As we count down to the release of Absolution, we reflect on 47's previous missions, selecting the best the previous games had to offer.
We talk to Andrew Skeet, composer and arranger of the second Greatest Video Game Music album, about the project.
"There are so many individual grains in a Rockstar sandbox, that getting lost in the detail is entirely possible."
With EA releasing the Mass Effect Trilogy this week, we reflect on the impact its had on us, and pick our favourite moments.
"This is a marriage of two disciplines, and those involved are very conscious of making sure they work successfully."
"It encourages players to act in a way that seems unnatural to the character and at odds with the world the developers have spent so long crafting."
With Dishonored due to hit shelves tomorrow, we talk with Harvey Smith at Arkane Studios, about his final thoughts now the game's done.
We take a look back at some of the best, most interesting, and captivating material published on GRTV during past month.
As the newly redesigned PS3 arrives in stores, we take a closer look at the console.
With the first 25 years of Final Fantasy completed, we talk to the key minds involved with the series about its future.
There's plenty of titles hitting shelves today. Here's our review roundup of everything in one easy comparison spot.
"Hugging cover is downright essential if you want to survive, and teamwork is just as important as taking down opponents."
Tokyo Game Show has been slipping out of relevance during the last few years - time to mount a comeback?
We're back with another compilation of the best shows GRTV had to offer last month.
Can Capcom ever appease its fans? We approach the changing faces of DmC and Lost Planet to ask: what's wrong with trying something new?
Twelve months after release, we re-evaluate the impact of Deus Ex, and talk to its creators about its creation.
Darksiders II composer Jesper Kyd walks us through some of his personal highlights from the game's score.
Everything from the nightlife of footballers, to undressing slutty blondes and papercrafting.
From 1984 and onwards, Psygnosis and later Studio Liverpool, was at the center of British game development.
The first hands-on with the Horde-like Robot Slaughter. The Mechromancer revealed. All Classes tried: Borderlands 2 finally reveals all its secrets.
For seven days Gamereactor's bringing you unrivalled access to Gearbox and the world of Borderlands 2. Come inside to find out what's coming.
"More and more frequently we are being asked to choose the lesser of two evils, and that can make it uncomfortable to say the least."
Gamescom is a celebration of gaming culture, and it's represents a week were truly all aspects of gaming come together.
Five key staff members give their accounts of the work that's went into the latest Resident Evil title - from bathhouses to console-crashing bosses.
Shows you may have overlooked, some that were truly epic in scope, and some that were just plain fun.
We try out John Carmack's latest invention - a head-mounted display that may herald the next era of gaming, and talk to the man about the project and its future.
"The emphasis then: current Final Fantasy games aren't matching their pre-millennium counterparts."
"They're pushing the boundaries of the medium in different ways, but all share the ability to capture the world's attention whatever they decide to show."
"It's more all the different things that we're trying to include. For Tekken 6, it was 'This is Your Fight'. This time, it's like a festival."
This week: console exclusivity wars, Nintendo's biggest mistake, making gaming marketable, and those taken from us too soon.
We take a look back at a disappointing E3 2012 and come up with some suggestions...
"My heart's already hammering from the caffeine. My system's battling both it and mild stirrings of jet-lag with all the vigour of Henry Rollins wrestling a crocodile."
"He's more worried about reactions: to the hands-on, to the changes IO is implementing in Absolution. We talk everything."
I love sneaking around. As far as I'm concerned, it's the only way to travel.
"With an onslaught of information, screens, video and more it's easy to get lost in the barrage for the latest Call of Duty. Here's everything you need in one place."
"We live, we die, we live again, we die again. It's a never ending grind, yet still we push on, always seeking to better ourselves."
"Even if it's next year before we see the final product, in the gaming world, delays can only be a good thing, right?"
"Sonic Jam had interactive museums loaded with artwork, advertisements, unseen test footage. It'd be great to see something similar included in today's collections."
An insider's look at covering one of the most eclectic events on the gaming calendar, as we chart the five days worth of work that is GDC.
With the end credits rolling across screens up and down the country, we talk to the Mass Effect 3's composers about wrapping up the trilogy.
Hands-on with Sega's newest batch of digital titles proves the company's got the perfect mix of classic and new.
"As we play more together, our game grows more instinctive. What was once long-ball is now the smooth execution of pass and move. It's just like watching Brazil."
How Call of Duty 4: Modern Warfare won the FPS war.
With the return of the Reapers only a few days away, we thought it was about time that we took a closer look at how Shepard and co are preparing for the inevitable invasion.
"Kevin Butler's speech at Sony's E3 Conference asked, and argued, 'what is a gamer?' and why the inclusion of new audiences wasn't to the detriment of the industry."
"From the very beginning one key element was to come up with a AAA shooter experience set in an island begging to be explored."
"The days of buying a complete boxed experience once and then own it for all time is probably going the way of the Dodo."
"Do you see a happy ending here Jackie?"
Team Bondi and Brendan McNamara might have only made one game together; but what a game! Although L.A. Noire had limitations, it still opened the door to whole new world of realistic interactive entertainment.
This Weekender, we toast bars, inns, cafes, islands: those particular settings in games that become our particular watering holes from the day's adventure.