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Kingmakers is a strategy game about taking on medieval armies with a gun, but its devs thought the giant mech was too much
By Kaan Serin published
News Bringing a giant mechanized titan to a sword fight isn't very demure

Before selling millions of copies, Vampire Survivors creator says he'd "given up on the idea of success," and he's not interested in making something just to be successful
By Scott McCrae published
News "I don't want to start having to look around in order to try to maintain the success"

Black Myth: Wukong empowered fellow soulslike devs to become China's first "elite" devs on par with Naughty Dog or Capcom: "The market has been validated"
By Scott McCrae published
“There’s definitely a great potential for us to be the very few in that elite”

Vampire Survivors creator admits his success was “lucky” amid a wave of cheap mobile knock-offs: “For everyone else, they have to stand out among the hundreds"
By Scott McCrae published
"Players noticed me before any vulture could notice the ascension in sales."

Doom: The Dark Ages' new cutscenes exist because of fans' unlikely obsession with the series' lore: "A Doom game that doesn’t have a story is just an arcade game”
By Scott McCrae published
“In so many interviews, we sit down with somebody and their first question is about the story”

As if hell and demons weren't enough, Doom: The Dark Ages went medieval so id Software "could get more dark and sinister with the tool kit"
By Kaan Serin published
News "You think torture devices, ropes, and chains, and spikes"

Doom: The Dark Ages features "the largest spaces we've ever made,” but id Software knows you don't want to spend 2 hours in a single level
By Iain Harris published
News Game director Hugo Martin says each level aims for that "sweet spot" of one hour to complete

Doom: The Dark Ages devs looked to everything from Star Wars to Batman Year One to shape the iconic shooter's next game
By Iain Harris published
News "You follow the IP development rulebook that was created by a lot of great people"

Legendary Zelda dev "wasn't too pleased" about working on A Link to the Past as it robbed his enjoyment of playing the finished game: "I still really don't want to play that game"
By Iain Harris published
News Don't ask former Nintendo artist Takaya Imamura about A Link to the Past

With Wuchang: Fallen Feathers, Chinese studio Leenzee aims to soar to the heights of its field
By Alan Wen published
Feature Interview | Set in the Ming Dynasty, Wuchang: Fallen Feathers brings a unique feathery twist to soulslike action RPGs

Goal Oriented: How do developers invent their own sports – even when they're not too fond of the real thing?
By Alex Spencer published
Feature Feature | "What I've realised is that any turn-based strategy game, like a Fire Emblem or XCOM, those are basically sports games"

BioShock Infinite “may not have been the thing I wanted, but that doesn’t necessarily mean it wasn’t the thing the audience wanted”: Ken Levine guides us through his entire gameography
By Jeremy Peel published
Feature Edge: The Collected Works | From immersive-sim innovation, through undersea peril, and onto new beginnings back out in space, Ken Levine talks through his impressive and iconic gaming portfolio in his own words

The Making of Baldur's Gate 3: "We really wanted to make it so that even if you don't know D&D or Baldur's Gate, you would still have exciting choices as a player"
By Jeremy Peel published
Feature Feature | Edge Magazine: Larian fought with cinematics, embassies and the expectations of BioWare fans to make the RPG of the decade

AAA – Developers discuss the three little letters that have shaped an industry: "It's a stupid term. It's meaningless"
By Edwin Evans-Thirlwell published
Feature Feature | Edge talks to developers to unpack the baggage around the blockbuster marketing term

The Making of Final Fantasy 7 Rebirth: "I thought: if we just reproduce the original game with no changes, it will feel nostalgic, but not exciting"
By Simon Parkin published
Feature Feature | Edge Magazine: Remaking an iconic game was daunting enough – then the developers faced the difficult second entry.

World of Warcraft director says last year's Hardcore release was a better version of classic WoW than WoW Classic was
By Alex Raisbeck published
News "It wasn't just being on that journey alone, it was like this group of players versus the world"

Civ 5 caused a commotion at a space agency its creative director used to work at
By Alex Raisbeck published
News "There was a roar across the building"

WoW veteran says the MMO's devs had to make "ten times the amount of quests" as originally planned to sate playtesters, and now the game has 38,000 of them
By Alex Raisbeck published
News "The answer, of course, was to simply add more."
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