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In an industry that at times seems constantly obsessed with the Next Big Thing, it's no wonder there's always so much hype that swirls around the introduction of a new generation of video game consoles. Console gamers don't have the same geek luxury as, say, Apple fanatics, who get a couple shiny new devices every year. Typically, it's only once every several years that a major new home video game console launches. That's a long ...

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Rich Hilleman, the chief creative director of Electronic Arts, has a big task: getting the company ready for the future. He has to navigate the waters of the social and mobile revolution while also keeping core gamers satisfied as the company's products shift to blockbusters-cum-online services. In this interview, Hilleman -- who has been at the company since the 1980s -- looks back as well as forward, reflecting on how the company's success on the ...

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Wherein I babble about board games and videogames, friends and strangers, roleplaying and abstraction, and ultimately wonder if it's possible to create a single-player board game the way we create single-player videogames. Know any?

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In this interview with Dark Souls producer Kei Hirono, he reflects on the development of the game and what director Hidetaka Miyazaki and his team at developer From Software have achieved with the eagerly anticipated, famously challenging, and innovative title.

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It’s true! Vic Davis says: “I’ve been working on a free mini expansion pack for Solium Infernum. It’s in pretty good shape at this point and I hope to have it available in a beta form by the end of the month for adventurous players who would like to give it a go for a few weeks to find bugs and give me some game play feedback for tweaking the new mechanics.” There’s a full list of what’s included here.

And you want to remember why this game is so great, go here with your reading. Yeah, I went there. (Thanks be to the vigilant few who sent this in.)

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Seminal shooter 15 today.

id Software wizard John Carmack has recounted the experience of creating Quake, the seminal first-person shooter that turns 15 today.

"My defining memory of the game was fairly early in development, when I no-clipped up into a ceiling corner and looked down as a Shambler walked through the world with its feet firmly planted on the ground," Carmack, who is knee deep in Rage development, said on the Bethblog.

"This looked like nothing I had ever seen before; it really did seem like I had a window into another world. Of course, as soon as he had to turn, the feet started to slide around because we didn’t have pivot points and individual joint modifications back then, but it was still pretty magical.


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