Gran Turismo 5: A brief history
With its first DLC and Spec 2.0 update now live, we examine how the real racing simulator has evolved since launch.
With its first DLC and Spec 2.0 update now live, we examine how the real racing simulator has evolved since launch.
Microsoft's creative director talks control accuracy, learning real world skills and modding.
As it prepares Brink for release, Splash Damage explains how it's designing the fun in and the unfairness out.
Valve's very own experimental psychologist on what biofeedback can bring to games.
Following yesterday's usability feature, we find out what developers make of some of gamingís more irritating quirks.
From unskippable cutscenes to galvanic skin response, we investigate the world of videogame user research.