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Edge Xmas 2018

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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.

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United Kingdom
Future Publishing Ltd
SPECIAL: Get 40% OFF with code: JOY40
13 Issues

in this issue

2 min.
an annual reminder that we can all be something bigger

This issue, as the enormous number five on the cover makes clear, is about longevity. In the fastest-moving form of entertainment on the planet, change is a necessity if you want to stick around. Yet it’s also essential to stay true to your roots. The aim of a sequel is twofold, after all: to give existing fans more of what they fell in love with, while adding something fresh in order to attract a wider audience of new players. In this issue’s cover story, Devil May Cry 5 director Hideaki Itsuno talks about what he calls the Plus Alpha element: the extra layer of mechanical complexity that fans expect from a sequel. Yet it is also a risky business, since making an already complex game such as Devil May Cry even…

11 min.
come together

There’s a common refrain that we hear repeatedly during our trip to the Copenhagen offices of Unity Technologies, the maker of one of the most popular game engines on the planet: “We don’t make games.” VP of engineering Brett Bibby says it a good few times, adding, “We are the 600-person-strong engine team for every developer”. Or, “We’re successful only if our customers are successful.” Smart stuff, you’d think, for a company in the business of making tools – but in an effort to beat the competition, Unity has now started developing its own games, too. Since its foundation in 2004, Unity’s central mission statement has been “democratising development”. That means producing tools intended to make it easier for developers to create games – and offering them for free to smaller…

5 min.
this good

Sega seems to be having trouble completing its Mega Drive Mini, its take on Nintendo’s Classic consoles. In September it announced that it was delaying launch to 2019, giving a chance to review its design so it better matches its source hardware. While it works, however, another challenger has emerged, offering a fundamentally perfect representation of Sega’s 16bit classic. The Mega Sg is the next console from Analogue, maker of the SNES-playing Super Nt (see E318). And when it’s released next year, it won’t just play Mega Drive games. It will also support Master System titles, Game Gear, SG-1000, Mark III, SC-3000, Sega MyCard and Sega CD, each from all regions. “All the more esoteric stuff for which, of course, there’s a limited demographic, the hardcore of hardcore,” Analogue founder Christopher…

1 min.
grey matter

Inspired by the work of artists such as Michal Sawtyruk and James Gilleard, this is the story of a grey-faced character making his way to his grey job in a grey city. Though you often find yourself naturally following the crowds, Mosaic tries to tempt you from your daily routine. “Colour is deeply connected to the narrative and the shifting emotional state of the protagonist,” art lead Karoline O Aske says. A yellow sunbeam to your left might draw you to a rare patch of quiet nature in the city, before you continue on. Surreal, daydream-like sequences turn up more colour: at one point you take control of a passing butterfly. “A game about commuting to work in itself is rather boring,” designer Adrian Tingstad Husby says. “These sequences provide…

1 min.

“Everybody is talking about battle royale, but there are 15 different companies making those games, and like mobile, only two will be successful. Many will be killed along the way.”Well yes, Ubisoft CCO Serge Hascoet, that’s kind of how battle royale works“We wouldn’t have enough to bring people all together in some location in North America. We don’t want to set our expectations high and not deliver on them.”PlayStation’s US chief Shawn Layden explains why there won’t be a PSX this year – without mentioning PS5“We’ve successfully negotiated with Telltale Games… We can’t lose Andrew Lincoln and Clementine in the same year.”Remember, The Walking Dead creator Robert Kirkman, you can’t make an omelette without breaking a few Eggs“There is a sense of urgency. In big companies, we tend to become…

1 min.
arcade watch

In Edge 323’s Collected Works, Sega’s chief creative officer Toshihiro Nagoshi told us what it was like to work with Yu Suzuki during the company’s arcade heyday. Suzuki, Nagoshi explained, worked without design documents; he was, effectively, making it up as he went along. “He’s the kind of person that, if he wants to do more, cannot stop himself,” Nagoshi said of his work on Shenmue. “Someone must be there to do it for him.” Clearly Suzuki has no such calming influence these days. With a release date for Shenmue III now set in stone – stop laughing at the back – you might think Suzuki would be trying to avoid distractions. Instead, he’s making a VR game. Vrsus is Suzuki’s first arcade project since 2008’s Lindbergh-powered Sega Race TV, and…