As patch 5.25 releases, we talk to director Naoki Yoshida about FF14's frequent collaborations.
Marcus Lehto, co-creator of Halo, tells USG why single-player is vital for V1 Interactive's flagship title.
Let creators see these old games through a new lens.
Valorant's take on the genre is anything but diluted, and that's a good thing.
Co-Director Naoki Hamaguchi and Producer Yoshinori Kitase tell us about giving Tifa and Aerith equal time, how their vision for the remake evolved over time, and more.
The former Sledgehammer head's studio is building a PUBG experience with narrative at the forefront.
The COVID-19 pandemic has halted public demonstrations, so protesters are taking their cause to Animal Crossing.
This 7th grade teacher, now stuck teaching online, has found a way to spice up his lesson plan with a trip to City 17.
We talk to modding experts about the potential impact of Half-Life: Alyx on the nascent VR modding community.
We take an early look at the next expansion for The Elder Scrolls Online, as the MMO returns to a familiar locale.
Tactics with the carnage and momentum of Gears.
Shapiro chats with USgamer about the return of Half-Life and another "blast from the past" game project that's on the way.
We talked with Erik Wolpaw and Chris Remo about Jeff, some beloved Half-Life characters, and Alyx's shocking final scene.
After 20 years, the voice behind the classic theme is learning to embrace his unique fame.
Writer Erik Wolpaw and designer Chris Remo on casting characters old and new, Campo Santo's influence, and more.
Writer Erik Wolpaw shares his syllabus (of sorts) for Half-Life: Alyx.
We talk to Sabotage Studio about its vision for Sea of Stars, and the nightmare of unveiling its dream project in the midst of the COVID-19 pandemic.
This is the story of Mick West: co-founder of Neversoft, and one of the most well-respected conspiracy theory debunkers around.
An interview on the lessons learned from Street Fighter's latest entry.
Frictional Games on revisiting Amnesia, lessons learned from Soma, and the studio's future.
Ahead of today's E3 2020 cancellation, we spoke to numerous developers about E3's place in our industry.
Chrono Trigger's detailed endings are an example of how it does everything right.
We talk to game preservation experts about what's been preserved, what's been squirreled away, and what's already been lost.
As Dangerous Driving switches to an open-world, Three Fields Entertainment is all about the Nintendo Switch.
The story of Halo: Reach's last stand, and why it was controversial even within Bungie.
Down with the click-click-click of the action-RPG!
We asked Nightdive Studios about what's new with Doom 64, and whether the Unmaker is a better weapon than the BFG9000.
Massive Entertainment's expansion improves The Division 2 with a tighter focus.
Independent developers and publishers are finding the best way forward after GDC is put on hold.
"Oh my god, we have a brother-sister relationship with another studio in the UK."
At DICE 2020, Adam Boyes tells us about maintaining Iron Galaxy without crunch, developing ports, and more.
War really does change, actually.
On top of sorely needed improvements for inclusivity's sake, New Horizons just gives you way more freedom in character customization.
At PAX East 2020, we caught up with Black Mesa project lead Adam Engels less than a week before the official release of the long in-development Half-Life remake.
PlatinumGames is finally getting what it always wanted.
We talk to the prolific blockbuster video game actor about working on The Last of Us, that one scene with Norman Reedus, and more.
From tower defense games to resource management sims, these games capture the anxiety around the coronavirus outbreak.
This blend of cards and combat isn't all doom and gloom.
We count down the final weeks to Final Fantasy 7 Remake's release with a series of features, essays, and podcasts.
The Enter the Gungeon spin-off makes a number of risky genre moves, but is better off for it.
At PAX East 2020, we catch up with the developers at the newly formed studio behind Kerbal Space Program 2.
We go in-depth on Baldur's Gate 3's battle system, its branching narrative, and more.
Harmonix's latest, and its first big release for the Switch, is both in-line with the studio's past and feels brand new.
We talk to the devs at Moon about delays, growing up as a studio, and success on the Switch.
Backstage at DICE 2020, the audio team at Sony tell us about working across time zones with Kojima Productions.
Producer Peter Fabiano tells us about working with a mixture of new and original developers on the remake, Resistance, and more.
How smack talk and superheroes created a scene that can't seem to be replicated.
Journalism has never been diverse, and correcting the issue requires figuring out what the problem is in the first place.
We still love you, even if the game won't let us.
Mike and Eric sort out their feelings on where Street Fighter 5 stands with the release of its latest collection.
Where we're going, we don't need roadmaps.
Massive Entertainment has heard your complaints about The Division 2, and it has an answer.
"They build the games. I just try to give them a path."
Elizabeth Grullon reflects on her role in Jedi: Fallen Order's breakout hit.
We talk with Cardboard Computer about the episodic structure of Kentucky Route Zero, Act 5's finale, and more.
Instead of a more extensive overhaul, Warcraft 3: Reforged is about creating a remake that can exist alongside the original.
It's a cozy game about building communities.
On why Doom Eternal is putting an emphasis on single-player, not multiplayer, this time around.
We played the first three hours of Doom Eternal, here's what we thought.
Co-Director Hugo Martin tells USgamer about how id Software's rethinking difficulty for Doom Eternal.
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.
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