Mirror's Edge Launches in North America this week. If the weight of expectation resting on the title were not enough, it seems like EA is trying to drum up a little hype around college campuses with a “viral” marketing campaign.
Encore's head of marketing tells why adventure games have a future, and why she is backing story-games based on mysterious characters such as Nostradamus and Dracula.
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.
Continuing our serialization of Changing The Game, David Edery looks at how Neverwinter Nights helped soldiers improve team-work and avoid Process Loss
With the mobile gaming industry set to grow by 275% by 2012, Nokia's director of publishing Dr. Mark Ollila, offers a view of how mobile games will finally fulfill their promise.
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.
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
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.