Boss Fight Books Explores the Cultural Significance of EarthBound and Others
Publisher Boss Fight Books is releasing a series of books each dedicated to an individual game--but how are the authors handling this assignment?
Publisher Boss Fight Books is releasing a series of books each dedicated to an individual game--but how are the authors handling this assignment?
A young woman’s murder investigation takes a turn for the absurd in D4, a time-traveling adventure game from the team behind Deadly Premonition.
Namco Bandai's upcoming free-to-play SoulCalibur is sidestepping the series' competitive roots, but to what end? Get all the early details here.
Senior game designer Ananda Gupta explains the science and sacrifice behind XCOM: Enemy Within's new class, the mechanized exoskeletal cybersuit.
In 1995, a team of young game developers created the most barbaric, heavy metal fighting game imaginable. Nearly two decades later, that game's legacy endures.
With a silver tongue and an iron fist, fighting game luminaries share their thoughts on the current state of the genre and where it's heading.
Smash Bros. series director Masahiro Sakurai weighs in on the state of the fighting game genre and offers a few hints about the next two games.
Firaxis' lead designer, Ed Beach, and lead producer, Dennis Shirk, talk through the designs of the two new scenarios coming in Civilization V: Brave New World.
2K Marin's lead narrative designer, Erik Caponi, talks about the challenge of weaving tactical gameplay and a 1960s alien invasion into a coherent whole.
Michael Chang, creator of the third-person swordfighting game Blade Symphony, meets the man who inspired him to dive into game design: Mike Gummelt.
Jonathan Morin of Ubisoft Montreal discusses how Watch Dogs will balance a cohesive narrative with the chaotic structure of an open-world video game.
Learn how three fighting game developers are using the data you create to help design, balance, and perfect the art of fighting.
Ubisoft Toronto's Patrick Redding explores the challenges of developing a modern stealth game, and how the next Splinter Cell aims to surmount them.
Chris Frechette and Kris Taylor of Red Fly Studio explain the development of this striking new look for the heroes of TMNT: Out of the Shadows.
Capcom's Yoshinori Ono reveals Deep Down, a new IP from the developer powered by its new Panta Rhei engine.
Sucker Punch's Nate Fox spells out the horrors of our security-centered society as a prelude to the next game in the Infamous series, Second Son.
Take a closer look at the combat styles of Injustice's richest, most gadget-oriented superheroes: Batman and Green Arrow.
E3 2012: We take a closer look at the different fighting mechanics in this DC Comics brawler from NeatherRealm Studios.
Aubrey Serr of Wolfire Games demonstrates how two highly-skilled ninja rabbits would face off in mortal combat.
Matt and Jake Lewandowski join us to reveal the origins of indie brawler Fist Puncher--as well as reminisce on other past projects.
The team at Interabang Entertainment gives a behind-the-scenes look at the art and animation of their side scroller sticker brawler, Super Comboman.
Developer Alex Austin lays down the basics of Sub Rosa: a dynamic, high-stakes crime game where deceit and betrayal are constant companions.
Meet TOM, a computer virus sent to destroy a future utopia. Whether alone or with friends, TOM must riddle his way through this high-tech puzzler.
The City by the Bay is fast becoming a hotbed for independent game development. Discover five future hits from this young community.
Think you know what makes a successful Kickstarter campaign? Get the inside story from five teams who met their goals.
The fans who became developers share the surprising story of Fighting Is Magic, a My Little Pony-inspired fighting game.
2012 was a tremendous year for fighting games. What trends emerge from such an outstanding lineup, and how can we ride this energy into the new year?
Lead designer Stone Librande reveals how the global market can transform the most environmentally friendly city planner into a high-rolling oil tycoon.
Designers Eric Shumaker and Brian Raum explain how Charles Barkley, the post-cyberpocalypse, and Space Jam came together into one hilarious RPG.
Fighting game stages once spoke volumes about the characters they represent. Why is this so uncommon in modern fighters?
Two buttons, two kicks, and two banditos. Luke Esquivel explains how his indie fighter Senor Footsies is reimagining fighting games with minimalist design.
Get the first details on this somber fairy tale that puts you in simultaneous control of two adventuring brothers.
Chris Watters and Maxwell McGee show you how to make it through missions without killing enemies or alerting them to your presence.
Replays are one of the great, modern conveniences of fighting games, but there is plenty of room for improving this educational service.
Take a closer look at how to squash Goombas or scorch Koopas with the power of a mere sticker in Paper Mario: Sticker Star.
Mechanic-turned-martial artist Rig brings his own flavor of taekwondo to DOA5.
Enter the ring with this DOA newcomer and see how her fighting style stacks up.
A young team tackles the PlayStation pantheon: SuperBot Entertainment talks about the development of PlayStation All-Stars Battle Royale.
PAX 2012: We bring you a full demo of Metal Gear Solid: Ground Zeroes and all the early details from Kojima’s presentation here at the show.
PAX 2012: We test out the red-headed heroine from Heavenly Sword and see how she compares with the growing roster of PlayStation All-Stars Battle Royale.
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