The Road to Gamescom
The doors to Gamescom open up in a week's time and we summarize what we might - and hope to - see at the convention down in Germany.
Text: Bengt Lemne & Petter Mårtensson
3DS StreetPass: how popular is it?
It's been four months since the 3DS launch and the introduction of StreetPass, the console's content-sharing mode. We hit the streets to see how widespread its use is.
Text: Lorenzo Mosna
Bungie: Ending an Era
Bungie took on the world one last time in Halo's multiplayer last week whilst celebrating its 20th Anniversary. Here's what went down, and a look to the company's future.
Text: Mike Holmes & Gillen McAllister
Kinect: The Second Wave
Gore and golf, telekinesis and tunes, monsters and magic; this is where Microsoft's hands-free technology is heading next. Join us as we play the next wave of Kinect titles.
Text: Gillen McAllister
The Mittani: Solar Spymaster
We sat down with Alex "The Mittani" Gianturco, the chairman of the Council of Stellar Management, to discuss the last few weeks of drama in EVE Online.
Text: Petter Mårtensson
Peter Molyneux Interview
"Without computer games, I'd be nothing. I was nothing. I was terrible at art...I couldn't play a musical instrument...I had no way of expressing myself creatively."
The Trial of EVE Online
After what turned out to be some of the most chaotic weeks in the history of EVE Online, Icelandic CCP Games called to a special press conference yesterday. Gamereactor attended.
Text: Petter Mårtensson
Media Molecule Interview
"When you have something that is a success you have to take it and improve it, but without breaking it."
Text: Gillen McAllister
The Catacombs of Ascalon
When NCsoft invited us to give the dungeons in Guild Wars 2 a try, Petter jumped on a plane down to Hamburg to find out if the Holy Trinity of MMOs might be threatened by extinction or not.
Text: Petter Mårtensson
Interview: Sheldon Pacotti
"I had no interest in cashing in on the 8-bit trend. I deliberately confined myself to showing only visuals that convey game-state."
Text: Gillen McAllister
Interview: Summer of Sonic
"Sonic never tried to be anything other than what it was - a fast-paced, extremely colourful platformer where speed was a reward for your skill, not a screen-blurring privilege."
Text: Gillen McAllister
Wii U Hands-On
We went hands-on with Nintendo's latest vision of the gaming future, trying out the tech and demos, and talked to developers about their impressions of the machine.
Text: Bengt Lemne
The Best of E3: Trailers
The trailers that have made us sit up in our seats and take notice over the course of E3, and exactly why you should watch them right now.
Text: Gillen McAllister
E3 Conferences: The Index
No distractions, no elaboration; just every announcement, appearance and fact spinning out of the five E3 conferences in one easy to digest listing.
Text: Gillen McAllister
Game Artwork: E3 Special
With great games comes great concept artwork. Our new series kicks off with a selection of the best gaming art coming out of E3 for your viewing pleasure.
Text: Gillen McAllister
Zelda's 25th Anniversary: The News
Creator Shigeru Miyamoto outlines the celebrations for Legend of Zelda's 25th year, including global concerts, game re-releases, soundtracks and more.
Text: Gillen McAllister
Tomb Raider Interview: Karl Stewart
"There's an affinity with the character, of course, that people will tell you if you're breaking that. But there's also the feeling like you will get stale."
Text: Gillen McAllister
PS Vita: Touching the Future
"This is a confident, sexy piece of kit, a Sony handheld that has finally found its place in the world. Apple and Nintendo should be very worried indeed."
Text: Gillen McAllister
Best of the Rest: NGP Games
Sony's top-secret NGP event wasn't all about Uncharted and Wipeout. Here's what other games were on offer and our hands-on impressions of each.
Text: Gillen McAllister
Licensed games - a kiss of death?
We explore the ever-increasing downward spiral that licensed games fall into, and outline why such practices are detrimental to the industry and a death-knell to developers.
Text: Bengt Lemne
MMOs - Past, present, future
Our resident MMO-fanatic takes a look at the genre in an attempt to introduce and explain what makes the massively multiplayer genre tick, where it's been and where it's going.
Text: Petter Mårtensson
E3: The Wish List
With the biggest event of the industry's calendar only weeks away, we discuss nine things that we need to see at the show, given the current state of the industry.
Text: Gillen McAllister
Dirt 3: The Soundtrack
To celebrate the release of Dirt 3, game composer Christian Stevenson explains the long-haul process necessary in putting together its soundtrack.
Text: Gillen McAllister
Creating the perfect game soundtack
We caught up with Dirt 3 composer Christian Stevenson to talk the dos and don'ts of licensed music in videogames. Here's eight commandments every game should follow.
Text: Gillen McAllister
Duke Nukem at BAFTA
Why does Duke work today? Would Gearbox go digital? Will we see sequels to Borderlands? Answers to all that (plus an awkward fist-bump) in sixteen chunks of Q&A goodness.
Text: Gillen McAllister
Designing a Rift
"...even though River of Souls was a learning experience, I think you can expect to see the lessons we learned from that manifest themselves in some really awesome events in the future."
Text: Petter Mårtensson
The Sony Affair
"Bad things happens. Bad people will be bad people. It's a sad fact of life. Bringing PSN online with the introduction of the Playstation 3 should have happened in light of this."
Text: Petter Mårtensson
Codemasters on Dirt 3
"The sensation of driving a rally car through the technical stages and that gamble of touching a snow bank has really been captured..."
Text: Kimmo Pukkila (Gamereactor Finland)
Brutally Romantic
"Gaming history is littered with doomed relationships. If true love flies, then in the digital domain Cherub's wings are broken and the rose-cheeked messenger is beaten half to death."
Text: Gillen McAllister
Hands-on: Sonic Generations
"There is a more solid definition of how much Sonic weighs and the force he speeds ahead, which results in more responsive controls."
Text: Viktor Eriksson (Gamereactor Sweden)
Valve on Portal 2 (part 2)
In this second interview with the people behind Portal 2, we dig into the more technical side of things and chat with programmer Jeep Barnett.
Text: Petter Mårtensson
Valve on Portal 2 (part 1)
Joshua Weier is the project lead for Portal 2 and we got to have a nice, long chat with him about how one of this year's most anticipated games came to be.
Text: Rasmus Lund-Hansen (Gamereactor Denmark)
Human Head on Prey 2
"Why would you want to play Prey 2 online when there is Halo? We would rather make a really good single player adventure."
Text: Jonas Mäki (Gamereactor Sweden)
Sonic Generations interview
"The levels that you would have enjoyed, will be in the game and brought back to life and beautifully recreated in full HD. It's not just a rehash version."
Text: Martin Eiser (Gamereactor Germany)
Capcom Captivate: The Essentials
Forget opening multiple tabs in your web browser - we got everything you need to know and see from Capcom's event all wrapped up in one hot linkage article.
Text: Gillen McAllister
Xperia Play: 10 games to get
Lee West has searched Android marketplace for a few gems to play on his new Xperia Play. Read on for his suggested downloads...
Text: Lee West (Gamereactor Denmark)
Operation Raccoon City: What If?
"So, let's swing on that teaser's hook. Assume Leon bites the bullet. Because that'd be a real kick-in-the-teeth, rug-pulled-from under-you, "I see dead people" level of shock."
Text: Gillen McAllister
EVE Online Fanfest
Every year, hundreds of EVE Online-players travel to Iceland to celebrate their favorite MMO together with its developers. This year, Gamereactor went along for the ride.
Text: Petter Mårtensson
13 great digital titles for 2011
2011's digital road is paved with some brilliant titles worthy of both your time and money. Consider this your checklist for the best thirteen games on their way to PSN and XBLA.
Text: Gillen McAllister
Into the Sanctum of Slime
We shot a couple of questions to Ghostbusters: Sanctum of Slime producer Jonathan Moses.
Text: Bengt Lemne
Microsoft Spring Showcase Report
"It would be easy to assume Microsoft would have some surprises prepared for their Spring Showcase in San Francisco. It turned out the surprise was - no surprises."
Text: Bengt Lemne
Interview: Ridge Racer Unbounded
"The teaser trailer gives a taste of the game's mantra: "drive, destroy, dominate". That mantra summarises what we are doing. In addition to that, we have all sorts of cool stuff up our sleeves."
Text: Kimmo Pukkila | Gamereactor Finland
Dragon Age II's Mark Darrah
We visited Bioware a while ago and sat down with Mark Darrah, executive producer on Dragon Age II, to discuss the franchise and the changes they have made this time around.
Text: Nikolaj Kürstein Jepsen (Gamereactor Denmark)
A year of Star Trek Online
Star Trek Online celebrated its first birthday a few weeks ago, so we grabbed the game's producer Daniel Stahl to discuss Hortas, the future and Free To Play...
Text: Petter Mårtensson
Marvel Vs Capcom 3: The Secrets
Capcom's brawler is rammed full of secrets as well as nods to both universes. Get the knowledge right here as we break two worlds wide open in our comprehensive game guide.
Text: Gillen McAllister
D&D Daggerdale interview
Atari is returning to Forgotten Realms in the dungeon hack'n'slash Dungeons and Dragons: Daggerdale later this year. But what does it bring that the competition doesn't?
Text: Petter Mårtensson
The Gnome Journal: I Beat WoW?
"Our main tank started to complain ages ago, our guild leader decided to take a long break from the game, raid attendance is down..."
Text: Petter Mårtensson
Earthrise: First Impressions
"It's not a story about a lone hero that is able to solo his or her way through the content - it's a game of teamwork, of facing a harsh and unforgiving world together."
Text: Petter Mårtensson
Nintendo talks BAFTAs
Nintendo's Rob Saunders talks Mario's GAME Award nod, the 3DS UK launch lineup as well as the future of the DS, and why Nintendo doesn't need to justify its game choices.
Text: Gillen McAllister
Scott Hartsman on Rift
With less than a month to go before Rift launches we grabbed hold of Creative Director Scott Hartsman to talk dynamic content, their beta events and the impending release...
Text: Petter Mårtensson