Alex Wiltshire
Latest articles by Alex Wiltshire
Scavenger SV-4 tells amazing space horror stories
By Alex Wiltshire last updated
Space Oddity Another entry in the "things going wrong in space" genre.
The impossible quest to finish every CRPG in chronological order
By Alex Wiltshire last updated
RPG Quest Over a decade ago, Chester Bolingbroke set himself a mission that will never end.
Dungeon Encounters finds depth in stripping the JRPG down to its essentials
By Alex Wiltshire published
mathsterful Clever combat and exploration hide behind the barebones presentation.
Old school roguelike Rift Wizard is no looker, but it's a tactical slaughterfest so deep you could drown
By Alex Wiltshire published
Furious Pixels A pixel art wizard-building sim with surprising depth.
Olija review
By Alex Wiltshire published
Harpoon on This darkly atmospheric action adventure delivers great grapple.
Luke Smith on Beyond Light, unvaulting destinations and why Destiny 2 can't get rid of blue gear
By Tim Clark, Alex Wiltshire published
INTERVIEW Bungie's creative director also discussed why Destiny is like basketball, shortening login times, and keeping loot too long.
System Shock 2: How an underfunded and inexperienced team birthed a PC classic
By Alex Wiltshire published
Aftershock "We were given an enormous amount of responsibility, and for not very good reasons."
Why some hitboxes are so bad
By Alex Wiltshire published
Missbox When a hitbox just doesn't feel right, what's actually happening? Here's what can go wrong.
How hitboxes work
By Alex Wiltshire published
SCIENCE Hitboxes are critical to making games work, but when they're done just right, you won't even notice them.
When are game companies truly being anti-consumer?
By Alex Wiltshire published
Deep dive What is true anti-consumer behavior? We break down platform exclusivity, preorders, loot boxes, downgrades, and more.
Revisiting System Shock, and the birth of immersive sim design
By Alex Wiltshire published
Origin story Back to Citadel to see the origins of the emergent sim.
What does it take to make a living on Twitch?
By Alex Wiltshire published
Right Stuff Twitch streamers talk about the challenges of "making it," and all the hidden work that goes into a successful streaming life.
The parent's guide to PC gaming
By Alex Wiltshire published
Handbook How to raise your kids on PC games, and understand the content and communities they'll be exposed to.
How old should my kids be before I let them play Fortnite?
By Alex Wiltshire published
Parent Trap We talk to experts and psychologists about what playing Fortnite does to young brains.
Bungie's marathon: Charting Destiny 2's independent future
By Alex Wiltshire published
new light Destiny's creators discuss the next phase of the game's evolution.
X-COM creator Julian Gollop discusses his most important games
By Alex Wiltshire published
From the archives X-COM’s maker remembers over 30 years of perfecting the turn-based tactics genre.
Time Extend: The Stanley Parable
By Alex Wiltshire published
Guest article What it means to play a game about games.
GOG's 10 year journey to bring old games back to life
By Alex Wiltshire published
Oral History An oral history of Good Old Games: How it began, and how they track down classic games and make them work again.
Mutant Year Zero: Road to Eden review
By Alex Wiltshire published
Control freak Stalk the Zone in a tactics game that adds new mutations to the XCOM-like.
How developers harvest your data to make their games better
By Alex Wiltshire published
privacy Anonymous play data is a vital part of modern game design for indies and big-budget games alike.
How Arma 3's Altis Life mod brought PvP and roleplaying together
By Alex Wiltshire published
Life sim And where that combination of ideas went next.
The future of PvP: how Destiny 2's Gambit invented a new game mode
By Alex Wiltshire published
Compete This week, we're talking about the future of competitive multiplayer.
The precarious business of living off modding
By Alex Wiltshire published
Money mod We speak to modders about the challenges of earning an income from their work.
The daunting aftermath of releasing your dream game, as told by the devs of Stardew Valley, Owlboy, and more
By Alex Wiltshire published
Then what? For devs like Iconoclasts' Joakim Sandberg, releasing a game after working on it for eight years can be a thrill that quickly gives way to emptiness and anxiety.
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