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Creative Assembly had ideas about an Alien: Isolation sequel before it finished developing the first game — 'Take what we love, what people love, and evolve with it'

Alien: I… Read more Creative Assembly had ideas about an Alien: Isolation sequel before it finished developing the first game — 'Take what we love, what people love, and evolve with it'

NYT Connections hints and answers for Sunday, June 14 (game #1099)

Looking … Read more NYT Connections hints and answers for Sunday, June 14 (game #1099)

Creative Assembly is developing its own custom technology for Alien: Isolation 2 'to really fine tune the experience and create exactly the best Alien experience'

Alien: I… Read more Creative Assembly is developing its own custom technology for Alien: Isolation 2 'to really fine tune the experience and create exactly the best Alien experience'

NYT Connections hints and answers for Saturday, June 13 (game #1098)

Looking … Read more NYT Connections hints and answers for Saturday, June 13 (game #1098)

'I think that combination of interior and exterior will create these moments that really live long after the player puts down the controller' — Alien: Isolation 2 is designed to 'really stay' with players and be 'unforgettable', says Creative Assembly

Creative… Read more 'I think that combination of interior and exterior will create these moments that really live long after the player puts down the controller' — Alien: Isolation 2 is designed to 'really stay' with players and be 'unforgettable', says Creative Assembly

Resident Evil Veronica producer says Capcom changed the title to fit the series' naming pattern which follows the individual themes attached to each entry — 'It's usually one word that is really iconic or connected to the concept of the game'

Resident… Read more Resident Evil Veronica producer says Capcom changed the title to fit the series' naming pattern which follows the individual themes attached to each entry — 'It's usually one word that is really iconic or connected to the concept of the game'

'We want the player to kind of get lost in the world and 'force' them to have fun' — Control Resonant lead level designer teases new 'dungeons' and encourages players to explore the open world and engage in side content

Control … Read more 'We want the player to kind of get lost in the world and 'force' them to have fun' — Control Resonant lead level designer teases new 'dungeons' and encourages players to explore the open world and engage in side content