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

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.

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.

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.

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.