Team Meat's Tommy Refenes talks exclusively about the making of his bloodily ambitious platform sequel, Super Meat Boy Forever. We meet the maker of Mable and the Woods, the action-fantasy with a unique pacifist twist, and chart the traumatic fall - and dramatic rise - of Introversion, the studio behind Prison Architect.
Scottish developer Joe Richardson gives us an inside look at the making of The Procession To Calvary - a Pythonesque point-and-click adventure created by splicing together dozens of Renaissance paintings. Meanwhile, indie duo Polygon Treehouse tell us what is was like to go from triple-A studio to their first outing, the gorgeous looking action-adventure, Röki, and we chat to the developers evolving the oft-overlooked escape room genre.
The developers behind the likes of Tearaway and LittleBigPlanet tell us about their new indie project, Knights And Bikes - a nostalgic adventure set in 1980s Cornwall. Broken Sword and Beneath a Steel Sky creator Charles Cecil gives us the story of how he survived the slings and arrows of the eighties games industry, and we uncover the creative benefits - and finest products - of game jams.
Broken Bear’s Craig Harrison tells us about the murky goings on in his Breaking Bad-meets-Minecraft crime RPG, Family Man. We meet the developers bringing out the human angle in their video games, and take a look at the current state of physical and digital game preservation, including the obscure Street Fighter entries sadly lost to history.
Developer Kong Orange talk to us exclusively about their one-of-a-kind puzzle adventure game, Felix The Reaper: a romantic comedy about a dancing spectre of death. We meet the developers intent on pushing the detective game genre into unique new arenas, and find out what it really takes to sit in a room and make a game all on your own.
We take a closer look at No Straight Roads, a unique mix of action and music, and meet its producers at Malaysian studio, Metronomik. Then there's PICO-8, the adorably tiny virtual console - we show you what it is, how to get started on it, and how to push its limits.
Designer Don Bellenger talks to us about Black Future '88, a synth punk collision of Contra, roguelike and dystopian nightmare. We find out why ruins, devastated cities and broken architecture are such a familiar sight in games, and uncover the cunning, sometimes eccentric ways games were distributed back in the 1980s.
Inkle, the developers of the acclaimed 80 Days, tell us more about Heaven's Vault, an ingenious adventure about translating an alien language. We find out how today's indie developers are changing the face of video game boss battles, and catch up with the Oliver Twins to talk Dizzy, Codemasters and their new venture, Game Dragons.
We uncover Lost Words, the beguiling puzzle adventure from Sketchbook Games and a narrative team including Rhianna Pratchett. We take a closer look at this world of words and wonder, as well as bringing you the latest on the likes of Hamsterdam – yep, there are some hamsters – and going hands-on with Rage 2. Elsewhere there’s a look at the bountiful world of Zelda-alikes, an in-depth guide on creating a third-person character in Unity, and a profile of that oh-so-Rare of studios, Ultimate Play the Game.
Meowza Games talks to us about Mineko's Night Market, an indescribably cute adventure inspired by the likes of Animal Crossing and Studio Ghibli's My Neighbour Totoro. We meet some of the people behind Sumo Digital, purveyors of such games as OutRun 2 and Snake Pass, to find out how they've become one of the UK's biggest independent studios. And we check out Tales of the Neon Sea, an atmospheric cyberpunk adventure from Chinese developer Zodiac Interactive.
We explore the very real paternal fears inspiring Someday You’ll Return, the psychological horror title from a two-man Czech studio and backed – in part – by an EU grant. Elsewhere we check out Hoa, the Ghibli-inspired beauty-‘em-up (a new genre invented just for the game), while our in-depth guide to making your first shooter in Unity comes to its triumphant close.
Jon Chey gives us a better look at his studio’s upcoming systemic FPS, Void Bastards, which looks set to be a fine return to shooter form from the System Shock 2 and BioShock alum. The trials and tribulations of working alone on ambitious 2D puzzle platformer Pinstripe are explored in detail. And industry veteran Mel Croucher waxes lyrical about the early days of games, gaming, and making games.
Designer Andrew Shouldice takes us behind the scenes on his forthcoming action-adventure Tunic, about a tiny fox in a sprawling fantasy world. The BAFTA-winning developers behind Monument Valley 2 and Alto's Adventure discuss their paths through the industry. And No More Heroes director Suda51 talks Grasshopper, Kafka and wrestling, and takes stock of his career so far.
Choose what kind of cop you want to be with our pair of exclusive Disco Elysium limited edition covers. Go rogue with our Rage cover, or play by the book with our cerebral-looking Reason edition. Meanwhile, inside you'll find: the 'artists, writers, entrepreneurs, and socialists' behind Disco Elysium give us the low-down on their unique detective RPG. The makers of Dual Universe explain how they're launching their 'EVE meets Minecraft' MMO. And we discover the truth behind composer Marty O'Donnell's lost soundtrack for Destiny.
X-COM creator Julian Gollop chats about the secret of great non-player AI and his new strategy game, Phoenix Point. We meet the modders who've turned their hobby into full-time game development, and go behind the scenes on Thrunt XL, the indie game created without a line of code being typed.
BioShock 2 director Jordan Thomas talks us through his new co-op horror game, The Blackout Club; Battlefield V director Lars Gustavsson opens up about his pre-launch anxiety and anticipation, and we look at how analogue RPGs are adapted into video games.
In our debut issue, Far Cry 4 director Alex Hutchinson talks to us about going indie. We look back at the British games industry’s turbulent early years; explore how curves and probability shape the games we play, and we go hands-on with Nomada Studio's ethereal platformer, Gris.