Why I Love (Page 4)
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Monster Hunter redefined big game hunting
Why I Love: Infinite State Games' Charlie Scott-Skinner explains how Capcom's PS2 classic precisely targeted his personal soft spots
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The joys of living in a Bubble (Bobble)
Why I Love: Infinite State Games' Mike Daw shares how the Taito arcade classic inspired his own career in score attack games
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Tenchu: No prescription needed
Why I Love: Solar Sail's Tancred Dyke-Wells finds freedom in an overshadowed PSone ninja game
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Location, locomotion, morality, and imagination
Why I Love: Skydance devs describe what they took from Star Wars: Knights of the Old Republic, Pathologic, NetHack, and Tony Hawk's Pro Skater
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Monsters, mundanity, history, and high school
Why I Love: Skydance Interactive devs on Monster Hunter: World, Every Day the Same Dream, Europa Universalis IV, and Persona 4 Golden
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Dune II and the three rules of a good licensed game
Why I Love: Auroch Digital design director Tomas Rawlings examines what made the seminal real-time strategy game such a massively influential success
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Hellblade's simple twist of fate
Why I Love: Caledonia's Nels Anderson sees Senua reflected in the doomed gods of her Viking enemies
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Epic story, sublime design, and controller support
Why I Love: The Ghost Story Games crew on what won them over in Dota 2, Doom, Kerbal Space Program, and Final Fantasies X and XIV
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Ultima Underworld and the freedom to make bad choices
Why I Love: Quantum Soup's Chris Payne gets lost in the many innovations of The Stygian Abyss
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World of Warcraft, world of inspiration
Why I Love: Lightseekers senior designer Ana Steiner traces her history with the MMO that convinced her to pursue a career in games
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Magic: The Gathering is Sesame Street
Why I Love: Voyageur developer Bruno Dias says that 25 years on, the collectible card game is transitioning from a popular product to a cultural fixture
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It's what's Inside that counts
Why I Love: Playdead's platformer is visually striking, but inXile's Brian Fargo was taken by its elegant and thoughtful design
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ZX Spectrum: An enduring legacy
Why I Love: The Oliver Twins share how they went from nearly missing the boat on the computer to building Blitz Games off a library of 17 Spectrum games
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"It works on principles I really admire in games and in life"
Why I Love: Ghost Town Games' Phil Duncan writes about Storage Inc., the Xbox Live Indie Game that influenced Overcooked
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Suikoden changed my life - Warren Spector
Why I Love: The System Shock 3 creative director generally doesn't go for JRPGs, but this PSone classic set itself apart in four special ways
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PlayerUnknown's Battlegrounds: Failure as Fun
Why I Love: Fullbright co-founder Steve Gaynor shares what he sees in Bluehole's smash hit survival shooter
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