Tech & Gaming

Edge December 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.

United Kingdom
Future Publishing Ltd
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13 Issues

in this issue

2 min.
any audience is good, but the captive one is the dream

Looking back, we should have been paying closer attention. When Sony announced PlayStation 4, it explained that it was building its console by taking cues from PC architecture. And what do you do with a PC after a couple of years? You upgrade it. The plan for PS4 Pro was right there at the beginning. In this issue we visit New York to see Sony’s new hardware in action (p8) – and return eyeing the biggest 4K TVs our wallets can bear. Microsoft’s Xbox One S has been available since August, and it, too, should’ve been visible from a mile or so out. Sony and Microsoft are watching consumers migrate to 4K displays, and neither company wants you to turn away from your console in order to have Ultra HD content…

8 min.
ps4 goes pro

Jim Ryan is laughing. We’re in New York, where Sony has just unveiled its PS4 Pro hardware, and PlayStation’s global head of marketing and sales has been asked about Microsoft man Aaron Greenberg’s claim that we’ll have to wait for Project Scorpio for the arrival of “true 4K gaming”. “I’m not going to get into that nonsense,” Ryan says, still smiling. “You know, you can talk technical specs, you can talk jargon, but at the end of the day we’ve announced our product with a price, with a date, and we were able to show in my opinion a very impressive range of gaming experiences on PS4 Pro. As far as I’m concerned, that’s it. End of. I’m not going to get into it with him or anybody else. Life’s…

5 min.
makuhari mess

Search hard enough and there will always be a metric by which a trade show’s organisers can demonstrate yearon-year growth. This year, the Computer Entertainment Supplier’s Association (CESA), organiser of the Tokyo Game Show, pointed to a record number of companies in attendance: 614, up from 480 last year. It’s a boast, however, that doesn’t quite tell the whole story. This year there were almost a hundred fewer stands on the show floor of Chiba’s cavernous Makuhari Messe exhibition centre than in 2015. Moreover, many of those were of a far more modest size. In part, this is as much a reflection on the current state of videogame trade shows as it is of the Japanese industry proper. E3’s future has never been less certain, as more companies choose to skip…

8 min.
little bits of history repeating

Multibowl’s madcap tour through hundreds of vintage games feels like something that should have existed a long time ago. Setting two players the task of facing off during ten bouts of classic gaming action, it’s a nostalgic journey through the history of simultaneous multiplayer gaming and littered with novel twists. In the Midway classic Rampage, the goal is to avoid touching the floor instead of causing chaos. Cave’s DoDonPachi appears as a bullet-dodging challenge, with the players’ guns disabled. The action isn’t limited to the arcade – it takes place across an array of vintage console and computer formats. Once a challenge is won and points awarded, it’s onto the next, and the next after that. Multibowl, however, is no compilation. It is consciously a collage; comprised of ‘found’ media and…

4 min.
new horizons

The noise surrounding the re-emergence of virtual reality has made it difficult for developers and consumers alike to separate the opportunity, hype and challenges thrown up by the likes of Vive and PSVR. It’s here that the organisers of a new conference, Develop:VR, are aiming their expertise, with a debut event curated by the team that makes Develop in Brighton a must-attend fixture on the UK game industry calendar. Taking place on November 24 at The Old Truman Brewery in East London, the dedicated VR conference aims to bring some clarity to a scene that is only becoming increasingly crowded. Alongside an expo element, and plenty of opportunities for attendees to exchange business cards, the one-day conference’s most distinct feature is perhaps the effort being made to ensure that Develop:VR connects…

1 min.
a scanner darkly

Scanner Sombre represents something of a departure for Introversion, the UK studio behind Darwinia, Uplink and Prison Architect. Where the company’s previous games have focused on the management of armies, correctional facilities or impersonal fictional operating systems, Scanner Sombre is a considerably more personal proposition. Awaking next to fire, somewhere deep in a cave system, the player must try to escape. But the caverns and tunnels beyond the flame’s reach are pitch-black, necessitating the use of a LIDAR (Light Detection And Ranging) scanner to navigate. A concerning problem for our hero, but the catalyst for a uniquely pretty game. “LIDAR scanners basically fire out points of laser light, which stick to a surface when they collide,” explains Introversion founder Mark Morris. “The width of the beam can be changed from wide…