There is a lot going on in Blue Manchu's new FPS, but embracing the chaos and enjoying the wild pace is absolutely part of the fun.
It's a survival game! It's an immersive sim! It's a big, open world! Unfortunately, it's mostly bad.
On the podcast, we talk about how games like 'We Happy Few' seemed to promise games pretty different from what was actually inside.
As we saw with 'Far Cry 5,' sometimes marketers tell the better tale.
Creators behind games like 'Fez' and 'The Walking Dead' share a few funky tricks on Twitter.
Today on Waypoint Radio: we talk Hunt: Showdown, Monster Hunter, and Prey DLC.
The game was originally going to have more resources, fuses, and interactive flooding.
On today's podcast, we take a closer look at how games try (and often fail) to assign motivation to their antagonists.
Read this excerpt from Heterotopias 003, a zine about games, architecture, and ideology.
98DEMAKE gives Irrational's seminal shooter that 1998 look.
It's been 10 years since we first set foot in Rapture.
We spoke with Arkane lead Designer Ricardo Bare about writing the game's characters, D&D-loving space lesbians, and actions that speak louder than words.