EXPLOREMY LIBRARY
searchclose
shopping_cart_outlined
exit_to_app
category_outlined / Tech & Gaming
EdgeEdge

Edge June 2018

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
Read Morekeyboard_arrow_down
SUBSCRIBE
$39.99
13 Issues

IN THIS ISSUE

access_time2 min.
memories, pressed between the pages of our minds

Videogames are built, fundamentally, to entertain. But anyone who wants to have a lasting impact is in the business of making memories. Developers are becoming master engineers of each part of the cycle of nostalgia, and much of what fills this month’s Edge concerns it: the creating, fading, and resurfacing of memory. Labo, Nintendo’s hot new Switch peripheral fashioned from cardboard and string, is part time machine, the sensation of the material in your hand recalling childhood days spent piloting DIY spaceships. And, judging by the highly selective press events, Nintendo hopes Labo will be a parent-child bonding exercise, helping to make a few memories of its own. Elsewhere, the theme continues. God Of War recontextualises the brutish Kratos in a father-son tale that knows when to bring up the past, with…

access_time10 min.
the folding stuff

Picture, if you will, an alternate reality where Nintendo had issued a press release before the Labo reveal video went live. Imagine for a moment that it had somehow tried to explain the precise nature of this strange new venture in words. We’d think this venerable company, having enjoyed the most extraordinary creative and commercial recovery during Switch’s first year, had suddenly lost its mind. You can imagine the tittering responses – indeed, there were still a few of those once Labo had been unveiled. This so-called ‘new way to play’ was all about cardboard? How wilfully obtuse. But then people lost their minds in a different way. Yes, it still seemed slightly silly, but it was also rare, strange and undeniably exciting. And categorically, unquestionably, a new way to…

access_time5 min.
independent living

Come January 2019, 12 years after its launch, the server switch for the Wii Shop Channel, Nintendo’s first attempt at establishing a digital shopfront for indie games, will be flicked, and the shop will fizzle from existence. It is less of a loss than you might imagine. The Wii Shop’s shelves are relatively sparse: Nintendo has lagged far behind its contemporary rivals when it comes to courting and keeping indie talent. For a few golden years between 2008 and 2013 scores of game-makers, through an indefinable combination of luck and talent, made their fortunes with indie titles. None did so, however, thanks to Nintendo and its afterthought of a digital storefront. However, Switch, that diminutively disruptive force of nature, has changed all of that. While the shelves of Sony and Microsoft’s…

access_time5 min.
the undivided

You’ve heard the tale countless times: of a band of veteran developers tiring of the big-budget, mega-publisher grind and deciding to strike out on their own. Yet rarely does the resulting startup come with quite the pedigree of Sharkmob. This is a supergroup, comprising much of the senior team that made Tom Clancy’s The Division at Ubisoft Massive – its executive producer and creative director, its head of comms, the engineer who spearheaded the making of the Snowdrop engine and the art director who brought it to life, among others. This was no mass walkout, we’re told – rather, CEO Fredrik Rundqvist felt it was time for a change, and his former colleagues joined up one by one. Again, it’s a common story: with work on The Division complete and thoughts…

access_time1 min.
pity party

The pastel crayon lines of Small Talk belie an oddly genteel approach to the apocalypse: just because the world is ending doesn’t mean we can’t be civilised. Pale Room’s party simulator introduces you to a variety of fantastical guests who open up to you about their lives, hopes and dreams over drinks and chit-chat. “I like using items and shapes from day-today life, and adding enough of a twist to create something unimaginable,” game designer and artist Gabrielle Genevieve says of her bizarre cast of characters. Get to know them, and you’re pitched into their psyches to explore beautiful visions of imagination and insecurities. “When the apocalypse is usually invoked in games, it has a strong survival aspect to it,” Genevieve says. “Here, it’s more of an irritation, a cause for…

access_time1 min.
soundbytes

“All the kids out there, you can’t just drop everything and focus on playing videogames for a living. You want to make sure you’re securing your future.” Fortnite streamer – and friend of Drake – Tyler ‘Ninja’ Blevins speaks with the easy authority of someone making $500k a month. Yes, we’re just jealous “There’s a lot of design and tech work to get us to [a battle royale mode] and not just feel like a me-too game.” Jeff Kaplan plays down speculation that Overwatch will get on the BR hype train. The rest of the industry may not be quite so considered “I’m not really confident my next games are going to be hits. I don’t think popularity lasts forever. So you’ve got to make as much money as you can, while you can.” Maybe,…

help