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EdgeEdge

Edge April 2018

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.

Country:
United Kingdom
Language:
English
Publisher:
Future Publishing Ltd
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$39.99
13 Issues

IN THIS ISSUE

access_time2 min.
i was young and foolish then. i feel old and foolish now

Videogames are serious business these days, made by hundreds-strong teams to budgets well into the tens of millions. At the other end of the scale, indies remortgage their homes in order to make a dream a reality. In an era where weapon-balance changes, distasteful monetisation models, or slightly controversial opinions are seen in some corners as an excuse to wheel out the death threats, it’s often hard to remember what got you into videogames in the first place. Games are play – and play is silly. There’s certainly plenty of that about this issue. We’ve lost a lot of sleep of late to Monster Hunter: World, a game which clearly understands it should not take itself too seriously. Yes, sure, there’s a plot about the New World being under threat from…

access_time9 min.
core concerns

The App Store was never conceived with games in mind: its rise as a platform for independent game developers as well as app makers was a pleasant side-effect. As a marketplace it offered favourable conditions – a low yearly membership fee, and a 30 per cent cut of revenue being preferable to most publisher deals – and its accessibility meant anyone could follow their dream of making and self-publishing a game. Now, a few months away from its 10th anniversary, that dream seems increasingly out of reach for the small studios and bedroom coders upon whose shoulders its success was built. The year 2017 was the second in a row without a new game from Simogo, one of Edge’s favourite iOS developers – and a studio that owes its existence to…

access_time4 min.
speed dating

Dan Salvato is the creator of Doki Doki Literature Club. The innocuousseeming, free-to-play visual novel took the internet by storm last year with its devious manipulation of anime clichés and players alike. Salvato, previously best known among the speedrunning community, has now been thrust into a mainstream spotlight. Here, we discuss DDLC’s success, and how his niche interests have shaped his outlook, and output, as a game developer. How did you get into speedrunning? In college. I think speedrunning comes from a desire to get the absolute most out of a game that you love, that you’ve probably already beaten a thousand times. I saw a video on Ebaumsworld of someone beating Super Mario Brothers 3 in 11 minutes, and all these Super Mario 64 speedruns. And I got involved with the…

access_time5 min.
darkness zone

Conventional wisdom has it that, if you want to stand out in a crowded field, you need to specialise. That’s certainly proven true in the Wild Wests of YouTube and Twitch, where passionate players of games can turn their skills into a career. Yet with both platforms still in their relative infancy, any consensus on how to find success on them runs the risk of being proven wrong. What if, for instance, the game on which you’ve built a business and a living goes horribly awry? That’s a problem that Stefan ‘Datto’ Jonke is currently coming to terms with. Across YouTube and Twitch, Jonke spent the first three years of Destiny’s life establishing himself as one of the game’s deepest community thinkers. While others cut flashy thumbskill montages or rounded up…

access_time1 min.
cosmic love

What if the Big Bang was a gunshot, hurtling towards the heart of your amour? Point-andclick adventure Genesis Noir casts you as a lovestruck gumshoe out to unravel creation itself. His investigation is sketched in minimalist monochrome. “Simple graphic drawings enable us to combine 2D and 3D assets, and suit the black-and-white look of film noir,” Feral Cat Den’s creative lead Evan Anthony tells us. Italo Calvino’s Cosmicomics, and the works of Marc- Antoine Michel, have also guided design: “We’re attempting to utilise the kinds of layout and unreal space you might find in graphic novels to create interesting interactive environments.” Generative art lets players leave their mark on the cosmos. “When you think about game developers building dynamic systems, you typically think of procedurally generated worlds: giant mountains, infinite fields,”…

access_time1 min.
soundbytes

“This is an amazing company. One which routinely delivers epic experiences for our fans on a scale that no one else can.” Outgoing Activision Publishing CEO Eric Hirshberg conveniently overlooks Tony Hawk’s Pro Skater 5. Some of those glitches were pretty epic, we suppose “It is unacceptable to be targeting our children with predatory gambling masked in a game with dancing bunnies or something.” Washington state senator Kevin Ranker becomes the latest political voice in the dancing-bunny scandal rocking videogames “If my personal actions or the actions of anyone who ever worked with me offended or caused pain to anyone at our companies, then I apologise without reservation.” Nolan Bushnell takes it on the chin following allegations of misconduct in his Atari days ”Once I heard that people were talking so much about Mario’s belly button,…

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