For Axiom Verge's Creator, the Switch Was a "Natural Platform" For the Sequel

Thomas Happ answers our most pressing questions about today's announcement.

The Guilty Gear Strive Interview: Why a Cult Favorite is Starting From Square One

The goal of Strive is to make everyone feel like a "newcomer."

Persona 5's Katsura Hashino on His Favorite Characters, Japanese vs. Western Storytelling, and Anxiety

"So many people are getting carried away with their anxiety that they’re losing touch with what’s really going on."

Interview: Lara Croft GO's Indie-Style PS4 Development

Antoine Routon, Lead Engineer at Square Enix, and Bronson Zgeb, Director of Design at KO_OP, talk about the small-team development behind the PS4 version of Lara Croft GO.

Ghost Recon Wildlands: Building Bolivia By Brick and Biome

A look into Ubisoft's work in crafting the South American landscape of the newest Ghost Recon.

Shovel Knight's Specter of Torment Will Be Even More Different Than You Think

Yacht Club Games talks about Specter of Torment's new story and structure, as well as why they keep putting out such elaborate expansions for free.

Interview: First-time Pokémon Director Shigeru Ohmori Opens Up About Sun and Moon

Ohmori elaborates on his philosophy for the series, the battle system changes, and what happens when you transfer a monster from Red and Blue.

Interview: ZUN on 20 Years of Touhou Project

The legendary one man band of Japanese game development looks back on the last two decades.

The Making of FIFA 17's "The Journey" Story Mode

FIFA 17's creative director shares what made FIFA 17's story mode possible, why you can't play as a defender, and whether it's the future of the genre.

How the Dragon Quest Builders Team is Crafting a New Kind Of RPG

A conversation with the creators of Square Enix's upcoming do-it-yourself take on the role-playing genre.

A Conversation With Paper Mario: Color Splash Producer Risa Tabata

The game's green producer talks about the RPG that has some Nintendo fans seeing red.

Containing the Sprawl: An Interview with the Dragon Quest VII Remake Team

Dragon Quest VII is one of the most massive solo role-playing games ever created. Producers Yuu Miyake and Noriyoshi Fujimoto explain the challenge of squeezing it into a portable remake.

True Tales from Localization Hell

COVER STORY: Three veterans of video game translation recount their most harrowing projects.

Eleven Reasons to be Excited About Forza Horizon 3

Forza Horizon 3 creative director Ralph Fulton talks about the upcoming open-world driving game.

Sea of Thieves Interview with Rare's Gregg Mayles

Get the scoop on what you can expect from Rare's upcoming pirate MMO.

Kazunori Yamauchi on Gran Turismo Sport

...and why this latest iteration of the game represents a new era for the series.

Atsushi Inaba: Platinum Has No Future Without Its Own IPs

Freedom is Platinum's watchword as the studio deals with the harsh forces of independent game development.

Yoot Saito and Kenichi Nishi: Two Japanese Indie Veterans Are Back to Making Games

Yoot Saito and Kenichi Nishi have been independent longer than pretty much anyone else, and both have new projects underway.

Steve Mayles and Grant Kirkhope Talk About Yooka-Laylee

During E3, we talked to Playtonic's character art director and music composer about the spiritual successor to Banjo-Kazooie.

Interview: Why Akihiro Hino Thinks Yo-Kai Watch 2 Will Push the Series Over the Top in America

We sit down with Akihiro Hino to discuss Level-5's success in Japan, and how that success will translate to North America with the sequel on the way.

NieR: Automata is the Platinum Game You're Looking For

Feeling wary of Scalebound? Keep NieR on your radar.

Overwatch: Bringing Blizzard's New Shooter to Consoles

The evolution to Overwatch brought the game to consoles. Blizzard talks about some of the design decisions behind the console versions.

Star Fox Zero in Hindsight: The Developers on the Controls, the Decision Not to Include Multiplayer, and the Future of Star Fox

Platinum's Yusuke Hashimoto and Nintendo's Yugo Hayashi elaborate on their approach to Star Fox Zero.

The Final Fantasist: A Conversation With Yoshitaka Amano

COVER STORY: The artist who has given life to so many Final Fantasy games speaks about his inspirations, the difference between fine and commercial art, and his current projects.

Steve Golson Interview: The Story of Ms. Pac-Man, the Atari 7800, and the Hyperdrive

The tale of how a group of MIT dropouts got sued by Atari, created the best-selling American arcade game of all time, and annoyed Steve Jobs with a fan.

Whispers of the Old Gods: Designing C'Thun, the State of the Hunter, and Lessons Learned From The Grand Tournament

HEARTHSTONE INTERVIEW: Designer Dean Ayala goes in-depth on the upcoming expansion.

"I Consider Myself Crucial to the Success of that Company": Jack McCauley Recalls the Early Days of Oculus and Looks to the Future

COVER STORY: One of VR's pioneers talks about the early days of Oculus, the platform's prospects for the future, and what he's doing to make VR better.

Grand Kingdom Interview: Building NIS' Beautiful New Strategy RPG

Director Tomohiko Deguchi talks about what he learned from Vanillaware's George Kamitani, what he looks for in a strategy RPG battle system, and his game's relationship with Grand Knights History.

Inside DiRT Rally's Development

Paul Coleman, lead designer of DiRT Rally, discusses the challenges of making this hardcore rallying simulation.

Day of the Tentacle Composer Peter McConnell on Communicating Cartooniness

COVER STORY: One of DoTT's trio of musicians talks about the challenges of selling its zany atmosphere with some relatively primitive tools.

No Man's Sky is a Game About Hope and Optimism

Jaz talks to Sean Murray, managing director of Hello Games, about the development and inspiration behind No Man's Sky.

Below Xbox One: Roguelike-like Meets Zelda Meets Dark Souls

Capybara Games' Below puts you on an adventure where you're really on your own. Jaz talks to creative director Kris Piotrowski about its development.

What Fire Emblem Needs to Continue Its Mini-Renaissance

Fire Emblem's developers speak on the process of developing two different games at once, the characters they had their protagonist marry, and what the series needs to continue its recent success.

Drawn to Death PS4: Seriously Weird-Looking, Surprisingly Deep

Jaz plays David Jaffe's shooter/brawler, Drawn to Death, and then speaks to him about his latest game.

Manami Matsumae, the Maestro of Mega Man

COVER STORY: We wrap up our Brave Wave profile with this conversation with one of the label's biggest draws: Mega Man and Shovel Knight composer Manami Matsumae.

Keiji Yamagishi on His Past and Future in Game Music

COVER STORY: The artist behind Ninja Gaiden's NES soundtrack opens up about returning to composing, and his future plans.

Rocket League: How Last Year's Surprise Hit Changed Psyonix, and What's Next for 2016

Psyonix CEO and design director Dave Hagewood talks about the rise of 2015's breakout hit, and what we should look forward to in the new year.

Legend of Love: The Making of The Battle of Olympus

Infinity's Yukio Horimoto explains how his NES cult classic was a literal labor of love.

"I Don’t Know if a Duck is Going to Swallow me Whole." The Tim Schafer Interview.

Tim's history, career – and the ups and downs of game development and crowdfunding.

Eugene Jarvis Interview: The Secrets of Defender, Blood-Vessel-Shattering Joysticks, and Flappy Bird

Plus: Early digitized graphics, how bugs richen the Defender experience, and the DNA of the shooter.

Danganronpa Director Kazutaka Kodaka on the Power of "Psychopop"

The creative force behind some of gaming's greatest murder mysteries shares his thoughts on what makes his strange universe tick.

Monster Hunter 4 Ultimate Director Kaname Fujioka on the Challenges of Courting the West

The guiding hand behind Capcom's highly successful action-RPG series talks about why this latest sequel could be the one to finally hit it big outside of Japan.

Interview: The Death of Interceptors, Iron Man Mode, and XCOM 2's Next Step

Director Jake Solomon offers insight into XCOM 2's design decisions.

The Failure and Fortunes of Red Ash

In part two of our interview, Keiji Inafune speaks about the Mega Man Legends successor's Kickstarter failure and its second lease on life.

The Whys & Wherefores of Mighty No. 9

Comcept's outspoken boss Keiji Inafune on delays, partnerships, and knowing when enough's enough.

The Super Mario Maker Team Speaks on the Game's Update, and the Future

The creators talk about the new material, the prospect of future updates, and what they think about the idea of a Zelda Maker.

Blizzard's Tim Morten on Closing StarCraft II's Curtain

Legacy of the Void's lead producer talks about the challenges of landing this very successful RTS trilogy.

Breaking Tradition: An Interview with Tri Force Heroes' Eiji Aonuma and Hiromasa Shikata

The masterminds behind the latest Legend of Zelda talk about their new release, and a missed opportunity to stick Link in his Birthday Suit.

Inside Rainbow Six: Siege's Development

Animation Director Scott Mitchell talks about the development and design of the game, the challenges his team faces, and how matchmaking works.

A Visitation with the Wardens of Prison Architect

Mark Morris and Chris Delay of Introversion Software talk about the challenges of making a dark, depressing subject into an addictive simulation.

A Voice for Ivalice: The Localization and Voice Acting of Final Fantasy XII

Now almost ten years removed, the localization team and voice actors look back on a magnificent work of game translation.

Under the Hood of Forza 6 with Bill Giese

Turn 10's Creative Director explains how the game's Drivatar system works - and how wet weather racing evolved.

Lashing Out: A Chibi-Robo Zip Lash Q&A

Assistant producer Risa Tabata fields our questions about the tiniest robot's latest escapades.

BattleTech Kickstarter: 7 Things You Should Know About the Game

Mike sits down with BattleTech creator Jordan Weisman to talk about Harebrained Scheme's newest Kickstarter.

The Most In-Depth Mega Man Legacy Collection Interview You'll Read Today

We discuss the philosophy and tech behind the anthology with Capcom and Digital Eclipse.

RETRO VGS, the Flip Side of the Quest for Classic Game Fidelity

While some wrestle to make old games work on modern equipment, this upcoming console strives to make modern games work like old equipment.

"I was quite surprised by the backlash": Kensuke Tanabe on Metroid Prime Federation Force

The producer of Nintendo's controversial new Metroid game lays out his vision for us.

Seth Killian Interview: Evolving the Fighting Game Genre

With decades of fighting game experience under his belt, Seth Killian is looking to change some fundamental principles of the genre with an all-new beat 'em up.

Getting Strong Now: The Pros Share Their Training Tips for EVO

Daigo, Combofiend, and Seth Killian on how they prep for the fight game community's most prestigious tournament.

Red Ash: A Brief Q&A With comcept's Keiji Inafune

The Internet has plenty of questions about the outspoken designer's latest project, so we dug up a few answers.

Rainbow Six Siege Interview: Finding Meaning in Destruction

We talk with game designer Andrew Witts about the return of Rainbow Six.

"Honestly, we just wanted Animal Crossing Amiibo": Nintendo's Aya Kyogoku on Evolving The Series

Nintendo's new Animal Crossing boss explains the origins of upcoming spinoffs Amiibo Festival and Happy Home Designer.

Uncharted 4 Lead Game Designer: "It's Not Open-World, It's an Uncharted Adventure"

Mike takes a look at the extended E3 demo for Uncharted 4 and talks to lead game designer Kurt Margenau.

The Devil's Own: Capcom's Hideaki Itsuno on a Decade-Plus with Dante

The guiding hand behind Devil May Cry talks about his ups, downs, and everything-in-betweens with Capcom's groundbreaking action series.

Koji Igarashi on Setting Kickstarter Records, Evolving Castlevania, and Meeting Expectations

A conversation with the former Castlevania director on the influence of the past, the future, and the supporters on his new project Bloodstained.

Expert Witness: An Interview with Alex Smith, the Writer Behind Ace Attorney's English Debut

The veteran localizer discusses his process, working with Japanese puns, and how Phoenix was nearly named "Roger."

Super Mario Bros. 2 Creator Kensuke Tanabe on Super Mario Maker's Missing Piece

Does the director of the oddball NES classic feel snubbed over his game's absence in Nintendo's upcoming game design tool?

Six Things You Should Know About DIRT Rally

Get behind the wheel of Codemasters' Early Access racing sim.

Essential Reading: "I Am Error" Brings New Insight to the History of the NES

With a technical yet holistic approach to Nintendo's classic console, this new book establishes itself as a must-have for video game enthusiasts.

Hisashi Nogami Interview: "Splatoon allows for adaptive playstyles"

Splatoon's producer talks about the origins of the game, player communications, and offers some advice to Splatoon beginners.

Everybody's Gone to the Rapture Interview: "Normal Life Where Something Unimaginable is Happening"

The Chinese Room's Studio Manager Tom Turner reveals five things about Everybody's Gone to the Rapture that you mightn't know.

Story of Seasons' Producer Yoshifumi Hashimoto Sheds Light on His Laid-Back Farming Sim: "You can think of it as enjoying bonsai."

The visionary behind Harvest Moon's newest form talks about why the joy of raising virtual chickens hasn't faded over the past 20 years.

Killer Instinct S2 Dev: "No One at Iron Galaxy Cares About Lore, We Just Want to Make Cool Characters"

Mike chats with Iron Galaxy CEO Dave Lang about crafting some killer new characters for this season of Killer Instinct.

"It's Kind of a Renaissance for Strategy Games." Five Insights into Mobile Strategy Games from Big Huge Games' Tim Train

How mobile strategy games can improve and other insights from the developer who has worked on Civilization, Rise of Nations, and more.

Five Things You Should Know About Code Name: S.T.E.A.M.

Learn about this steampunk strategy game's paper origins and unexpected inspirations straight from the developers themselves.

Finding Balance in Etrian Mystery Dungeon

We speak to director Yukari Yoroko on the workings of Atlus and Spike Chunsoft's upcoming dungeon crawler.

XSplit v2 Is the Answer "When You're Looking to Level up" from OBS

SplitMediaLabs is looking to retake the casual streaming crown currently owned by OBS.

Heroes of the Storm Director: "It's Not Done, You Haven't Seen Anything Yet"

Mike talks to Blizzard game director Dustin Browder about developing the publisher's new MOBA.

Guild Wars 2 Heart of Thorns Interview: On Mastery, Defiance Changes, and More Jumping Puzzles

Mike sits down with three developers behind Guild Wars 2's new Heart of Thorns expansion.

Shadowrun Dev on Kickstarter: "Put Your Ego Aside and Communicate with Your Audience"

Amid the recent crowd-funding issues, Mike talks to one studio that's doing Kickstarter right.

Life is Strange's "Triforce" of Influences

Creative director Jean Maxime discusses the development of Life is Strange's time mechanic, the decision to set the story in Oregon, and more.

Motiga's Gigantic Interview: Crafting Timeless Characters

The great characters of Gigantic hit me hard, so I sat down with character artist Joe Pikop to figure out where they came from.

Offworld Trading Company on Steam Early Access: Acquisitions, Not Explosions

The latest game from Civilization IV designer Soren Johnson has a different focus than most real-time-strategy games

2014 Recap: FromSoftware's Yui Tanimura on Dark Souls' Finest Year

Dark Souls 2's director shares his strategies for avoiding sequelitis.

Super Mario's Maestro: A Q&A with Nintendo's Koji Kondo

The composer behind some of gaming's most legendary tunes reflects on the many changes he's experienced in his 30-year career at Nintendo.

Shear Terror: Nine Questions with Project Scissors' Hifumi Kono

Clock Tower's creator shares his thoughts on revamping his classic horror series for a new generation.

Your Voice Matters: How Fans Revived Final Fantasy Type-0 for the West (and Maybe Dragon Quest VII as Well)

Fan feedback has had a major impact on Square Enix's desire to release their games in the west. Here's what happened.

"We're not trying to create a game for everyone." PostMod's Blaine Bowen Talks Sightseeing in The Old City: Leviathan

If you enjoy storytelling by means of exploration, there's lots to love about this upcoming tour of the post apocalypse.

Shantae's Inside Story

Pirate's Curse director Matt Bozon fields our questions about game design, sexy ladies, and how to build a better Metroid.

Assassin's Creed Unity and Rethinking the Core of Assassin's Creed

We talk with creative director Alex Amancio about the development decisions that feed into Assassin's Creed Unity.

How You Helped Design Persona Q

Artist Shigenori Soejima talks about the role fans had in creating Atlus' upcoming dungeon crawler.

Monster Hunter: Still No Substitute for the Real Thing

Imitators are popping up everywhere, but Monster Hunter stands apart in its desire to make you proud to become a better player.

10 Questions with Danganronpa 2: Goodbye Despair's Killer Localization Team

Spike Chunsoft's intriguing mix of Battle Royale and Ace Attorney debuted in America with one of the best English language adaptations in years. We talked to NIS America's crack team of localizers to find out how they pulled off this nearly impossible task.

Turtlevania: On the Non-Linear Design of TMNT: Danger of the Ooze

A chat with the director of WayForward's upcoming Ninja Turtle platformer regarding the dark science of capturing metroidvania magic.

Galactic Civilizations III: The Return of Diplomacy and the Religious Alien Mafia

As Beta 2 for Galactic Civilizations III launches, we talk to lead designer Paul Boyer about the game's new additions.

Hironobu Sakaguchi on the Download-Driven Inspiration Behind Terra Battle

The new mobile game from the creator of Final Fantasy debuts tomorrow, and we look into its unconventional promotional plan.

Alien: Isolation's Al Hope on Recapturing the Creeping Terror of Ridley Scott's Sci-Fi Classic

"... We didn't really want to start sticking exclamation marks above the alien's head."

Giving Life to a League of Legends Champion: Inside Riot Games' Animation Process

Mike talks to Riot Games senior animator Rory Alderton about animating League of Legends' host of champions.

How Shigeru Miyamoto Changed the Course of Hyrule Warriors, and Other Insights into its Development

Insights into the collaboration between Nintendo and Tecmo Koei, and what Eiji Aonuma learned from the process. Plus, the story behind Female Link.

Game Dev Recipes: Axiom Verge

Metroid and Contra are obvious influences, but what else inspired the design of Axiom Verge? We asked its creator.

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