Why I Love (Page 4)

  • Coming full circle with Halo

    Why I Love: The TrailerFarm's Tony Porter shares how Bungie's shooter completed a journey he'd begun as a child playing hooky with his father

    Tony Porter

  • Uncharted 4's commitment to making every moment matter

    Why I Love: The TrailerFarm's Dan Porter says every aspect of Naughty Dog's blockbuster is evidence of an ambitious dev team fully invested in the project

    Dan Porter

  • 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

    Charlie Scott-Skinner

  • 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

    Mike Daw

  • What makes Dark Souls work?

    Why I Love: Over the Moon's John Warner examines how From Software's modern classic invites players to make themselves at home

    John Warner

  • Thinking outside the cube

    Why I Love: Portal was a classic, but Sperasoft's Steven Thornton says Portal 2 is a fresh and brave sequel, outshining the brilliance of its predecessor

    Steven Thornton

  • Tenchu: No prescription needed

    Why I Love: Solar Sail's Tancred Dyke-Wells finds freedom in an overshadowed PSone ninja game

    Tancred Dyke-Wells

  • 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

    Skydance Interactive

  • 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

    Skydance Interactive

  • 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

    Tomas Rawlings

  • Hellblade's simple twist of fate

    Why I Love: Caledonia's Nels Anderson sees Senua reflected in the doomed gods of her Viking enemies

    Nels Anderson

  • 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

    Ghost Story Games

  • The magic of Loom

    Why I Love: Eidos Montreal's Rayna Anderson explores how LucasFilm Games bucked convention for a project that "felt like a conversation with the game's creators"

    Rayna Anderson

  • 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

    Chris Payne

  • Falling under Siege's spell

    Why I Love: Raconteur Games' Nicholas Laborde takes aim at the many virtues of the latest entry in the Rainbow Six series

    Nicholas Laborde

  • How ICO flipped the script

    Why I Love: Last Day of June's Massimo Guarini discusses how Fumito Ueda's classic changed the way he thinks about games

    Massimo Guarini

  • 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

    Ana Steiner

  • 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

    Bruno Dias

  • 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

    Brian Fargo

  • 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

    Philip and Andrew Oliver

  • Make Your Own Mario Kart

    Why I Love: Playtonic studio director Gavin Price explains how the Super Nintendo classic got him into game dev in the first place

    Gavin Price

  • The BBC Micro's macro impact

    Why I Love: The Oliver Twins recall the computer that inspired a generation and cemented the UK's status as an early hub of game development

    Philip and Andrew Oliver

  • "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

    Phil Duncan

  • 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

    Warren Spector

  • 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

    Steve Gaynor