Game Theory: On pin-up art, Dead or Alive, and why it’s not objectification

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It was delayed a month, but nonetheless Dead or Alive Xtreme 3 will be released in just a few short weeks. I’m battening down the hatches against the media response to that one. Actually, in all seriousness, I doubt it will be anywhere near as controversial as that. In a…

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Developer roundtable: On why Australian development has had its best year ever

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It might be a contentious statement to make, but 2015 has proven to be the best year on record for independent video games from Australia. With a major government push for funding a couple of years ago bearing fruit, we’ve seen the product of the last couple of years start…

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Interview: Media Molecule’s Siobhan Reddy on creativity, community, and chemistry

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There are few women more prominent in the games industry than Media Molecule’s Siobhan Reddy. There are even fewer people in the industry who advocate for a more pure sense of creativity. Based in the UK, she was Australian raised, and her prominence has been recognised by both nations –…

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the-proud-and-long-history-of

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Article by Matt S. When people talk about innovative game industries, they’re almost certainly going to think of Japan and America (the US and Canada, specifically). Between the likes of Sony, Nintendo, Microsoft, Square Enix, Atari and others a lot of the history of game development owes itself to those…

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On Samurai Warriors and historical authenticity; why it deserves more credit for accuracy than it gets

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Feature by Matt S. There are many people that scoff at anyone suggesting that the Warriors games are historically accurate. After all, whether it’s Samurai Warriors, Dynasty Warriors, or one of the smaller Koei Tecmo franchises (Warriors: Legends of Troy or pseudo-Warriors title, Bladestorm, for instance), we’re talking about games…

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Why mobile will not become the default for RPG developers

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Article by Matt S. The major studios will almost certainly never adopt a “mobile first” strategy for RPG development. The genre is notoriously expensive to work with as it requires lengthy development cycles, high production values, and lengthy narratives that require an order of magnitude more work around level design,…

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