Tecnología y Juegos
Edge

Edge

July 2020

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.

País:
United Kingdom
Idioma:
English
Editor:
Future Publishing Ltd
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13 Números

en este número

2 min.
fresh in the game, but i’m no beginner

We’re sure you’ve heard this phrase a lot lately: these are unprecedented times. But even as we write this, there are signs of tentative progress – of select countries, and people, safely taking their first steps forward in months, into an era entirely different from the one they’re leaving behind. The same might also be said of the videogame industry. We have been teetering on the edge of the next generation for a while now, with everything that’s going on in the wider world further delaying the leap. In Knowledge this issue we talk to developers about how they’ve adapted to the global crisis, and are creating games in unexpected circumstances. It is all new to almost everybody. And yet, there’s the prevailing sense that we have been here before. We’re no…

10 min.
viral reaction

Last month we celebrated games that could lift the heaviest of hearts, and over the past month or so, it’s become clear that more and more people have turned to the medium for succour in these unprecedented times. The Covid-19 pandemic has caused hardware and software postponements, while distribution and certification delays are ongoing, and yet numbers are up across the board. Digital and physical sales saw a huge spike during the early weeks of lockdown, and while the curve steadily flattened as – in most countries, at least – the same began to happen for coronavirus cases, weekly figures were still well ahead of the average. Doom Eternal recorded the best opening sales in franchise history. The extraordinarily well-timed Animal Crossing: New Horizons became Nintendo’s thirdfastest seller of all…

5 min.
not forgotten

Some horrors you’re glad to see stump around the corner. Amnesia is back with Amnesia: Rebirth: this time, you’re recovering the memories of Tasi Trianon while solving puzzles and managing your physical and mental resources, in “a harrowing journey through desolation and despair, exploring the limits of human resilience”. Pure escapism right now, then. Most notably, Frictional Games brought us Amnesia: The Dark Descent, which did away with weapons in favour of forcing players to run and hide, shredded nerves through the infinite feedback loop of its ‘Sanity’ system, almost singlehandedly launched the Let’s Play phenomenon, and landed a coveted spot on Edge’s 12 games that defined the last decade. And while Frictional tells us it’s not about to try to repeat that feat, it’s also thinking about how the philosophy…

5 min.
treasure hunters

The sheer bloody-mindedness of the videogame enthusiast is not to be denied. Tomb Raider devotee Ash Kapriélov just might top them all (indeed, Edge’s sister publication Retro Gamer named him ‘Lara’s Biggest Fan’). In his quest to fund and produce Tomb Raider: The Dark Angel Symphony – which remasters and reimagines music from the Last Revelation, Chronicles and The Angel Of Darkness games, and is available to buy and stream now – he and his fellow fans not only raised over £70,000 via Kickstarter, but additionally contributed over £100,000 out of their own pockets. It started as an idea dreamed up at a Tomb Raider sleepover: Kapriélov and his friends were staying overnight in London after attending a concert of music from one of the games. “It was two o’clock in…

1 min.
battle plans

Childhood is different the world over, but some things remain constant: climbing trees, playing tag, doodles in the backs of notebooks. Paper Tanks brings the latter to life, inspired by Igor Durbazhev’s memories of playing tank games on his Dendy console (a Famicom clone produced for the Russian market). “Drawings in a notebook are an echo from the past, from school times, and those Dendy games,” he tells us. Achieving Paper Tanks’ style was initially laborious and expensive, with every sprite hand-drawn in pen and pencil and individually scanned. But after bringing aboard digital artist Sergey Malkov, and creating a custom, realistic-looking sketch brush in Photoshop, development has been moving faster lately. Desk clutter adds texture and strategy to battlefields: rulers and biros must be manoeuvred around, while rolling your tank…

1 min.
soundbytes

“I believe that augmented reality combined with a sense of place is the next transformative platform … And, I believe the opportunity for Niantic is much bigger now than we imagined then.”“Augmented reality”? Funny way of pronouncing “Pokémon”, Megan Quinn, but then you have been away from the company for quite a while. Congratulations on your return as Niantic’s new COO“The one thing you can’t see is body language, and that’s kind of an important thing to see when you’re hiring, to see how someone reacts.”Not so, Striking Distance’s Glen Schofield – we’re also rarely wearing trousers in our Zoom calls nowadays“Indie publishing is dead. Instead of focusing on one-off publishing deals, it’s better to build strong and entertaining brands.”Annapurna Interactive, Team 17 and Devolver Digital would all like a…