"It's something that's going to live forever."
"We were worried there wasn't enough content!"
Mike Skupa on Rockstar's crunch culture and genius, the death of the developer of Sleeping Dogs, and how grief fuels his own, new horror game.
The epic, beautiful games of Thunder Lotus.
"We hope people will have the trust in us to honour our characters."
"We want the public to know we will continue our work."
A deep dive tech interview with Digital Foundry.
"We're just not in a place yet from a technical or a business side."
Reach! Hoar the stars.
And the difference between "interactive films" and choice-based games.
"We have a whisk!"
"It's a pretty different situation this time around."
A brief chat in Shanghai.
DF talks with CD Projekt RED on the conversion process.
"What if we spawned Ragnaros in Stormwind and Orgrimmar?"
"If we were a different game we'd be on Warframe 3 or 4 already."
Chris Charla discusses consolidation, subscription services and curation.
"You babysit the baby for a while."
The director speaks as his long-awaited Bloodstained is released.
A playdate with the mastermind behind Katamari Damacy.
"This one is not sad and depressing..."
'It is perfectly fine to have an experience that's about the journey, not difficulty or mastery.'
How a global megacorp aims to change gaming forever.
As streaming takes centre stage, we talk to Microsoft about its own offering.
Three men in a jacket.
Developer Lionel Gallat talks us through an uncommonly smart children's fable.
DF Retro presents a masterclass from Hollywood veteran, Bill Kroyer.
The man behind Dragon's Dogma, Darkstalkers, Rival Schools and so much more looks back on his career.
"I have that paranoia now."
Also there are dinosaurs with laser guns.
City 17 to city infinity.
Tomorrow's technology today.
"We knew, because of the boots, we were in a Western."
"The tracks will fade."
"We've had one hand tied behind our back; now, no longer."
Feature11:11 Memories Retold, released today, is a WW1 game about normal people pushed into extraordinary events
Aardman's creative director discusses the game's influences - including impressionism, Brexit and cats.
"I've heard on the internet 'she's going off the rails', but is she?"
"We have our next six heroes planned out right now."
"I'd be really sad to think that for fans, Pokémon is just hatching eggs."
And why it was important to announce Starfield and TES6 early.
From Layton to Ni No Kuni, a tour of one of Japan's greats with Akihiro Hino.
Playground Games on bringing the series back home, selling up to Microsoft and plenty more.
As its third expansion, Forsaken Shores, arrives.
"Every game you buy which includes DRM is, in a way, inferior."
Plus Dragon's Dogma 2 and Rival Schools 3, of course.
DICE answers some of our questions - and dodges others.
EA Sports on career mode neglect, The Journey and Jesse Lingard's hair.
CD Projekt on transhumanism, gender fluidity and what's beyond Night City's walls.
"Playing as a demon is a very different experience."
Hello Games' founder on the remarkable journey of No Man's Sky.
Admiral Peach, reporting for duty.
Out of this world.
The Octopath less travelled - inside the making of the Switch's big summer game.
"Bob Dylan's first electric concert was a little rough..."
Davide Soliani on Mario Rabbids' Donkey Kong expansion, the E3 spotlight, and more.
"We're not trying to trick you."
"For players who want this to be a traditional BioWare game, that is part of the game."
Expect backwards compatibility to continue.
FeaturePokémon boss Junichi Masuda on keeping hardcore players happy, borrowing from Pokémon Go, and Let's Go's story
"I'm always concerned that we take Pokémon too far, that it's no longer approachable."
Mike Laidlaw still remembers his first day at BioWare - and, 15 years later - his last. A lot happened in between.
DICE's Lars Gustavsson on last night's reveal.
"Change is always going to be hard for people."
The difficulties of launching a multiplayer game in an age of two behemoths.
And no, it didn't nearly close after Scalebound was cancelled.
We interview Atari as it re-reveals its console / computer hybrid.
"People were saying 'oh, you're copying Fortnite' - well, no."
"I knew it was going to happen at some point."
"That's a significant amount of work."
About that leaked code of conduct...
"It wasn't a shock at the end of the day."
'I decided if it was down to these ethics I should be selling drugs instead of making free-to-play games.'
Pop-Up Pilgrims coming next month from Dakko Dakko.
Hisashi Nogami on updates, the plaza and what exactly those jellyfish are doing.
'The more players say let's make it a little easier the more I want to make it a difficult game!'
"We don't yet understand enough of what the actual risks are."
See our friends, see the sights, feel alt-right.
Naoki Yoshida on the past, present and future of Final Fantasy 14.
Hell, it's about time.
"Right now the two builds are on slightly different road maps."
"Would you ask this question to a film director, or to a writer? Would you?"
How Bungie's engine evolved for the sequel, and why the game runs so well on PC.
Splashing the cash.
And a little something about Samba de Amigo on Switch.
From the archive: From street racing to the Nürburgring, how Polyphony's Kazunori Yamauchi came to define driving.
Hajime Tabata poured his life into getting the JRPG out last year - but he's not done just yet.