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I have never understood the acronym “MMORPG”, because it lies.

Role-playing games are what I played as a kid in high school. Combat tables, equipment, and loot only served as structure for the interactions between our player characters and the non-player characters (NPCs) portrayed by the Dungeon Master. The role-playing was the heart of the experience.


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Video Game World Records
By: | January 26th, 2010

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With Christmas all wrapped up, and as we burst forth into a shiny new decade all shrouded in optimism, it is perhaps the perfect time to take a trip with the ghost of gaming past, pausing for a peep at some of the most historic, amazing, and downright bonkers achievements from the world of video games.

As an ever-evolving media with boundaries and extremes that are always being challenged, it can be difficult to keep up with developments in gaming. Thankfully, though, the diligent folks at Guinness have been keeping their beady Irish eyes on things, allowing Gamer Limit to bring you some of the more remarkable world records in video game history. Read more… »


With Mass Effect 2 in its final stages of production, BioWare is hard at work applying the finishing touches that we’ve come to love and expect. Gamer Limit was fortunate enough to sit in on a roundtable interview with Project Director Casey Hudson, where many details pertaining to the combat system, dialogue options, and many other important aspects were revealed.

In addition to serving as Project Director to both installments of Mass Effect and the original Knights of the Old Republic, Casey has also worked on BioWare hits such as MDK2, Baldur’s Gate II: Shadow of Amn, and Neverwinter Nights. Come join us as we sit down with Casey Hudson and delve deeper into the inner workings of Mass Effect 2. Read more… »

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To make up for the failure that was Gyromancer, the original RPG puzzle game king Puzzle Quest is making its triumphant, time-sucking return.

When?  Someday.  All that was really revealed was an official confirmation and this one screenshot (high-res here).



The Madden franchise, over 21 years and running, has been the most successful football sim to date. With the recent release of Madden NFL 10, gamers have been sucked in, once again, to the most addicting Madden yet.

Gamer Limit was given the opportunity to interview one of the many reasons behind Madden’s continued success. EA Tiburon’s Creative Director, Ian Cummings, recently took time out of his busy schedule to answer a few questions for us.

Read on for some enlightening information behind Ian and the past, present, and future installments of Madden.


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Tekken 6 hits the airwaves
By: | October 1st, 2009

Without a shadow of a doubt, Tekken is one of the biggest fighting franchises out there. With Tekken 6 hitting Xbox 360, Playstation 3 and the PSP this October the advertising is already heating up. Gamer Limit is proud as a parent on graduation day to present an exclusive look at the game’s brand new viral video.

There is more coming, so stay tuned to Gamer Limit for all the latest Tekken 6 content, such as Tekken Twitter. I mean, seriously, Tekken on Twitter? I’m already intrigued.


In countries that don’t have significant gaming industries (read: any country outside the United States and Japan), most budding developers rely on the growing support of the mainstream gamer to help flood existing behemoths with cash, thus fueling the need for regional game studios to pluck the best and brightest of the local graduates.

In recent years, some of the largest game houses in the world, such as Ubisoft, THQ, EA, Sony, and Microsoft have branched out past the traditional strongholds and established unique presences in many other countries – including the UK, Australia, Canada, India and even China.

What entices a company to start a studio in a particular place, and not others? Does local government play a role?



In-game advertising is now a large and integral part of our gaming, but, unbeknownst to some, it has some rather humble beginnings, culminating in an epic and interesting journey.

Hit the jump to see how it all happened!



Have you ever been battling demons in the workplace and found yourself running out of energy?  Well…worry no more because has partnered up with Harcos, inc. to bring everyone that plays Lunia, and any other interested parties, a little boost to their mana bars.’s Daniel Chang, business development manager was awesome enough to sit down with us here at Gamer Limit, and let us ask them a few questions about their partnership, it’s future, and their upcoming releases. Read more… »


Advertising is important in making sure your game sells well, it may even be a more important factor than producing a semi-decent game. Nothing in the universe will ever persuade a tight fisted consumer into buying your game like seeing a beautiful and happy celebrity saying how much they enjoy playing it.

But the coup de grace for a company, the ultimate product pusher, is if you can get a celebrity to make a cameo in your game, or even better, provide some “magnificent acting talent” for whatever blockbuster it is you are creating. It is however, important to make sure you pick the right celebrity to endorse your product.

So Mr (or Mrs) Games Developer and your marketing team, pay close heed to my advice as I give you the low down on the most talented and sought after A-listers on the video games endorsing circuit at the moment. Read more… »


Nothing has provided more gamers with a intrepid sense of war and bloody carnage then the First Person Shooter. Generations of gamers can, scarily enough, name and identify weapons by model, modification and in some cases, manufacturer. M-16? Assault Rifle of choice for the US Army. AK-47?  Infidel remover for terrorists and freedom fighters the world over.

With the epic evolution of realism that has merged into mainstream gaming, weapons are now more then a mush of pixels in the bottom middle of the screen. Everything from Iron Sights to Silencers are now recreated in minute detail. They jam too, as well as misfire, slam your avatar’s shoulder with immense recoil and ricochet shrapnel across the room you’ve decided to unload a personal arsenal in.

As games merge closer with the battlefields they emulate, I decided to take a look behind the scenes and find out exactly how your RPG-7 gets from the range to your monitor.



One of my most beloved games of the past year is the sprawling and, at times, painfully ambitious Far Cry 2. The trouble is, I’m not entirely sure why I loved playing through it so much. At times I felt so immersed that I came close to retrieving my extra strength sun lotion from the back of the bathroom cupboard for fear of actually getting a sunburnt nose. Meanwhile, at others, I could have easily ejected and tossed the disc from my open window into the rainy night.

It is, without doubt, a game of extremes.

My love/hate relationship with this open-world FPS continues to intensify the longer I have been away from its grip. This has brought me to the conclusion that, rather than crying over spilt milk, I should concentrate on what its follow-up – tentatively titled Far Cry 3 – should add to make the series that little bit better. Welcome to the first edition of our new feature: Here’s a thought…