Friday 13 November 2026
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Features

The latest long reads, interviews and perspective from across PC and console gaming.

55 stories
Frank West lifts a packed shopping trolley over zombies in Willamette Parkview Mall.
Retro design / Dead Rising at 20

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.

GamerGuru Features Desk · 12 Sep 2026 · 5 min read
A close-up of Miyamoto Musashi's face under an Oni-influenced helmet in Onimusha: Way of the Sword.
Swordplay design / Onimusha

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.

GamerGuru Features Desk · 11 Sep 2026 · 5 min read
Dylan Faden holds the Aberrant in front of distorted Manhattan buildings in Control Resonant.
A city built for sideways trouble

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.

GamerGuru Features Desk · 10 Sep 2026 · 5 min read
Hugh aims a weapon at a glowing robot while a circular hacking interface surrounds the enemy.
A shooter that asks for a second task

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.

GamerGuru Features Desk · 9 Sep 2026 · 5 min read
A person sits in a chair beneath a halo of wires in official Ontos artwork.
The horror of getting enough information

Ontos turns a rat server into a horror encounter

Ontos makes a grotesque machine into an investigation that ends in a player's decision.

GamerGuru Features Desk · 8 Sep 2026 · 5 min read
Screenbound's logo hangs over cartoon characters and a yellow Qboy in a bright landscape of floating platforms.
Platforming with two points of view

Screenbound's Qboy makes looking away a platforming move

Screenbound's Qboy turns a second point of view into a platforming tool, giving a missing route somewhere physical to appear.

GamerGuru Features Desk · 8 Sep 2026 · 5 min read
Lara Croft overlooks a vast valley of ancient Greek ruins with towers, statues and distant mountains.
Tomb Raider at 30 / Design

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.

GamerGuru Features Desk · 7 Sep 2026 · 5 min read
Three adventurers stand beneath a winged dragon in fantasy key art for RuneScape: Dragonwilds.
Survival design / RuneScape

RuneScape: Dragonwilds turns survival chores into new abilities

Dragonwilds uses RuneScape skills to alter the survival loop, not merely lengthen it.

GamerGuru Features Desk · 7 Sep 2026 · 5 min read
The Hero walks through Bowerstone, a busy fantasy town with a tall clock tower in the distance.
RPG design / Fable

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.

GamerGuru Features Desk · 7 Sep 2026 · 4 min read
Jason and Lucia stand masked beside a car outside a roadside shop at sunset.
Platform access / GTA VI

GTA VI's Netflix showcase makes its platform gap impossible to ignore

A blockbuster reveal can feel like an event without giving every audience the same reason to plan for launch.

GamerGuru Features Desk · 7 Sep 2026 · 4 min read

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