Tech & Gaming

Edge January 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.

United Kingdom
Future Publishing Ltd
Read More
13 Issues

in this issue

2 min.
to be alive playing games beneath cherry blossoms

When we laid out every cover in Edge’s history for issue 300, even we were surprised to see the extent to which Japanese games, technology and people have dominated our attention over the years. Partly that’s because in recent times we’ve seen Japan’s place on videogaming’s worldwide stage diminish, and our expectations have lowered all round. Even the mighty Nintendo’s lustre feels a bit tarnished nowadays. But Mega Man creator Keiji Inafune was wrong in 2009 when he said that Japan’s game industry was “finished”. It has shifted, but it’s been a process of fading, not crashing. Wii U limped out of the gate and never recovered, but PS4 emerged as a steamroller, crushing a Microsoft that suddenly looked completely unlike the company that had just bossed a console generation with…

7 min.
pro evolution

During its opening week on sale in November, 65,194 PlayStation 4 Pro consoles were sold in Japan. Given that the traditional version of Sony’s hardware often sells fewer than half of that number on a good week, this was a successful launch in a territory that has cooled on consoles in recent years, preferring mobile gaming nowadays. It’s easy to imagine Sony execs being pleased with the numbers – until they saw Nintendo’s Famicom Mini shift over a quarter of a million units through its launch weekend. The scale of Nintendo’s success proves that Japanese consumers still have the capacity to go wild over new hardware launches – even when they’re not really ‘new’ at all – but it takes something from leftfield to ignite the touchpaper. In comparison, PlayStation…

5 min.
a new way to buy

Well, it was only ever a matter of time. Amazon bought gamestreaming service Twitch in 2014, so it makes sense that the retail giant would eventually want to nudge all those viewers towards the checkout. That has now happened with Streamline, a game currently available in Early Access that’s designed specifically with streamers and their audiences in mind. Any Twitch stream of Streamline has a ‘Get this game’ link underneath. If a viewer clicks it, connects their Amazon and Twitch accounts and buys the game, the streamer gets a 30 per cent cut of the purchase price. Twitch calls this a Bounty, and it’s a new opt-in feature available to Twitch Partners – the streamers with the largest audiences who already receive a cut of revenue from the advertising that runs…

4 min.
shifting sounds

The gaming industry of today has high demand for actors and musicians, but formal and practical approaches to recording audio have remained largely the same for the past decade. Games have soundtracks that dynamically shift to match the actions onscreen, and attract big-name composers and vocal talent, their work relayed in rich surround sound, but that isn’t enough. While developers have rushed to use today’s horsepower for visual and gameplay features, audio has been somewhat left behind. Olivier Deriviere, a composer whose credits include Remember Me and Assassin’s Creed IV: Freedom Cry, hopes that what we hear in videogames will one day be as immediate and vibrant as what we now see in them. His current project, the psychological thriller Get Even from Polish studio The Farm 51, is created using…

1 min.
soap and skin

Serial Cleaner is a macabre PC stealth game in which you must get your employers off the hook by clearing up gory crime scenes while disposing of incriminating weapons and bodies. The salmon-tinted game looks like it has been wood-block printed, but the overall aesthetic is from a more recent era. “We tried to capture the feel of the ’70s while figuring out a style that would be immediately recognisable and unique,” game designer and writer Krzysztof Zi ba tells us. “Everything from the angles to the colour palette is inspired by authentic ’70s design, but morphed through a lens that the art team worked out early in the game’s development.” The flat art style has thrown up a few problems for the game’s designers, especially when the player character moves behind…

1 min.

“I wanted you to never give up. No matter how fucking sucky you were, if you stuck with it, you’d get there. And that’s life, man.” Oddworld founder Lorne Lanning reveals why he gave the hero of Abe’s Oddysee infinite lives. Ah, if only that really was life, man “Sony have their own plans for it, and I think Neil’s plan for it is not the same. Because my company doesn’t have the rights, I can’t help him too much.” Will Neil Druckmann’s The Last Of Us movie happen? Sam Raimi seems doubtful “We got it out and I think we played until 4am. We had work to do, but we did nothing. I said, ‘You’ve got to get that thing out of the house – it’s taken over our lives.’” Frank Skinner recalls former…