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Indiana Jones and the Great Circle devs put a focus on the "danger level" of using guns because "Indy doesn't have superpowers"
By Jesse Vitelli published
News Back to basics
Indiana Jones and The Great Circle devs say getting the fist-fighting right is "really hard" because the "bar has been raised considerably" in the last 20 years
By Jesse Vitelli published
News Times are changing
Indiana Jones and the Great Circle devs believe that a "properly characterized villain" is what "makes the hero shine"
By Jesse Vitelli published
news Lead writer Tommy Tordsson-Bjork explains more
Skyrim's Todd Howard was the "instigator of our major plot device" in Indiana Jones and the Great Circle, and loves the series so much that he's been "an invaluable source of feedback"
By Jesse Vitelli published
News Should that be 'Todd Howard and the Great Circle'?
As Star Wars Outlaws 'no-loading' screens come under scrutiny, its director already reminded us that having seamless planetary flying would've been lots of work for little payoff
By Kaan Serin published
News "It was going to take us a huge amount of effort for very little payoff"
Dragon Age: The Veilguard director says the RPG's big opening will make Inquisition's finale "look like a minor inconvenience"
By Anna Koselke published
News BioWare "wanted the prologue to feel like the finale of any other game"
Dragon Age: The Veilguard director wants the RPG's character creator to be a "make-good": "Full disclosure, Dragon Age has traditionally not done skin tones well"
By Ali Jones published
News "We want everyone to be able to see themselves in this game"
15-year Mass Effect and Dragon Age veteran says people join BioWare "to build a story-focused, single-player RPG" - so we probably won't see a repeat of Anthem
By Ali Jones published
News "Don't try to do a bunch of different things you don't have the expertize to do"
Dragon Age: The Veilguard director says the RPG won't repeat Inquisition's most infamous mistake: "You spent ten hours in the Hinterlands"
By Ali Jones published
News On The Veilguard, BioWare says "pacing is important to us"
Dragon Age: The Veilguard won't let you control your companions because you can't handle it: "This is a much higher actions-per-minute game"
By Ali Jones published
News "It wasn't actually adding to the experience"
Dragon Age: The Veilguard's "expansive" major city is bigger than anything else in the RPG series, but it only got that way because of a single line from Inquisition
By Ali Jones published
News Thank you, Dorian Pavus
Baldur's Gate 3 won so many awards that it started to "affect development", forcing Larian to send "rotating teams" of devs to ceremonies
By Ali Jones published
News Swen Vincke is suffering from success
Baldur's Gate 3 CEO says Larian was "fighting with embassies" to relocate developers after closing its Russian studio in the wake of the invasion of Ukraine
By Ali Jones published
News "The decision was instant: We can't stay here"
Baldur's Gate 3 lead writer is "really curious" to see the CRPG series' future beyond Larian - but suggests that people should maybe chill out on the "spicy" fan art
By Ali Jones published
News "Some of it's so spicy that it burns my mouth"
Baldur's Gate 3 dev nearly lost its chance at the D&D license because its previous RPG meant its pitch to Wizards of the Coast was "really s***"
By Anna Koselke published
News "We didn't have the brainpower"
Baldur's Gate 3 devs made the RPG for "a modern audience" including D&D newcomers, not just "fans of the original BioWare games"
By Anna Koselke published
News Baldur's Gate 3 is for everyone
The 400th edition of Edge features ten unique Astro Bot cover designs
By Edge Staff published
News Sony’s forthcoming PS5 game takes centre stage for a special anniversary edition
Baldur's Gate 3 studio CEO says that if he couldn't make a D&D game, Fallout and Ultima were the only other RPG licenses he would have considered instead : "There was not a lot to choose from"
By Jasmine Gould-Wilson published
News "I felt like there was a glass ceiling that we wouldn't be able to break through unless we had triple-A production values"