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Crash Bandicoot Designer Criticises ‘Fundamental’ Mistakes in Modern Crash
One of the artists responsible for shaping Crash Bandicoot's original look believes some modern versions of the character have made "fundamental mistakes". Charles Zembillas, who worked on the original Crash…

Crash Bandicoot Was Nearly Killed Off After Crash Nitro Kart
Crash Nitro Kart may not be remembered as one of Crash Bandicoot's greatest games, but it might be one of the most important. Crash Bandicoot character designer Charles Zembillas has…

How VR Technology is Shaping the Future of Community Management in Game Development: An Interview with Mikhail Pyslar
Community management plays a pivotal role in the game development industry — especially for indie projects that have yet to gain a large following. The success of a game often…
Crowd Funding Still Kickstarting Indy Developers
The demand for independent games is growing, look at one of the many online gaming stores and you’ll see its full of indy games. More artistic games used to be…
Gaming Museum Aims To Change Attitudes Towards Gaming
The National Videogame Museum in Sheffield, UK, has opened its doors in an effort to appeal to gamers and non-gamers alike. The museum is hoping it can change some of…

Crash Bandicoot Producer Says N. Sane Trilogy Looks ‘Same Old’; Franchise Should’ve Moved Forward
The producer of the original Crash Bandicoot game has criticised Activision'supcoming remastered trilogy as being a "Frankenstein-ian" project, saying the franchise should have instead looked to "enthral" players with new…
BrambleLash Interview: A Game Of Co-Op And Betrayal
Nestled among the PAX Rising section, away from the absolute chaos and extensive queues of the triple-A area, was ByteSprite. This small indie team from Perth, Australia, brought their debut…
Death Squared Interview: Work As A SWAT Team Or Argue Every Night
Work together or die together; it's the crux of many multiplayer games, but it carries a particular weight with Death Squared. Players must guide their coloured cubes around stages towards a…
Hand of Fate 2 Interview: Defiant Development Discuss Improvements And Legendary Dealers
Since our early access preview of the original back in 2014, Hand of Fate has been one of Power Up Gaming's favourite indie games. Blending together a card game with dungeon…

Dragon Bros Interview: Space Lizard on Creating a Metal Slug-Inspired Shooter for the Modern Audience
Side-scrolling, retro-inspired action games have seen something of a resurgence in recent years, from the relatively straight-forward – but critically acclaimed – platforming of Shovel Knight to the bullet hell…
Play Expo 2016: Unbox Interview with Prospect Games
With our only experience of zany platformer-cum-party-game Unbox coming at EGX last year, we were keen to get to grips with the finished title at Play Expo 2016 last weekend. Developed…

Battlezone Interview: Rebellion Discuss Reviving an Arcade Classic for PlayStation VR
With PlayStation VR set to launch this Thursday (October 13), the Power Up Gaming team had the opportunity to get a final preview of Sony's virtual reality contender at Manchester's Play…

Forgotton Anne Interview: ThroughLine Games Take Us Into the Forgotton Realm
Developed by Danish studio ThroughLine Games, Forgotton Anne is the latest title to join the line-up of the Square Enix Collective, the publishing giant's indie games initiative. Unveiled to the public for…
Snake Pass Interview: Sumo Digital Discuss Physics-Based Gameplay and Classic Platformer Influences
Sumo Digital are a developer you'll likely have heard of for their work on one of many triple-A titles including LittleBigPlanet 3 and Sonic & Sega All-Stars Racing. Recently, however, the…

Windlands Interview: Psytec Games on Creating a Spider-Man-Inspired VR Experience
Heading into EGX 2016, Psytec Games' Windlands was undoubtedly one of my most hotly anticipated VR titles of the convention, although I was also a little trepidatious about trying it…

Preview & Interview: Meet ROVR, the Treadmill Bringing Real-World Movement to Your Favourite VR Games
While I'm a huge virtual reality proponent, I'll be the first to tell you that I suffer horribly from ‘simulation sickness’, an unpleasant sensation akin to motion sickness that occurs due…

Interview: Square Enix Collective’s Phil Elliott on the Importance of a Thriving Indie Game Scene
Having launched in 2014 as an initiative to provide support to indie game developers in what is a challenging and often daunting environment, the Square Enix Collective is beginning to see…


