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EdgeEdge

Edge August 2016

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.
job simulator is nothing like a real job for a reason

A few years ago, a scene in the UK TV soap opera EastEnders presented a father talking to his children as they played videogames in their living room. To some viewers, it was nothing out of the ordinary. To those of us who’ve grown up around games, though, it felt something like a taunt. We could see the children holding what seemed to be PlayStation controllers, but what we heard were the primeval honks and bleeps from the 1982 Atari VCS version of Pac-Man. You can imagine the meeting in the EastEnders edit suite. “The kids are supposed to be playing with one of those computer things – why doesn’t it sound like it?” “Uh, videogames sound more like movies these days, boss.” “No, no, make it sound more like…

access_time11 min.
heads up

After years of growing expectation, and with a couple of problematic hardware launches now out of the way, the age of virtual reality is finally upon us. From this side of Rift and Vive’s rocky emergence, the world feels little different, but few ever expected it to be: forecasters and industry pioneers have long warned that VR could take five, maybe even ten, years to permeate into mainstream consciousness. The big question for now, then, is: where do we go from here? For many early adopters, HTC and Oculus’s fumbled hardware releases sullied what should have been a triumphant couple of months – not least in the case of Rift Kickstarter backers, some seeing hardware reach retail outlets before their own preorders were honoured. HTC did little better, apparently prioritising orders…

access_time5 min.
bossa’s key

For a videogame developer, Bossa Studios has an unusual relationship with technology. While the studio behind Surgeon Simulator, I Am Bread and Worlds Adrift is as willing as any other company to take advantage of improved rendering techniques and faster processors, the team sees these kinds of innovations more as jumping-off points than a foundation. Bossa CTO Sylvain Cornillon and COO Vince Farquharson will explore this in their Design Track keynote at this year’s Develop conference – taking place in Brighton from July 12–14 – and will talk about how disruptive technology can, and should, lead to disruptive design. What should Develop attendees expect from your keynote? Vince Farquharson It’s about the convergence of technology with design and creativity, and the fact that we find technology empowering and exciting but maybe not…

access_time8 min.
a long tail

The melodrama of 2007’s King Of Kong casts a long shadow over videogame documentaries, especially those focused on vintage games, but that didn’t stop Andy Seklir and Tim Kinzy from completing their own contribution to the genre in the shape of Man Vs Snake. Drawing on eight years’ worth of interviews and record attempts to tell a story of spirited triumph and tragedy with a real, humane warmth, the film centres on one man’s quest to record a new high score on an ancient arcade cabinet. Crucially, the film displays an integrity and rigour that serves its subject admirably, which helps offset the fact that the game at the centre of it all, Rock-Ola’s 1983 coin-op Nibbler, does not have the profile of the likes of Donkey Kong and Pac-Man.…

access_time1 min.
paws game

Aside from outliers such as Bill Williams’ 1984 title Alley Cat and, more recently, Chris Chung’s Catlateral Damage, feline videogame protagonists have been in short supply. Former Ubisoft Montpellier artists Koola and Viv – who prefer not to share their full names – are planning to add one more to the list, however, with a “cat adventure videogame” whose working title is simply ‘HK project’. But while the game is fronted by a cat, it’s the environments that dominate the screen. Inspired by cyberpunk themes and Hong Kong’s Kowloon Walled City, the game’s world is a densely packed, grimy metropolis populated by androids and decorated with neon signs, graffiti and fairy lights. Around the periphery of this world, a little black cat decked out with a futuristic backpack explores the…

access_time1 min.
soundbytes

“In a world of digital content and usergenerated content, we are providing selfactualisation for many of our players.” Careful, Electronic Arts CEO Andrew Wilson – too much self-actualisation can make you go blind “[Some people] don’t believe it’s really a game until you get to the end of the auction and you get your gun and you start shooting. I’m OK if we lose some of those people.” Is Neil Druckmann talking about Uncharted 4 or an eBay bid gone badly awry? “They think, ‘Since Final Fantasy is a special game, then we are also special because we are making it’. I told them off, saying, ‘We’re not special. Wake up.’” Final Fantasy XV director Haijme Tabata shares one of his inspirational leadership techniques “Typical Japanese companies are like armies. Media Molecule isn’t like that… there’s…

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