GDC 2025
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The hardest parts of open world walking simulator Baby Steps are 'harder than Getting Over It by quite some distance,' says Bennett Foddy
By Christopher Livingston published
News You thought climbing a mountain in a cauldron was hard? Try doing it in bare feet.

Marvel Rivals technical designer says a future patch will reduce the shooter's insatiable hunger for RAM: 'It's a very big problem'
By Morgan Park published
NEWS A new option should help players with less than 32GB of RAM.

Chinese action game Phantom Blade Zero didn't click for me until I realized its deep commitment to wuxia film authenticity meant I had to relearn how swords work
By Wes Fenlon published
Parried Pulling from Chinese martial arts gives Phantom Blade Zero a distinctly different style than most action games.

'You're a very long arm. You steal things. It's a comedy game,' explains developer of comedy game where you steal things with a very long arm
By Christopher Livingston published
News My Arms Are Longer Now is a heist game where you play as a 'yucky long-armed thief.'

Today's RPG fans are 'very sensitive to feeling like they wasted time' when they die, says Metaphor: ReFantazio battle planner—but Atlus still made combat hard anyway
By Wes Fenlon published
News Tough battles are key to Atlus RPGs, but Metaphor offers multiple ways to avoid frustration after dying.

By the time Bethesda was on Starfield, you'd 'basically get in trouble' for breaking schedule, says former dev: 'A lot of the great stuff within Skyrim came from having the freedom to do what you want'
By Harvey Randall published
News Fus by numbers.

From Palworld movies to Palworld TV shows: 'Everyone under the sun pitched us every idea you can imagine,' says Pocketpair's communications director
By Christopher Livingston published
"Nothing's happening at the moment," John "Bucky" Buckley said, though he added: "We're still always thinking about these things."

After 23 years of making Dwarf Fortress, even its creator is still 'terrified' of drowning all his dwarves with aquifers: 'Part of the problem is we are just not good at videogames'
By Lincoln Carpenter published
News Water hazards keep us all humble.

A unique aspect of Japanese architecture turned out to be a key reason the Like a Dragon games can reuse assets so effectively—and deliver more compact, memorable open worlds than western cities
By Wes Fenlon published
News It's all about the verticality.

Former Bethesda dev who quit Starfield to go solo says it's 'much less stressful as an indie' without daily meetings or 'office politics': it's 'very refreshing to just care about the game'
By Christopher Livingston published
News Nate Purkeypile released his first solo game, The Axis Unseen, last year.
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