We're getting ready to fly off to the continent for Europe's most prominent game show.
We reminisce about our journey with Corvo through the underbelly of a steampunk masterpiece.
We've gathered some of our favourite indie interviews from Los Angeles.
We head to Irrational Games to see the proper conclusion to Infinite's story, and talk to the developer about the DLC.
With less than a month remaining until the launch of Final Fantasy XIV: A Realm Reborn we asked producer Naoki Yoshida a bunch of questions.
We talk with the new voice behind Splinter Cell's iconic lead character.
Spoilers ahead! We talk to the game's creators about story structure, hard choices, reveals and endings... and next game Easter Eggs.
While Assassin's Creed IV: Black Flag has been discussed at length in the months leading up to E3, there was still much to be discovered.
We talked to the legendary Metal Gear Solid creator at this year's E3 to learn of his thoughts on next-gen, open worlds and Moby Dick Studios.
A big fat stack of games from this year's E3.
We run through what's on when, and what you need to know on Gamereactor's dedicated sub-site.
You are the wind. Blowing through levels, restoring beauty, without a care in the world.
We continue to recall some of the greatest games of the generation. This time Rocksteady Studios' revival of a caped crusader.
We've taken a look at the content that came out of our GDC trip.
With the Far Cry 3 DLC released today, we tracked down the outfit behind its soundtrack, Power Glove, to talk how they replicated the soundscape of 80s action cinema.
With the turn-based Enemy Unknown getting converted to Apple's devices, we tracked down Firaxis lead designer Jake Solomon to talk about the project.
We reflect on one of the best action-adventure games of recent years.
Things we filmed in Beantown during Penny Arcade Expo (PAX East).
Katanas and cyborg arms: mechanics and flesh come head to head in two upcoming titles from Grasshopper Manufacture and Team Ninja/Comcept.
The story might have been written by Quantic Dream, but the ending was all our own work.
We look back on Bethesda's bleak future sci-fi creation as part of our ongoing Generation's Greatest series.
Are publishers enforcing multiplayer on games that don't need them? And what can developers do to keep multiplayer interesting?
How the thunder in the skies above roared out a world of gunfire below.