Tech & Gaming

Edge April 2017

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
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13 Issues

In this issue

2 min.
it’s dangerous – and joyous, and gripping – to go alone

Certain game series exist on a plane one notch above everything else, their new entries seeming to make the world stop for a moment. It’s a minuscule category, reserved for only the most storied of thoroughbreds. Plenty of heavyhitting names – Uncharted, for example, along with Halo and Call Of Duty – don’t make the cut. We’ve narrowed this exclusive club down to just three, in fact. First, there’s Rockstar’s irrepressible Grand Theft Auto. Then there’s Mario (in the proper Mario game sense, that is). And then there is The Legend Of Zelda, whose latest instalment has been consuming our lives lately. In the process of reviewing Breath Of The Wild we became the first people outside of Nintendo to finish the game. Playing this way is unusual nowadays. More often,…

9 min.
clicking into place?

The best thing to happen to Switch since January’s formal unveiling came just two weeks before the console’s launch, and did not come from Nintendo. Epic Games’ release of a new version of Unreal Engine 4, the first to formally support Switch, could provide the software shot in the arm the system, on January’s evidence at least, sorely needs. Native support from one of the most popular, and powerful, thirdparty engines around is a big boost for a console whose early months look, to put it politely, a little on the quiet side. Yet to be fair, things have improved markedly on that front in the few short weeks since Nintendo unveiled its ambitious, if somewhat muddled, console to the world. A more open attitude from Nintendo to the indie scene…

5 min.
playing italian

D evelopers searching for inspiration now have a new resource thanks to the creation of an organisation dedicated to showcasing the cities and landscapes of Italy. Called the Italian Videogame Program, or IVIPRO, the institution is amassing an enormous database to represent some of the country’s most evocative and culturally rich locations. IVIPRO, staffed by five people, is building its collection with the help of tourist boards and cultural institutions, but founder Andrea Dresseno knows that certain locations will be of more interest than others. “Ancient villages and villas, fortresses, abandoned buildings, and monuments,” he suggests. “Local folklore mixing in with history and legends can further contribute to the characterisation of a location.” IVIPRO will also present the histories behind the locations. “A place is not only architecture but also a potential…

5 min.
no more heroes

Freestyle Games is no more. The studio behind DJ Hero and Guitar Hero Live lives on, albeit scaled down, under new ownership and the name of Ubisoft Leamington. That deal only went through in January, by which time it had already been a year since co-founders Jamie Jackson and Dave Osbourn had decided it was time to walk away. Activision, then Freestyle’s owner, put the studio through a restructure, cutting headcount and having those who remained support development of other Activision titles, rather than making their own. Freestyle’s Guitar Hero Live had sold in excess of two million units. It wasn’t enough. “For me and Dave to stay there didn’t make an awful lot of sense,” Jackson explains. “We were too top-heavy for something that wasn’t making games by itself any…

1 min.
masaya nakamura 1925–2017

Namco founder Masaya Nakamura died aged 91 on January 22, leaving a vast legacy of coin-op and console hits, along with one of videogaming’s most iconic characters. Nakamura established the company in 1955, but it was the advent of the arcade that made the Namco name famous worldwide, first with Galaxian and then, in 1980, with Pac-Man. The pelletgobbling character proved such a draw, in fact, that Nakamura came to question the knock-on effects of the game’s popularity. “I am a little concerned about the way some young people play it so much,” he said in a 1982 interview. “It’s not a very happy thing to see people spending so much time on it. Once it goes beyond a certain level, it is not good for young people.” But Nakamura was…

1 min.
gaining perspective with age

Old Man’s Journey is a contemplative journey through a person’s life, inspired by a picture of rolling hills fading into the distance. Each beautifully drawn 2D landscape contains paths to wander along, but you’re also able to switch between layers of the landscape by using a trick of perspective that recalls the worlds of Fez. “That picture emitted a strong sense of depth, distance and, essentially, of wanderlust,” Felix Bohatsch, of developer Broken Rules, tells us. “After I talked with Clemens [Scott, creative director], we came up with the idea of shaping hills, walking on their silhouettes and switching between them at intersections.” That initial sense of wanderlust inspired the pair to think about why the protagonist was on his journey, and the concept of family surfaced as a common theme,…