Review Apex Legends Review
King of the hill.
21 percent full-year growth.
Could finally replace lithium-ion.
15 times faster machine learning performance.
Continuing after his recent piracy survey, Cliff Harris wants to ask you a question about how happy games make you and whether choice is always a good thing. Cliff outlines a new pricing model for games based on how happy they make players.
Are all games that phone-home to a publishers server inherently bad? Isn't it possible that in some case copy-protection can be a good thing that can help game design? Cliff Harris ponders how the software that traps us could also be used to free us.
Phillip Marlowe has got a chip on his shoulder about game design. Why is it that games are only ever made for 16 to 25 year old men who love shooters? Philip questions the problems facing developers who want to target games for more specific markets.
Cliff Harris sees a bleak future for the games community. An insular group that purges n00bs, defends violent media and pirates games regularly - the end could be at hand! Thankfully, Cliff has a whole list full of ways to make gaming good again...
It's a dark and haunting day at the bit-tech offices and James Silva is taking to the columns page once more to tell us some ghost stories. How is it that games create a feeling of fear in players and how do horror games generate such a feeling of unease? Jim explains.
Cliff Harris, ex-Lionhead AI coder turned indie developer, talks us through why he thinks sequels are actually a good thing. Is it possible that EA's endless sequels are a good thing? Cliff thinks so, pointing to his experience at Lionhead as an example...
James Silva talks about how repetition in game design is actually a very good thing and, looking closely at games like Halo 3, Marathon, BioShock and Ninja Gaiden, asks whether repetitive gameplay is responsible for ruining otherwise excellent titles?
Simon Hill, designer for Outerlight Software, takes the stage this week to discuss trends in game difficulties. Are games becoming too easy, or are players just getting better? Can developers ever really balance frustration with satisfaction?
Rob Yescombe, games writer for Free Radical Design and the mind behind the upcoming Haze, takes the microphone in a new guest column. He asks, just why is it that there are no good TV shows about games and whether this could change any time soon?