category_outlined / Tech & Gaming

Edge November 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.

United Kingdom
Future Publishing Ltd
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13 Issues


access_time2 min.
let’s do another one. how hard could it be?

Dishonored 2 and this year’s Doom reboot both carry the Bethesda logo, and they’re both firstperson-viewed action games, but in terms of tone, presentation and scope, they’re quite unlike each other. But both games faced the same challenge: what to retain from their predecessors? The starting point for every sequel – or reboot – should involve pinpointing the root appeal of the thing that was successful enough to leave people wanting more. For Arkane Studios, the process involved looking at how Dishonored was received, not only by critics but also the community. What did players like? What might they want more of? What would they be happy to never clap eyes on ever again? There was no shortage of opinions, shared via all sorts of media, to take into account.…

access_time9 min.
into the woods

Who in their right mind would spend two months in the Swedish wilderness, with just a bunch of indie game developers for company and epically vast deciduous forests for a backdrop? Lots of people, apparently, if the Swedish nonprofit project Stugan (‘the cabin’) is any indication. But even though many want to sample the delights of the Swedish back country, few are chosen. Those who are get to enjoy local home cooking, falling stars, evening dips in the lake, an awful lot of boardgaming, and, if they’re lucky, the Northern Lights. The Stugan accommodation is quite large, comprising several buildings, situated at the edge of an abandonedfor-the-summer ski resort. Its isolation, though, is no exaggeration. The radio cuts out as we approach, and it won’t be back again until we leave.…

access_time5 min.
northern exposure

Yorkshire is one of the UK’s most prolific, longest-standing game development hubs. Numerous iconic studios have called the region home, from Team 17 and Revolution Software to Rockstar Leeds and Sumo Digital. Quite rightly, then, there’s a little Yorkshire pride when it comes to games. The general public may not primarily associate the county with the craft and business of building digital worlds, but game development arguably deserves a place on any list of local archetypes. In an attempt to share what games mean to the region – and to help stimulate and bolster the area’s industry – Bradford’s National Media Museum is hosting the Yorkshire Games Festival this November. “We’ve hosted a number of game events here over time,” says Kathryn Penny, festivals director and film business manager at the National…

access_time6 min.
art of darkness

Frédérick Raynal wrote his first videogame at age 14, and went on to create 1992’s Alone In The Dark, kickstarting the survival-horror genre in the process. The next year he co-founded Adeline Software International, which was responsible for the Little Big Adventure series and Time Commando. When the company was acquired by Sega in 1997 it was renamed No Cliché and worked on Toy Commander, Toy Racer and an unreleased Dreamcast survival-horror project called Agartha. Now, together with Yael Barroz (an artist on Alone In The Dark and Little Big Adventure) and two other experienced collaborators, Raynal is returning to the genre he helped to define with the creepy, dimly lit 2Dark. Here, we discuss his return to survival horror, Capcom’s years of silence regarding Alone In The Dark’s role…

access_time5 min.
dare to inspire

Inclusiveness: if there’s one overriding quality that defines this year’s Dare ProtoPlay festival, it’s a communal sense of unifying passion. You can see it in the eyes of countless families who flood the marquees of this constantly expanding Dundee-held event, and you can certainly feel it in the 16 student games all vying to win recognition from BAFTA at the festival’s showpiece Dare To Be Digital design competition. “Games are embraced by the community here in a way unlike any other place I’ve seen,” says Dr William Huber, who acts as both ProtoPlay’s director and the head of School of Arts, Media and Computer Games at Abertay University, the event’s host institution. “It’s very intergenerational.” A stroll around Dare To Be Digital’s floorspace confirms this, with scores of children partnered by…

access_time1 min.
wolf haul

Like a gentler, more ecologically minded Body Harvest, Mooneye Studios’Lost Ember goes out of its way not to restrict you to a single shell or set of abilities. While the central protagonist of the game is a noblelooking grey wolf, you have the power to possess any animal you encounter amid the ruins of a fallen civilisation. You’ll need to get close to effect the switch, and that will be easier in some cases than in others – birds will require a careful approach, for example. Once possessed, you can control the creature indefinitely, just so long as you are close to other members of the same species. “The idea to play as animals was one of the first things we settled on, because, well, everybody loves animals,” Mooneye CEO and…