Interviews
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Interview | The future of PowerWash Simulator, and developer FuturLab
"What do we need to do to get the Millennium Falcon?"
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Interview | EA Sports FC 24 boss on sportswashing, engagement, and Gen Z football fans
"Our role is to provide players with exactly what's going on in football."
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Interview | Larian on signing Baldur's Gate 3, approaching a new era, and games you've never heard about
Past, present and future.
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Interview | The future of Football Manager
Sports Interactive boss Miles Jacobson on the "personal disappointment" of FM23 and dreams for FM25.
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Interview | Game composer Lena Raine on her musical style: "I'm a big fan of musical metaphor"
Describing the sound world of Harmony: The Fall of Reverie.
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Interview | Making Clive sexy: in conversation with Ben Starr and Susannah Fielding from Final Fantasy 16
"There's so much love and care that has gone into this."
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Interview | After the Remote Pass nerf, Pokémon Go moves forward with Shadow Raids
"We made a decision that we'd have to grit our teeth and get past."
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Interview | How Blizzard keeps Diablo 4 feeling single-player despite its MMO elements
"Every class is a DPS class in Diablo."
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Interview | How the BAFTA nominated Citizen Sleeper is a game "about now"
Gareth Damian Martin on the game's refugee-themed DLC.
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Interview | Pokémon Go teases "blockbuster slate" of features, amidst major Remote Raid changes
Popular method of playing at home to be capped, almost doubled in price.
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Interview | "Beta has become a twisted word": Blizzard responds to Diablo 4 early access feedback
Queues, balance, the Butcher, couch co-op, dungeon design and more.
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Interview | Curry with the GOAT: Jeff Minter on 40 years operating on the far side
"I'll keep making games 'til they plant me."
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Interview | Season passes, the in-game shop, the shared world: the big Diablo 4 interview
"It's meant to last a long time."
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Interview | Criterion has hopes for a Burnout return, but there are no 'immediate plans'
How racing royalty came together for this year's Need for Speed.
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Interview | EA Motive boss: "Cancellations in video game development shouldn't be a taboo thing"
How the studio found its feet, and ended up on Iron Man.
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Interview | The Last of Us Part 1 developers on the journey to PlayStation 5 and the endless promise of accessibility
"We're all at this very early frontier of what is possible here."
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Digital Foundry | Inside Marvel's Spider-Man Remastered on PC - the Nixxes tech interview
How the Insomniac classic was ported from PS5 to PC.
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Digital Foundry | Inside AMD FSR 2.0: the Xbox connection and what could come next
AMD's director of game engineering explains how their temporal upscaling tech was developed.
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Interview | Interior/Night's Caroline Marchal on setting up her inclusive studio after leaving Quantic Dream
And creating accessible Xbox narrative game As Dusk Falls.
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Interview | Zack's back for a brand new audience in Crisis Core: Final Fantasy 7 - Reunion
Changes, consistency, and Sephiroth's shampoo.
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Digital Foundry | Zombie Army 4: the making of an 'impossible' Switch conversion
Rebellion North on bringing PS4's 1080p30 experience to Nintendo's console hybrid.
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Interview | The Callisto Protocol will be a much gorier game than Dead Space
Glen Schofield on the space horror revival, and seeing his game remade.