Getting to the bottom of videogame characters

From Mario to GLaDOS, James Leach considers what makes a successful game character.

From Mario to GLaDOS, James Leach considers what makes a successful game character.

PopCap's Giordano Contestabile dares to dream of the possibilities in what will be one of the defining trends of the next few years.

What sets the likes of Thatgamecompany and Valve apart is their focus on the player, says Graham McAllister.

How many ambulances does a videogame lawyer chase in the average working day? Jas Purewal explains.
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The industry's obsession with simulating real-world physics is limiting developers' creativity, says Clint Hocking.

Modern Warfare 3 is a masterclass in how to take an enjoyable co-op mode and utterly ruin it, says Steven Poole.
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Games should preserve their subversive, constructively childish tendencies, says Jason Killingsworth.
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Sega's reported cancellation of the Platinum Games sequel has Nathan Brown fearing for the future of an entire genre.
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With sales at an all-time low in Japan, Steven Poole considers the prospects of Sony's loveable handheld.
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If reviews assess a game's quality, asks usability expert Graham McAllister, why do scores vary so greatly?
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A few similarities aside, Rovio's physics puzzler isn't a very Nintendo-like game at all, says Chris Schilling.
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Clint Hocking goes in search of ammunition in the modern-day shooter.
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By pandering to the global market, Tadhg Kelly warns, British developers are forgetting their roots.
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Journey proves that a developer’s skill at helping players defy gravity affects emotional response in powerful ways, says Jason Killingsworth.
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Giordano Contestabile charts the way we've moved from playing videogames alone to playing together.

For the good of the medium, asks Leigh Alexander, why can’t game writers and game designers just get along?
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There are more sources of investment than ever before, but devs need more than great games to secure funding, says Jas Purewal.

Videogame enemies can’t be too alien, says Steven Poole, because deep down we all love killing humans too much.
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Usability expert Graham McAllister finds his new handheld is more tied to the home than its portable form might suggest.
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What if, Brian Howe wonders, Tetris had a tie-in novelisation?
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