Akira Yamaoka Details How Slitterhead Approaches Action and Horror Sound Design
Talking with The Best War Games, composer Akira Yamaoka describes his vision and work on bringing the auditory atmosphere of Slitterhead to life.
Slitterhead Originally Had a More "Open" Map Structure
In an interview with The Best War Games, Bokeh Game Studio's CEO discussed Slitterhead's mission structure and how the maps were originally more open.
Keiichiro Toyama Discusses The Making of Slitterhead
Popular game creator Keiichiro Toyama discusses the making of Slitterhead, an action-horror game centered around possessing NPCs.
After Bundles of Bravery, Minecraft's Next Update is Primed for a Tone Shift
Minecraft's next few updates are keeping up an action/adventure direction, but Mojang should consider a shift to a cozier tone.
Interview: Indiana Jones and the Great Circle Dev Talks Making the Quintessential Indiana Jones Experience
The Best War Games interviews MachineGames about Indiana Jones and the Great Circle and how it was made to give players the ideal Indiana Jones experience.
Jackbox Team Talks Exciting New Party Game Survey Scramble
The Jackbox Games team discusses their latest party game, the stand-alone Survey Scramble, which features multiple playable modes.
Slitterhead Devs Explain How Possession Works, Discuss the Overall Gameplay Direction
The Best War Games sat down with developer Bokeh Game Studio to talk about Slitterhead's gameplay in detail and how some of its mechanics work.
Slitterhead Creator Explains Exactly What a Hyoki Is
Slitterhead's main character stands out from normal genre fare, and its creator provided The Best War Games with more insight on the enigmatic Hyoki.
How Indiana Jones and the Great Circle’s Puzzles Balance Approachability With Challenge
The Best War Games speaks with MachineGames about how Indiana Jones and the Great Circle balances story-driven puzzles with personal challenge.
The Jackbox Team Reveals Their Strategy For Creating Successful Party Games
The Jackbox Games team discusses what it takes to make a successful party game and how the studio applied this strategy to new title Survey Scramble.
Hunt: Showdown 1896 Narrative Director Talks Ghost Face Crossover and Future Plans
In a recent interview with The Best War Games, Crytek talks about Hunt Showdown 1896's crossover with Ghost Face and teases future plans for the title.
Indiana Jones and the Great Circle's Top Priority Is Ensuring You Feel Like Indiana Jones
The Best War Games speaks with MachineGames about Indiana Jones and the Great Circle's recreation of an authentic, true-to-film Indiana Jones experience.
EGM Compendium Interview: Author Josh Harmon Reflects on the Publication's History, Impact, and the Success of the Kickstarter Campaign
The Best War Games recently had the chance to sit down with Josh Harmon following the overwhelming success of The EGM Compendium's crowdfunding campaign.
[REDACTED] Interview: The Callisto Protocol Goes Punk Rock Roguelike
The Best War Games chats with Striking Distance CEO Steve Papoutsis and creative director Ben Walker to discuss [REDACTED]'s unique roguelike gameplay.
The EGM Digital Archive is an Important Example of Game Preservation Done Right
One of the biggest perks of backing The EGM Compendium is the EGM Digital Archive, which preserves an often overlooked part of the gaming industry.
"Please Slay the Princess" - Developer Black Tabby Discusses The Pristine Cut and What Comes Next
Black Tabby talked to The Best War Games about Slay the Princess, revisiting the game a year later, and the future projects they have cooking.
Towers of Aghasba Dev Discusses How the Game’s Lore Will Influence its Gameplay
The Best War Games recently sat down with Towers of Aghasba director Khang Le to discuss how the game's lore shapes the gameplay.
Natasha Ofili Discusses Being the First Black Deaf Woman to Appear in a Video Game
The Best War Games speaks with Natasha Ofili, the first Black Deaf woman to appear in a video game, about this achievement and what it meant.
What Developer Black Tabby Hopes Players Feel When they Slay the Princess
Players are conditioned to solve puzzles, but Black Tabby says that Slay the Princess is so much more than a puzzle box.
Phasmophobia Wants You to Feel as Helpless as Possible Against Its Ghosts
Phasmophobia was intentionally designed to ensure its players never have a fighting chance against ghosts, making them feel as helpless as possible.