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July 30, 2012


Beyond: Two Souls' focus is 'meaning, not fun', says David Cage

"I don't want to challenge their thumbs, I want to challenge their minds," says Quantic Dream CEO.

Those expecting Beyond: Two Souls to be a departure from Quantic Dream's previous games like Heavy Rain should think again: David Cage says his focus in development of his upcoming PS3 exclusive is "creating an emotional journey," adding: "I'm not interest in giving [players] 'fun'."

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The Making Of: Super Mario 3D Land

How the team behind Mario’s 3DS debut made the leap into the third dimension.

Koichi Hayashida, Super Mario 3D Land’s director, led a team with crazy ideas of what a Mario game could be. Early in the development cycle, its members covered reams of notes with outlandish concepts: a Mario so big that he stretched past the 3DS’s screen, a pro skater Mario, a Princess Peach whose face could be replaced with a photograph of a real girl.

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Still Playing: Gravity Rush

Vita’s super-powered action game is an otherworldly delight – but its true appeal is surprisingly down to earth, says Chris Donlan.

Swooping around in the clouds is great, and it’s always nice to walk on the ceiling, but I don’t think Gravity Rush truly gets going until you fall down your first flight of stairs.

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What games can learn from Hollywood and TV

Test screenings and audience reaction are used extensively in films and TV - and games should follow suit, says Graham McAllister.

We've all played a game at one point and asked ourselves, “What were the developers thinking? What's meant to be enjoyable about this?" Often, a game just isn't for you, but sometimes, it simply isn't for anyone, and ideas which sounded fine to the developer during production just don’t resonate with the game's target audience.

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Gree: Free-to-play argument is over

"The decision on whether to go free-to-play, certainly on mobile, is dead," says Japanese mobile giant.

The consumer has spoken on free-to-play, and developers and publishers must embrace this new business model or risk being left behind, according to Japanese mobile gaming company Gree.

Speaking at a UKIE-backed event last week, David McCarthy from Gree UK’s EMEA developer relations team also praised the greater degree of control developers can get from operating in the social mobile space.

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July 29, 2012

LocoRoco review

From E165: A nursery rhyme you can play, and the PSP's first real mascot.

 

Head to toe, LocoRoco will make you sing. It will make your eyes sing, as its world’s flat slices of light hum with colour. It will make your body sing, as it sways in time with the to-and-fro tilts needed to tip your wobbling blob from one end of the level to the other. It will make your brain sing, as it adjusts to the slingshots and switchbacks of the 2D physics. And it will make your mouth sing, unable to resist joining in with the shrill gibberish of the bubblegum-sweet soundtrack. Put simply, LocoRoco is a nursery rhyme you can play.

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The Edge Archives: Ten Commandments of game design

The ten rules we set out in October 2003 for our 10th anniversary issue, E128.

If Edge was God, and it’s a rare day when it doesn’t wish it were, these would be its commandments. This isn’t game theory. These are rules that Edge believes are universally and inarguably applicable to all and any games. That some of the laws listed here may seem mundane doesn’t diminish their potential to make a great game good and a bad game unplayable.

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July 28, 2012

Black review

From E160: Criterion's first shooter leaves a sizeable crater in the genre's landscape.

If the last great FPS novelty was bullet-time, the creators of the Burnout series have just proposed another: leisure-time – a gluttonous new action dynamic in which your primary purpose is to gorge on mayhem. At least, that’s the impression on Black playthrough number one. Its eastern Europe is a focused sandbox of gas and gunpowder in which natural law has been supplanted by action movie lore.

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The Making Of: Grand Theft Auto

Even before release, and subsequent vilification at the hands of the press, DMA’s sandbox was a world of trouble for its creators.

The one thing that everyone agrees on is that they didn’t make Grand Theft Auto, but that’s not strictly fair: the other thing that everyone agrees on is that everybody made Grand Theft Auto. Talking to those that worked for DMA Design back in the late ’90s it’s difficult to get anyone to claim significant credit for themselves, although they’re generous with praise for others.

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July 27, 2012

Introducing Edge 244

Our September issue, featuring Beyond: Two Souls, is out now.

Issue 244 of Edge features on its cover a beleaguered, resigned Jodie Holmes, the lead character of Quantic Dream's upcoming Beyond: Two Souls. Along with our in-depth preview of the game and art showcase, we speak to its writer-director David Cage about what Ellen Page brings to the game in her role as Holmes.

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The Edge Twitter lists: Funny people

The wittiest game makers (and spoof accounts) to follow on Twitter.

 

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Ten controversial Edge reviews

From Doom to Double Dash, Third Strike to Turok, we analyse some of the most divisive reviews in our 19-year history.

Edge reviews are no strangers to controversy. Ever since our first issue hit stands in 1993 we've often found ourselves disagreeing with the eventual consensus; not only have our low scores proven divisive, but also, on occasion, the higher ones.

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Still Playing: Spelunky

Jason Killingsworth on how the shifting whims of Spelunky’s cruelty and kindness makes its gameplay so endlessly compelling.

There’s something poetic about the idea of Derek Yu updating his PC shareware cult hit Spelunky for its recent release on XBLA. After all, in terms of its roguelike design framework, this is a game that has been doing nothing but cheerily updating itself since its release in 2008. Every time players start a new game, Spelunky’s algorithmic wormhole sucks players into yet another alternate universe.

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Ruby Blast: Zynga takes on Bejeweled

Chris Donlan goes mining for gems in this week's Friday Game. Will Zynga’s latest strike it rich?

What were you doing the other day, when Zynga’s share-price took a tumble? Through sheer coincidence, I was playing a Zynga game: Ruby Blast, a new Facebook spin on Match Three in which you click on groups of gems to dig downwards through dense layers of rock.

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The Normandy: Mass Effect's remarkable craft

Why the series' key spaceship is far more than just a strip-lit level select system.

Mass Effect's Commander Shepard is many things: hero, flirt, compassionate friend, callous pragmatist and more. But while BioWare offers a host of opportunities to steer your character’s moral temperament and actions, humanity’s first Spectre has constants, too. For instance, Shepard is always a ship’s captain.

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Videogame romance: a lost cause?

You can't force love, says James Leach, especially not when it comes to western games.

Not too long ago, I was thinking about Mass Effect 3. In fact, it seems we were all thinking about Mass Effect 3, not least in terms of how we wanted to string it up by its eyes and feed it to half-starved crocodiles because of its ending.

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Videogame romance: a lost cause?

You can't force love, says James Leach, especially not when it comes to western games.

Not too long ago, I was thinking about Mass Effect 3. In fact, it seems we were all thinking about Mass Effect 3, not least in terms of how we wanted to string it up by its eyes and feed it to half-starved crocodiles because of its ending.

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July 26, 2012

The Edge Twitter lists: mobile game makers

Our pick of the smartphone game creators to follow on Twitter.

Throughout this week, we've been creating lists of the most important people in videogames you can follow on Twitter.

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Super Amazing Wagon Adventure review

Sparsevector’s bracingly brisk adventure is a dark-hearted delight that revels in its random nature.

Misfortune favours the brave in sparsevector’s indie curio, which imagines The Oregon Trail as produced by Eugene Jarvis on an Atari 2600. The action flits restlessly between side-scrolling dodge- and-shoot sequences and rudimentary twin-stick interludes with the occasional choice of route to take in between. Regardless of which option is picked, A Spelunky-esque dash of randomisation ensures no two journeys will ever be the same.

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Every Edge magazine cover, ever

Almost 19 years' worth of Edge covers, from 1993's issue 0 to the present day.

Here you'll find every cover in Edge magazine's history, from the promotional issue 0 we released in 1993 right up to our current issue, E243. Well, almost every cover. Select issues had more than one, including E184's Ryu and Ken; the ten designs to mark our tenth anniversary in E128; and the 200 covers to mark our 200th issue.

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Supergiant Games: standing apart

How fresh ideas helped the small studio behind Bastion become a massive success story.

There’s a hidden flip side to Supergiant Games’ name: the independent studio is staffed by a super-tiny team. “In total, there are eight of us,” says Greg Kasavin, the studio’s creative director and the writer behind its 2011 hit debut, Bastion. “But Darren [Korb, audio director] and Logan [Cunningham, voice artist] are based in New York, and then Andrew [Wang, systems engineer] spends part of his time in LA.

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The four lenses of game making

The ongoing gameplay versus narrative debate is a dangerous oversimplification, says Tadhg Kelly.

Gameplay vs story. Mechanics vs narrative. Red vs blue. Reconciling these has been a basic tenet of critical game thinking for as long as I can remember. They represent a two-tone spectrum, much like the left-right spectrum that we use in politics. Each seems to stand for an ultimate form of something and so becomes the basis of a very easy argument. Are you for gameplay or for narrative? Industry or academia? Puzzle or plot?

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