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EdgeEdge

Edge July 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.
nobody said making life-changing games was easy

As Seneca the Younger once pronounced with a waft of his toga, it is a rough road that leads to the heights of greatness. The man who once dispensed advice to emperor Nero of Rome knew very well that making awesome videogames – or books, or films, or animation – is really bloody hard indeed. Hence the prevalence of painful crunch periods at studios the world over, the tolls taken on those who make games, and of course the cascades of bugs that need patching up with day-one updates. For a lot of developers, it’s not just a rough road but a long one, too. Just ask Fumito Ueda, whose most recently published game reached shelves a few weeks prior to the arrival of Xbox 360 way back in late…

access_time7 min.
apocalypse neo

CONVERGENT MATRIX For developers, a new console means another wearying set of TCRs to follow, though most of Neo’s certification requirements are designed to ensure parity between it and the launch-model PS4. Online play, Trophies, DLC and, ideally, save systems must be the same across both consoles, though Sony is leaving the latter up to developers. Sony goes on to specifically prohibit a game falling back to the base PS4 code if a bug occurs in the Neo mode, presumably to ensure the game still runs if the launch model is formally abandoned in the future. While feature parity is encouraged, Neo can offer expanded versions of what’s available on the base PS4 – one example given is a twoplayer splitscreen mode that supports four people when played on Neo. What a…

access_time7 min.
war story

Duncan Jones smiles. “I know Edge very well. Back in the day, when we did the developer diaries on Republic: The Revolution… A long time ago. God, a life ago.” To be precise, it’s been 18 years since Demis Hassabis wrote his first Edge column about establishing Elixir Studios. Then, Jones worked on Republic’s cutscenes. Now he’s directed the big-budget movie adaptation of Warcraft. The ambitions for both projects were high. Republic had its Infinity Engine and the aim of simulating an Eastern Bloc country. In a Hollywood runtime, Warcraft is attempting to pull together a world drawn across 22 years of games and a tangled forest of stories, characters and locations. The hopes are similarly high. Jones said last year, “Warcraft will right the wrongs of game movies”. As a…

access_time5 min.
history deleting

World Of Warcraft is a living place. With each expansion it sails onwards, leaving old players behind as new ideas, faces and philosophies keep the 11-year-old MMO current. However, some players would prefer to step back in time and wander the world they knew, like revisiting the street you grew up on. Until April 10, Nostalrius existed to do just that. It was the largest private server running WOW patch 1.12 – the final build of the base game, free from expansions and adulteration. Nostalgia was so strong that 800,000 people registered Nostalrius accounts, and 150,000 were active players. This took place without the approval of Activision Blizzard. The Battle.net EULA, which governs every Blizzard game, forbids the creation of private servers, despite WOW’s past surviving in no other form. So…

access_time4 min.
brighton up

PITCH PERFECT Jon Torrens, former designer at Sony and Criterion and now professional communication coach and speaker, will host a pitching workshop for developers who want to sharpen their patter. The session is divided into three parts, interspersed with breaks for teams to polish up their pitches using what they’ve learned. Two 45-minute blocks are reserved for writing techniques and delivery, after which teams will deliver their honed proposals to a panel of experts who will provide constructive feedback. Virtual reality, unsurprisingly, will be the main focus of this year’s Develop. The conference, which takes place in Brighton from July 12–14, is introducing a substantial VR track, while precursor event Evolve will also train its sights on what the arrival of VR and AR means for the future of game development. Vanguard’s Martin…

access_time1 min.
burning ambition

Supergiant Games has a knack for creating striking-looking games, and its third title, Pyre, is its most handsome project yet. A party-based RPG, the game puts you in control of a group of unfortunates trying to earn a reprieve from the purgatory into which they’ve been cast. You’re given a set amount of time each day to travel about the world map, visiting ritual locations where you can take part in a kind of mystical threevs-three take on Speedball. The goal is to plunge a celestial orb into your opposition’s pyre in order to extinguish it and thus gradually earn back the respect of your divine jailers. “We were very interested in making a game with an ensemble cast,” explains writer and designer Greg Kasavin. “We love creating characters and worlds…

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