Highlights from our community blogs, featuring a sailor's love affair with Battlefield and an interview with Q-Games’ Dylan Cuthbert.
Leading game makers and artists discuss the co-evolution of games and art at The Art History of Games symposium.
Chris Donlan dips a toe into the terrifyingly complex world of one of gaming’s oldest and most vital genres.
Shepard finally fells the giant, plus the top ten most talked-about games on the web.
Highlights from our community written blogs, featuring an interview with a sound designer, a Warcraft III mod and what’s really wrong with JRPGs.
Do 256 players make for a better online shooter? MAG suggests that it all depends on your teammates.
How do you make a location-aware game that doesn't force you to run across three-lane highways to win? Glu Mobile hopes it has the answer.
It looks chirpy and colourful and it's meant to be upbeat, so why can FarmVille seem so profoundly depressing?
With the dust now settling around Apple's unveiling of iPad, we ask - where were the games?
Our weekly analysis of internet buzz relating to the latest UK top ten sales chart.
Five highlights from our community blogs, featuring the big downloadable games question, the decade in review and the uncanny valley.
How Bungie is looking to the tension and choice of Halo: Combat Evolved to make Reach the definitive Halo.
In the second excerpt from our Halo: Reach interviews, Bungie explains how it's pushing the 360 "as far as it will go".
We explore four top Flixel games, made with the Flash framework that helped give the world Canabalt.
We kick off excerpts from our interviews with Bungie with a discussion of its dark story. For the full account, pick up the magazine today.
Introducing E211, and our extensive look at Bungie's last Halo - Reach.
Psychology and the metaphysics of paper meet in a decidedly two-dimensional new browser-based virtual world.
Sam’s back in high def and sporting bump mapped vest and jeans, but can his old-school sensibilities transcend being just old?
After the Big Bang came Indie Games: the Paris-based boutique developer talks piracy, XNA and the pleasures of being small.
BioWare’s role-playing game goes triple platinum since launching on Xbox 360, PS3 and PC last fall.
The 8th Annual Mod of the Year Awards, which celebrate the best of the modding and indie gaming scene, have been announced.
French publisher to report full year sales decline and operating loss, but “expects to return to profitable growth and positive cash-flow in 2010-11”.
Part three of Shadegrown Games founder Matthew Burns' experiences as a lowly game tester, working in the bowels of his publisher's building.
N'Gai Croal remembers the highlights of his first decade in gaming.
Part two of Shadegrown Games founder Matthew Burns' experiences as a game tester, in which he charts the delicate politics of the QA department.
How hot rhythm and high camp came together to perfectly express Sega’s magical difference.
One of Sega's greatest triumphs brought a videogame Tokyo to life as a place you actually care about saving.
How do you instil polygons with human vitality? We talk to the digi-dramatists on the cutting edge of motion capture.
He’s a talking animal. He has a sidekick. He double jumps. Is it any wonder that Ratchet's so woefully misunderstood?
Square Enix CEO Yoichi Wada frankly outlines his plans to transform his company and revitalise the Japanese game industry.