Editorial
An argument worth your time. Perspective on the games we play.

Metal Slug's rare test build shows why its tank became a power-up
A rare location-test build reveals the design decision that made Metal Slug's tank sing.

Planet Zoo 2's Wildlife Reserves could make release feel real
Wildlife Reserves could make Planet Zoo 2's conservation theme tangible.

Dead Rising's 72-hour clock turned the mall into a schedule
Dead Rising made time management, failure and community route-planning part of a zombie-mall story.

Onimusha: Way of the Sword gives every counter a job
Capcom's returning samurai series makes its defensive tools feel like a conversation rather than one familiar button.

Control Resonant lets its strange rooms reshape the action
Remedy's altered rooms are not just scenery when they change how Dylan Faden moves, fights and finds a way through.

Pragmata makes shooting a problem you solve under fire
Pragmata turns each firefight into a quick route through a hacking grid, then asks players to survive the seconds they have created.

Ontos turns a rat server into a horror encounter
Ontos makes a grotesque machine into an investigation that ends in a player's decision.

Tomb Raider: Legacy of Atlantis has to remake the original game's questions
The coming reimagining needs to update Tomb Raider without making its spaces too easily read.

RuneScape: Dragonwilds turns survival chores into new abilities
Dragonwilds uses RuneScape skills to alter the survival loop, not merely lengthen it.

Fable's 15-hour story could make its life sim feel like a choice
A clear ending may be exactly what lets Fable's sandbox stay optional.