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EdgeEdge

Edge December 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.

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

IN THIS ISSUE

access_time2 min.
leaves are falling all around, time i was on my way

It may seem a little odd to open the first page of an issue by talking about its final one, but we hope you’ll forgive us the indulgence just this once. This issue we introduce a new back-page feature, The Long Game, a space for us to check in on titles that have continued to grow and shift long after launch. Games have changed. A release date is often merely a starting line, and we cannot simply draw a line under something after we review it. Modern games are journeys that change with every new DLC pack and balance patch. They have destinations that are nebulous and fuzzy, and depend on a player’s tastes. What does it mean to ‘complete’ a Minecraft, a Call Of Duty, or a League Of…

access_time9 min.
past glories

Private sales of nuclear fallout bunkers have, in recent months, reached their highest levels yet in Japan. Such is the level of national anxiety of being almost-neighbours to a North Korean megalomaniac who routinely plunges test rockets into the Sea Of Japan. Still, the existential dread that accompanies this kind of international sabre-rattling (not to mention the last shoe-soaking downpours of a lingering monsoon) only slightly dampened the atmosphere of this year’s Tokyo Game Show, which still managed to lure a quarter of a million visitors to its cavernous, gloomy venue, the Makuhari Messe convention centre. Here, on the bleak industrial outskirts of the city, a little over 600 companies, including a clutch of international indie developers, showed up. As in recent years, however, many of the big hitters, from…

access_time5 min.
grow your own

Community is an important concept for Klang Games. Little wonder: there are just 13 staff working on the studio’s latest and most ambitious title, Seed. Massively multiplayer online games are famously time-consuming development projects, but the team at Klang is looking to have its new simulation MMO finished in just two years. It’s quite the goal, considering its complexity. At first, our demo appears to be Runescape’s more stylish sibling, with a tight-knit colony of tiny citizens breaking rocks and chopping wood in a charmingly low-poly forest. Then we notice the stat breakdown for one of them. ‘Blood filtration’ certainly wasn’t a factor in The Sims. As that implies, Klang is committed to creating a detailed human simulation. “We started thinking about this game probably ten years ago,” CEO Mundi Vondi…

access_time5 min.
reality bytes

You’ll struggle to find a more passionate advocate for VR than Andrew Willans. Eve Valkyrie’s lead designer left Ubisoft Reflections after seven years, having worked on the likes of The Crew, The Division and Watch Dogs, as well as leading a small team on the delightful Grow Home. He moved to CCP Newcastle after being dazzled by an early Valkyrie demo, and is still working on the game, some 18 months on from its initial launch. Ahead of his keynote at this year’s Develop: VR conference at Olympia London on November 9, Willans spoke to us about his experiences working on one of VR’s biggest games. “We’re making games in VR because we believe that this is a large part of the future of games” What’s the biggest draw to working in…

access_time1 min.
fantastic contraption

There’s something strangely human about this mechanical mobile home – but here, at the end of the world, it’s the only friend our tiny pac-a-mac-sporting hero has left. “The feeling of loneliness is an integral part of the game,” says Don Schmocker, Okomotive co-founder and creative lead on Far: Lone Sails. “The world you are travelling is vast and barren, and your character is miniscule in comparison.” Environments are charcoal swathes of moody sky and ruin, accented with hints of instructive colour. Stephen Biesty’s book, Incredible Cross-Sections, inspired how players can peek inside at the doll-like scene as they scurry the red-coated driver around, fuelling and fixing via buttons, lifts and fire hoses. The journey across the dried-up ocean floor is mostly about your relationship with the giant hybrid machine. “The…

access_time2 min.
soundbytes

“He’s a propagator of despicable garbage that does real damage to the culture around this industry.” Campo Santo’s Sean Vanaman, after issuing a DMCA takedown on YouTube megastar Pewdiepie’s Firewatch videos “When you spend as much time as we do together, in the pressure cooker of creative work and deadlines, you really get to know a person.” Exactly, now former Naughty Dog creative director Bruce Straley. That’s why we got rid of [redacted] “I can be very cocky and very brash on social media. I’m going to continue to iterate on this game… and try to be less of a dick.” Cliff Bleszinski vows to change the habit of a lifetime in a bid to save Lawbreakers “You can’t retroactively say, ‘I’m revoking this licence because you are racist garbage,’ or whatever. That’s not how DMCA…

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