Giant Bomb Presents
RSSKojima on Ground Zeroes
Ten minutes and fewer questions with the man behind the Metal.
PS4: The Canadian Perspective
Sony's Adam Boyes discusses the PlayStation 4's ability to hold its liquor and other pertinent topics.
A Chat With Shuhei Yoshida
Sony's President of Worldwide Studios weighs in on all sorts of topics with just days to go till the PS4 launch.
Let's Spoil Beyond: Two Souls
Polygon's oldest brother, Justin McElroy, and Kotaku's resident musician, Kirk Hamilton, join us to ponder David Cage's latest.
The Great Escape of 30,000 Steam Keys
How an attempt to give away free copies of Wadjet Eye's Blackwell Deception went haywire, and tens of thousands of keys disappeared into the night.
Write What You Know, Learn What You Don't
Shawn Allen explains how his upcoming game, Treachery in Beatdown City, channels personal experience for its slate of diverse characters, and what other creators can learn from his approach.
What Makes Good Horror Games Tick
Robot Invader founder and horror fanboy Chris Pruett breaks down the genre's DNA, and name-drops a bunch of games you've never heard of.
The Blair Witch Project Interview
A conversation with the co-director of the movie that destroyed an entire summer for me.
The Next Dark Descent Is Space
Thomas Grip is the co-founder of Frictional Games, who brought us the terrifying Amnesia: The Dark Descent. Their next project? SOMA, a sci-fi horror looking to explore the idea of the human soul.
Raising Mental Illness Awareness Via Games
Asylum Jam, taking place this upcoming weekend, is gathering developers to widen the scope of horror.
Aaron Foster Doesn't Want to Show You His Game
Routine wants to explore the terror of a very familiar object in the sky, and its developers want to show as little as possible before the game's done.
The Horror of Making Horror
Outlast creative director David Châteauneuf recounts the development of his first horror game, his obsession with Evil Dead, and how his parents used to terrify him.
Mario's Misunderstood Theatrical Debut
Steven Applebaum and his partner, Ryan Hoss, are obsessed with the Super Mario Bros. live action film. Not only do they run a fan site, but they've partnered with one of the screenwriters to produce a sequel in comic form.
The Future Is Voxels
Voxels are everywhere in EverQuest Next, thanks to Miguel Cepero's Voxel Farm technology. The man is betting big on a technology most associate with Outcast, and he explained to me why we shouldn't dismiss it.
Checking Your Blind Spots
Narrative designer Anna Megill was part of a panel at PAX that gathered game writers together to discuss building stories for wider audiences and the missteps along the way.
Maybe Addiction Isn't Worth Bragging About
Ryan Black is a lawyer. Dr. Tyler Black is psychiatrist. They're twin brothers, and they have some very interesting theories about where the law and video games might intersect in the not-too-distant future.
Maybe Addiction Isn't Worth Bragging About
Ryan Black is a lawyer. Dr. Tyler Black is psychiatrist. The two of them have some very interesting theories about where the law and video games might intersect in the not-do-distant future.
How Keiji Inafune Became Kickstarter's Latest Success Story
The creator of Mega Man is busy refreshing his Kickstarter page for Mighty No. 9, a spiritual successor that's already passed $1.5 million. At PAX, we talked about how this game came to be, and Japan's awareness of Kickstarter.
The Bumpy Road Towards Games for Everyone
Designer Samantha Kalman was on a PAX panel called "Queers in Gaming: Gamer vs. Gaymer," in which the panelists tried to explore the challenges of making more inclusionary games. Before that panel, we chatted about the current state of the dialogue.
The Bumpy Road Towards Games for Everyone
Designer Samantha Kalman was on a PAX panel called "Queers in Gaming: Gamer vs. Gaymer," in which the panelists tried to explore the challenges of making more inclusionary games. Before that panel, we chatted about the current state of the dialogue.
Matt Gilgenbach's Neverending Nightmares
An all too short conversation with 24 Caret Games designer Matt Gilgenbach about making a game that channels his real-life issues.
Matt Gilgenbach's Neverending Nightmares
An all-too-short conversation with 24 Caret Games designer Matt Gilgenbach about making a game that channels his real-life issues.
The Enduring Legacy of EarthBound's Writing
To Marcus Lindblom, translating EarthBound was just project of many. It was a special one, but the game was a flop. Years later, he's finally learning just how much people love that series.
The Enduring Legacy of EarthBound's Writing
To Marcus Lindblom, translating EarthBound was just one of many projects. It was a special one, but the game was a flop. Years later, he's finally learning just how much people love that series.