As a U.S. holiday special, it's time to go through the top full-length features of the past week on big sister site Gamasutra -- plus a couple of top-line highlights from our Penny Arcade Expo coverage.

As well as Ron Gilbert and the Valve folks from Penny Arcade, there's some really neat features in here, including interviews with BioWare's Ray Muzyka and Battle.net's Greg Canessa, plus a super-honest developer postmortem for Tomb Raider: Underworld, discussion of microtransaction-powered single player Flash games, and more.

Cha cha cha:

PAX 09: Ron Gilbert: Indie Games Have 'Freedom To Fail'
"At the opening keynote of this year's Penny Arcade Expo in Seattle, Monkey Island creator Ron Gilbert said the revitalized indie game movement is inspiring, as small teams "push the edge" of game design."

PAX 09: Valve's Faliszek: Left 4 Dead 2 Works As 'Cohesive Single Statement'
"Gamasutra sits down with Valve's Chet Faliszek to discuss why in a procedurally-driven game like Left 4 Dead 2, a standalone sequel works better as a "single statement" than individual content packs."

The Man Behind Battle.net: Greg Canessa Speaks
"Blizzard is readying a massive upgrade for in-house game specific online game service Battle.net, to debut alongside StarCraft II, and Gamasutra sits down with recently appointed Battle.net head Greg Canessa to hear about the philosophy and practicality behind those plans."

Postmortem: Crystal Dynamics' Tomb Raider: Underworld
"This in-depth postmortem from the creators of the latest Tomb Raider title, originally printed in Game Developer magazine earlier this year, explains exactly what went right and wrong during the making of the critically acclaimed franchise update."

Generating Cash For Premium Flash
"When implemented correctly, single-player Flash games can have the same success with microtransactions as the free-to-play MMO space is enjoying -- here's what's worked."

An Age To Come: Ray Muzyka On BioWare's Dragon Age
"BioWare co-founder and EA RPG/MMO group general manager Ray Muzyka talks about the thinking behind new original IP MMO Dragon Age and its development process, which includes a heavy focus on its innovative single-player social community."

From the Ashes of Mythos: The Art of Torchlight
"What happens when developers lose control of a nearly-finished game soon before its planned release? After forming a new studio, Runic Games, many of the developers behind Mythos transitioned to Torchlight, and they recount the art direction decisions behind the creation of their new IP here."