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Tech & Gaming

Edge June 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.
the art of fighting without fighting? show me some of it

It’s odd to think that, while the fighting game was at its peak in the 1990s, Nintendo had barely anything to do with it. We may think of Street Fighter II as being as much a SNES game as it was an arcade one, but the platform holder largely stood by and watched as an entire genre rose, dominated and then faded away. Nintendo has never been one for hitching itself to bandwagons, of course. But the fighting game is a genre to which the company – with its flair for character design and immaculate game balance – has always seemed perfectly suited. Yet when we think about fighting games, we do not readily think of the house of Mario. Nintendo may not have physically entered the fighting-game fray, but if…

8 min.
big bang theory

The name Improbable is either the best moniker for the company making SpatialOS, or the worst. It’s a name that plays on this revolutionary new tool’s expectation-busting nature, since it’s a networking technology that has the potential to transform online games. It can realise huge, richly complex virtual worlds that can exist and change without their players’ input – and not just for large studios with enormous budgets. In short, it could democratise a powerful new vision for networked games and bring about the next generation of online play. Its nature as a networked set of game engines working in parallel is hard to grasp, and it makes big promises. Huge and persistent online worlds that will be free of many of the traditional restrictions of online play? It sounds too…

5 min.
cities of gold

What makes a great videogame city? It’s a question developers and players obsess over, and one that geographer, urban planner and game designer Konstantinos Dimopoulos has positioned himself to answer as a consultant ‘game urbanist’, an expert in the form and function of cities who wants to help virtual ones feel like real places. Think of the Shanghai in Kane & Lynch 2: Dog Days, which despite being the setting for a corridor shooter manages to conjure a sense of a rapidly growing metropolis, taking place in backstreets, building sites and informal markets. “If you think about it, they don’t show you much of it, but they imply tonnes,” says Dimopoulos, who is based in Athens and is currently working remotely on Frogwares’ forthcoming The Sinking City, a game set in…

1 min.
face time

Gnog is a striking-looking VR puzzle game from Ko-op Mode, inspired by Bluebird Toys’ Polly Pocket and Mighty Max miniaturised playsets. It’s like a psychedelic take on The Room’s more intricate puzzle boxes, with each of the game’s brightly coloured levels taking the form of a robotic head that contains a tiny world. By rotating the heads and interacting with the various switches, buttons and other contraptions contained within, secrets are gradually revealed. “We’ve tried to make the levels as tactile as possible,” designer and artist Samuel Boucher says. “Seeing the toys suspended there in VR, just within arm’s reach – that was huge. Suddenly these abstract shapes just felt so much more real and present, like you could just reach out and pick them up and keep playing with them.…

1 min.

“I look at my friends, they have a lot more spare time. It’s a very intense business. It’s all-encompassing. It seems like I should relax for a little bit.” Wasteland creator Brian Fargo contemplates retirement. If it helps, old stick, we feel like that every four weeks “Every signal we send is of censorship, disapproval and discouragement. Videogames do not hurt anybody.” Senator David Leyonhjelm argues against the famously open-minded Australian censors’ Outlast 2 ban “They offered me a percentage of their profits. I said, ‘No, there will be no profit at all – give me all my money right now!’ It was stupid.” Andrzej Sapkowski, creator of Geralt of Rivia, wishes he’d seen the success of The Witcher series coming “I’ve become the troublesome elder that I hated when I was young. Like a demon…

1 min.
arcade watch

Game Splash! Manufacturer Bandai Namco, Raw Thrills A collaboration between Bandai Namco, Raw Thrills, Specular Interactive and Injoy Motion, Splash! is a new jet-ski-racing game that channels the spirits of Wave Race and Road Rash. The sit?down cabinet’s seats resemble the rear portion of a jet ski, complete with rhicles if you get alongside them. Riders can also perform stunts in the air. Visually, the sit-on jet skis are unexpectedly subdued, sporting a predominantly black-and-blue colour scheme that’s more car interior than arcade machine, but the screen housing’s mix of multicoloured neon strip lighting, yellow-and-blue marquees, and the typeface used for the logo evoke Splatoon’s noisier aesthetic. The game has five tracks to choose from, all of which are playable in reverse, and six characters. Courses are all pleasingly overwrought (one sees the…