Picture of Dan Whitehead

Dan Whitehead

Senior Contributor, Eurogamer.net

Dan has been writing for Eurogamer since 2006 and specialises in RPGs, shooters and games for children. His bestest game ever is Julian Gollop's Chaos.

FeatureDreamcast: A Forensic Retrospective

Twenty years on, it still rocks.

FeatureGeorge Romero and the politics of panic

How the master of zombie cinema helped to change gaming forever.

FeaturePreserving the past: why emulation matters

The option to play games released 15 years ago shouldn't be a novelty.

FeatureHorizon's look at violence in gaming was a balanced take on a stale debate

After Tuesday's hollow GTA drama, the BBC's science show fares better.

FeatureGarry's Mod sequel is sort of confirmed

Will have a VR focus, apparently.

FeatureHow the Commodore Amiga changed gaming - and my life

30 years old this week, Dan Whitehead looks back at the computer that landed him his first job as a games reviewer.

FeatureThe Elder Scrolls Online still feels limited in its opening hours

First impressions from Tamriel Unlimited, the console version of Bethesda's MMO.

FeatureWe need to talk about emulation

The assumption that old games have no value indulges our nostalgia but is killing the industry.

FeatureGarbage Day offers an open world with no locked doors

And a different kind of recycling in this meeting of Groundhog Day and The Stanley Parable.

FeatureLife is Strange: Episode 1 review

Donnie Darko does Gone Home?

FeatureGames of 2014: This War of Mine

This was a terrible night.

FeatureChaos Reborn is a case study in how to revive a classic

Julian Gollop's wizard battling strategy game returns in fine style.

FeatureElite: Dangerous and the art of the galactic grind

How Frontier's long-awaited space sim is trying to balance commerce and conflict for a new generation.

FeatureMake every bullet count

How playing Call of Duty and This War of Mine at the same time suggests a new direction for conflict in games.

FeatureBowling for Liberty

From the archive: Why GTA4's Roman Bellic is one of the greatest video game characters of all time.

FeatureProject Spark is pulling in two directions at once

The problems with Microsoft's game-making tool.

FeatureBuilding a better Mega Man

Can Keiji Inafune's Mighty No. 9 escape the orbit of his own legacy?

FeatureThe past lives forever in Pillars of Eternity

Hands on with the beta version of Obsidian's crowd-funded retro RPG.

FeatureWhy we need more developers like Zoe Quinn

To reach their full potential, games need to stop empowering the player and embrace the raw and personal.

FeatureLiving with the Alien: What it's like to spend a day with Alien: Isolation

It's impressed at press events, but is Alien: Isolation's long-game just as spectacular?

FeatureWhen too much is not enough

Crowdfunding has freed developers from old production models, but at what cost?

FeatureYou've got male

Marvel just announced that Thor is becoming a woman, but games don't need sex changes to be better at diversity.

FeatureThe familiar fear of The Evil Within

Hands-on with Shinji Mikami's return to survival horror.

FeatureMoving targets

From the archive: the original rise of motion control.

FeatureThe numbers game

Why Amazon's use of Metacritic scores is a terrible idea.

FeatureAlien Isolation: "I didn't expect smiling and laughing"

Creative Assembly's Al Hope on what Rezzed visitors can expect when they face the xenomorph.

FeatureCode Britannia: Raffaele Cecco

The last 8-bit superstar on the limits of the Spectrum, developer diaries and the refreshing nature of boring stuff.

FeatureRovers Return: reinventing the ARG with Extrasolar

Explore an entire alien ecosystem from your browser window.

FeatureIs 2014 the year of virtual reality?

Come in Luigi, your time is up - why Oculus Rift is the true next-gen experience.

FeatureCode Britannia: Tim Follin

The pioneer of 8-bit music talks about the challenge of chip tunes, and why he's (sort of) coming back to gaming.

FeatureTimeSplitters 2 retrospective

If I could turn back time...

FeatureThe Maps of Battlefield 4

Heavy ordnance survey.

FeatureGames of the Generation: Red Dead Redemption

How the purple mountain majesty of Rockstar's western epic showcases open world gaming at its best.

FeatureHow Beyond walks the line between arthouse and grindhouse

Juggling monsters and melancholy in David Cage's latest interactive drama.

FeatureThe highs and lows of the Firefall open beta

Red 5's multiplayer RPG shooter feels solid, but lacks personality.

FeatureInside the toy box

Rediscovering the joy of play on a father-and-son visit to the home of the Skylanders.

FeatureOuya or ou-nah?

On its UK launch, how does the Android console sit in a real-world living room?

FeatureSystems vs. stories

What can we learn from comparing The Last of Us with State of Decay?

FeatureCode Britannia: Mel Croucher

The 8-bit Frank Zappa on nostalgia, crowd funding and his long awaited return to the games industry.

FeatureWolfenstein: The New Order preview: The Reich stuff?

MachineGames is reviving the legendary FPS series with pulpy panache.

FeatureSaturday Soapbox: IP Freely?

When there's no incentive for big name creators to do their best work for a publisher, we all suffer.

FeatureSaturday Soapbox: Force feeding fandom

Why it's time to stop chasing the myth of the good Star Wars game.

FeatureCode Britannia: The Pickford Brothers

Meet the most prolific British developers you've never heard of.

FeatureSaturday Soapbox: The high cost of free-to-play

Or How I Tried To Love Freemium Gaming But Came Away Hating It Even More.

FeatureCode Britannia: Sandy White

The creator of 3D pioneer Ant Attack on the importance of shapes, pansexual game characters and the indie revival.

FeatureMicrosoft's war of independence

With XNA development cancelled, where next for Xbox Live Indie Games and the developers who call it home?

FeatureAlien retrospective

In 8-bit, no-one can hear you scream.

FeatureWhere the road takes you: investigating Kentucky Route Zero

Jake Elliott of Cardboard Computer opens up about his surreal indie adventure.

FeatureHundreds review

Uncommon cents.

FeatureTrends of 2013: Rise of the indies

How the changing industry has created a perfect storm of indie development.

FeatureGames of 2012: Journey

The road less travelled.

FeatureUnirally retrospective

Bike of the thinning tread.

FeatureDream a little bigger: the legacy of Mike Singleton

How an unassuming English teacher from Cheshire expanded the boundaries of gaming.

FeatureThe long way round: the story of one of the UK's most enduring studios

Denki's Gary Penn and Sean Taylor on working outside the mainstream and life after Quarrel.

FeatureRetrospective: Grand Theft Auto: San Andreas

How Rockstar's ambitious ghetto fable captures a blockbuster series in mid-evolution.

FeatureSaturday Soapbox: Whatever Happened to the Working Class Hero?

How gaming's obsession with empowering fantasy is making us lose the human touch.

FeatureSaturday Soapbox: In Games We Trust?

What the furore over Tomb Raider's "attempted rape" says about the state of story in games.

FeatureOf Raspberries and Spectrums

The past and future of home computing collide at Horizons, a celebration of the ZX Spectrum.

FeatureHitman Sniper Challenge: Premeditated Murder

Does Agent 47's pre-order bonus put a bullet in the head of traditional game marketing?

FeatureSorcery Preview: The Wanderer Returns

Sony's long lost Move adventure is conjured up at last.

FeatureDragon's Dogma Preview: Of Inhuman Bondage

Capcom's ambitious role-player makes slavery its key selling point.

FeatureThe Kickstarter Conundrum

Double Fine's success story could be one that's unlikely to be repeated.

FeatureThe Story Behind XBLA's Biggest Game

How Pinball FX 2 took over XBLA.

FeatureMetro Politics: What Xbox's New Dash Means

Rummaging in the guts of Microsoft's latest update.

FeatureRetrospective: Crash Bandicoot

In a spin with the unofficial PlayStation mascot.

FeatureSaturday Soapbox: Tempus Fugitives

What does 'retro' even mean these days?

FeatureThe Sims 3 Pets

Animal magnetism.

FeatureBurnout Crash!

Demolition in motion.

FeatureThe Pokemon Masters

A gathering of monsters at the National Championships.

FeatureWho's Who in L.A. Noire

Putting names to faces.

FeatureDungeon Siege III

Ehb and flow.

FeatureRetrospective: Turbo Esprit

Where the streets have no aim.

FeatureIs PEGI too tough?

The ratings game.

FeatureArchitect of the Apocalypse

MotorStorm Apocalypse designer Simon Barlow on balancing gameplay with blockbuster bombast.


A line in the sand.

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