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EdgeEdge

Edge May 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.

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

IN THIS ISSUE

access_time2 min.
it’s been a minute since i called on a friend

Smartphones are one of the defining technologies of our lifetimes: an innovation that didn’t disrupt the status quo so much as redefine it. Their influence on the game industry has been seismic, too. Not just through sheer ubiquity, though that is clearly a factor. Rather, it is in the way they have democratised game development and publishing. In the old days – you know, 20 years ago – you couldn’t make a game for commercial sale without a development licence from a platform holder. And good luck getting it out there without a publisher. The App Store, and later Google Play, changed all that, and the industry had little choice but to follow suit.Exclusive subscriber editionIn just a decade, smartphones have redefined the game industry, yet they have also given…

access_time1 min.
edge

EDITORIALNathan Brown editorJen Simpkins deputy editorAndrew Hind art editorMiriam McDonald operations editorCONTRIBUTORSJon Bailes, Edwin Evans-Thirlwell, Alex Hutchinson, Phil Iwaniuk, Cliff Newman, Emmanuel Pajon, Steven Poole, Chris Schilling, Alex Spencer, Mark WynneSPECIAL THANKSJen Andersson, Jennie Kong, Rob SaundersADVERTISINGClare Dove commercial sales directorKevin Stoddart account manager (+44 (0) 1225 687455 kevin.stoddart@futurenet.com)CONTACT US+44 (0)1225 442244 edge@futurenet.comCIRCULATIONTim Mathers head of newstrade +44 (0) 1202 586200PRODUCTIONMark Constance head of production US & UKClare Scott production project managerHollie Dowse advertising production managerJason Hudson digital editions controllerNola Cokely production managerMANAGEMENTAaron Asadi chief operating officerPaul Newman group content directorTony Mott editorial director, gamesWarren Brown senior art editorRodney Dive head of art & designDan Jotcham commercial finance director…

access_time8 min.
restore point

They called it the ‘appocalypse’, and it was no overstatement. With the launch of iOS 11 in September 2017, Apple ended support for 32bit software on the App Store, meaning that any legacy app that wasn’t updated to run in 64bit would be rendered obsolete overnight. No one, outside Cupertino at least, knows precisely how many apps were lost that day, but one analysis put the figure at over 200,000 – almost ten per cent of the entire iOS catalogue. The effect on the store’s game library was brutal. In the App Store’s early days, an Edge feature ran down the 50 best games to be had from it. By the start of 2018, only half a dozen of those were still available. For Eli Hodapp, then-editor-in-chief of the mobile…

access_time1 min.
membership free

Unsurprisingly given the strength of the pitch, few developers have told GameClub no, though Hodapp admits some are caught off guard. “You get emails every now and again from people who want to play your game, but you can’t really justify the cost of the updates. Then I come out of the blue and I’m like, ‘Hey, let me solve all your problems for you!’” The only studios to say no have had imminent plans to revive their old games themselves. “It usually ends with, ‘Thanks, but no thanks – but this is super cool, and I wish I’d known about you guys six months ago, because holy cow’.”…

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extra life

This is not the first toy-powered Lego game, of course: Lego Dimensions was a charming idea that sadly went the way of most other games in the toys-to-life genre. You’d think Lego would be wary of developing something similar, but Andrews explains that the team doesn’t see Hidden Side as part of the same space. “It conjures up a specific type of gameplay, I think, to which Hidden Side is very different. You’re right that the data is showing that that sort of play – Starlink for instance, which is a great experience in some respects – arguably isn’t doing as well as it could. But that’s not to say that connected play and physical/digital play, having one hand in each world, is not something that kids want. And we believe that they want…

access_time4 min.
plug and play

For kids, building (and breaking) stuff will never go out of style. First it was Minecraft; then came Fortnite. But the foundation upon which those games were constructed was one of Danish plastic. Lego, of course, is bulletproof – well, conceptually at least – but that doesn’t mean that its designers aren’t exploring new means of developing its iconic toy for a modern audience. The roles have been reversed: Lego is looking to games as inspiration for a new way to play.Its latest project, more than two years in the making and launching this summer, is Lego Hidden Side. It’s a series of Lego sets designed to work in conjunction with augmented reality. Scan the finished build with your smartphone camera via the free app, and Apple’s ARKit 2.0 technology…

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