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  • The making of WipEout Forget Lara. There was only one true herald of the Playstation generation. Real 3D, real music, real gaming. The future, after years of waiting, was finally now.

    Wipeout is a central part of The PlayStation Success Story. Its licenced music and in-club promotion are held up as the keys to attracting the post-pub generation. Play it now, however, and you’ll see a contradiction. Often regarded as the originator of gaming’s move towards the cool and the casual, it actually pointed the other way: towards bare-bones gameplay and aggressively clean styling. It was the perfect ambassador for Sony’s understated PlayStation powerhouse – all style, all substance. It is somewhat ironic, then, that the origins of video-gaming’s most famous trendsetter were in the resolutely unfashionable grid-based strategy game Matrix Marauders, which featured vehicle designs uncannily similar to those in Wipeout. The…

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Recent features

  • Why Final Fantasy 7 is (still) unstoppable
  • A history of griefing: gamers who ruin your day for kicks
  • Seditionis Tower DefenseSeditionis: Tower Defense reinvents while making love to the classics
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  • The weirdest fighting games of all time
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From the archive

  • The dank, sometimes hilarious, world of Steam shovelware
  • The psychology behind your backlog of unplayed games
  • The magic of video game cartography
  • The incredible career of writer and game designer Flint Dille
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Recent Forum Threads

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  • How come JRPGs never have any role playing elements?
  • Post signs of a shitty game.
  • Thoughts on Fallout: Van Buren? Would it have been a good game?
  • What are some other games like Kenshi?
  • Isn’t Elite Dangerous just Star Citizen, but more optimized and polished?
  • What’s the correct way to play retro games?
  • Which MMORPG has the best dungeons?
  • Playing games on arcade cabinets
  • >game has dogs >you can’t pet them

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