Peter Molyneux Likens Upcoming Game to His Final Chapter
Renowned game designer Peter Molyneux hints that his next title could be his last, reflecting on his career and the ambitions behind his latest project, Masters of Albion.
Recent in
Renowned game designer Peter Molyneux hints that his next title could be his last, reflecting on his career and the ambitions behind his latest project, Masters of Albion.
The creative minds behind the upcoming Dawn of War 4 discuss the game's inspiration and the innovations it brings to the series.
Director Yoko Taro reveals his intentions behind creating a perplexing story in Nier: Automata.
Detailed analysis showing Pharloom is roughly double the size of Hallownest in terms of game worlds.
Amidst Call of Duty's shift towards whimsical skins, Battlefield 6's developers assert their dedication to creating a realistic experience.
Studio head Swen Vincke urged the Baldur's Gate 3 writing team to cut down on the number of poop-themed insults in the game, which includes a staggering 17 variants of Vicious Mockery.
Yoshi-P assures players that although there will be changes in the job design, familiar gameplay will remain for those who prefer it.
An intriguing feature in a turn-based RPG lets players enable or disable the Oxford comma, a quirky detail for just 15 instances in the entire game.
Naoki Yoshida, the director of Final Fantasy 14, shares the beginnings of his passion for game design, rooted in an unforgettable experience with the Mario Brothers game.
Tim Cain, creator of Fallout, shares thoughts on the debate surrounding respec systems in games, challenging traditional viewpoints.
The creative director of Marvel Rivals clarifies the game's designs, emphasizing their roots in classic comic themes.
Exploring primal instincts in survival games as discussed by Subnautica 2 designer Anthony Gallegos.
Explore how the iconic Big Daddy design in BioShock was influenced by the technical limitations faced during the development of System Shock 2.
Marc LeBlanc discusses the creation of audio logs in System Shock, revealing their purpose in enhancing gameplay and narrative.
In a recent discussion, Guillaume Broche, the creative director of Clair Obscur: Expedition 33, reflects on significant last-minute changes to the game's endings, crediting motion capture actors for their crucial contribution.
Nate Wells emphasizes the need for game artists to draw from varied experiences beyond video games to create truly unique visuals.
Discover how a colonoscopy video became an unexpected resource for creating iconic alien doors in System Shock 2.
Keita Takahashi's latest game To a T presents a unique approach to gameplay, focusing on artistic expression rather than traditional mechanics.
The latest developments in Final Fantasy 14 signal a shift towards content that caters to both casual and hardcore players, featuring new designs for gameplay balance and accessibility.
The latest insights from the Borderlands 4 design team detail the unique attributes of Vex, the game's newest dark Siren character.
Every week we share the most relevant news in tech, culture, and entertainment. Join our community.
Your privacy is important to us. We promise not to send you spam!