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Retrospectives

Retrospective

Thief: The Dark Project and the Invention of Hiding

Looking Glass's 1998 game turned darkness and sound into a system, and the stealth genre has been working from its notes ever since.

3 min read
Retrospective

EarthBound and the RPG That Swapped Dragons for Drugstores

A suburban-America role-playing game that sold poorly in the West and became a cornerstone of the genre's odd corner.

3 min read
Retrospective

Deus Ex and the Level Design That Trusted the Player

Ion Storm Austin's 2000 conspiracy thriller was ambitious about choice, and its best moments come from the ways it gets out of your way.

3 min read
Retrospective

Euphoria and the Weight of GTA IV

Physics-driven animation made Niko stumble, sway and scramble. It also made a lot of players argue about whether the game felt good.

3 min read
Retrospective

Two Stories, One City: The Lost and Damned and The Ballad of Gay Tony

Rockstar's two episodic expansions for GTA IV retold the same Liberty City from the bottom of a biker gang and the top of a nightclub.

3 min read
Retrospective

EverQuest and the Years When the Group Was the Game

Sony's 1999 MMO asked for patience, cooperation and a willingness to lose things. That was the design, not a flaw in it.

3 min read
Retrospective

Katamari Damacy and the Joy of a Budget-Price Big Idea

Namco's 2004 oddity proved that one clean mechanic, a sticky ball and a cheerful lunatic king, could carry a whole game.

3 min read
Retrospective

Does Morrowind Still Hold Up?

Twenty-plus years later, Vvardenfell is stranger and slower than anything shipping today — and that might be the point.

9 min read
Retrospective

Chrono Trigger: When the Dream Team Built a Time Machine

Three of Japan's biggest names in games, one Super Nintendo cartridge, and a role-playing game that quietly dropped several genre conventions.

3 min read
Retrospective

Ultima Online and the World That Fought Back

The first big graphical online world was more of an accident than a plan, and its hardest lesson is still one designers argue about.

3 min read
Retrospective

Casual Games Deserve Retrospectives Too

Bejeweled, Zuma, Peggle, Diner Dash: the download-and-try era shaped modern design, and almost nobody writes about it.

3 min read
Retrospective

Civilization II and the Art of the Refined Sequel

Brian Reynolds inherited a landmark and improved almost everything except the premise, which was the hard part.

3 min read
Retrospective

Sam & Max Hit the Road: A Road Trip Through Roadside Kitsch

A talking dog and a rabbity thing in an adventure game that turned American tourist traps into a comedy playground.

3 min read
Retrospective

Multiplayer Before GTA Online

Long before 2013, the series had already tried playing with others. Here is what actually shipped.

3 min read
Retrospective

Monkey Island 2: LeChuck's Revenge and the Ending Everyone Argued About

A funnier, bigger, stranger sequel that ended on a note fans debated for three decades.

3 min read
Retrospective

SimCity 2000 and the Layers Beneath the City

Maxis made its sequel deeper in every sense, including a literal underground, and turned a toy into a serious civics simulator.

3 min read
Retrospective

How Big Is the San Andreas Map, and How Did a PS2 Hold It?

A state-sized world on 32 megabytes of main memory is less magic than clever streaming, and a great deal of compromise.

3 min read
Retrospective

Majora's Mask and Three Days That Never Get Easier

The strangest Zelda took the series' favourite verb, saving, and made it a burden instead of a reward.

3 min read
Retrospective

Vice City's Celebrity Voice Cast, and Why It Mattered

Ray Liotta, Burt Reynolds, Dennis Hopper and more: the 2002 game that made a star-studded cast feel like part of the world.

3 min read
Retrospective

Vice City Stories: Vic Vance and the Empire That Wasn't His Idea

The second PSP prequel returned to 1984 Vice City and built a business game around a soldier drawn into crime by circumstance.

3 min read
Retrospective

Populous and the Invention of the God Game

Bullfrog's 1989 debut asked you to shape the land and let your followers do the rest, and a whole genre grew out of the idea.

3 min read
Retrospective

Muscle, Fat, and Stamina: San Andreas's RPG-Lite Body

The game that let you get out of shape, then back in shape, and made that matter to how the world treated you.

3 min read
Retrospective

Tommy Vercetti and the Art of the Rise

Vice City's lead is a talker in a series of silent men, and his story is about ambition rather than redemption.

3 min read
Retrospective

From DMA Design to Rockstar North: A Studio Changes Its Name

Lemmings, a chain of acquisitions, and a 2002 rename that quietly closed one chapter and opened another.

3 min read
Retrospective

Shenmue and the Dream of a Game That Simulates a Life

Sega's Dreamcast epic was more interested in Tuesday afternoons than in boss fights, and that is the reason it is still argued about.

3 min read
Retrospective

Fallout (1997): A Wasteland With a 1950s Heart

The original *Fallout* built a tone, a rule system and a whole philosophy of consequence, largely by accident of a licensing dispute.

3 min read
Retrospective

Tune In, Steal a Car: How GTA III's Radio Set the Template

Nine stations, a talk show, and the realisation that a game's soundtrack could be a place you visit.

3 min read
Retrospective

Doom, Shareware, and the Birth of the WAD

The corridors were fast and the demons were memorable, but what made Doom permanent was how id let people take it apart.

3 min read
Retrospective

Baldur's Gate II: Shadows of Amn and the Art of the Confident Sequel

BioWare had a working engine, a loyal audience and a villain worth building a game around. It used all three.

3 min read
Retrospective

Knights of the Old Republic and the Star Wars Game That Escaped the Films

BioWare's 2003 role-playing game worked because it stepped out of the movies' shadow and let the player make the Force mean something.

3 min read
Retrospective

Liberty City Stories and the Case for the Handheld GTA

In 2005, Rockstar shrank a full open-world crime game onto the PSP and mostly got away with it.

3 min read
Retrospective

Neon and Cocaine: Why Vice City's 1980s Worked

Miami Vice, Scarface, a licensed soundtrack, and a setting picked at exactly the right distance from the present.

3 min read
Retrospective

CJ and the Grove Street Story

A returning son, a fractured gang, and a crooked police unit: the small, personal story at the center of a very large game.

3 min read
Retrospective

Grand Theft Auto III and the Leap Into Three Dimensions

It was not the first 3D open world, but it was the one that made everyone else want to build one.

3 min read
Retrospective

The Sequel That Outgrew Its Franchise

Street Fighter II didn't just follow a forgotten arcade game. It became the reason an entire genre exists.

3 min read
Retrospective

Chinatown Wars and the Top-Down Return

Eight years after the series left its overhead camera behind, a handheld sent Liberty City back to the sky.

3 min read
Retrospective

Before Liberty City Had Skyscrapers: The Original Grand Theft Auto

A top-down crime game from a Scottish studio best known for Lemmings, built on a design idea that flipped halfway through development.

3 min read
Retrospective

Half-Life and the Shooter That Stopped Cutting Away

Valve's first game didn't invent the story-driven shooter, but it removed the seams that had always separated story from play.

3 min read
Retrospective

Three Cities, One State: The Ambition of San Andreas

Rockstar North's 2004 game did not ask for one city to feel alive. It asked for three, plus everything in between.

3 min read