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Edge October 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
13 Issues

in this issue

2 min.
they’re smoking cigars, he got a chain full of flowers

Birthdays, as our crinklier readers will understand all too well, feel less like something worth celebrating the older you get. Collating the Edge Annual 93, a compendium of work from our first year that we’re giving away for free on iOS, made us feel positively ancient. Yet it’s with no little pride that we sat down late last year and began sketching out our plans for Edge’s 25th anniversary. Our thanks to you for joining the party. Longevity is a precious commodity in videogames, but one man who’s been a constant industry presence throughout our time on shelves is Toshihiro Nagoshi. In the beginning, he was Sega’s arcade innovator; these days he’s its chief creative officer. Oh, and most importantly, he wrote an Edge column for several years. In Collected Works,…

5 min.
paint it white

Videogames have been a big part of artist Dave White’s life since Space Invaders. Though, as we noted in E317’s My Favourite Game, he’s rarely combined his hobby with his work. Yet he didn’t have to think twice when invited to paint four covers to commemorate Edge’s 25th anniversary. In fact, Edge is tied to one of White’s happiest memories: his first professional exhibition at Connaught Brown gallery in London, where the young artist was surprised and delighted to find his work hanging next to pieces from the likes of Picasso and Hockney. “I was only 22, and I was reading Edge on the way down,” he tells us. “I think it was issue two or three, and it was all about the Neo Geo CD. In the Trocadero I…

5 min.
business and pleasure

This year marks Gamescom’s tenth anniversary. In Cologne’s Koelnmesse, the conference brings together industry professionals and gaming enthusiasts from all over the world. It continues to grow: 100,000 square metres in 2009 more than doubled to 210,000 in 2017. The exhibitor count is now nearly 1,000, and last year 355,000 visitors attended the show. A decade of successful business and community building is no mean feat, considering some publishers are now moving away from trade shows to put on separate events. But Gamescom’s magic is in its melting pot. Here, project director Tim Endres explains how to create a space that represents everyone – and that is, by extension, something all the big players will still want a slice of for years to come. How did you come up with the…

1 min.
material girl

Like a scrapbook found in the attic, the dust gently blown away, the soft, swirling shapes of Gris evoke faded memories. It feels handmade from familiar things: sculpture, painting and the mobiles of 1930s artist Alexander Calder influenced this 2D platformer’s playful, yet wistful aesthetic. “We try to give the player a clean experience without UI elements,” co-founder Roger Mendoza says. “We use traditional techniques, like watercolours or pencil drawing, that are familiar to everyone, so they are easier to understand.” The dress the protagonist wears indicates progression throughout the game, reshaping itself as she grows. “Gris shows the journey of someone going through a painful time,” co-founder Adrian Cuevas says. “We use abstract symbols so each player can relate it with their own experiences.” Prepare for much more than puzzles…

1 min.

“Trust me, we have feet of clay. We know we have tons of work to do. We mess up like anybody else.” Xbox makes mistakes, ID@Xbox chief Chris Charla? No! “I was dealing with the Met, Scotland Yard, stuff like that. It was serious and it was real. I’d say, personally, I wasn’t a fan.” Sean Murray downplays his No Man’s Sky death threats in the most British (ok, Irish) way imaginable “Ken [Kutaragi] didn’t see the need to involve game developers in the design of the system. That’s how the PS3 was made, and you know how successful it was.” Shuhei Yoshida, at his Edgehelmed Develop keynote. You should have heard the stuff he told us off the record “As a consumer do you really care who is the publisher of X, Y and…

1 min.
arcade watch

Over in Japan, the barcade scene is in trouble. A swathe of venues have been closed down, or have dropped shutters voluntarily, after rights holders invoked longstanding licensing laws that prevent games being used for commercial purposes. Whether that will come west is unclear, but if it does, enter Arcade1up. This US start-up is launching a series of three-quarter-scale arcade cabinets that are aimed primarily at the home but, thanks to being officially licensed, could help barcade owners skirt the copyright lawyers too. Until now, having proper arcade hardware in your house has been a pain: cabinets are hard to find, transport and maintain. The company’s five-strong launch lineup each retail for a reasonable $399, contain a 17” LCD screen, and can be assembled from replaceable parts in minutes using only…