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2XKO director wants to rub shoulders with giants like Street Fighter, but the League of Legends fighting game has "got to earn that spot"
By Kaan Serin published
News We'll see how it fares by the time EVO 2026 rolls around

Battlefield 6 goes back to 64 players per match because 2042's 128-person matches "just didn't catch on," design director admits: "Look, we try stuff. Sometimes it works, sometimes it doesn't"
By Catherine Lewis published
News "We do what the players want"

Free-to-play League of Legends fighting game 2XKO "went back into R&D mode" after the initial reveal, producer says, which was both "awkward" and "the right call"
By Rollin Bishop published
News Producer Tom Cannon ultimately thinks it was worth it

Battlefield 6 devs say don't get too comfortable with classes, even if you think you know everything about Assault and Support: "The class system has already moved beyond what's in open beta"
By Ashley Bardhan published
News The Battlefield contains many secrets…

Battlefield Labs helped developers keep "an open mind" while creating Battlefield 6 after 2042's colossal failure, but "you can't just let players design for you"
By Scott McCrae published
News "I've been in the industry for a long time, and I've never seen this kind of methodology being utilized on such a regular basis"

Bruised Hollow Knight: Silksong fans discover Team Cherry already explained why the Metroidvania is so hard years ago – and it's all because of Hornet's healing
By Catherine Lewis published
News "You spend more time either at full health or almost dead"

Team Cherry had to go back to the drawing board for Hollow Knight: Silksong for one simple reason: "Hornet being taller changes everything"
By Austin Wood published
News "Her fighting is so fast, and she's so competent, that it changes the way enemies need to be designed"

Team Cherry hoped Silksong could be anyone's "first Hollow Knight game," and one reason it took 7 years is they were "comfortable" not knowing what's gonna happen: "The really interesting things are the things you sort of discover along the way"
By Austin Wood published
News "The difficulty also sits alongside the game in that way," Team Cherry said

8 years on, Hollow Knight is still an extraordinary achievement – but can Silksong live up to the hype?
By Alex Spencer published
Opinion Feature | Revisiting the past as Silksong looms

Subnautica 2 designer isn't alarmed by people taking a break, because survival games aren't as "monogamistic" as MMOs like World of Warcraft: "I know what they're doing"
By Iain Harris published
News "If I see people play through all the content of Subnautica and then they leave for a little bit until we do a content patch, that doesn't alarm me"

The Outer Worlds 2 dev says "it was quite a shock" to get bought by a giant corporation like Microsoft while making a game about how evil giant corporations are
By Ashley Bardhan published
News Art imitates life, etc.

The Outer Worlds 2 was helped along by Fallout co-creator Tim Cain, but Obsidian is switching up RPG history by going "much bigger and deeper" with its sequel
By Iain Harris published
News "The Outer Worlds 2 delivers on the fantasy we had when we started the first game"

33 years later, Alone in the Dark still deserves recognition as the survival horror that bridged the gap between Cthulhu and Resident Evil
By Lewis Packwood published
Feature Feature | Back in 1992, Alone in the Dark changed the face of horror forever

Ex-Assassin's Creed and Far Cry lead describes making landscapes in a way that sounds an awful lot like a Shrek metaphor: "It becomes like an onion skin, where we think outwards"
By Scott McCrae published
News "You've got to learn the core gameplay loop of what you're making"

"It's OK" to have secrets that players "will never see" says creator of hit open-world indie adventure A Short Hike, praising Dark Souls' exploration for its "depth and richness"
By Joel Franey published
News "It's very easy for an RPG to give you rewards. [But] it was rewarding to explore Dark Souls", says Robinson-Yu

A Short Hike dev says "Where's Waldo moments" like Zelda: Breath of the Wild's Korok Seeds help "to stop you getting too bored" when traveling around in open world games
By Joel Franey published
News Robinson-Yu says it's beneficial to have players "feeling acknowledged for noticing something interesting – like they see a weird looking rock"

Ubisoft foresaw the grindy fate of Assassin's Creed Valhalla back in the Odyssey days, wanting a literal "odyssey" but not "a world that was just fatiguing to travel through"
By Issy van der Velde published
News A hard line to tread

Ubisoft had a very on-brand problem with Assassin's Creed Odyssey: there weren't many tall buildings in Ancient Greece even though it's a "climbing-frame game"
By Kaan Serin published
News "What we did is we took a fantastical approach to the giant statue that then gave us something epic to climb"