Stories

The people, studios and moments behind the games: how they happened and why they matter.

Assassin's Creed

How a Prince of Persia brief turned into Assassin's Creed

Assassin's Creed began as a 2004 brief for the Prince of Persia: The Sands of Time team, and its first game drew mixed reviews, with some journalists asking if it was just a tech demo. Ubisoft's own retrospective tells how it got there.

Mason Reed ·

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Retro Gaming

The Study That Found Most Classic Games Can't Be Bought Anymore

In 2023 the Video Game History Foundation found that only 13 percent of classic games released in the US were still in print. Here's how it counted, what it found, and how the number fared in the fight over US copyright rules.

Ollie Grant ·
Racing Games

GT Academy: When Gran Turismo Players Raced for Real

From 2008 to 2016, Nissan and PlayStation's GT Academy turned the fastest Gran Turismo players into real racing drivers. Its first winner was on the Le Mans podium within three years, and another's story became a Hollywood film.

Beau Kennedy ·
Browser Games

How browser games survived the death of Flash

Flash Player ended, but browser games did not: web standards replaced the plug-in while archives and emulation kept parts of the old catalogue playable.

Riley Brooks ·
Hidden Features

The long road that shaped Hidden Features

Hidden features work because they reward curiosity, but the best examples usually have a design reason or human story behind the surprise.

Cole Walker ·
Mods / Modding

The overlooked chapter in Mods / Modding's story

Modding is easiest to manage when the player treats every mod as a dependency and version decision rather than as a pile of files to copy into a game folder.

Finn Tamati ·
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