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Tech & Gaming

Edge March 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.
if only launching a console was like clicking your fingers

Of all the mountains scaled by people working in the videogame industry, the toughest one to crack is introducing a new console platform. When you pull the process apart and lay out all of the separate pieces, in fact, it’s a wonder that there are three major players still at it today. Proposed specs and functionality come first. Clearly this new console has to do something people haven’t seen before. Then comes translating those concepts into a plan for silicon that can be produced affordably at scale. We need to engineer a casing to put it in, of course. And we can’t very well launch a new console with old controllers, so we’ll need to either adapt an existing design or, much more problematically, come up with something altogether new. What…

5 min.
sinclair resurge ltd

Have you ever wondered what inspires Bossa Studios to dream up oddball games such as I Am Bread? Look no further than gamer-in-chief Henrique Olifiers, who had his childhood mind scrambled by eccentric ZX Spectrum games such as Jet Set Willy. Thirty years ago, I was playing a game where the whole house was trying to kill me and I end up with my head inside a toilet,” he says. “Why don’t we make games like that any more? Why so serious?” Hence Olifiers’ affectionate and ambitious plan to revive Sinclair’s longdormant computer range with a 2017 model – the fully licensed ZX Spectrum Next, complete with design work from original Sinclair designer Rick Dickinson. The Next board is an evolution of the TBBlue, a Raspberry Pi-esque Spectrum-ina- box built by Victor…

6 min.
vive leads the way in vegas

The 12 months of 2016 saw virtual reality emerge as a consumer technology to take seriously, giving us HTC’s Vive, Oculus’s Rift (and subsequently its Touch controllers), and Sony’s PlayStation VR. But despite these devices’ many innovations, we’ve always known that they represent just the first steps on the road towards VR’s emergence as a must-have lifestyle choice for everyone rather than a plaything for hobbyists and the curious. In five years’ time, the VR landscape will have changed entirely. For now, we’re taking baby steps – and CES 2017 was the venue at which to witness the incremental progress firsthand. More than 100,000 enthusiasts converged on Las Vegas for this year’s CES, where VR was bidding for attention against a galaxy of new OLED TVs from every major player in…

4 min.
building dreams

Minecraft’s eight-year history is studded with extraordinary moments. First, in initial dev videos, it stole attention as an infinite procedurally generated world of blocks. Later, players shared their experiences of it as a game about crafting a shelter to survive a night of zombies. Then, as it started to take off in popularity, players began to explore it as a solo and collaborative construction tool, a game about building things. When in 2010 videos began to pop up showing vast projects, such as a full-scale USS Enterprise and a fully functional CPU, it became clear that Minecraft was more than just a plaything or a game. It was becoming a creative medium in itself. Since then, a generation of 3D artists has grown and developed an industry making things, places and…

1 min.
poetry in motion

Following Rime’s initial reveal (and our cover story in E273), Tequila Works fell suspiciously quiet about its promising-looking adventure, breaking cover only to announce a collaboration with Cavalier Game Studios for The Sexy Brutale. Now the game, which was previously a PS4 exclusive, has been re-revealed as a multiformat title, with Switch, PC and Xbox One versions also lined up. And it looks to be in fine fettle. “In all honesty, the game was announced very early on in its development,” Tequila Works CEO and creative director Raúl Rubio tells us. “We decided to keep quiet while we were working on the game because there were always things changing. And when we got back the IP rights and decided to publish with Grey Box, both parties agreed that we wanted to…

1 min.

“I’ll fund any idea that I think is dope… My current obsession is 3D-printing all the Five Nights At Freddy’s characters for my daughter.” We’re not sure we follow, T-Pain – but could you just run us off a Trico while you’re at it? “We’ll recreate humans. You’ll be able to see anyone, doing their natural motions, wherever they are. Do anything but touch them. We’re going to have teleportation with this technology.” Epic’s Tim Sweeney inches a step closer to the Holodeck “We really neglected our community during the development of Banner Saga 2, because we were focusing on our work. We all agree that was a mistake.” Perhaps, Stoic founder John Watson, a PR agency that agreed to preview requests might also have helped “The game I played the most was the ‘I’ve got…