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EdgeEdge

Edge September 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.

Country:
United Kingdom
Language:
English
Publisher:
Future Publishing Ltd
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$39.99
13 Issues

IN THIS ISSUE

access_time2 min.
so you’re in the market for one of those console things

Exclusive subscriber edition It used to be fairly straightforward to explain the console landscape to a friend looking for some guidance on how they should be getting into games. In the mid-’90s, Sony’s PlayStation was a certainty to crush Sega’s Saturn from the word go, and it was difficult to recommend an N64 to a dabbler when its cartridges clocked in at £60 a throw. It was hard to put your shoulder behind Sega’s Dreamcast, too, with PS2 on the horizon, poised to steamroller both Nintendo’s rather half-hearted GameCube and Microsoft’s initial stab at this console-making lark. Then, when Sony fluffed its PS3 launch by making many of the same mistakes suffered by its competitors in previous years, it presented Microsoft with an open goal for Xbox 360. Meanwhile, Nintendo’s Wii…

access_time16 min.
a sting in the tail

Spencer admitted that, unless you own a 4K TV, “Scorpio is not going to do anything for you” Well, to be fair, it’s a new personal best. Three-and-a-half years after Microsoft messily unveiled Xbox One, it went to E3 2016 and botched the announcement of not one, but two consoles in one fell swoop. For 85 minutes or so, we were excited for Xbox One S, with its smaller, prettier form factor and redesigned controller, its integrated power supply, its support for HDR and 4K displays. Then Microsoft spent the next hour and a half explaining that, as part of its Play Anywhere initiative, we’d be able to play almost every firstparty game showed on its stage on the PC we already own. Then Phil Spencer – the man who had…

access_time5 min.
found a cure

Few studios take quite so long to make games as Finnish studio Remedy. After 2003’s Max Payne 2 it was seven years before the company shipped Alan Wake, and it took another six years after that before Quantum Break saw the light of day. But with Remedy entering its third decade, it’s restructured so it can work on two games at once, thus reducing the gap between releases. Here, business director Johannes Paloheimo and head of communications Thomas Puha explain the pitfalls inherent in rebuilding a creative company to better meet the challenges of an ever-changing market. “This is the 21st year of Remedy, and there aren’t many triple-A independent studios left” When did you decide that you wanted to make multiple projects at once? Johannes Paloheimo Well, you have to go back quite…

access_time2 min.
take control

Given that the controller is your point of contact with a game console, the fact that Microsoft’s move to offer Xbox Design Lab – a service that lets you create custom controllers in all sorts of colour combinations – hasn’t happened before now is kind of shocking. The console era has endured for nearly 45 years, and in all that time the best we could hope for with controllers were a few post-launch alternative colour schemes, gimmicky translucent versions, and an unending stream of rush-designed game tie-ins. That’s not to say Design Lab, in the wrong hands, isn’t capable of throwing out monstrosities, but that is the beauty of choice: Microsoft claims that eight million combinations are possible Design Lab lets you swap the colours of the controller face, back, bumpers…

access_time2 min.
soundbytes

“The real magic happens when teams are free to create. Because when you are free, there is no failure, there is only forward.” Yves Guillemot closes Ubisoft’s E3 press conference by facing down a rumoured Vivendi takeover with his best Yoda impression “[In 1080p] Scorpio is not going to do anything for you. Scorpio is designed as a 4K console, and if you don’t have a 4K TV, the benefit we’ve designed, you’re not going to see.” Phil Spencer proves that Xbox’s PR problem didn’t die with Don Mattrick’s departure “I was surprised by the step of announcing something over a year ahead of time. There’s a much heavier emphasis on immediate gratification than there was.” Andrew House glosses over Sony’s out-one-day E3 lineup to have a pop at Scorpio “For many of us, games are…

access_time4 min.
my favourite game pete donaldson

Pete Donaldson is a voiceover artist, roving reporter and presenter who currently hosts several shows on Absolute Radio, and is one quarter of The Football Ramble podcast team. He’s played a few small roles in games, helped to judge the BAFTA Video Game Awards, and has two LucasArts-inspired tattoos: one of Ghost Pirate LeChuck, and a more recent rendition of Manny Calavera. Given your tattoos, is it safe to assume you’re a big adventure game fan? Yeah, huge. Huge. I was really into all the Sierra series and LucasArts ones. Police Quest was a really big favourite of mine on the Sierra side – this really dull procedural police adventure. There’s no reason why an eight-year-old should know the correct flare procedure when dealing with a broken-down car on the motorway or…

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