On whining journos and cynical PRs. ( Look, I tried to keep all this stuff inside, but in the end, just gave up and puked a load of words out.) Bleeeuuuugggh...
We revisit some of our best Keynotes of the year - Valve boss Gabe Newell explains how the company is using procedural narrative to simulate an almost limitless number of in-game stories, and how statistics are guiding the future of game design.
Another one of the year's most popular Keynotes - from Fallout 3's lead designer - on the use of violence in telling stories, and the line he absolutely refuses to cross.
MUD co-author and Essex University principal fellow Richard A. Bartle talks about the sort of students he sees that should probably not get into games.
As in-game character models become more photo-realistic, their 'artificialness becomes more obvious'. James Portnow explores the phenomenon known as "The Uncanny Valley", with a mini-video documentary.
Relic breakoff Smoking Gun Interactive explains its ambitious graphic novel and ARG project, all built to serve its still to be revealed new console IP.
If games and movies don't develop some mutual respect, all we can expect are films that are really bad action games and games that are really bad films, says Steven Poole.