Steven Poole on the notion that videogames' tendency to teach players to always strike the first blow could help reinforce contemporary belief in ‘preventative’ atrocities.
Edge is carrying exclusive excerpts from David Edery and Ethan Mollick's highly rated new book on how games are being used by leading edge organizations to improve performance.
Scott Phillips, lead designer on Saints Row 2, released this week, talks about how co-operative play became a central plank for the game’s development strategy
"The overall effect of Echochrome is one of surprisingly powerful melancholy, and one can only wonder at Sony’s crassness in packaging the game, in the west, with lurid happy colours and a photograph of a woman spurting think bubbles."
Writing for Edge, Far Cry 2’s art director Alex Amancio recounts how he trekked across Kenya, looking for inspiration for the game’s astounding visuals.
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.