Wireframe

Back Issues

Issue 27

Typhoon Studios give us a tour of their upcoming sci-fi action adventure, Journey To The Savage Planet; we talk about the game’s debt to Metroid, Isaac Asimov, and the grisly satire of Starship Tro…

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Issue 26

We look back over the past 12 months and pick out our absolute favourite games from Wireframe’s first year of existence; chat to the creators of The Endless Mission - a sandbox adventure that steal…

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Issue 25

The legendary Charles Cecil talks to us about Beyond a Steel Sky, the epic sequel to his nineties point-and-click classic, Beneath a Steel Sky. Then, because it’s Halloween season, we meet the deve…

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Issue 24

Obsidian’s Carrie Patel and Brian Heins give us the low-down on The Outer Worlds - their pulp sci-fi epic that might just be the studio’s finest game since the majestic Fallout: New Vegas. Elsewher…

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Issue 23

Denki Games tell us all about Autonauts, an adorable survival sim with programmable robots. We catch up with composer Jesper Kyd to discuss his soaring career in soundtracks - he talks Assassin’s C…

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Issue 22

Thomas Was Alone and Volume developer Mike Bithell talks exclusively to us about his action movie tie-in, John Wick Hex, and why he’s taking a refreshingly tactical approach to its combat. We meet…

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Issue 21

Developer Kazuma Kojo explains why he’s bringing back a classic shoot-‘em-up franchise with R-Type Final 2. Continuing the Japanese action game theme, Nobuya Nakazato tells us all about Contra: Rog…

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Issue 20

Westerns meet stealth (and a slingshot) in Honig Studios’ El Hijo, star of this issue’s front cover. We go in-depth to find out about the sneaky adventures of a six-year-old on a quest to find his…

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Issue 19

We talk to Hidden Layer Games about the making of Inmost, a Gothic adventure game inspired by the likes of Another World and Flashback, and brought to life with some stunning hand-crafted pixel art…

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Issue 18

Assassin’s Creed designer Patrice Désilets tells us all about Ancestors: The Humankind Odyssey, a survival game about an evolving ape clan. Max Payne developer Remedy describe how they’re stepping…

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Issue 17

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 u…

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Issue 16

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 pai…

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