Foreshadowing

Yacht Club Games explains the art of spacing, enemy placement, and more as it delves still further into the making of Specter of Torment.

The Making of Shovel Knight: Specter of Torment, Part 1: The Plan

In the first part of this Shovel Knight deep dive, Yacht Club Games explains the planning process behind Specter of Torment.

How Shovel Knight: Treasure Trove Went From Minor DLC to a Collection Built to Last

Yacht Club Games recounts the evolution of Shovel Knight's ambitious collection.

M2 Shows Us Aleste Branch, the Triumphant Return of a Classic 8-Bit Shmup

Aleste is making a comeback from the studio that made Sega Ages, the ReBirth series, and more.

How Guildlings Went From a Satellite-Level Management Sim to Social RPG

"We had no idea we were making a JRPG until we were almost at full JRPG."

Inside Neo Cab, the "Nowpunk" Noir Indie That Is One of 2019's Most Underrated Games

We speak with Chance Agency's Patrick Ewing about the twists and turns of the studio's "Nowpunk" noir.

How the "Last Living Soviet Video Game Developers" Recruited Chapo Trap House for Disco Elysium

ZA/UM Studio and Virgil Texas of Chapo Trap House tell us how they became comrades for a video game.

The Creator of Mario Maker 2's "Most Improbable" Level Knows His Cryptographic Creation is Bizarre

The "Longest Passcode Level" isn't a troll. It's art.

The Unique Trauma I Shared With Red Dead Redemption 2

Sometimes life doesn't have a plan, Arthur. Sometimes things are just nutty.

Monster Hunter World: Iceborne Postmortem: The Making of the Expansion and the Future of the Series

We talk to Capcom about the challenge of making new monsters, future events, and that wonderful Palico grandmother.

Simple Sprites, Potent Frights: How Sprite-based Horror Games Can Produce Genuinely Big Scares

Airdorf's Faith series demonstrates how simple sprites can magnify a horror game's creepy atmosphere rather than detract from it.

End of a Reign: The Final Days of Crusader Kings 2

Paradox tells us about how it's giving Crusader Kings 2 a proper sendoff in the months leading up to Crusader Kings 3.

The Making of Afterparty, the Indie From Hell

We talk with one of Night School's co-founders about life, drinking, and whether the devil has Wi-Fi.

The Outer Worlds Devs Have One Thing They Would Change About Fallout 3's Most Famous Quest

It's the difference between building a sandbox and building an RPG.

"Remember, No Russian:" Critics and Developers Remember Call of Duty's Most Infamous Mission

Critics, academics, game writers, and developers on Modern Warfare 2 reflect on "No Russian."

Monster of the Week: How Resident Evil 2's Tyrant Got Even More Terrifying in the Remake

For our last Monster of the Week, we learn how The Tyrant, or Mr. X, became even scarier in 2019.

Meet the Sonic the Hedgehog Comic Writer Who Helped Write Indivisible

We talk to veteran comic writer Ian Flynn about his role in bringing Indivisible's characters to life.

What to Read, Play, and Watch Before Playing The Outer Worlds

Leonard Boyarsky and Tim Cain share the syllabus for their new RPG.

How Crusader Kings 2 Turned Paradox Into a Powerhouse

With Crusader Kings 3 on the horizon, we look back on Crusader Kings 2's surprising success with key developers from Paradox.

Sirfetch'd Loves Britain's Big Leeks: 7 Cool Facts We Learned From Today's Pokemon Sword and Shield Interviews

You'd be surprised what a Pokemon game can teach you about vegetables.

Paradox Answers 12 Major Questions About Crusader Kings 3

We chat with Director Henrik Fåhreus about Crusader Kings 3's biggest changes.

The Glory and Carnage of Rocket League's Underground Fight Club

The unofficial league where pros and unknowns alike battle head-to-head for honor and viewer cash pools.

Monster of the Week: How Amnesia: The Dark Descent's Water Lurker Became the Scariest Nautical Nightmare Since Jaws

Co-designer Thomas Grip on sculpting Amnesia's scariest monster, which happens to also be the only one you never see.

How a Rookie Speedrunner Revitalized Dragon Age: Inquisition by Beating It in Under 30 Minutes

One discovery changed the run entirely, and revitalized the scene along with it.

Why Star Wars Jedi: Fallen Order Doesn't Have Fast Travel

Fallen Order dispenses with a modern convenience in the name of exploration.

Blizzard's Overwatch Team Says the Nintendo Switch Port Has Been "Eye-Opening"

Bringing the hero shooter to Switch took more than just a visual overhaul.

Monster of the Week: The Godfather of the Necromorph on Creating Dead Space's Famous Creature

Dead Space designer Ben Wanat tells us about the creation of the Necromorphs, one of last generation's most iconic monsters.

"How Big Is This Going to Get?“: The Future of Killer Queen And Its Console Counterpart

Talking with developers and a few members of Killer Queen's dedicated New York arcade scene about the new multiplayer spin-off.

Sobble's Popularity Surprised Game Freak, Plus More Interesting Facts About Pokemon Sword and Shield's Starters

Pokemon Sword and Shield's starters can't wait to meet you. Except Sobble. It's shy.

How a Bungie Veteran is Tackling the Problems Facing Next-Gen Gaming With a Brand New Studio

Former Bungie CEO founds a studio that builds more studios.

From Miami to Coos Bay, Modders are Building an Alternative America in Fallout

A look at the various mods that are remaking the United States in the series’ classic retro-futurism style.

Stardew Valley's Creator on Self-Publishing, the "Everything" Update, and His Future as a Solo Developer

Talking to Eric "ConcernedApe" Barone about the future of the popular farming sim.

The World's Fastest Titanfall 2 Gauntlet Speedrunner Has Only One Opponent: Himself

Cash Mayo is pushing what's possible in the Gauntlet, even if his only competition is himself.

How a Famous World of Warcraft Speedrunner is Guiding Players Through the Trials of WoW Classic

If you were into WoW from the start, chances are you've heard of or even used Joana's Leveling Guide.

Supergiant's Greg Kasavin on Hades' Development and Why Epic Games Store Was the "Obvious Choice"

Supergiant's new approach to Hades' development has paid off.

Naughty Dog Wants The Last of Us Part 2's Combat To Make You "Vulnerable"

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.

Finding Time for Games and "Sweet Revenge:" An Interview with Double Fine's Tim Schafer

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.

The Coolest, Most Badass Guns of Borderlands 3

Crack open those chests and see some of the fantastic weapons in Gearbox' latest.

Phantom Brigade Is a Fantastic New Spin on the Front Mission Formula

Brace Yourself Games is bringing the mech strategy genre back in a big way.

Raids, Loot, and Balance: Ubisoft Massive on The Division 2's Challenges Six Months Later

Ubisoft Massive is beginning to firm up the ongoing foundation of The Division 2.

Thinbloods and the Politics of Living Forever: An Interview with Bloodlines 2 Writer Cara Ellison

We talked love, loss, and lots of blood with one of Bloodlines 2's writers.

Borderlands 3's Endgame Fights for Position Against Destiny 2 and The Division 2

Gearbox is not letting Borderlands 3 get lost in the MMO shuffle.

Sega Genesis Mini Review

Sega revisits the 90s with its ode to the system that made the company big in the United States.

Marvel's Avengers Hands-On: Gear, Skills, and Co-Op Explained

You know who The Avengers are, but now Square Enix explains how you'll play them.

Amy Hennig, Hideaki Itsuno, and Other Developers Share Their Favorite Dreamcast Games, 20 Years Later

For the Dreamcast's 20th anniversary in North America, we asked game developers about their favorite games from Sega's short-lived console.

Brenda Romero On Her Own Storied History, From FAQ Writing to Empire of Sin

At Gamescom 2019, we catch up with industry legend Brenda Romero to learn about her upcoming Prohibition-era set strategy game.

Ranking the Marvel's Avengers Heroes by Playability, Or Why Iron Man Isn't Working So Far

Crystal Dynamics has to make sure that none of its starting heroes feels like the Hawkeye.

Panic Button, Masters of the Nintendo Switch Port, Look Ahead to the Switch Lite and the Future

The studio behind those high-profile Switch ports prepares for 2020 and beyond.

Control Postmortem: Exploring the Story, Lore, and DLC Possibilities With Remedy

The upcoming expansions are in flux, but they'll explore what's next for Jesse.

"We're Going to Make Shovel Knight Downwell:" Shovel Knight Dig Devs on Its Literal New Direction

Shovel Knight goes rogue(like) in his latest adventure.

In the Pokemon-Style Combat of Bravery Network Online, Words Hurt Just as Much as a Claymore

The Gloam Collective is changing up turn-based team combat.

Why Dragon Quest Failed to Make it In America 30 Years Ago

Nintendo tried its best to make the West love RPGs, but culture—and more importantly, timing—was against the attempt.

Downhill Jam: The Game Industry Reflects on 20 Years of Tony Hawk's Pro Skater

Tony Hawk's Pro Skater turns 20 in September, so we spoke to people across the industry who remember the series fondly.

Nintendo Switch Lite Finds Portable Perfection Without Losing Anything Important

I finally get my hands on the first major revision of the Nintendo Switch.

Trials of Mana Interview: The Developers on Topping the Fan Translation and the Possibility of New Mana Games

"[T]he localization team took a look at the translation and the first thing they said was, 'We're going to show them up.'"

Where Nintendo Switch Online Has Gone Wrong

The reasons Nintendo's online service is flaccid, and what it can do to pump things up.

What To Read, Play, and Watch Before Playing Telling Lies

Back at GDC 2019, Sam Barlow filled us in on the syllabus for Telling Lies.

Remembering the Early Days of BioWare with Co-Founder Trent Oster

Beamdog and BioWare co-founder Trent Oster talks about the early days of the studio, before Electronic Arts.

How Chanbanhi is Turning Video Game Memes Into an Artform

We catch up the editor behind those viral Animal Crossing edits you've probably been seeing around lately.

No Man's Sky Beyond Might Reset the Universe Again, But Its Most Dedicated Players Are Ready

It's the end of the world as they know it, and they feel fine.

Zachtronics' New Visual Novel Eliza Reckons With an Industry and Generation in Burnout Crisis

We talk to developer Matthew Seiji Burns about his prescient upcoming visual novel, a surprising departure for a studio known for puzzle games.

Man vs. Mario Maker 2: Hardcore Jumps, Airship Explosions, and Spiny Rescues

We're back with another round-up of some of the most interesting courses in Super Mario Maker 2!

Meet the YouTubers Using Math to Unlock the Depths of Monster Hunter: World

An inside look at Monster Hunter Math, a mathematical video series from masterminds JinJinx and Tuna.

The Secrets of PangaeaPanga, One of Super Mario Maker 2's Most Fiendish Course Creators

The creator of some of Super Mario Maker's hardest level is back with Super Mario Maker 2.

How Tekken 7 Rose to the Top of Competitive Fighting Games

Modern Tekken is all about the storylines.

Obsidian Talks About Ways to be Really Evil in The Outer Worlds

How bad can you get? Pretty bad, it seems.

Inside Modern Warfare's Push to Rebuild Call of Duty's Multiplayer From the Ground Up

Animation director Mark Grigsby and multiplayer design director Geoffrey Smith break down the huge overhauls in Modern Warfare.

Inside The Fallout 76 Church That Worships Mr. Pebbles, The First Cat To Go To Space

We talk to the leaders and members of lore-centered Fallout 76 role-playing communities.

What to Read, Play, and Watch Before Playing Wolfenstein: Youngblood

What one Youngblood dev thinks you should brush up on before going Nazi hunting.

The Final Splatfest May Be Over, But Splatoon 2 Players Aren't Ready To Say Goodbye

How Splatoon lives on is in the community's hands now.

Man vs. Mario Maker 2: The Best Courses Based on Other Games

This collection of Super Mario Maker 2 courses references other games, including Contra, Sonic, and The Legend of Zelda.

7 Classic Trainers We Spotted in Our Pokemon Masters Hands-On That Fans Will Remember Fondly

We got extensive hands-on time with Pokemon Masters. Here are some of the cool trainers from deep in Pokemon history that we spotted.

How One Modder Builds Handheld Custom Consoles Through the Magic of Community and Self-Teaching

For modder Chris Downing, making his own handheld consoles is even more fun than playing them.

Man vs. Mario Maker 2: The Superball, Arby's, and World 1-1 is Burning

On this week's Man vs. Mario Maker, we bring you eight new courses full of delight and despair.

It Took Several "Crappy Prototypes" For Furi Developer To Get To Haven

A change in pace was not easy, but it was much needed.

How Does Fire Emblem: Three Houses Stack Up Against Persona, Bully, and Other Games With School Settings?

We don't need no education, but video game characters are another story.

Nihon Falcom's President on Why It's Not Supporting Switch More, Lessons Learned From Ys 8, and Hopes for the Next 5 Years

The state of Nihon Falcom, one of the oldest RPG studios in existence, in 2019.

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