The lights are on
Mere days before he announced his departure from Lionhead, we had a chance to speak with the outspoken designer about a variety of topics.
The senior producer explains the process of managing the hundreds of moving parts and people that come together to make Assassin's Creed III.
The prefix “sim” began with SimCity in 1989. It’s short for “simulation”
and it qualifies a game where you simulate the act, typically one of
management, of overseeing a large organic structure – or something.
While writing an article for the magazine about great features in fighting games, I thought
of gameplay elements in the past that were a detriment to the
With Close Quarters, DICE goes head to head with other infantry based shooters. Is it the smart move for a series known for vehicular play and open maps?
we started Super Replay Showdown, our new office competition to help
determine what game will be the focus of a future Super Replay. While
the first episode was devoted to announcing our choices and creating the
tournament brackets, this week we get down to the dirty business of
What can you learn about the new Assassin’s Creed game from its concept art? Quite a bit.
The Replay crew explores a dark period for Midway's once-beloved action-racing franchise -- guest starring The Rock!
Learn how the lore of Assassin's Creed is created and why a game set in feudal Japan or World War II is a possibility.
We've got a few more examples of how Mr. Washington can make any game better.
My best friend Reiner and I have been on a lot of adventures together,
but nothing could have prepared us for the epic RPG journey that is MLB
12: The Show.
How is a Game Informer cover created? We reveal the secrets and the
surprising amount of work that goes into a single cover image, and
talk with artist Alex Ross about the process.