Edge July 2019

The authority on videogame art, design and play, Edge is the must-have companion for game industry professionals, aspiring game-makers and super-committed hobbyists. Its mission is to celebrate the best in interactive entertainment today and identify the most important developments of tomorrow, providing the most trusted, in-depth editorial in the business via unparalleled access to the developers and technologies that make videogames the world’s most dynamic form of entertainment.

United Kingdom
Future Publishing Ltd
€ 3,73(Incl. btw)
€ 37,37(Incl. btw)
13 Edities

in deze editie

2 min
here’s to the fools who dream, crazy as they may seem

The game industry, and those who observe and report on it, are obsessed with what’s next. As we put this issue to press, we are just opening our schedules for E3, where it is rumoured the next generation of videogame hardware will appear. Already this year, Google has outlined its own vision of the future of games through Stadia. Yet this is a sort of progress by consensus. Of course the platform holders will continue to make new platforms. Streaming has been promised as the future for years, and Google’s endeavours have been an open industry secret for just as long. We are far more interested in those who identify opportunities for progress that defy the status quo, rather than being defined by it. In An Audience With this month, former…

9 min
moving parts

Ucle Lütfi is a fixture of the passenger seat in Jalopy, the road-trip game – a font of unsolicited personal history as you drive through East Germany on the eve of reunification, and a source of cash when you’ve emptied the wallet in the glovebox to buy spare tyres. But developer Greg Pryjmachuk considered removing him entirely, such was the personality of the car itself. The Laika 601 Deluxe, a fictionalised take on the iconic Trabant, splutters and rattles as if it’s fuelled by the nasty cigarettes that line the shelves in every petrol station. It does zero to 60 in 22.5 seconds, has good days and bad, and requires constant maintenance. In other words, it’s the most relatable character in driving simulation. The simulation genre is undergoing something of a…

4 min
test fight

The phrase ‘10,000-player deathmatch’ – whether it fills you with excitement, dread or simply curiosity – is difficult to ignore. Creating one was the ambitious goal of Hadean, a London-based engineering company specialising in large-scale simulation. And at this year’s GDC, with the tech demo Eve: Aether Wars, it hit it. The number of concurrent human players peaked at 2,379: including AI, the deathmatch topped out at 10,412 participants. A cumulative total of 3,852 human pilots battled alongside 10,422 AI pilots, bringing the full number of combatants to 14,274. It’s the sort of outlandish space fracas you might associate with, say, CCP Games. Lo and behold, the Eve: Online maker is involved, as evidenced by the tech demo’s name. Eve: Aether Wars uses assets from CCP’s games – some from Eve:…

1 min
stem cells

Founded in 2015, Hadean has worked in financial technologies and life sciences – it collaborated with The Francis Crick Institute, using its simulation technology for cancer research. Hadean became interested in games, a space made up of difficult problems in which the firm could push its tech to find solutions at lower risk. It’s similar to what DeepMind has been doing with AlphaStar (E330), although Dobson points out differences: “Starcraft is not representative of how people actually interact: it’s cool, but we definitely want to think about AI safety in terms of a much more realistic simulated world.”…

4 min
sea plus

As we often mention in these pages, the annual Develop: Brighton conference in the coastal UK town of the same name is a highlight of the Edge social calendar. Ever since its inception in 2006, it has been a congregation point for an industry that, for all its ability to punch above its weight on the international scene, has often struggled to define a sense of self. That’s not to say it’s a parochial event – speakers come from all over the world, and attendees likewise. But it helps remind local developers that, while they may be making games for overseas financiers, gatekeepers and customers, they are still a community. That’s made clear by the keynote speakers. Jason and Chris Kingsley, founders of Rebellion, know a thing or two about how…

1 min
demon days

If you thought being a teenager was bad, spare a thought for Becky Brewster: she’s also got vampires to worry about. #BLUD is a wickedly stylish 2D brawler influenced by Buffy The Vampire Slayer and Cartoon Network shows. “We studied the art styles of The Powerpuff Girls and Dexter’s Laboratory to try and nail that Saturday morning cartoon feel,” designer Chris Burns tells us. #BLUD’s demons are as likely to be cutesy as grotesque. “Every villain will have vampiric elements, but that’s not to say every monster will look like a classic vampire,” Burns says. This is animation company Exit 73 Studios’ first full game. “It’s a conglomerate of all of our favourite horror movies of the ’80s and ’90s. We aren’t going to try and reinvent vampire lore, but we…