Twenty years on, it still rocks.
How the master of zombie cinema helped to change gaming forever.
We don't need another hero.
The option to play games released 15 years ago shouldn't be a novelty.
The way we were.
After Tuesday's hollow GTA drama, the BBC's science show fares better.
Will have a VR focus, apparently.
Royal with cheese.
30 years old this week, Dan Whitehead looks back at the computer that landed him his first job as a games reviewer.
First impressions from Tamriel Unlimited, the console version of Bethesda's MMO.
The assumption that old games have no value indulges our nostalgia but is killing the industry.
And a different kind of recycling in this meeting of Groundhog Day and The Stanley Parable.
Spooks you, sir.
Donnie Darko does Gone Home?
This was a terrible night.
Julian Gollop's wizard battling strategy game returns in fine style.
How Frontier's long-awaited space sim is trying to balance commerce and conflict for a new generation.
How playing Call of Duty and This War of Mine at the same time suggests a new direction for conflict in games.
From the archive: Why GTA4's Roman Bellic is one of the greatest video game characters of all time.
The problems with Microsoft's game-making tool.
Can Keiji Inafune's Mighty No. 9 escape the orbit of his own legacy?
Hands on with the beta version of Obsidian's crowd-funded retro RPG.
To reach their full potential, games need to stop empowering the player and embrace the raw and personal.
It's impressed at press events, but is Alien: Isolation's long-game just as spectacular?
Crowdfunding has freed developers from old production models, but at what cost?
Marvel just announced that Thor is becoming a woman, but games don't need sex changes to be better at diversity.
32-player team combat, no guns allowed.
Hands-on with Shinji Mikami's return to survival horror.
From the archive: the original rise of motion control.
Why Amazon's use of Metacritic scores is a terrible idea.
Creative Assembly's Al Hope on what Rezzed visitors can expect when they face the xenomorph.
The last 8-bit superstar on the limits of the Spectrum, developer diaries and the refreshing nature of boring stuff.
Explore an entire alien ecosystem from your browser window.
Ignorance is bliss.
Come in Luigi, your time is up - why Oculus Rift is the true next-gen experience.
The pioneer of 8-bit music talks about the challenge of chip tunes, and why he's (sort of) coming back to gaming.
If I could turn back time...
Heavy ordnance survey.
How the purple mountain majesty of Rockstar's western epic showcases open world gaming at its best.
Juggling monsters and melancholy in David Cage's latest interactive drama.
Red 5's multiplayer RPG shooter feels solid, but lacks personality.
Rediscovering the joy of play on a father-and-son visit to the home of the Skylanders.
On its UK launch, how does the Android console sit in a real-world living room?
What can we learn from comparing The Last of Us with State of Decay?
The 8-bit Frank Zappa on nostalgia, crowd funding and his long awaited return to the games industry.
MachineGames is reviving the legendary FPS series with pulpy panache.
You will be running. A lot.
When there's no incentive for big name creators to do their best work for a publisher, we all suffer.
Why it's time to stop chasing the myth of the good Star Wars game.
Meet the most prolific British developers you've never heard of.
Or How I Tried To Love Freemium Gaming But Came Away Hating It Even More.
The creator of 3D pioneer Ant Attack on the importance of shapes, pansexual game characters and the indie revival.
With XNA development cancelled, where next for Xbox Live Indie Games and the developers who call it home?
In 8-bit, no-one can hear you scream.
Jake Elliott of Cardboard Computer opens up about his surreal indie adventure.
How the changing industry has created a perfect storm of indie development.
The road less travelled.
Bike of the thinning tread.
How an unassuming English teacher from Cheshire expanded the boundaries of gaming.
Denki's Gary Penn and Sean Taylor on working outside the mainstream and life after Quarrel.
Still dead good.
Mo' better blues.
How Rockstar's ambitious ghetto fable captures a blockbuster series in mid-evolution.
How gaming's obsession with empowering fantasy is making us lose the human touch.
What the furore over Tomb Raider's "attempted rape" says about the state of story in games.
The past and future of home computing collide at Horizons, a celebration of the ZX Spectrum.
Does Agent 47's pre-order bonus put a bullet in the head of traditional game marketing?
Sony's long lost Move adventure is conjured up at last.
Capcom's ambitious role-player makes slavery its key selling point.
Double Fine's success story could be one that's unlikely to be repeated.
How Pinball FX 2 took over XBLA.
Jumping for joy.
Rummaging in the guts of Microsoft's latest update.
In a spin with the unofficial PlayStation mascot.
Chute to kill.
Shake a leg.
What does 'retro' even mean these days?
A stab in the dark.
Demolition in motion.
A gathering of monsters at the National Championships.
Putting names to faces.
Ehb and flow.
Where the streets have no aim.
The ratings game.
MotorStorm Apocalypse designer Simon Barlow on balancing gameplay with blockbuster bombast.
A line in the sand.