Featured Articles

Anti/Hero

World of Warcraft lets you choose between siding with the noble, heroic Alliance and the dubious, downtrodden Horde. But what kind of player would want to play as the anti-heroes of Azeroth? Jon Glover speaks with a number of Horde players about their faction of choice.

Anti/Hero

Batman is one of the most fascinating, multifaceted superheroes in all of comics ... as long as you don't think about him too much. Allen Varney digs a bit too deeply into the Batman Mythos and unearths some rather unpleasant character traits in the process.

Anti/Hero

Roleplaying games give you an opportunity to act out the part of the hero in a world that desperately needs one. But what happens when, after a few costly mistakes, you end up with a hero that is less than heroic? Will Hindmarch examines the angst of roleplaying a character you grow to despise.

Anti/Hero

2007's The Darkness wasn't just a competent first-person shooter - it told a powerful story about love and the loss of humanity through gameplay alone. Logan Westbrook takes a closer look at Starbreeze Studios' oft-overlooked diamond in the rough.

We Built This City

Since the earliest 3-D videogames, enterprising players have found ways to slip their characters into something a little more comfortable. But will a lust for profit put an end to these expressions of adolescent curiosity? Brendan Main takes a closer look at the phenomenon of the nude mod.

We Built This City

Plenty of MMOG players have dedicated a weekend to leveling up their tailoring or leatherworking skill. But how many of them are inspired to make their virtual wares a reality? Nova Barlow interviews a number of geek crafters about the hobby - and business - of crafting.

We Built This City

Whether they're new textures, objects, maps or complete game overhauls, most mods take a fair amount of time and effort to produce, and their creators are rarely paid. So why mod in the first place? Els Bellens asks that question of a number of notable modders and shares their responses.

We Built This City

Every year it gets easier for players to create their own videogame maps and levels. But is it any easier to produce a quality product? C J Davies speaks with Counter-Strike's David Johnston and LittleBigPlanet's Mark Healy about what makes good user-created content.

Editor's Choice

From the days of Spacewar!, videogames and the stars have always been connected. It should come as no surprise, then, that one of the great breakthroughs in gaming was the simulation of an entire universe. Erin Hoffman speaks with members of the Starflight development team about their ambitious project.

Editor's Choice

Brett Staebell has played enough RPGs to indirectly gain thousands of levels. But when a Japanese monk inquired about his own character progression, he was forced to confront some shaky assumptions on what it means to level up in the Game of Life.

Editor's Choice

Videogames are over 30 years old, which means everyone who was there in the early days is now over 50. And with an aging population of game developers comes the possibility that many of their stories will be lost when they pass on. John Szczepaniak discusses why we shouldn't forget their contributions to our hobby.

Editor's Choice

Breaking up is hard to do, especially when it's the unexpected dissolution of a ten year relationship. Gaming doesn't fill the hole left behind, but concentrating on a pixelated hero helps keep the negative emotions from being the focus of one's life. Logan Westbrook recalls how gaming helped him cope.

Once Upon a Time

How do you take a bunch of guns and explosions and make people care about them? If you're working on the Call of Duty franchise, you create characters that actually matter. Jack Baldwin interviews Jesse Stern, the writer of Modern Warfare and Modern Warfare 2.

Once Upon a Time

More than three decades after the first videogames, gamers are still waiting for their Citizen Kane. But maybe it's time to realize that games are better suited to a completely different kind of storytelling. Dietrich Stogner examines how games are becoming a vehicle for our own stories rather than a way for developers to tell theirs.

Once Upon a Time

Valve has earned a reputation as one of the most cutting-edge game developers when it comes to storytelling. But it takes more than just ditching cut scenes - you have to build the world as much as you write it. Craig Owens looks at what makes Valve's stories so engaging.