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EdgeEdge

Edge July 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.
the future of the future will still contain the past

Most games start as a blank canvas. It’s something the founders of Sledgehammer Games have grown accustomed to, whether it was in the making of Advanced Warfare, its first game at the Call Of Duty helm, or the creation of Dead Space, when the duo were at Visceral Games. What game shall we make? In which year is it set? Who are the good guys and baddies? Weeks turn into months as you decide what guns should look like, what to call them, how they fire, and design funky reload animations for them. Slowly but surely, a picture begins to form. Yet by winding back the clock to World War II, Sledgehammer found itself presented with a canvas that was already filled to bursting with battles, characters, stories and weaponry. That,…

access_time9 min.
rapper’s delight

A Saito behold Yano and Matsuura might be spearheading the project, but Saito’s presence should excite fans of iNiS’s Osu! Tatakae! Ouendan in particular. Saito and his team originally conceived Ouendan as an arcade game, but when Nintendo released DS, iNiS decided the game should take advantage of its touchscreen interface. “The Ouendan/Elite Beat Agent series has a very special place in my heart, since I was involved with it from concept through the entire production,” Saito says. “It was also the first title for me that had been received so positively by fans.” His artistic influences for Project Rap Rabbit include a series of ancient Japanese picture scrolls known in English as Scrolls Of Frolicking Animals, the work of modern artists Ikeda Manabu and Akira Yamaguchi, and films such…

access_time4 min.
beyond infinity

Tetsuya Mizuguchi had a busy time of it in 2016. In its first full calendar year in business, his studio Enhance Games released Lumines: Puzzle & Music, a touchscreen-powered spin on his PSP puzzler. And in October, Enhance delivered the defining game of the PlayStation VR launch. Rez Infinite – and in particular Area X, an all-new level that abandoned Rez’s on-rails action in favour of free movement – was, like the original game, an instant classic After all that, you’d forgive Mizuguchi and team for putting their feet up a bit. But work has already begun on Enhance’s next project – inevitably, he’s giving little away about that – while the man himself has continued to travel extensively. Yet while last year Mizuguchi and Enhance toured Rez Infinite around the…

access_time5 min.
punching out

Between Satoru Iwata’s sudden passing in July 2015 and Tatsumi Kimishima’s appointment as Nintendo’s fifth president two months later, Shigeru Miyamoto was the obvious choice to temporarily steer the ship. But alongside him was a man who, at the end of June, will bring down the curtain on a 45-year tenure at the company. Genyo Takeda may not be as famous as creatives such as Miyamoto, Takashi Tezuka or Eiji Aonuma, but he’s been equally crucial in shaping the direction of modern Nintendo Takeda was recruited by Gunpei Yokoi in 1972 and inducted into Nintendo’s R&D2 department, where he worked on a lightgun shooting-range game called Laser Clay Shooting System. The (possibly apocryphal) story goes that Takeda saved the day when the first machine’s unveiling to the public went wrong. From…

access_time2 min.
sleeping aid

Figment’s beautiful hand-painted artwork clothes what developer Bedtime Digital Games describes as a “musical action-adventure”. Like the studio’s previous game, Back To Bed, Figment’s world is a dreamscape manifested by the subconscious, and combines a whimsical art style with a story that touches on darker themes – in this case, trauma, disease and death. Creatures within it represent the voices you might hear in your head as well as emotions, and protagonist Dusty is the mind’s courage. This wooden-sword-wielding, fearless grump must fight off a number of nightmarish – but vocally talented – creatures who sing while they go about corrupting the place. “It was a clear goal for us from the start to build a connected world for the player to adventure through, a world that also existed before the…

access_time1 min.
soundbytes

“People used to ask, ‘Will a videogame ever make you cry?’ But I really think ‘Can a videogame make you laugh?’ is the harder question.” Quite right, Tim Schafer – Psychonauts’ Meat Circus reduced us to tears, though perhaps for the wrong reasons “We got out to China… I couldn’t get access. I was furious for four or five days. I lost my spot on the [raid] team, and all of a sudden that became more important than the snooke World champion snooker player Neil Robertson on how a WOW addiction briefly took priority over his career “Our mission is to ensure women can succeed and make choices in any environment and in any profession. Why would we not do it in esports?” Diane Lynch of all-female US school Stephens College on a new esports…

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