
Alan Wen
Alan Wen is a freelance journalist writing about video games in the form of features, interview, previews, reviews and op-eds. Work has appeared in print including Edge, Official Playstation Magazine, GamesMaster, Games TM, Wireframe, Stuff, and online including Kotaku UK, TechRadar, FANDOM, Rock Paper Shotgun, Digital Spy, The Guardian, and The Telegraph.
Latest articles by Alan Wen

Marvel Tokon: Fighting Souls' fusion of anime and comic book visuals blows away the Marvel fighting games of Capcom's past
By Alan Wen published
Hands-on with Arc System Works' stylised Unreal 5 tag fighter at Evo France.

How colour theory from the '90s still defines great JRPGs
By Alan Wen published
Limiting your colours is the secret to great pixel art, reveals Forge of the Fae dev.

There Are No Ghosts At The Grand is a seaside haunted house musical packed with eccentric British characters
By Alan Wen published
Friday Sundae's Anil Glendinning and Dillon Waugh discuss using Unity to create an authentically British setting.

Drifted is like flying a paper plane through Inside's 2.5D dystopian world
By Alan Wen published
Japan-based solo dev Chi Hu tells us about creating atmosphere from the minimalist and abstract.

Why this indie dev built its own game engine to push pixel art further
By Alan Wen published
Neverway ditches Unity to blend cute farming with pixel-art horror.

The unlikely inspiration behind indie game Outbound's cosy art style
By Alan Wen published
How an inspired animated ad led to a creative breakthrough.

Dosa Divas is a flavourful RPG that's also about family and being self-sustainable
By Alan Wen published
How Outerloop Games takes a different approach with its latest party-based RPG.

007 First Light reveals its licence to thrill in first gameplay demo
By Alan Wen last updated
After seeing it first-hand, I know you'll be shaken and stirred.

What is concept art? One of the most misunderstood crafts in game design explained
By Alan Wen published
Three artists explain the varied work involved in designing dreams.

Don't Lose Aggro is a solo-playing MMORPG experience made by a solo developer
By Alan Wen published
Distilling MMO raids into the tank's role from someone who's been tanking in World of Warcraft for over 20 years.

Honor of Kings: World is an open-world fantasy game that surpassed its MOBA origins – here's why
By Alan Wen published
A reimagined mythical world you have to explore.

I love Silent Hill f's pivot to Japanese horror, less so its clunky Soulsy combat
By Alan Wen published
NeoBards uses Unreal Engine 5 to recreate a haunting vision of Showa-era rural Japan.

Shinobi: Art of Vengeance is the visually stunning comeback that Sega's ninja master deserves
By Alan Wen published
Lizardcube scores a hat-trick with its third glorious hand-drawn revival of a classic.

Please, Watch The Artwork transforms the paintings of Edward Hopper into a casual psychological horror
By Alan Wen published
Solo dev Thomas Waterzooi on making games from paintings and why everyone should try to make horror.

Resident Evil Requiem had me drenched with terror like the series never has before
By Alan Wen published
RE Engine gets more scarily impressive with each new Capcom release.

Blippo+ blends lo-fi visuals, surreal alien channels, and the chaotic charm of '90s cult TV
By Alan Wen published
Playdate’s Blippo+ retunes for Nintendo Switch.

How Toem 2 builds on its monochrome magic with a more confident vision
By Alan Wen published
Something We Made's Lucas Gullbo on creating a smoother and snappier sequel.

Awaysis isn’t just a retro throwback – it reinvents 16-Bit dungeon crawling with next-gen physics
By Alan Wen published
17-Bit's Jake Kazdal shares how this indie adventure is reimagining retro.

Ninja Gaiden: Ragebound challenges me to be the ultimate side-scrolling ninja with stunning pixel art
By Alan Wen published
Not a retro throwback, but modern pixel-perfect animations and mechanics at its finest.

Super Meat Boy 3D uses Unreal Engine 5 and a Mario twist to evolve the classic
By Alan Wen published
3D platformer indie studio Sluggerfly takes on its toughest challenge yet.

Consume Me's "cute-looking, approachable art style" hides a darker side
By Alan Wen published
Jenny Jiao Hsia's semi-autobiographical coming-of-age slice-of-life sim has been almost a decade in the making.

This cosy indie game lets you decorate tiny dioramas from handmade assets
By Alan Wen published
Kenney Vleugels makes free assets for all and turns them into games.

How Lou’s Lagoon captures the magic of Nintendo to feel like a lost GameCube classic
By Alan Wen published
Tiny Roar co-founder Robert Koch reveals how mixing influences can be creative.
Daily design news, reviews, how-tos and more, as picked by the editors.