"He's just being the clown so that people will like him. He doesn't understand why what he does is inappropriate."
Dave chats with Terminal Reality's Glenn Gamble.
The legendary man behind Maniac Mansion talks at length about what he's up to these days.
We speak to creative director Cory Ledesma on how WWE '13 is bringing back Attitude and what it means for the game, plus how superstars are never happy with their in-game attributes.
How the studio bounced back after its critical battering.
The popularity of vanilla ice cream is hugely important for the business, but some people want more flavours.
Epic Games vice president Mark Rein chats about Unreal Engine 4, Wii U, the next generation, mobile games and more.
Ubisoft Toronto prouder Andy Wilson defends Splinter Cell's explosive E3 debut.
At a recent London press event for SEGA's Aliens: Colonial Marines we sat down for a chin-wag with Gearbox Software senior producer Brian Burleson to discuss, amongst other things, delays, the Wii U and not treating players like noobs.
At a recent FIFA event we got the chance to sit down with producer David Rutter to chat about Peter Crouch, balancing attack with defence, and if John Terry will be able to knee players in the bum in this year's game.
Amongst the discussion of new gameplay features, the brilliance of Messi, and the consideration of diving, EA's very own Sepp Blatter revealed he favours change far more than FIFA's mind boggling figurehead.
In this, the second chunk of a two-part interview, we discuss Hood's dissatisfaction with the first two games in the series, the challenges of making an annual series, and how the F1 games are likely to change with the arrival of next-gen consoles.
The new Codemasters Racing label, changes to the game's physics, and why the AI has finally learned to drive properly
James McCaffrey, the voice of Max Payne for over a decade, chats to VideoGamer.com about the changes Max has gone through and how the advent of motion capture has made the experience working on the third game a very different experience.
Development director Tommy Francois tells us how Connor differs from Ezio, and reveals Red Dead Redemption's impact on the game.