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#346
J U LY 20 20
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 strangers to a new console
generation, and although it’s set to roll out much more slowly than usual
(with Geoff Keighley having vowed to replace this year’s E3 with Summer
Game Fest, four months of drip-fed reveals), we feel that familiar prickle in
the air. The whispers we’ve been hearing for months are manifesting, as
the big companies find enough of a footing to start kicking things off.
By now, you will have had your first proper look at what Xbox Series X
has to offer. The Ascent is part of it: it’s the debut of an indie superteam
with a combined history of over 70 years in the industry working on some
of the best shooters of the last decade. Still, the team is just 11 people
strong; despite all their experience, Neon Giant’s co-founders tell us they
didn’t know how to arrange their faces when Microsoft asked them to help
launch its next-gen console. This is new territory for them, and Microsoft
too, which is putting immense faith in a tiny team that’s trying something
a little bit unusual – as well it should, from what we’ve seen. Now is the
perfect time, after all, to set new precedents. The story begins on p54.

3
88

games
Hype Play

32 Valorant 80 Final Fantasy VII


PC Remake
PS4
36 Session
PC, Xbox One 84 Doom Eternal
PC, PS4, Xbox One
40 Hotshot Racing
PC, PS4, Switch, Xbox One 88 Resident Evil 3
PC, PS4, Xbox One
44 The Pathless
iOS, PC, PS4, Xbox One 92 Gears Tactics
32 PC
46 A Monster’s
Expedition 94 XCOM: Chimera
PC Squad
PC
48 Maquette
PC 96 Nioh 2
PS4
50 Hype Roundup
98 Ori And The Will
Of The Wisps
PC, Xbox One

100 Paper Beast


PSVR

102 Call Of Duty:


Warzone
PC, PS4, Xbox One

104 Bleeding Edge


PC, Xbox One

105 Streets Of Rage 4


PC, PS4, Switch, Xbox One

106 The Room VR:


A Dark Matter
Index, PSVR, Quest, Rift, Vive,
Windows Mixed Reality
Explore the iPad
edition of Edge for 107 In Other Waters
additional content PC, Switch

4
74

#346

12
sections J ULY 2020

Knowledge
8 Viral reaction 22 This Month On Edge 70 The Making Of…
How developers are dealing with The things that caught our eye How ten years of pub chats
work and life under Covid-19 during the production of E346 spawned comic adventure
Lair Of The Clockwork God
12 Not forgotten 51 Subscriptions
Frictional Games returns to the Sign up and save money, with 74 Studio Profile
decade-defining Amnesia series 50% off a year’s subscription Shovel Knight developer Yacht
Club Games turns its hand to
14 Treasure hunters publishing, and more
How a Tomb Raider superfan Dispatches
lead an orchestral reimagining 108 Time Extend
24 Dialogue Remembering Crysis as the
16 Battle plans Edge readers share their opinions; benchmark for sandbox shooters,
Hand-sketched 2.5D tank game one wins an 8BitDo controller as laid out by Crytek
Paper Tanks recalls school days
26 Trigger Happy 113 The Long Game
20 Soundbytes Steven Poole on how an ill- Progress reports on the games we
Game commentary in snack-sized conceived app ruined Scrabble just can’t quit, featuring Capy’s
mouthfuls, featuring Geoff Keighley survival adventure Below
106 28 Unreliable Narrator
Sam Barlow discovers an unsung
54 hero of videogame development

Features 70
54 High Life
How an indie superteam built
a dizzying cyberpunk city with
the help of Xbox Series X

5
EDITORIAL
Jen Simpkins editor
Chris Burke associate editor
Andrew Hind art editor
Miriam McDonald operations editor
Chris Schilling contributing editor

CONTRIBUTORS
Sam Barlow, Edwin Evans-Thirlwell, Phil Iwaniuk, Emmanuel Pajon,
Jeremy Peel, Steven Poole, Alex Spencer, Alex Wiltshire, Mark Wynne

SPECIAL THANKS
Tor Frick, Steve Gaynor, Jason Killingsworth, Stefano Petrullo, Thomas Puha

ADVERTISING
Clare Dove commercial sales director
Kevin Stoddart account manager (+44 (0) 1225 687455 kevin.stoddart@futurenet.com)

CONTACT US
+44 (0)1225 442244 edge@futurenet.com

SUBSCRIPTIONS
Web www.myfavouritemagazines.com
Email contact@myfavouritemagazines.co.uk
Telephone 0344 848 2852
International +44 (0) 344 848 2852

CIRCULATION
Tim Mathers head of newstrade +44 (0) 1202 586200

PRODUCTION
Mark Constance head of production US & UK Clare Scott production project manager Hollie Dowse advertising production manager
Jason Hudson digital editions controller Nola Cokely production manager

MANAGEMENT
Aaron Asadi chief operating officer Matt Pierce brand director Dan Dawkins content director, games & film
Tony Mott editorial director, games Warren Brown group art editor, photography & games
Rodney Dive head of art & design Dan Jotcham commercial finance director

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6
KNOWLEDGE
GAMES VS COVID-19

Viral
reaction
The game industry vs. Covid-19: how developers
are dealing with life under the pandemic

L ast month we celebrated games that


could lift the heaviest of hearts, and
over the past month or so, it’s become
spike during the early weeks of lockdown,
and while the curve steadily flattened
as – in most countries, at least – the same
to read about games, too: physical copies
of E345 sold out within 24 hours; The
Observer’s monthly gaming column
clear that more and more people have began to happen for coronavirus cases, became a weekly concern; the Financial
turned to the medium for succour in these weekly figures were still well ahead of the Times even wrote a delightfully straight-
unprecedented times. The Covid-19 average. Doom Eternal recorded the best faced article on the reduction in bank
pandemic has caused hardware and opening sales in franchise history. The interest rates in Animal Crossing.
software postponements, while distribution extraordinarily well-timed Animal Crossing: But what of the impact of Covid-19 on
and certification delays are ongoing, and New Horizons became Nintendo’s third- those working to bring us those games?
yet numbers are up across the board. fastest seller of all time, outstripping every The ripple will surely be felt throughout the
Digital and physical sales saw a huge Mario and Zelda game. People wanted industry for a long time, but the effects

8
Steve Gaynor: “It can be
harder to do creative work in
dire times. What we do is
important in its own way, but
the end point of the value it
has feels really abstract
compared to how concrete
the more serious things in the
world feel every moment”

upon smaller studios have been immediate unclear. Without the marketing clout of the capacity to adapt to events. Indeed, all
and devastating. Some have already industry’s biggest publishers, meanwhile, the developers we contacted to discuss
closed their doors, while others are likely the loss of E3’s spotlight will ensure that their response to Covid-19 had a head
to face extreme financial difficulties. future game announcements will reach start, tracking the overseas response to the
Recognising how this would affect the significantly fewer pairs of eyes. GDC’s pandemic and introducing their own
independent community, PlayStation move to a digital-only event meant smaller measures well before official guidelines
announced in mid-April that it had developers lost a valuable opportunity to came in. “Going back to February, we’d
reserved $10 million for a fund designed strike potentially crucial deals to gain been keeping a really close eye on it,”
to help developers struggling as a result of funding for ongoing or future projects. Graeme Ankers, managing director of
the crisis, though details of how this would One upside of the digital GDC was Firesprite, tells us. “With the IT and
be apportioned or distributed were how clearly it demonstrated the industry’s operations guys, we started having our

9
KNOWLEDGE
GAMES VS COVID-19

SAFE AS own kind of weekly meetings – we processes took a number of weeks. “You from his apartment late at night; Puha had
HOUSES?
The most obvious nicknamed them Adder meetings, as can use VPN, you can remote access your to write a note of explanation in return.
solution to technical opposed to COBRA meetings.” computer in the office, or you can just use Over in Oregon, one of the earliest
issues isn’t always
1900 miles away in Finland, Remedy a laptop if you have one,” he says. “That states in the US to issue official guidance
a viable one. “Why
don’t you take the Entertainment was having very similar works fine when it’s just a few. It’s a whole on Covid-19, Fullbright hasn’t experienced
computers home?” conversations at around the same time, as different thing when it’s hundreds of nearly so many logistical issues in moving
Puha asks. “Well, the
number one reason is communications director Thomas Puha people.” Figuring out technological its 12-person team to remote working as it
security. Of course, we explains: “We’d been talking to our Asian solutions quickly became one of the enters “the real thick of development” on
encrypt all the hard
drives and all that. But colleagues in mid-February, and they were studio’s biggest challenges, particularly its third game. But if the practical transition
security is something like, ‘Yeah, you really need to take this with regard to accessing game builds. has been relatively straightforward,
that we take very
seriously.’” Rather than wait around for “When your build sizes are somewhere in co-founder Steve Gaynor has found that
seriously.” The same
goes for Firesprite. government intervention, it began to ask the 50 to 60 gigabyte range on an he and his colleagues – much like those
“We have an itself what a responsible company would internal company network, you can usually in Liverpool, in Espoo, and across the
agreement with
development kits,” do. Towards the end of the month, it put just throw computers at it, and it’s all right. globe – have had to establish new lines
the studio’s creative together an internal task force, including But the amount of data you need to of communication. Face-to-face time is
director Stuart Tilley
says. “In normal cases, people from IT and HR departments, to move… things that took minutes in the more crucial than ever, he says, hence the
we’re not allowed to draw up a plan of action. Volunteers were office take hours, or even a day.” Finns studio organising more structured ‘team
take them off the
asked to try working remotely, before the might well have reliable, fast internet togetherness’ time. “Whether it’s inviting
premises, but we have
special arrangements majority of the company followed suit. speeds at home, he points out, but that everybody to hang out on lunch break
to allow us to do “Ominously, it was Friday the 13th,” Puha doesn’t really solve the problem. “It’s and play Jackbox together, or just chat in
that.” Ankers credits
the studio’s platform recalls. By the following Monday, 90 per about the amount of data we can push a voice channel while somebody streams
partners for cent of its 260-strong workforce was at through our servers in the office.” something they’re playing, we’re being
facilitating that,
particularly within home. The studio is large enough to Latency has been a persistent issue, more intentional about bringing the team
such a short time accommodate a handful of staff; 12 particularly for QA purposes. With up to together both for specific work decisions
frame. “They’ve been
people (“mostly IT, office management 200 people remote desktopping at once, and more general visibility.”
working around the
clock to set things up and a couple of people who live nearby”) Remedy has had to carefully track lag Gaynor, like his counterparts in the UK
so we could remote work there daily and are still able to spikes. For a game like Control, which and Finland, is cognisant of the mental
work on their
systems,” he says. practise social distancing. has narrative triggers at very specific burden on Fullbright’s employees,
“I’d like to give a points, timing is crucial; handling that acknowledging the low-level stress
big shout-out to
those guys – they’ve Back in Liverpool, Firesprite found remotely has been an wrought by the pandemic.
been brilliant.” itself having to accelerate a process it had ongoing trial, even with the “All of these worries
originally earmarked for 12 months down more efficient streaming “You’re just collectively make it that
the line. It was dealing with well over solutions the studio has put
constantly amazed little bit harder to feel
100 staff following a recruitment drive. in place. “It doesn’t help productive, even if you are
“Remote working wasn’t really on our that everybody around you at how people being productive. And so,
roadmap for about another year,” Ankers is using data as well,” as the people managing
solve problems
says. “And so we basically had to cram in Puha says with a wry the company, I think part of
what was ostensibly a year’s worth of smile. “Streaming Netflix so effectively our responsibility is to try to
work into four weeks.” It involved finding and things like that all give people any resources
and unselfishly”
software and hardware solutions, and have an impact.” that we can, from strategies
organising calendars for each of its Remedy knew it to help with mindfulness
internal teams. Reluctant to risk using couldn’t recreate the traditional office and also just reassuring people that it’s
courier companies, the studio disinfected experience at home, and instead decided normal to feel like you aren’t operating at
individual workstations by hand before to ensure its staff had everything they 100 per cent – and that we understand
delivering them to houses across the north- needed to work remotely as effectively as that.” Both Firesprite and Remedy have
west – all before the official UK lockdown. possible. “We really wanted to drill that been keeping a close eye on their new
“We had to spin this up in a really mindset into people, that this is not just overseas staff, as they try to settle into their
concentrated timeframe, but we knew we a couple of weeks. You might as well get new homes at the most trying of times. “It
had to put the safety of everybody in the comfortable, so tell us what you need.” might just be about spending five minutes
Firesprite family first,” Ankers says. Chairs were shipped, and staff were given checking in on people from a well-being
Remedy, by contrast, was reasonably webcams for video calls. For specialist perspective,” Ankers says. “And being
well-prepared to work remotely; several of staff, working remotely threw up a few open in return, and getting that message
its staff were already able to do so, unusual problems. A sound designer who out to everyone that there’s no such thing
including Puha himself. But while that didn’t speak Finnish received a polite note as overcommunication.”
meant getting everything up and running through his front door from a neighbour Yet as all three studios reflect on what
happened relatively quickly, refining its enquiring about the odd noises coming has become their new normal, there’s

10
BAFTA is still hoping to
organise some kind of
physical celebration for its
Games Awards nominees
and winners later this year –
assuming restrictions are
lifted, of course

a shared delight at how well people


have responded. “After two weeks,
people were like, ‘Oh, I think I’m only at AWARDS
like 70 or 80 per cent [productivity], is WORTHY
that a concern?’” Puha says. “And I’m How BAFTA delivered
a wildly successful
like, that’s zero concern! Even if you’re digital ceremony
at 20 per cent, because the family is at
home or whatever, don’t worry about
it.” In some cases, working from home
has even increased productivity, Ankers
notes. “It’s unbelievable – a real testament
to Firesprite’s ability to adapt and react,
and something we’ll be looking closely BAFTA was ahead of the
at in future.” coronavirus curve,
announcing its 2020
This is a dark time for us all, and yet Games Awards was
it’s clear there are positives to be taken shifting to a digital show
from it. All our interviewees speak of a two weeks ahead of
government guidance
sense of togetherness in moments of crisis,
about live events. In the
a spirit of resilience and resourcefulness end, a move to a pre-
that has brought out the best in everyone. produced format was
“When you’re shipping a game, the last necessary, with host Dara
Ó Briain recording his
couple of months is the best time,” Puha links in his basement. “We
says. “When the end is near, and wanted him to guide
everybody just comes together and it’s an viewers with his formidable
presence as it was
exhilarating feeling. To me, this remote
important our audience felt
working has felt the same – you’re just they were being spoken to
constantly amazed at how people solve directly,” awards director
problems so effectively and unselfishly. Emma Baehr says. “Then
of course we had to
Everybody pitches in: we talk to other engage with the nominees
developers who openly detail their tech who were fantastic at
solutions, and help each other out. It’s recording acceptance
speeches without knowing
awesome to see.” He pauses and smiles. All of our interviewees talk about trying to find the right balance when it comes to
communication – encouraging regular face-to-face contact with staff without overburdening if they had won.” With
“But I think that’s just how us humans are. them. “One good thing about working from home is that it can allow for more focus,” Steve 900,000 global views,
We can adjust to almost everything.” Q Gaynor says. “So we don’t want people to feel like they’re scheduled to death” the night was a success.

11
KNOWLEDGE
AMNESIA: REBIRTH

Not forgotten
Frictional Games returns to the series that helped define
a decade in games – and that might well influence the next

S ome horrors you’re glad to see stump


around the corner. Amnesia is back
with Amnesia: Rebirth: this time, you’re
it’s not the hard focus.” He explains that
Frictional wanted to start two projects
simultaneously after Soma; as the second
Indeed, whether it intended to or not –
and we’re told it categorically did not –
with Amnesia, Frictional hit upon one
recovering the memories of Tasi Trianon is based on “a slightly more crazy, or at potential solution to a design problem
while solving puzzles and managing least hard-to-define idea”, the familiar that’s been around for a while: how do
your physical and mental resources, in foundation of an Amnesia sequel seemed you make a singleplayer game in an era
“a harrowing journey through desolation like a solid base on which to begin. when would-be players can watch it all
and despair, exploring the limits of human Thus followed some soul-searching streamed on Twitch? Grip believes
resilience”. Pure escapism right now, then. about what an Amnesia game is, and creating a strong emotional experience
Most notably, Frictional Games what the next one needed to be. “We’re that’s unique to every player is key. “Soma
brought us Amnesia: The Dark Descent, approaching it from two directions,” Grip was different, to be honest, because the
which did away with weapons in favour of says. “One is that we’re trying to approach audience were experiencing [something]
forcing players to run and hide, shredded it from the bottom up in terms of mechanics. pretty similar to the player. But in Amnesia,
nerves through the infinite feedback loop A lot of what makes an Amnesia game the audience is laughing at the player
of its ‘Sanity’ system, almost singlehandedly has to do with the original Amnesia. It had being scared. So there’s a significant
launched the Let’s Play phenomenon, and sanity, tinder boxes and lamp oil – we’re discrepancy in the audience’s emotions
landed a coveted spot on Edge’s 12 seeing different ways of doing that in the versus the player’s. A horror game, you
games that defined the last decade. And new one.” The other approach is in the can’t experience it as intended during a
while Frictional tells us it’s theming. “In the Dark Let’s Play the same way that you can with,
not about to try to repeat Descent, we had this theme say, a point-and-click adventure game.”
that feat, it’s also thinking “It’s not only a – I’ve always been super- The Dark Descent, he tells us, sold more in
about how the philosophy annoyed it didn’t come its third year than it did in its first. It was
strong narrative
behind the development of across as well as I wanted ahead of its time in using atmosphere and
Rebirth might hold the key and good it to – ‘What makes a cleverly designed systems to push different
to a crucial next decade in person evil?’ I honestly think buttons in each player’s brain in order to
mechanics, but
game development. there’s a similar exploration create an experience closer to roleplaying:
A lot has changed at they are actually of themes in Rebirth, I just something personal.
Now, the time has come for Frictional
the Swedish studio in the
fuelling each other” think we’re doing it a hell of
five years since we last a lot better this time around to pioneer solutions to the phenomenon it
caught up with creative because we learned so had a hand in kicking off. “It’s interesting
director Thomas Grip and team properly. much making Soma.” to design around Let’s Plays,” Grip says.
The once resolutely small, remote-working Rebirth, then, is a chance to take those “There’s the naïve version, where you have
studio now has an office in Malmö; since lessons and push Frictional’s games further. buttons for pop-up scares for audience
Soma, Frictional’s previous title, the Creative lead Fredrik Olsson explains: “If interaction. But more interesting is thinking,
headcount has climbed from 15 to 25 (not you look at the evolution of Frictional, and how do you make a game, especially a
including outsourced workers) as the studio Amnesia, people are talking about the narrative game, that after watching it,
has evolved into a multi-project outfit. mechanics, the sanity system, the lore in you’re not less interested but actually more
Rebirth is one of them; the other, which the game. And then you look at Soma, interested in playing it? That’s going to be
is currently in pre-production, is something where the focus was on the narrative, and a big focus for us as a company, going
of a departure for the studio. “It’s horror- the gameplay wasn’t that extensive. With forward. And I think horror is the solution to
ish, but it’s definitely not a horror game at Rebirth, we put a lot of focus on matching it, because of the discrepancy in emotions
all in the same sense that Rebirth is a these two things, where it’s not only a between audience and player – but there’s
horror game,” Grip says. “There are going strong narrative and good mechanics, but a tonne of various ways of going about
to be horror undertones, because our they are actually fuelling each other. And it.” One thing is certain: we can’t wait to
aesthetic senses are of a certain kind, but I see us only continuing down that road.” see what’s around the next corner. Q

12
The Dark Descent kept you
trapped in Brennenburg Castle
– by contrast, almost every
level in Rebirth is set in a
different location, we’re told

SAFE
HANDS
How Frictional learned
that less can be more

Soma’s tight focus on


a narrative exploring
human consciousness
made it a hard sell,
Thomas Grip recalls. It
was warmly received,
however, and when
suggestions of a monster-
free Safe Mode arrived,
Frictional’s implementation
of it gave the studio
confidence in future
endeavours. “Now we
know that even though it
might not seem like
anything revolutionary or
very emotionally strong
happens in a 20-minute
game segment, if you
look at it from a two-hour
perspective, the build-up
is going to be very strong.
A lot of discussion on
being able to do that
Grip feels less pressure with Rebirth than he did with Soma, where they were heavily relies on lessons
always searching for their next ‘water lurker’: “The gameplay suffered from that” learned from Soma.”

13
KNOWLEDGE
THE DARK ANGEL SYMPHONY

Treasure hunters
How a Tomb Raider superfan found the means to produce
an orchestral reimagining of the series’ greatest hits

T he sheer bloody-mindedness of the


videogame enthusiast is not to be
denied. Tomb Raider devotee Ash
cover. Another acquaintance in Russia
worked on Photoshopping some social
media promotional imagery. Others made
DIG SITE
As well as being live
on all good streaming
2019 heatwave, but Connelly also had
Bell’s palsy. Niles, meanwhile, was ill on
the day the choir was booked, and had
services, The Dark
Kapriélov just might top them all (indeed, jewellery and sculptures as Kickstarter Angel Symphony is to direct them from Skype to recover in
available for purchase
Edge’s sister publication Retro Gamer rewards. “The whole idea of the project now: you can find CDs, time for the all-important Friday session –
named him ‘Lara’s Biggest Fan’). In his was always, ‘for the fans, by the fans,’” vinyls and digital via or risk having flown over from LA for
trdarkangel.com,
quest to fund and produce Tomb Raider: Connelly says. “Ash knows more about which also features
nothing. “He was messaging Ash, like,
The Dark Angel Symphony – which the games than I ever will, and I worked samples of each track ‘Can you get them to sing a little bit more
remasters and reimagines music from the on them, I wrote the music! So it’s not that so you can try before boisterous, or less arrogant?’” Connelly
you buy. But the
Last Revelation, Chronicles and The Angel some diehard fans that were involved in website goes beyond laughs. “And Ash was reading it and
Of Darkness games, and is available to the project – it was driven by them. I was the mere sale of passing the information back to the choir.”
goods: Tomb Raider
buy and stream now – he and his fellow in charge of what tracks I wanted to play, fans will find some Kapriélov was travelling between his
fans not only raised over £70,000 via and left the rest in Ash’s hands.” hidden gems here, home in Manchester and London almost
such as downloadable
Kickstarter, but additionally contributed Connelly soon realised the ambition of scripts from The Angel
every day he wasn’t working. “I can’t
over £100,000 out of their own pockets. the project had outstripped what he could Of Darkness and remember much of the recording sessions,
It started as an idea dreamed up at do on his own at home. While the money original video to be honest,” he says.
featurettes with key
a Tomb Raider sleepover: Kapriélov and they’d raised was substantial, they hadn’t figures from the But the result is worth the stress. As
his friends were staying overnight in hit their stretch goals – they had hoped for development of the a gay man who grew up in a country
games, as well as
London after attending a arrangements by Dr blog updates from where same-sex relationships are illegal,
concert of music from one Richard Niles, who has throughout the Tomb Raider – and its music – means
of the games. “It was two “I said, ‘We need worked with Madonna and recording process of
the album. There’s so
everything to Kapriélov. “It was so difficult
o’clock in the morning and Pet Shop Boys, and a live to play because of the massive levels, and
to have a concert much on offer here,
even if you can’t
I was going to bed, and orchestra. “I thought, ‘This it was such great escapism – I learned
I sent him a text,” Kapriélov with your music,
spend a single penny
is a once-in-a-lifetime in this difficult time, English from it.” It changed his life, and
says, looking over at Peter which speaks to the so hearing the final recording of the theme
and you can’t say opportunity, so if I’m going depth of Kapriélov and
Connelly, prolific Tomb to do it, I want to do it friends’ love for the to The Angel Of Darkness in the control
Raider composer. They had no’ – if you want, right.” So where did that series and their room while sitting next to Ljubenkov,
willingness to share it
met once, briefly. “I said, extra £100,000 come a friend since before his emigration to the
I will fund it’” with other fans.
‘I think we need to have from? “I sold my car,” UK, was an emotional moment. “We just
a concert with your music Connelly reveals. “I sat there, going for it,” he laughs, miming
and you can’t say no – if you want, I will invested some savings, I took out a few tears. “That was the actual moment –
fund it.’ I woke up at eight o’clock, and loans and borrowed some money.” They ‘Yeah, it’s done and dusted.’”
went down the stairs to where all my found investors, and the agreement with Connelly’s moment came listening to
friends were sitting, having a tea. And I’m Square Enix allowed them to recoup some the orchestra play his music in Abbey
reading the message: ‘Yeah, let’s do it.’” funds. “Our videographer, Tina Ljubenkov, Road Studios. “When I originally wrote
With Tomb Raider’s 20th anniversary on came into [Connelly’s] hotel room with the music, there were always niggles, you
the horizon, the timing was perfect. “And £500 and said, ‘Look, you need that,’” know. Tomb Raiders 4 and 5, they
I didn’t have a choice!” Connelly laughs. Kapriélov says. “I’d occasionally do that weren’t scored by a real orchestra, and
Kapriélov, whose events experience too, when he needed cash.” I always thought there were things I’d love
includes organising the Core Event Panel With the money – and a monster to do today that I couldn’t do back then.
at the 2016 PLAY Expo in Manchester, set spreadsheet – they assembled a 39-piece I just wanted to do it how I would do it
about researching venues as well as orchestra plus ten soloists, including cellist 20 years on. And I always said, ‘I don’t
creating a proposal for the project for Tina Guo and vocalist Julie Elven, for a care if I don’t make any money from this.
Square Enix to approve. A Ukrainian few days of recording in London. It wasn’t It’s not about the money. It’s about having
friend sketched concepts for the album easy: not only was this during the July this product that I can be proud of.” Q

14
One of the album’s
tracks, ‘Beyond The
Darkness’, was
co-written by a fan
to tie in with the
“for the fans, by the
fans” mantra
KNOWLEDGE
PAPER TANKS

BATTLE PLANS
Chill & Play’s hand-sketched 2.5D tank game recalls
bygone school days and childhood summers
Childhood is different the world over, but some realistic-looking sketch brush in Photoshop,
things remain constant: climbing trees, playing tag, development has been moving faster lately.
doodles in the backs of notebooks. Paper Tanks Desk clutter adds texture and strategy to
brings the latter to life, inspired by Igor Durbazhev’s battlefields: rulers and biros must be manoeuvred
memories of playing tank games on his Dendy around, while rolling your tank under an eraser will
console (a Famicom clone produced for the Russian squash you flat. Scribbled foliage provides cover
market). “Drawings in a notebook are an echo from from bosses or other players. It’s a winsome kind of
the past, from school times, and those Dendy chaos that its creators are all too familiar with. “It
games,” he tells us. Achieving Paper Tanks’ style seemed to me that creating such a game would be
was initially laborious and expensive, with every simple, but I was wrong,” Durbazhev says. “The
sprite hand-drawn in pen and pencil and development dragged me onwards, and the support
individually scanned. But after bringing aboard of the community motivates me to continue.” Paper
digital artist Sergey Malkov, and creating a custom, Tanks will trundle onto PC first September 18. Q

16
Durbazhev and team are
currently adding animation
details such as foliage
rustling when you drive
under trees, and sparks
flying as you scrape walls

17
KNOWLEDGE
TALK/ARCADE

Soundbytes ARCADE
WATCH
Keeping an eye on the
Game commentary in snack-sized mouthfuls coin-op gaming scene

“I believe that augmented


reality combined with
a sense of place is the next
Game Outnumbered
transformative platform … Manufacturer LAI Games
In the golden era of arcades,

And, I believe the opportunity nailing a high score was enough


to keep players coming back. Now,
drawing in casual players is more
for Niantic is much bigger of a challenge – and will be even
harder in the wake of Covid-19.

now than we imagined then.” Outnumbered has an app for that.


For its new lightgun shooter, LAI
Games has developed Weapon
“Augmented reality”? Funny way of pronouncing “Pokémon”, Megan Forge, which tracks the player’s
score and unlocks rewards – items
Quinn, but then you have been away from the company for quite a
and mods with which to craft and
while. Congratulations on your return as Niantic’s new COO customise guns. It’s an on-rails
Midway-style carnival shooter
with three themed levels: High
Noon, Quarantine Zone and Deep
“The one thing you can’t ”Indie publishing Space. So far, so nostalgic. But
see is body language, is dead. Instead of away from the cabinet, the app
and that’s kind of an comes into its own. It’s similar to
focusing on one-off a redemption game, but instead
important thing publishing deals, it’s better of spitting tickets at you, it gives
to see when you’re to build strong and you loadout options for the
hiring, to see how entertaining brands.” weapon’s sight, body and ammo.
Ammo dictates bullet trails and
someone reacts.”
Annapurna Interactive, Team destruction effects. Some ammo
effects, while providing no real
Not so, Striking Distance’s 17 and Devolver Digital technical edge, make weapons
Glen Schofield – we’re also would all like a word, feel more powerful, and it’s fun to
rarely wearing trousers in TinyBuild CEO Alex try out your Forge creations and
our Zoom calls nowadays Nichiporchik experiment with loadouts. It’s a
smart twist that could breathe life
back into the scene once arcades
reopen. The app also monitors

“I found that it didn’t have to be global leaderboards and averages,


so you can make your mark – with
more than just three letters, too.

me on a shiny black floor stage


hosting a show every day. It’s
more like being a traffic
cop to navigate all this for
everyone and line things up.”
Geoff Keighley gears up to begin rolling out his four-month-long E3
alternative, Summer Game Fest. If he doesn’t kick off proceedings
by walking onstage in a hi-vis vest, we’ll be disappointed

20
Edge

The Annual
The essential guide to
a year in videogames

Out now

myfavouritemagazines.co.uk
KNOWLEDGE
THIS MONTH

WEBSITE WEB GAME


Turnip Exchange RUNME.exe
turnip.exchange bit.ly/RUNMEexe
Turnip fever has gripped the A pet project of Roll7’s creative
videogame scene. The ‘stalk director John Ribbins, this
market’ has long been a part unfinished prototype attracted
of Animal Crossing, but the some publisher interest but,
popularity of New Horizons VIDEO sadly, never quite made it,
has meant canny players are A Dream Cast encouraging the studio to
bankrupting the Nooks bit.ly/dreamcastdoc release it for free. It’s a turn-
(indeed, in a close-to-the-bone Archipel returns with another based miniature Roguelike
case of art imitating life, a well-crafted documentary, this where you move across a grid,
game update recently reduced time in recognition of the 20th hacking network nodes as
bank interest to try to deal anniversary of Sega’s iconic security drones close in. Using
with the broken economy). Dreamcast. It’s a series of the mouse wheel to choose
Turnip Exchange helps crossers conversations with the people attacks, you can nudge or
share their town’s juicier turnip behind some of the console’s bump them, or swap positions,
prices with those whose shops best-loved games: Crazy Taxi leaving them stunned for a
aren’t buying high that week producer Kenji Kanno, Jet Set turn so you can make your
(check turnipprophet.io to Radio director Masayoshi getaway. We’re reminded of
figure out your chances of Kikuchi and Space Channel 5 Michael Brough’s 868-HACK
hitting it big). The delightful creator Tetsuya Mizuguchi are but this feels altogether darker
noticeboard presentation is in just some of the visionaries and more sinister, with each
keeping with the game’s, and recounting their very first level soundtracked by an
a queue system helps avoid experiences with the console, ominous low hum punctuated
crashes as players pour into how they built titles for it that by pitchy squawks. With its
town to take advantage of a would reverberate through red-and-black glitch aesthetic,
good deal. If you want to be a videogame history, and meanwhile, it feels like you’re
‘bellionaire’, this is worth analysing – with no little hacking a Virtual Boy – in case
bookmarking – those bridges sadness – the console’s swift you’re wondering, that’s
won’t fund themselves. discontinuation in 2001. absolutely a compliment.

THIS MONTH ON EDGE


When we weren’t doing everything else, we were thinking about stuff like this
BOOK
Home Computers: 100 Icons
continue quit
That Defined A Digital Generation Goosebumps Cabin fever
bit.ly/homecomputers Fortnite’s in-game Travis Covid-19 continues to cause
Technology develops so quickly that we move on to the next model
Scott gig feels like the future havoc across the world. We
without a backward glance. Home Computers: 100 Icons That
Defined A Digital Generation, then, is an opportunity to take that of digital entertainment hope you’re all keeping well
look. It’s a beautifully designed ode to the outmoded, featuring
history’s most idiosyncratic computers – the SDC Minivac 601, the Reaction time Spoiler warning
Apple Lisa II and the Commodore Pet 8032-SK among them. Written
Speedrunning event The Last Of Us Part II suffers
by former Edge editor Alex Wiltshire, and with photography by John
Short that celebrates each machine’s details and design quirks, it’s Corona Relief Done Quick a catastrophic leak, with
an oddly relaxing thing to read right now: a welcome reminder of a raises over £320k in cutscenes out in the wild.
time before the endless ping of notifications and the ubiquitous under 60 hours Don’t read the comments
cloud, in which flipping a switch really meant switching off.

Playing ketchup Bugging out


The battle of the condiments New Horizons’ tarantula
– ketchup vs mayo – is back spawn rate is nerfed.
on for one last Splatfest RIP our new kitchen

Key workers Wrong note


Games For Carers teams up Doom Eternal’s poorly-
with devs to give thousands mixed soundtrack frustrates
of free games to NHS staff composer Mick Gordon

22
DISPATCHES
JULY
That’s Life play it in VR before you make up your mind.
Ever since Half-Life: Alyx was announced as Leo Tarasov
a VR exclusive, I suppose it was inevitable
that modders would convert it for a flat Will Valve produce a PC port? It’s
screen. Having now played through it twice doubtful – Alyx feels as though it was very
in VR, and watched a bunch of increasingly much created as an exemplar for making
sophisticated non-VR mods, my feelings virtual reality games solely for the headset.
about the conversion are ambivalent.
On one hand, the VR install base is about High hopes
1.3% on Steam, but the ending of Alyx is Like many Edge readers, my childhood was
shocking and significant enough that I think spent poring over copies of The One Amiga,
as many Half-Life fans as possible need to CVG, and eventually, Next-Generation
see it. Likewise, one can hardly begrudge before discovering its English counterpart.
a Half-Life fan wanting to play the first I’d obsess over screenshots of expensive
Half-Life in 13 years. games for systems I didn’t own, imagining
On the other hand, while I think Alyx is what it would be like to play them. (I was an
incredible in VR, I doubt it Amiga kid in Australia, which
translates very well outside it. made the SNES import scene
Issue 345
Alyx was designed hand-in- “I look back to all the more exotic).
hand with the Valve Index: 2017, and the Flash forward to the present
Dialogue built, play-tested and iterated
on for years to be a tailor- absolute deluge
day, and I’ve had to move home
due to you-know-what. Which
Send your views, using made VR experience. That
of quality that is tough to swallow at 35, but
‘Dialogue’ as the subject means there are many sections I count myself lucky. And while

line, to edge@futurenet.com.
built around environmental propelled Switch the Amiga is gone, I’ve brought
exploration in small spaces along my PS4 and Switch,
Our letter of the month wins that revel in the tactile to success” and have an absurd backlog of
an SN30 Pro+ controller, immediacy and interactivity of games to keep me busy (bless
VR. It feels like a holiday visit to City 17 PlayStation Plus and eShop sales!)
compatible with PC and (well, a mortally dangerous holiday). There Now I find myself back in my childhood
Switch, courtesy of 8BitDo is a joy to picking up and eyeballing every bedroom, reading your review of Half-Life:
item, in opening every door and cupboard, Alyx, knowing that it might be years before
in leaning around, under and over furniture, I get to play it. Of course, I’m gutted – but
in walking through and around holograms, the vicarious enjoyment of reading about it
that I suspect might seem like self- (and your excellent feature on Valve) is more
indulgent over-design outside VR. There is than enough to tide me over for now. It’s
an intensity and panic to fighting even one a strangely familiar, not to mention
Civil Protection commando – literally comforting feeling, and part and parcel of
ducking, leaning and rolling for cover – my enthusiasm for the medium.
that’s probably too easy with a keyboard Eventually I’ll get back on my feet – as
and mouse. There is a slowness to the I hope for Edge readers everywhere.
movements of the player and the enemies, Hopefully by the time the next-gen rolls
and to the general pace of the thing, that around. And with it, more affordable VR and
mostly feels exactly right in VR but an Alyx port.
I suspect feels sluggish outside it. Jonty Bell
So I guess, for what it’s worth, my point
is cautionary: if you play Alyx outside VR Ah, Valve. Who could have known its pricey
and think it’s rubbish, try to find a way to comeback effort would come at a time when

24
DISPATCHES
DIALOGUE

we’re all scrabbling to save our pennies? We Because it was utopia for me, owning the I don’t know where we are going to go with
hope your new 8BitDo controller will tide means of production, a true meritocracy. online content, but I do know that we need
you over until a headset is within your I wouldn’t enjoy my character being restricted each other to comment, like, subscribe and
budget – we’ll send it as soon as we’re and the game replying: ‘That’s life, deal with the rest. Is our future about to become
allowed back in the office. it.’ I just want to do my own thing! WoW watching others complete games for us? It’s
features its fair share of politics, from Orc come close before, but now… I don’t know.
Under my skin civil rights symbolism to environmental Martin Hollis
Your last two Making Of articles (Eliza and protection, but nobody seems to complain,
Arise) interviewed designers explaining how probably because in that world you are able You’ve hit on something here – the social
they consciously limited the player’s to do something about it. aspect of livestreaming feels more important
abilities. One features a character restricted From now on, the next time I see than ever right now. We’re not watching
by their depression, the other by old age. somebody complain about politics in a game, Shroud for the headshots nowadays, but for
This is often a part of indie game rhetoric, I’ll wonder how much it has an effect on the the entertaining team chat.
from The Stanley Parable to Life Is Strange mechanics. How much does the artistic
(Kate’s suicide) to Neo Cab (choices are message infringe on effort/reward? Is this Get happy
limited by how you feel). It’s a device mainly what players are actually complaining about? Don’t tell your outgoing editor, but for many
used to critique a problem outside of the Robert August de Meijer years I have mastered the art of reading
game, such as society, mortality – even bad through your magazine’s beautifully observed
game design. As ever, Robert, you’re a generous soul. You news and features, then skimming through
Long have I wondered why many a player only need take a look at what’s happening what sometimes would feel (please don’t hate)
has had problems with games becoming online with The Last Of Us Part II leaks to like pages and pages of Hype articles and
‘political’. Until recently, I thought it was understand that the ‘anti-politics’ people reviews of what I would kindly describe as
because some folks don’t want their aren’t even bothered about playing the game “another firstperson shooter with guns the
experiences in games to be coloured by real- before beginning to stamp their feet. size of which Freud would have a field day
world propaganda. I get that – there’s with” or “a dark action-adventure game about
enough cacophony about our societal Strangers in the night saving a world where only four colours exist”.
problems, and it’s nice to be sheltered from May you live in interesting times, right? Our Don’t get me wrong, I play some of these
all that in pleasant, virtual worlds. own anxieties aside, the world is taking on games from time to time, but I always had
I’m chewing on another theory, and this a massive shift in terms of what ‘interactivity’ a lingering feeling that my true videogame
section being named ‘Dialogue’, I was means. I remember back in the days of Edge 1 passion was a bit out of step with the gaming
wondering what others think. The same when virtual reality was discussed as the next consciousness which you so accurately reflect.
folks who shout #keeppoliticsoutofgames stage of human contact – now it feels like one And so I would devour any inch of your
also tend to be the ‘hardcore’ type that get of the only ones. I have been reassessing in magazine devoted to games drenched in
defensive about what a game should be. this time of chaos, and I expect Edge staff forever-sunshine, primary colours and what
Many will complain that story-driven indie have too. My job demands discussions with my partner would call “plinky-plonky music”.
titles don’t feature enough ‘gameplay’. What people, and Zoom and other clients have So thank you for your ‘Feel Better’ games
I’m thinking is: perhaps they get defensive provided a tenuous link to the outside world. issue – a whole Edge magazine dedicated to
because such games don’t deliver the All of this has got me thinking about the the Peter Pans of the world! And you even
fantasy of their perspiration rewarding them ‘original’ communicators – concepts like mentioned “blue skies in games”. I shed a
fairly (ie practice will eventually lead to World Of Warcraft or Everquest (of which the little tear. Once this crisis is over, you can go
success). So maybe players not only lament latter was a particular thing of mine). I don’t back to Destiny, loot boxes and the fascinating
the themes of artsy-fartsy ‘we live in know if it’s a symptom of the time we live in, oeuvre of Goichi Suda. I now know I was
a society’ indie titles, but also the way these or the current virus, but I’m absolutely never alone. Thank you.
games take away their agency. gasping for playing games live with someone, Javier SP
I’m going out on a limb here: videogames whether online or through streaming. Whilst
might have become a large part of our my streams get 1-2 viewers, there is a He does still read the magazine, you know.
everyday identity. I know I lost thousands of satisfaction in knowing they are seeing me We'd lock our doors, if we were you – he's
hours of real life in World Of Warcraft. Why? power through The Division, or in Catherine. got an awful lot of free time nowadays. Q

25
DISPATCHES
PERSPECTIVE

STEVEN POOLE

Trigger Happy
Shoot first, ask questions later

S
crabble is an oasis of calm, orderly the opportunity to buy more gems with real
thoughtfulness in a world of rubbishy money. Why would I want to do that? Oh,
chaos. What could be more relaxing just because, as it turns out, you can spend
than thinking about words and tidily placing gems not only on meaningless fripperies like
them on a grid? In my household, phone different-coloured tiles but on in-game
Scrabble duels have long been a happy ‘hints’ or the ability to swap tiles without
pastime, after long days of trying to put missing a turn. So you can effectively pay to
words in a grammatically meaningful order: win. It is the apotheosis of philistine digital
now we can simply play with the tools of money-gouging from children or older people
our trade rather than having to line them who are quite understandably confused about
up in order to say something. In these how this horrific mess all works.
strange days especially, Scrabble is a mindful The previous official Scrabble app, by EA,
retreat. It’s a perfect game. You couldn’t ruin wasn’t perfect, but it did have a very nice
it. Or so I thought. addition to the game called the Teacher: after
Then I was notified by the official you made a move, the Teacher would show
Scrabble app that it was being sunsetted in you the best-possible play you could have
favour of a newly developed version called made (or congratulate you on doing it
Scrabble GO, which my partner and I both yourself). In Scrabble GO, you have to pay to
obediently installed. Instantly we were see the Teacher’s retrospective wisdom. And
hurtled into a digital hellscape. It turns out so the one authentically educational feature
that it is possible to ruin Scrabble, and this added to the classic game has now been
version will stand forever as a textbook bleakly monetised along with everything
example for evil developers hoping to destroy else. There is so much else to hate about this
the innocent pleasure in any classic pastime. game that I don’t have room for in a single
The interface now looks like a toystore column; suffice to say perhaps that if I were
after an explosion, with multiple the Hasbro executive who signed off on this
homescreens filled with luridly coloured A comprehensive pathogenic clusterfuck as a perfect
nonsense in which it is all too possible to ambassador for the globally loved intellectual
become irretrievably lost. Its entire UX compendium of everything property that is Scrabble, my dreams would
philosophy appears to be “Let’s trick the user that was poisonous about have been haunted ever since.
into clicking on something they didn’t mean Of course there are more important
to”. So the player is bombarded with large pre-pandemic culture problems in the world right now, but Scrabble
tiles featuring randomly chosen Facebook GO is, by a perverse kind of genius,
contacts, and if you accidentally touch one these off, so at every moment one is at risk a comprehensive compendium of everything
you are launched into a game of Scrabble from accidentally starting a game one never that was poisonous about pre-pandemic
with that guy you met at an event years ago wanted, with someone who might be a culture. Scrabble GO is not just annoying,
and accepted a friend request from out of ‘friend’ or a computer program or a Russian though it is very annoying. The deep, inky-
politeness, but has since revealed himself to disinformation agent. black cynicism of its design reveals an
be a Brexity antivaxxer who believes Jews Okay, but you can’t ruin the basic implacable hatred towards anything that
invented coronavirus. mechanics of Scrabble. Or can you? For some cannot be instantly replaced by cash: skill,
Even worse than that are the ‘challenges’ reason I now ‘earn’ blue gems by placing learning and probably love as well. If modern
Illustration kaeru.com.ar

from total strangers, who – if the app’s high-scoring words in-game, and every so casino capitalism does not survive the
privacy settings are to be trusted – cannot often I am obliged to click on a treasure chest Covid-19 pandemic, this treacherous, greedy
possibly have challenged me personally so that more blue gems fly out of it and into ruination of a classic game will stand as
because I have chosen to be unsearchable. my gem hoard. I have no idea what these a perfect illustration of why it shouldn’t have.
Perhaps they’re bots, or the developers are gems are, until one random swipe among the Steven Poole’s Trigger Happy 2.o is now available from
lying. Either way, it is impossible to turn billions of homescreens reveals that I have Amazon. Visit him online at www.stevenpoole.net

26
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DISPATCHES
PERSPECTIVE

SAM BARLOW

Unreliable Narrator
Exploring stories in games and the art of telling tales

O
ne of the few highlights of my Moby Dick, RNG adapts for Infocom, 234
recent self-isolation has been Montgomery, Ruth, writes Aliens Among Us
the chance to catch up on mail 328; RNG corresponds with, 329;
from readers of this column. I was most prophecies, 331
intrigued by one letter in particular. It Multiverse, 435
included some torn pages that its sender, Murray, Janet, lunch with RNG, 561;
one ‘Bob Videogame’, claimed were the writes Hamlet On The Holodeck, 563
index to a biography of a man Myst (game), 485
instrumental in the development of Narratology, RNG supports, 585; RNG
videogame narratives whose legacy had questions 587; RNG supersedes 644
been erased from the history books. As Night Trap (game), RNG cameo in, 468;
best I can tell this is a work of clever controversy, 480
fiction. But, as requested by Bob, and Nonlinearity, of narrative, 640; of
with a new editor’s indulgence, I have memory, 329; of space and time, 94
printed the index verbatim below. Ontological paradox, 434
Origin Systems, 503
Axlon, RNG joins, 351 Pig, Kentucky, RNG born in, 1;
Ballard, J.G., 605 RNG leaves, 176
Bushnell, Nolan, meets RNG at tennis Polar Shift, predicted, 386; RNG warns
club 129; impressed by RNG, 135 Spector of, 631
Cambridge, Massachusetts, 187 Project NEMO, 363
Congressional Hearings, 482 Quake Engine, RNG licenses, 526
Cornerstone, 316 Roberts, Chris, 504
Cybertext, Perspectives on Ergodic Romero, John, 492
Literature, 573 Spector, Warren, meets with RNG, 503,
Delamee High School, RNG joins 117; scared by RNG, 550; last person to
starts lockpicking club, 119; see RNG alive, 620
expelled for theft, 124 A man instrumental in the Subtext, as game-mechanic, 224
Doom (game), RNG plays, 491 Sunnyvale, California, 126
Dragon Speech, RNG impressed by 456; development of videogame Swigart, Rob, 340
RNG quotes, 513 narratives whose legacy had Synapse Software, 281
Edge (magazine), 588 Tamara (play), 269
Future Wars (game), 419 been erased from history Time Travel, RNG research into, 433
Game Developers Conference, founded Ultima: Ascension (game), 643
444; RNG attends, 445; RNG Granger, Rupert Peter, career, 2; Ultimate Game, visions of, 106; begins
boycotts 611 marriage, 10; early death, 23 development of, 515; shows to
Granger, Gal, joins lockpicking club, Hasbro, cancels Control Vision, 421 Spector, 608; release, 655;
141; marries RNG, 152; Chuck E. Infocom, RNG visits, 211; hires RNG, 212; suppression of 658; lost, 665
Cheese incident, 246; divorces RNG pitches Ultimate Game to, 223; Videogame, RNG changes surname to, 538
RNG, 304 RNG resigns, 339 Williams, Roberta, 376
Granger, Laura, love of boardgames, 9; Jarvis, Eugene, 168 Wormholes, 607
Illustration kaeru.com.ar

first marriage, 10; difficult birth Kee Games, RNG joins, 164; RNG pitches Xyzzy, 199
of RNG, 22; second marriage, 24 Ultimate Game to, 167; fires RNG, 173 Y2K, 664
Granger, Robert Nathan, picky eating, 36; Ludology, 585 Zork (game), RNG plays, 199; suggests
ADHD, 47, appearance, 59, belief in Mammoth Cave, RNG explores, 71; time travel puzzle for, 200
alternate realities, 293; criminal RNG lost inside, 82; Sam Barlow is the founder of NYC-based Drowning A Mermaid
record, 398; pets, dislike of, 409 RNG visions of future self, 94 Productions. He can be found on Twitter at @mrsambarlow

28
#346

THE GAMES IN OUR SIGHTS THIS MONTH


32 Valorant 46 A Monster’s 50 Unbeatable
PC Expedition PC
PC
36 Session 50 Peaky Blinders:
PC, Xbox One 48 Maquette Mastermind
PC PC, PS4, Switch, Xbox One
40 Hotshot Racing
PC, PS4, Switch, Xbox One 50 Ninjala 50 Pendragon
Switch PC
44 The Pathless
iOS, PC, PS4, Xbox One 50 Nier: Reincarnation
Android, iOS

Explore the iPad


edition of Edge for
extra Hype content

30
Game recognises game
An aphorism that’s been knocking about for decades, but Steve Jobs put it
most succinctly: good artists copy, great artists steal. It’s not an endorsement
of plagiarism, but a meditation on inspiration and iteration. There are plenty
of good artists making shameless clones out there in the darker corners of
the game industry – but this month’s Hype crop features great artists paying
homage to what came before in brilliantly original ways.
Hotshot Racing (p40) is the most obvious example. With its Sega blue
skies, Virtua Racer-esque low-poly art style and Burnout boost management,
it’s a veritable pastiche of the very best of racing games. When the results
are this delightful, the remix carried out with such evident care and joy, who
wants to be a pioneer? We’re happy to revisit well-trodden ground.
Skateboarding sim Session (p36), meanwhile, pays tribute not to a game,
but to a sport. While the Tony Hawk’s series is a clear influence, Crea-ture
Studios is eschewing its arcade-y approach for an exacting physics system
that mimics real life: here, ollies aren’t one-button affairs, but exercises in
precise foot- and weight-shifting. Then there’s the Annapurna-published
Maquette (p48), which you’d be forgiven for thinking
MOST you’d already played. In truth, developer Hanford
WANTED Lemoore was working on a recursive puzzler long before
The Last Of Us Part II PS4
While certain corners of the Internet it became something of a trend. Now, he and the
seem determined to spill its biggest
secrets, reading the CliffsNotes has never
been a substitute for experiencing a story
makers of similar games have a group chat in which they
firsthand – particularly one from some of
the medium’s finest yarn-spinners. Leaks
discuss their ideas – the challenge has been finding the
be damned: we still can’t wait to see how
it all shakes out for Ellie and Joel. twist that elevates a now well-known mechanic. In the
Deadly Premonition 2 Switch structure of a love story, he’s found it.
Hidetaka Suehiro’s time-hopping
prequel/sequel will once again wear its Riot’s artists are the perhaps the greatest of all. Valorant
influences on its sleeve if its setting, the
fictional Louisiana town of Le Carré, is (p32) mixes elements ripped straight out of Counter-Strike:
anything to go by. It’s out in July; a
summer of Swery surreality could be
just the ticket in these strange times.
Global Offensive and Overwatch to startlingly compelling
Maid Of Sker
effect, thoughtfully editing each one to create a high-skill
PC, PS4, Xbox One, Switch
Firstperson survival horror games are ten-
tactical shooter that also has bags of charisma, and is
a-penny, but Wales Interactive draws on
British folklore and Gothic horror for sure to be on every esports stage available within the
eerily close-to-home scares. It’s not like
we’re sleeping much these days anyway. year. Jobs, we’re sure, would be proud.
H Y
P E

VA L O R A N T
Riot’s take on the tactical shooter
has tricks up its sleeve

Developer/publisher Riot Games


Format PC
Origin US
Release Summer

S
ome might say Valorant’s ace in the hole us. “And when it went off, we were so excited
is its concept – think Counter-Strike: to hear it that it didn’t matter that it didn’t
Global Offensive plus superpowered make sense in the world. From there, we built
heroes à la Overwatch, and you’re not far off. on that concept of notifications: like, how do
Others may say that it’s the development we make sure the stingers feel really good
team, which includes a former League Of when we’re trying to tell you something
Legends designer, a Counter-Strike: Global awesome happened?”
Offensive pro player and map designer, and an The feeling this rising musical cadence
art director who previously worked on Half- inspires recalls the impulse to finish the end
Life 2 and Team Fortress 2. Cynics will point to of a tune that someone has stopped whistling
Riot’s marketing experts, who broke Twitch’s too early – it’s a powerful incentive to push
ecosystem by releasing beta keys only via rare your skill to the limit. “But it can’t do it in
‘drops’ for stream viewers, encouraging a way that detracts from your concentration,”
streamers to run 24/7 footage to capitalise on executive producer Anna Donlon says. “And
the footfall, and building anticipation to fever our sound designers found a great way to
pitch. But if you ask us? Valorant’s ace in the balance out the celebratory moment and the
hole is, well, its ace. hype-building moment, but also keep you
Kill all five members of the opposing team laser-focused on that next kill.”
yourself, and you’ll be awarded an ace. This Donlon, who’s worked on two Call Of Duty
type of ‘team kill’ accolade is nothing new, but titles, is just one of the many people on the
Valorant’s presentation of it raises the pulse Valorant team who has significant experience
dramatically. It’s all in the sound design. Every in the FPS genre. This is Riot’s first shooter –
skull we pop plays a triumphant chord. With pushing the studio into a new space was
each successive kill, the note gets higher – Ziegler’s main goal when, six years ago, he
our heart rate ratchets up another notch, as started forming a team of people who could
does our resolve. Until, hands shaking, barely help him make that happen. It started
daring to breathe, we pick an enemy Jett out informally, he says, with “a lot of backroom
of the air and trigger the full fanfare. conversations between a small set of us,
“What’s funny is the original placeholder where we were talking about, ‘what additional
sound was something we kind of randomly types of games could we make at a place like
put in there,” game director Joe Ziegler tells Riot?’” Tactical shooters such as CS:GO –

32
Jett’s air-powered abilities
lend her speed, or boost her
up onto ledges for a height
advantage. Used too brazenly
in combat, however, their
long animations will leave
her vulnerable to attack

33
H Y
P E

VALORANT

the 1.6 version in particular – and Rainbow auto rifle usually means we get a bullet in the
Six: Siege, in which tension, teamwork, brain before we have time to blink. Much like
decision-making and skill are key, repeatedly CS:GO, this is a game of patience, of carefully
came up as points of inspiration. lining up angles and intuiting your opponent’s
Agent abilities are the team’s way of next move so that your crosshairs sit ready in
building itself a “toolkit” with which it can place. Slower, coordinated plays with
ensure Valorant avoids what Donlon terms teammates prove most effective – using
“player pain”. Ziegler explains: “We built from Raze’s homing boom bot not with the
this centre of, what do the people who play it intention of securing a kill, but to prompt
most feel frustrated by?” He sees one of the a telltale burst of gunfire from a suspicious
biggest causes as games that are constructed corner. Abilities are largely a means to an end: Flame wars
as “closed games”, with fewer variables to a well-aimed shot between the eyes. The communities
tweak. We bring up Overwatch as a game that “A lot of the design actually comes from around high-skill
has struggled to balance effectively over time. understanding what functions you’re trying to tactical shooters tend
“I think Overwatch is built in two systems: the accomplish in order to get to your gunplay,” to grow nasty, quickly.
Valorant is no
characters and the game mode,” Ziegler says. Ziegler confirms. Breaching, flushing and
exception: a UX
“And everything is packaged into the character vision blocking are the reigning monarchs of designer at Riot
and game mode, so when you’re balancing it, the tactical shooter – indeed, view-obscuring recently posted
you have to use one of those two levers. We abilities are everywhere in a Valorant match, footage of the
have the character, the weapon system, the with only slight variations between agents’ harassment she’d
suffered while
economy system and the map. Honestly, versions (Phoenix’s wall of flame will also
playing, and Anna
damage anyone passing through it, for Donlon responded
instance). But it’s needed in a tactical shooter
This is a game of patience, of that actively embraces the idea of – hold onto
sympathetically,
admitting she can’t
lining up angles and intuiting your pearls – seeing through walls. “We’ve play solo due to such
experiences. Riot has
discovered there are more things we can put
your opponent’s next move in than things we can’t,” Ziegler says.
since promised to curb
this toxicity, but it’s
not a good look –
having a centralised system like weapons He recalls one of their first ultimate especially given the
separated from a system like characters helps ideas being a map-wide pulse that revealed well-publicised
us do a lot of balancing without making you where everybody was – a huge advantage. “We problems regarding
a culture of sexism
ever feel like there is a GOATS,” he says, were like, ‘What is the right trade-off to get at the studio. In
referencing an infamous Overwatch strategy this information? Well, maybe if you get a a tactical shooter,
that led to the game stagnating for a long pick, you can turn that into vision.’” Hence communication is
period. “Because we can tackle things at the Cypher’s ultimate, which lets you hack a dead everything, and
character level as well as at the systemic level enemy’s memories to see just a brief flash of women being
harassed for playing
to make sure that the entire package is their allies’ locations. “We anticipate every
games is not new –
constantly in balance while never being dry.” ability, or every new set of abilities, to be while the ‘report’
Each of Valorant’s agents has four abilities: controversial,” Donlon says. “There should be button is nice to have,
one comes for free on a cooldown, two can be that feeling of anxiety around any new agent moderation and
bought as the game progresses with ‘creds’ we bring into the game. I hope that over time, community
management tools
earned through kills and round wins, and the people will trust we understand the delicate
should have been at
last is an ultimate that charges over time balance of this game – but we will get it the forefront of this.
(accelerated by skilled play and collectable wrong sometimes, and we will work to pull
orbs). There is more than a whiff of Overwatch back on whatever we might have broken.”
about them: Sova’s recon bolt is a dead ringer Indeed, Riot has plenty of prior experience
for Hanzo’s sonic arrow, and Sage’s ultimate in doing so with League Of Legends. Whether
can resurrect a fallen ally, just like Mercy. more variables means more control or more
But leaning heavily on our agent’s abilities, potential for things to go wrong, we’re not
as we might in Overwatch, proves fatal: cast sure. But as we settle in for yet another
times are lengthy, and trying to use them in a evening of chasing the ace, we have to admit:
reactive manner instead of reaching for our for now, Valorant’s playing its cards right. Q

34
TOP There’ll be an option to
switch off blood in
tournaments – a decision
that could catapult
Valorant’s esports scene to
mainstream heights above
its contemporaries.
ABOVE Not all of the audio
cues seem entirely accurate
– occasionally, we swear we
hear footsteps coming from
one direction, only to be
surprised from the other.
MAIN You’ll be lucky to land
kills with Brimstone’s orbital
strike: it’s used more to
TOP As in CS:GO, you take it flush enemies out of spaces
in turns to plant bombs or so you can dispatch them
defend against them. with, say, the headshot-
Knowing when to save or happy Sheriff pistol
spend creds on guns and
abilities – and when your
opponents might – is as
important as good aim.
RIGHT It’s far from the
prettiest game in the world,
unfortunately, with a rather
flat look. The upside is that
you can run the game on
almost any spec

35
Filmer mode – where a
second player rides along
clutching a virtual camera,
recording your tricks – is one
way Session is trying to
reflect skateboarding culture

36
H Y
P E

SESSION
Bringing skateboarding
games back down to earth

Developer/publisher Crea-ture Studios


Format PC, Xbox One
Origin Canada
Release TBA

37
TOP “We’re taking a lot of
pride in recreating the spots
as accurately as we can,”
Houde says. “For example,
the Brooklyn Banks, we have
the exact same number of
pillars on the bridge …
we’ve been scanning a lot of
Google Earth metrics.”
ABOVE There’s an elegance to
successful tricks, something
that’s only underlined by the
battle of pulling them off.
LEFT You can hit the pause
button at any time to rewind
and scrub back through the
last few minutes.
BOTTOM The camera is pulled
in tight – but you can adjust
this if you’d prefer a broader
view, à la Tony Hawk’s

38
H Y
P E

SESSION

H
ave you ever tried to do an ollie in real says, “that’s pretty obvious, I think” – it’s also
life? The Tony Hawk’s games conned an opportunity for Houde to address his
a generation into thinking it’d be as issues with them. Namely, that they’re too
simple as tapping the X button. Many simplistic. “As much as I love Skate, at some
would-be skaters were inspired to head point the game became so easy. It was not
outside and try it for themselves, where they a challenge any more,” he says. Being able
– and we can neither confirm nor deny to pull off every trick on request wasn’t
whether we’re talking from personal desirable, as far as Houde was concerned. In
experience – were quickly brought crashing real life, even for experienced skaters, there’s
down to earth, with nothing to show for it always the very real possibility of failure, of
but the burn of rough tarmac on their skin. rubbing yourself raw on the concrete; that’s On ’boarding
Session is a skateboarding game designed with part of what makes the ride so thrilling. Session doesn’t just
the specific intent of redressing the balance, Even two and a half years into development, have to teach new
demonstrating how much effort and finesse Houde says he hasn’t reached that point of players the basics of
goes into pulling off even the simplest monotonous mastery of his own game: “I can controlling a board,
it has to show them
skateboard trick. still fire it up for my own pleasure and find
how to think like
The control scheme assigns one trainer- a challenge, which is really satisfying.” But not a skater. “When
clad foot to each thumb. Pulling the right everyone is like Houde, and the Session team I walk in the streets
stick downward applies weight to the back of wants to make the game accessible to players with my family, I don’t
the board; flick up with the left and the board who aren’t experienced skaters, or don’t enjoy skate, but I see all the
spots,” Houde says.
will spring a few inches off the ground. Voilà, testing themselves for the sake of it. This is,
“My brain is kind of
your first ollie. Done completely stationary, in shaped to this, so it’s
the middle of a perfectly flat car park. If you
want to turn that into a recognisable trick,
The first half-hour you spend really easy for me to
find fun in this game.
you need to start worrying about movement. with Session will resemble one But others are not
trained the same
Two face buttons are dedicated to kicking off
with each foot, while squeezing the triggers of those bail compilation videos way.” As it stands, the
game’s main structure
pushes down on the virtual trucks so you can comes from daily and
turn – and from there timing, positioning, appropriately enough, a delicate balancing act weekly challenges,
judging that upcoming ledge against the – and one that’s ongoing. “This is where early and potentially
height of your jump, and so forth. The first access is really useful,” Houde says. multiplayer – you can
currently play a
half-hour you spend with Session will likely The first versions of the game “went a bit rudimentary game of
resemble one of those bail compilation videos. too far” with difficulty, he admits, and most H-O-R-S-E, or grab
Which, design-wise at least, is no accident. of the more hardcore features (like manual a virtual camera to
catches, which require a perfectly-timed input record your friends
“The essence of this game is really to to catch a flip mid-air) are now included in pulling off tricks – but
Crea-ture is still
capture skateboarding, which is super- the game as optional extras. This might sound
searching for a more
difficult at first but also extremely rewarding,” antithetical to the true-to-life sim experience complete answer,
creative director Marc-André Houde says. Session is chasing but, according to Houde, it’s without betraying its
That was always the thinking behind the perfectly in the spirit of skateboarding play-your-way ethos.
unusual control scheme, which Houde first culture. “I always like to see Session as a
started toying with in 2008. He didn’t pursue culture type of game rather than a sport game,
the idea any further at the time, at least in part because we’re not trying to dictate anything
because playing EA’s Skate, which promised here.” There’s no points system, or any firm
a similar leap in realism from the Tony Hawk’s structure to tell you what success looks like.
games, left Houde feeling inspired but with “This is what’s cool about skateboarding: you
the overwhelming sense that his own efforts do what you want, the way you want to. And
couldn’t possibly compete. in the same way, we open up all the options.
A decade on from the last Skate release, You can go crazy hardcore or you can be
though, there’s a gap in the market. And while super-automated with simplified controls.
Session is indebted to those titles – “This That’s how you want to play the game. That’s
game would not exist without Skate,” Houde freedom. That’s skateboarding.” Q

39
40
H Y
P E

HOTSHOT
RACING
Ten years later, the arcade
racer is finally reborn

Developer Lucky Mountain Games, Sumo Digital


Publisher Curve Digital
Format PC, PS4, Switch, Xbox One
Origin UK
Release June

While the low-poly visuals nod


to Virtua Racing, the main
sources of Hotshot’s inspiration
come from later in the Sega
oeuvre: it’s Sega Rally by way
of OutRun 2 with a dash of
Burnout’s boost management

41
TOP The whole game puts a smile on
our face, but none of it quite so
consistently as its simply made but
gorgeous sun.
ABOVE The game borrows from Mario
Kart the concept of a boost start.
The margin for error seems much
finer here, however

TOP The checkpoint timer


seems redundant in a race
setting: if you’re running out
of time you’ve surely already
lost. Better to give race
position prominence.
ABOVE The slightest feather
of the brake trigger as you
turn a corner is enough to
get your drift going.
RIGHT In Cops N Robbers,
cars have energy bars, police
are suitably aggressive, and
the last ‘robber’ on the field
takes the prize

42
H Y
P E

HOTSHOT
RACING

W
e are delighted to report that sure the game really needs – particularly the
Hotshot Racing plays exactly the progress trackers on the lengthier tasks that
way it looks like it does. As we pop up needlessly at the end of every race.
turn into the first corner, the slightest If all this suggests a game that offers
squeeze of the brake button sees our car’s little in the way of surprise, it’s only because
back end slip out, tyres squealing as we enter we haven’t discussed the AI yet. While we
the first of many, many drifts. As we wrestle must take into account this isn’t the final
the vehicle around the turn, walking that game, in their current form your fellow
delicious arcade-racing tightrope between racers are absolute brutes, seemingly
oversteer and understeer, our boost bar thoroughly schooled in the early Gran
slowly fills. We exit the turn and trigger it, Turismo-era cheese tactic of using the pack Winding road
surging ahead of the pack, almost feeling the to brute-force your way around sharp turns. Hotshot Racing has
wind in our hair. Gawd, it’s been too long. They stick to their desired racing line been in the making
Hotshot Racing is not merely content to without a care for the possible consequences, for almost ten years,
be a throwback to a bygone age of gaming: and the results can be chaotic. Sometimes it during which time it
has undergone a
it simply revels in it, and so do we. The works in your favour, the rear-ender on your
change of platform,
soundtrack, all pumping hardcore and way into a turn that kicks off a drift for you. name and engine.
clattering breakbeats, evokes a vibe and Most of the time it has the opposite effect. Originally known as
spirit that has all but disappeared from Happily they haven’t yet discovered the Racing Apex, it was
driving games in an era of obsessive power of a nitro boost on the final straight. the brainchild of
Trevor Ley, who’d
simulation backed by soporific licensed
worked on driving
tunes. The 16 racetracks in the build we play
are absurdist pastiches of real-world
It’s not merely content to be games at EA, Rockstar
and Sony before
locations – from the Hoover Dam to the a throwback to a bygone age striking out on his
Grand Canyon to the Las Vegas strip all in own. It was built in
the space of 15 seconds, the track running of racing: it simply revels in it Unity, designed for
mobile and had a
into a casino and out the other side – and Chase HQ-style focus
the sort of silly spectacle left behind by the The presence of a boost mechanic means it’s on combat and
genre’s drive for realism. One track runs hard to ascertain whether the AI benefits destructible vehicles.
through a waterpark, and as you descend from rubber-banding: it is hardcoded into By 2016 it was a PC
into the aquarium a dolphin somersaults the game, in a way. But all our races, game; a Kickstarter
campaign failed to
right over the road. If it sounds joyous, well, regardless of difficulty level, are thrillingly meet its goal, and
that’s because it is. close-fought, our victories rarely measured a Steam Greenlight
by more than a few tenths of a second. campaign was
This build is a work in progress, but it’s We have some UI quibbles – putting abandoned. It was
certainly getting there, with 16 courses that your current position in the bottom-left of Sumo’s arrival in 2018
as co-developer that
are split, Mario Kart-style, across four grands the screen, the last place you want to be
has finally made Ley’s
prix. There are multiple characters to choose looking when driving through an aquarium dream come true, its
from, their archetypes straight out of the at 150mph, is a rather odd decision. And considerable arcade-
’90s arcade-game style guide (plummy Brit, we’re unable to run the rule over the game’s racing experience –
brash American, actual robot) and each has other modes, Cops N Robbers and Drive Or and accompanying
internal engine – at
their own backstory, mid-race voice lines Explode. But already Hotshot Racing is
last getting the project
and grand-prix victory cinematic. They each brimming with promise. It’s a long-overdue over the finishing line.
have their own set of four vehicles, their revival of one of gaming’s most cruelly
stats displaying the usual tradeoffs between forgotten genres – and a game that’s been
acceleration, top speed and drifting ability. long in the making, with the original concept
Cosmetics for both motor and motorist are dating back almost a decade and only
unlocked through play, some bought with becoming a reality when Sumo Digital
cash you earn while racing, others unlocked came on board in 2018. As the project at
by completing various challenges. The latter last enters the final stretch, it looks well
represent a sop to modernity that we’re not positioned for a spot on the podium. Q

43
Developer Giant
Squid
Publisher Annapurna
Interactive
Format iOS, PC, PS4,
Xbox One
Origin US
Release 2020

T H E PAT H L E S S
Giant Squid resurfaces, but can it thrive on dry land?

T
here are two ways to interpret that title. stroking the eagle’s feathers to help it recover.
It seems to hint at an untrodden It’s a cute touch, though stopping entirely
wilderness filled with discoveries, just feels like an admission of defeat, the ever-
waiting to be explored. It suggests freedom, present targets a nagging reminder that you’re
too; in the absence of paths, presumably we supposed to be shooting and sprinting your
can carve our own. Equally, such a place could way through this world at all times.
leave us feeling lost, or lacking in direction.
As the Byron-inspired title no doubt hopes to We return several times, and come to
imply, there is pleasure in these woods, and the same conclusion. The Pathless is at its best
you don’t have to look too hard to find it. But when you’re grounded, despite the occasional
(and no one is more surprised than us to say whiffed arrow when the reticule shoots out of Storm
this) it doesn’t last – even for the short view and it’s unclear that there’s an obstacle warning
duration of a time-limited demo. between us and the target it’s selected. But Your goal is to dispel
When it begins, it’s immediately clear unless we’re missing something, its air game some manner of
we’re in more conventional territory than needs work. Any time we need to reach higher curse, though for the
Abzû’s tranquil waters. A trail of floating ground – and that’s fairly often given that our most part there’s little
imminent threat. That
targets stretches into the distance; the bow on mission involves visiting a series of tall but
changes when you
otherwise nondescript-looking towers – we glimpse a swirling
end up wrestling with the camera and
You’re supposed to be bemoaning a curious sluggishness while
blood-red miasma in
the distance, which at
shooting and sprinting through gliding and flapping. A powerful updraught first resembles
Fortnite’s approaching
that carries us straight to the top of one ruin
this world at all times comes as blessed relief. Here, we deposit three
storm – until you
realise you need to
artefacts we’ve collected from other towers, pass through it. When
our veiled hunter’s back makes it obvious activating a stone plinth as the camera rises you do, the powerful
what comes next. We hold the right trigger as towards an island high above that resembles winds will carry your
we trot along and a reticule shoots over to an upside-down volcano. Is this our ultimate eagle away, and then
you’ll see what
a nearby target; we release it to loose an arrow destination? Or a disaster we need to stop?
appears to be causing
that zips towards its destination, landing No doubt the finished game will answer the anomaly: an
a split-second later to fill our energy meter. those questions, but we’re left with plenty imposing beast with
Squeezing the left trigger now sets us into more. We could yet feel rapture by the time glowing eyes that
a run, and we repeat the trick before we can we reach The Pathless’ lonely shores – if, double as a keen pair
of searchlights.
slow down. The foreground becomes a blur as indeed, its action spreads beyond the forest’s
Whenever they swing
we chain hit after hit with minimal effort and edges. It may be that it simply doesn’t demo your way, you have
reach an exhilarating pace, skidding between well, that without a handler to elaborate on to keep still as you
the trees, our pet eagle flying alongside us. what’s left unsaid we’re left more adrift than slowly creep back to
Then we jump and the bird grabs our we otherwise would be. Its stop-start rhythm your fallen friend to
revive them. As
hands in its talons as we fly towards a higher could well smooth out over the course of the
slightly ill-fitting
target and take aim. This time the angle isn’t game, with possible upgrades to our winged stealth sections go,
quite right – or do we take our finger off the ally. Given a longer period of adjustment, it we’ve played worse,
trigger a split-second too soon? – and the might start to make more sense, or when we if only because it’s
arrow doesn’t land true. We glide along for learn more about our mission beyond what mercifully easy – as
a moment, tapping the jump button again little we’re given to go off here. Perhaps, long as you’re patient,
you’ll make it through
hopefully, but evidently we’re not quite as perhaps, perhaps – but for not the only time with little bother.
lightweight as we look. Those elegant wings this month we walk away from an Annapurna
flash to let us know it’s time to land, and we game with our usual sense of anticipation
tap Square to start a petting minigame, softly tinged with a dash of concern. Q

44
TOP Pushing this strange protrusion
into the ground dispels the red
protective barrier. Our rabbit friend
here seems distinctly unimpressed.
ABOVE The hunter is much more fun
to control when she’s sprinting and
knee-sliding about the place. On one
run we decide not to complete any
objectives and have a better time

TOP If the beast within the


storm spots you it will rear
up and slam down, forcing
you to spill the crystals
you’ve collected – though if
you’re quick, you can gather
most of them back up.
ABOVE We hope it’s just for
the sake of the demo that
the objectives are so
straightforwardly
conventional. Locating three
keys to insert into these
slots feels old-fashioned.
LEFT There’s an awful lot
of forest to explore here,
but landmarks aside, it can
look a little samey

45
Developer Draknek
and friends
Publisher Draknek
Format PC
Origin UK
Release Autumn

A MONSTER’S
EXPEDITION
An open-world puzzler with a journey to savour

F
ive years ago, Alan Hazelden and a few to push off to more distant shores. Then
of his friends taught us that A Good you’ll encounter larger logs that can’t be
Snowman Is Hard To Build. A good rolled back onto their ends. The learning
videogame? Well, that’s tougher still. “The curve is elegant, and any mistakes are quickly
process begins with getting a team together to rectified: as well as an undo function that lets
make something with some kind of plan that you wind back a single move, you can reset
it’ll take two to 12 months,” Hazelden tells us. the entire island to its original position.
“Then it’s obviously always longer than that.” There’s no punishment for doing so, and in
He clearly didn’t expect it to take three years some cases it’s necessary, because there’s
and counting, but A Monster’s Expedition often more than one route off the current
(Through Human Exhibitions), to give it its full island. The mere sight of another peeking Log jam
title, already looks like it’s been worth the out of the mist in a different direction than Creating an open-
effort. An ‘hour-long’ build turns out to be the obvious way forward is incentive enough world puzzler has
twice that, and that’s only partly down to our for us to investigate. involved more work
than Hazelden ever
sluggish brains; naturally a game’s designer
imagined it would. “It
can get through their puzzles quicker than Your natural curiosity is constantly means I have to take
any player, but the relaxed ambience of the rewarded, then, and not just by more puzzles. all these islands
The whole game is themed as a whimsical and make them fit
museum tour of exhibits designed to teach together like puzzle
The sight of another island outsiders about humanity. It’s such a natural pieces,” he says. “You
need to make sure
peeking out of the mist is fit – the writing is charming and witty, with that islands can’t
a gently absurdist streak – that it’s a surprise interact in unintended
incentive enough to investigate to learn the idea didn’t come together until ways, and I didn’t
fairly recently. The islands, however, were in want them all to be
game’s verdant archipelago positively invites place from the very start. “I’ve always been square or rectangular
either.” But it’s been
you to take your time. interested in getting rid of menus and making vital for tailoring the
Your goal is simply to explore a succession something feel like a real space,” Hazelden game to different
of small islands; how you cross the water says. “We did that with A Good Snowman Is types of player; those
between them is the game’s central mechanic. Hard To Build and I was really happy with how who prefer forward
Snowman’s inquisitive monster is back (“In it worked out; it made it feel more like a place progression and those
who’d rather not be
our heads,” Hazelden explains, “it’s just this that you’re just wandering around.”
led by the hand
really pleasant character who is naturally very It makes for an unusually accessible brand should find equal
curious and so that fit really nicely”), but this of puzzle game from a man who likes to succour here. “I’m
time he’s rolling logs rather than snowballs, challenge his players – Hazelden jokes that hoping that the game
and he’s rather less gentle with them, too. A this is an apology of sorts for 2017’s delightful itself can train people
to subconsciously
push is enough to uproot a tree into its more but demanding colony-building conundrum
choose the routes that
manoeuvrable form; then you can tip a log up Cosmic Express. “My goal is that pretty much they’ll enjoy most,”
by nudging it from either end. Move around anyone should be able to pick it up and get to he says. It’s an
the side of it, however, and each shove will the end. And if you want harder puzzles, ambitious aim, but
send the log rolling in that direction until it there’ll be a bunch of optional stuff.” His judging by this build
at least, it’s one he
hits a solid object. guiding principle is that a good puzzle should
looks to have met.
Sometimes, of course, you’ll want to push feel like a conversation between the designer
it off the edge, since that’s how you’ll get to and the player. That being the case, this is the
the next island. A single log makes a perfect equivalent of an enlightening chat with an old
bridge; before long, you’re rolling two into friend who tells the kind of stories that have
place to form a makeshift raft, though that you hanging on every word. We can’t wait to
needs to be in the right position from which hear more. Q

46
TOP The exhibits are full of wry
observations of our strange little
habits. Some are more out there –
you won’t look at lighthouses in
quite the same way again.
ABOVE It’s impossible to say how
long a puzzle game is – Hazelden
estimates it could take anywhere
between five to ten hours to reach
the end. Completionists looking to
finish the many optional puzzles can
expect it to last much longer

TOP “I tend to focus on


setting first,” Hazelden says,
“then I work out the
mechanics, and the stuff to
layer on top of that.”
ABOVE The branching
structure allows Hazelden
to teach players certain
rules at different times.
LEFT If you fancy a break
from pushing toppled logs
around, moving towards
any shore sees the monster
sit down and dangle its
feet in the water

47
Developer Graceful Decay
Publisher Annapurna
Interactive
Format PC
Origin US
Release TBA

MAQUETTE
Graceful Decay’s romantic recursive puzzler won’t be tied down

W
hen you’re alone, the world seems
made for two. Maquette’s fantastical
environments are full of such
mockery: parallel paths threading through twin
archways, mirrored flowerbeds and fountains.
The absence of somebody is felt, even before
the story we’re following takes a wistful turn.
And we are, indeed, following it: much as in
previous Annapurna-published walking sim
What Remains Of Edith Finch, handwritten
words melt into being on walls and in the air,
leading the way. In wandering Maquette’s
verdant gardens and lonely carnivals, you’re
retracing the steps of a relationship. Recursive
puzzles, meanwhile, speak to a different aspect
of love affairs: how things that once seemed so guys are the enemy.’ But of course they’re not. LEFT The speed at which you
small can become gigantic, world-altering We’re all having to wrap our heads around move is fast for a walking
sim; it takes a surprising
fixtures in our lives. these game design problems that are really, amount of effort to slow
As we carry around a curious cube, we’re put really hard to understand.” down and bask in the
atmosphere. We can see the
in mind of Manifold Garden; when we set it Finding Maquette’s unique take on the reasoning behind it – in a
down in the centre of a diorama of the recursive puzzle game has taken time – nine game also featuring puzzles
that require some trial-and-
courtyard we’re currently standing in and hear years of it. “The first thing I did was I slapped a error, a sluggish walk speed
it fall with a ceramic clunk behind us as a now story on it, almost without thinking, that was could grate
much larger object, we think of Superliminal. basically a justification for the game mechanic,”
But Maquette has existed as a prototype since Lemoore says. Back then, the player was a
2011, when game designer and Graceful Decay
founder Hanford Lemoore submitted it to
GDC’s Experimental Gameplay Workshop.
“It dawned on me that
“Some of my game design heroes came up to [a love story] was actually
me and were like, ‘This looks really cool, you
should work on it,’” he tells us. “And one of the the twist the game needed”
things I was told was: hide it. They said, ‘That’s
a mechanic that, like, if a video gets out there, prisoner trapped inside a magical world:
it will get copied. Just figure out what you indeed, we still see shades of enchantment in
want to do with it, keep quiet and then, you Maquette’s architecture. “I realised at some
know – when you’re ready.’ So that’s kind of point, I hated my story,” Lemoore continues.
what we’ve been doing.” Eventually, he and the “Like, I didn’t care about it.” He put the game
designers of many of those other games – all out of his mind, and went back to writing
of whom had independently had a similar short stories to remind himself why he enjoyed
brainwave – made their own Slack group to storytelling. One of his favourites chronicled a
chat with, and help, each other. “At first there’s relationship. “I had that moment of, ‘It sucks
this idea to be super-protective: ‘No, those that I can’t use this story for my videogame

48
LEFT Music helps tell this
love story. A cover of The
Animals’ San Francisco
Nights almost hints at the
game’s concept: “walls
move, minds do too”.
BELOW Some critical puzzle
elements are tricky to spot.
It’s feedback Lemoore’s
heard before: improved
signposting is underway

Bae area
Maquette’s striking
environments are the
result of Lemoore’s
love for San Francisco
and much research into
architecture. “Tim
Doolen, who’s our art
director, I brought him
out to San Francisco,
and we took a bunch
of photos of the
Victorians up here,”
Lemoore tells us.
“When I built my
prototype game,
I discovered that you
really needed unique
architecture so that
you can recognise that,
‘Oh, this tiny building
is the same as that big
building.’” They
needed a way to have
their structures be both
It’s one of the fairground because, you know, it’s a puzzle game and this key to a later puzzle, for instance. But we try real and imagined:
puzzles that delights us “I wanted towers, and
most: when the story leads is a love story.’ And then it dawned on me that countless solutions before the right one,
things that were easy
us towards a solid wall, we that was actually the twist the game needed.” because its connection to the part of the story
suddenly realise that the to kind of landmark
diorama might help us
Lemoore was surprised at how readily his being told isn’t clear – some misleading and waypoint – and so
discover what’s behind it level layout for the game mapped the arc of a wording seems too much like a clever clue, that’s how the story
love story. Much of the challenge of designing sending our mind in the wrong direction, and kind of evolved into
Maquette, he tells us, has been “letting the the solution falls flat. the sketchbook that
player make their own connections between We often leave half a sentence hanging in they share, and there’s
this idea that the
the puzzles they’re solving and the story the air, too, while we cast around for a puzzle sketchbook is what’s
they’re being told.” He sees it as akin to a solution, halting the steady momentum of the evoking the retelling
connect-the-dots puzzle: provide too many typical walking sim and making it hard to recall of the story.”
dots, and the player doesn’t have to make a what’s been said. Things aren’t quite clicking
connection – practical or emotional. We can as they should just yet. But this is the earliest
see the intent during our demo, even if not all section of the game, and our understanding of
of it translates. We enjoy fantasising about the Maquette’s love language may well deepen over
narrative significance of a key that proves, erm, time – it takes two to tango, after all. Q

49
ROUND-UP

UNBEATABLE
Developer/publisher D-Cell Games
Format PC (consoles TBA) Origin US Release TBA

NINJALA
Developer/publisher GungHo Online Entertainment Format Switch Origin Japan Release May 27

A musical adventure featuring stylish rhythm-action combat,


with hints of Persona and The World Ends With You, shot
through with a summery anime vibe? Unbeatable ticks just
about all our boxes. A release date of ‘202X’ suggests it could
be some way off; the wait, we’re sure, will be worth it.

PEAKY BLINDERS:
MASTERMIND
Developer Futurlab Publisher Curve Digital
Format PC, PS4, Switch, Xbox One Origin UK Release Summer

The benefits to membership of the Exclusive Ninja Club – the name given to Ninjala’s online stress test – are not, it’s fair to say,
immediately apparent. Yet after repeated connection failures, we soon see why the servers are being bombarded. This battle-
royale brawler is no mere Splatoon clone, as you fight with gum-enhanced weapons that you can enlarge by destroying
respawning drones. Its melee duels are chaotic, but smashing your opponent against the arena walls to a cry of ‘Ippon!’ proves
consistently satisfying; likewise, disguising yourself as a crate or a barrier to sneak up on an unwitting rival. Promising.

NIER: REINCARNATION
Developer Applibot Publisher Square Enix Format Android, iOS Origin Japan Release TBA
Might John Wick Hex have sparked a trend for unorthodox
licensed games from experienced indies? Velocity developer
Futurlab has delivered an intriguing strategy-puzzler, where
you’ll use the Shelby clan’s unique abilities – from brawling
to bribery – to coordinate a criminal masterplan.

PENDRAGON
Developer/publisher Inkle
Format PC Origin UK Release Summer

Nier was always better than its critical reception suggested, but we can’t pretend we ever
thought its publisher would celebrate its tenth anniversary with an upgraded version –
somewhere between remaster and remake – and a new mobile game. Details are scant, but
footage of a girl (alongside what appears to be an Automata-style pod covered in a ghostly
sheet) trotting through a desolate world to Keiichi Okabe’s lush score is an encouraging start. Branching storytelling isn’t new for Inkle, but we’re excited to
see it try a new genre in this Arthurian turn-based strategy.
The studio has invited fans to submit short ‘campfire tales’
which will be scattered throughout its dynamic narrative. It’s
paying for them, too – take note, Joseph Gordon-Levitt.

50
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52
54 High Life

70 The Making Of…


Lair Of The
Clockwork God

74 Studio Profile:
Yacht Club Games

108 Time Extend:


Crysis
How an indie
superteam built a
dizzying cyberpunk
city with the help of
Xbox Series X, and
Game The Ascent
positioned itself at the
Developer Neon Giant
Publisher Curve Digital pinnacle of the next
Format PC, Xbox One, Xbox Series X
Release Winter generation BY JEN SIMPKINS

55
HIGH LIFE
on’t look down. It’s the mantra of all those who fix their
sights on a point high above their heads and vow to
make it to the top. But in The Ascent, it’s impossible not
to: the edges of the tower we are climbing are
constantly, mercilessly kept in our peripheral vision. Out
there, away from the gunfire and the tentacles, drones
dart through tangles of cables thatched across a near-
bottomless chasm. Disused balconies – more than we
can count – line the sides of it, floors falling away below
as far as the eye can see. And so the kick of a shotgun is
always tempered with a lurch of the stomach.
So it is, too, over at Neon Giant, the Swedish indie
studio responsible for this behemothic creation. Much of
the world may be on pause right now, but as we sit
down to speak with slightly frazzled co-founders Tor Frick
and Arcade Berg, it’s clear the studio is currently working
overtime. All 11 people at Neon Giant are pouring
everything into finalising the details of the biggest
announcement of their careers: their debut game will be
an Xbox Series X launch title, leading the charge for the
next generation of videogames. The length of their to-do
list is, for now, helping them to not think too hard about
just how far they’ve come. Here we are to force them to
look: to ask, in no uncertain terms, how they got here. because we want to work on similar things,” Frick says. Most people in this
“We had the luxury of actually being able to make some world sport some
form of cybernetic
choices, and using what’s been given to us. And we augmentation that
T H E V E T E R A N S AT N E O N said, ‘We’ve worked on five different Wolfenstein titles, affords an edge in
combat – enemies
and enough is enough – we’ve got to act on this thing with glowing eyes are
G I A N T H AV E A C O M B I N E D we, you know, had coffee about back in 2010, in rarely good news
Poland.’” In 2018, the timing was as perfect as it was
RECORD OF OVER 70 YEARS ever going to be: in even inexperienced hands, an
Unreal Engine 4 souped up on the phenomenal success
IN GAME DEVELOPMENT of Fortnite was helping tiny teams create unbelievable
things, let alone in the hands of the people who’d been
“Yeah,” Frick says, shaking his head in disbelief as he directly involved in its development. And the digital
repeats our question to himself: “How did that happen?” download market was still on the rise, with ambitious
Well, firstly, this is not your typical merry band of sci-fi publishers – Curve Digital among them – having figured
enthusiasts out to try their hands at making a videogame out that their role in giving this new wave of indies
for the first time. The veterans at Neon Giant have a platform in a saturated market could make them millions.
a combined record of 70 years in game development,
and have worked on a prolific slate of triple-A titles, Having worked in large companies for such a long
including System Shock 2, Far Cry 3, Gears Of War: time, Frick and Berg knew how they could build their new
Judgment, 2016’s Doom, The Division, Bulletstorm, studio for success. “It’s very easy to have good ideas,”
Fallout 4 and no fewer than five of the most recent Frick says. “What becomes hard is realising them. The
Wolfenstein games. Frick and Berg are well known in the fewer people you are, the easier it is to channel that
industry for their talents and expertise, having worked for pure creativity, because you don’t have to take it through
many years at both Epic Games Poland (now People ten different meetings. We just want to dream up things
Can Fly) and MachineGames. Frick is the artist and have them be real as soon as possible.” He laughs.
responsible for designing many of the most iconic virtual “I would say that we are furiously creative.”
guns you’ve ever shot; Berg, the technical mind behind Berg nods: “We take great pride in the games we
the combat arenas you’ve fired them in. worked on, but we also saw how many people it takes,
They had always dreamed of starting a studio how much time it takes.” When you’re a studio with a Tor Frick, creative director
together. “That’s why we often end up in similar places, headcount of hundreds, he says, the unavoidable and Neon Giant co-founder

57
Lighting is frequently
stunning, lending
unexpected colour to
the arcology’s dingy,
bustling interior. This
will doubtless be one
of Xbox Series X’s
most visually
advanced games

middle-management becomes inefficient. “The studios are game world ends up being, it needs to be something that
built on that. And that’s perfectly fine, because the game can support whatever we want to do in gameplay, but
sells and then you can make another one. It’s just not with a narrative hook – like, we need to be able
how we see ourselves working, because you cannot to anchor it somehow.” They could do sci-fi scenes.
squeeze 100 per cent out of everyone in a 500-man They could do guns. And with an expert knowledge
house. You can maybe get 90, and that’s cool – but we of Unreal Engine, they could even do scale – as long
want that extra ten. We are happier if we get to really as they did it in a sustainable way. The Ascent began
flex our game dev muscles.” to take shape with the idea that if they were going
On this evidence, we think, as we gaze up at the full to allow players to create their own character in
height of the Ascent Group arcology, Neon Giant must a shooter-slash-RPG, the world would be the main
be absolutely ecstatic. The tower at the centre of The character, and its rules needed to be clearly defined.
Ascent is a monument to the personal and financial What clearer definition than a hierarchy?
investment the studio’s received – first from “calling in A planet-hopping epic wasn’t going to be possible
every favour we had amassed through life,” Berg says, with such a tiny team, but a thriller set in a single,
memorable locale just might. Thus, the arcology: run by
a company called The Ascent Group, it’s a terrible marvel
T H E N E X T- G E N E R AT I O N X B O X of trickle-down economics, with the megacorporation
overlords at the top, all the way down to the crime
GIVES NEON GIANT LICENCE syndicates and the underclass – workers, people, you –
at the bottom. Many have continued to flock to it,
TO PUSH THE ARCOLOGY TO eagerly attaching themselves to this now-sprawling base,
leeching whatever dregs of the economy have been left
ITS TECHNICAL LIMIT to them. And then, something goes wrong. Everything is
bathed in red light, as the arcology suddenly shuts down.
namedropping various industry vet friends and Amplifier Automated defences switch off, and private security
Game Invest, and then an Unreal dev grant following forces aren’t getting paid. Panic, riots and gang wars
their first prototype, made by just the two of them. Next ensue as everybody tries to move in on each other’s turf.
came publisher Curve Digital’s backing, and finally And this is your chance to climb the tower, in the name of
Microsoft’s involvement, the addition of the next- finding out what happened.
generation Xbox as a platform giving Neon Giant licence
to push the arcology to its technical limit. But it’s also the The concept immediately calls to mind a few of
direct end result of Frick and Berg’s determination to build our favourite films. “The Raid is very much a reference for
a studio that’s a bespoke fit for the needs and us,” Frick confirms, “and Dredd. That’s a great example:
capabilities of all of its members. As Frick explains, this it’s its own little universe, and it doesn’t matter what
was not about developing a dream game. “This was happens outside of the building. And that’s how the idea
more like, if we’re gonna make a game, what’s cool? of the shutdown came about, because we want to have
What do we like to do? And what can we do?” this vast world we can talk about and imagine, but we
What Frick and Berg can do, and love to do, is build wanted to have a very local story that affects you and
worlds – often ones in which your primary means of that you can see the impact of.” It’s meant that Frick and
interaction involves bullets. “Something we said very the other artists at Neon Giant – who work more or less
early on,” Berg says, “was that whatever the story or straight into Unreal Engine 4, hyper-literate as they are,

58
HIGH LIFE

59
60
HIGH LIFE

for efficiency’s sake – have been able to illustrate this top – feel like real spaces. Destructible environments are
You’ll start out as
part of this world we find ourselves ingrained in in an another way of achieving that sense of having an effect
a bottom-feeder,
almost hypnotic level of detail. Everywhere we look, at on a tangible world, and so the team decided early on but level up your
least on these bustling lower levels, there’s something that guns would have to rip chunks out of walls. “That character – both their
stats and their social
going on: a bruiser idly swinging a baseball bat, required a lot of R&D on the tech side with Unreal standing – and you’ll
contemplating a training hologram with its fists up; Engine,” Berg tells us. Neon Giant is using SideFX’s unlock access to
higher-up areas in
pipes full of unidentifiable liquid and strings of tattered Houdini to help the small team generate the amount of
the arcology
paper lanterns criss-crossing overhead; an unfriendly- assets needed for The Ascent’s film-quality particle effects.
looking discussion in a grimy back alley; ads for RushRX, “We need tools that can do that with manual oversight,
Endo Energy and Best Ramen flicker across searingly because we say that we don’t do procedural runtime
bright digital billboards. generation of anything, but we generate a lot of things
All this, because the concept of an ascent through offline, then review it and bring it into the game. So that’s
a tower was not only well-suited to an RPG progression one of the ways we’ve increased our output, because
system, but also a cyberpunk world in which you pure random is not necessarily a good thing, but using
transcend the limits of your original body through the power of it can definitely help us.”
technology. The world dictated the game; even, to an It’s a belief that carries over into The Ascent’s weapon
extent, the camera angle. Neon Giant hadn’t set out to pool, which spans flamethrowers and launchers,
miniguns and sniper rifles: it was decided very early on
that they wouldn’t use RNG for weapon stats, in order
“THE PEOPLE WHO JOIN YOU that they could maintain control over what each specific
gun feels like to shoot. “What we do use RNG on is
W I L L D R A S T I C A L LY C H A N G E what loot is dropped, and when it’s dropped,” Berg
says. When you start encountering robotic foes, then,
W H AT YO U C A N D O ” you won’t have to hunt too far to find the kind of energy
weapon they’re vulnerable to. It’s all about maintaining
make a top-down, twin-stick shooter (although Frick and that upward momentum through the arcology. “So it’s all
Berg admit that, despite their years of expertise in handcrafted content – quite a bit of it, I’d say. And we
making firstperson shooters, they weren’t keen to go up have methods for being able to do very broad strokes
against a market they knew first-hand to be extremely when we’re working with that, so I don’t have to spend
competitive). But they were up for making something that half a day tweaking one weapon out of many.”
didn’t fit entirely within their wheelhouse. And, most
importantly, they weren’t about to let the player forget As development on the game has progressed, Frick
who – or what – the main character of The Ascent was. and Berg have been able to add to Neon Giant’s
The rule was simple: on every level, you should always headcount, all while keeping in mind their goal of being
be able to see down through the arcology. A top-down a studio whose efficiency comes from being a bespoke
camera angle would help achieve that. Through holes fit to its creators. “We pitch the studio more than the
yawning in the midst of metal floors surrounded by game when it comes to finding colleagues,” Berg says.
rickety handrails, or cascades of scaffolding drawing the “Like, ‘This is how we want to work, and make games.’”
eye over the edge and down to the city below, the past But the end result, they believe, should bend around
is always at least implied, if not directly visible, as you your experts. “The people who join you will drastically
fight each floor’s occupants. “The important thing is that change what you can do,” Frick says. “And you should
you’re never allowed to forget about it,” Berg says, embrace that. Instead of trying to make them do the
“because that’s when you end up with the football field thing that you thought, maybe it’s better to make them do
made out of metal.” the thing that they’re really great at.” And while it’s
Instead, The Ascent’s impromptu combat arenas – difficult to redirect the path of, say, a hundred-person
whether the grimy, graffitied, low-level stacks full of pink- dev team, keeping a headcount barely in the double
mohawked pipe-swingers, or the gleaming futuretech digits meant Neon Giant could swiftly adapt plans to Arcade Berg, game director
habitats of the advanced megacorp fighters near the a new mechanic, or piece of tech, or team member. and Neon Giant co-founder

61
Berg is no stranger to Or tentacles. “We’re like, ‘Okay, we can make tentacles. else matched their enthusiasm, and it felt like they
making shooting feel Let’s put in tentacles.’” really got what we’re trying to do with Neon Giant.”
good. “It’s what you
shoot – not only The Ascent’s cyberpunk themes, then, have paid And not too long after that, the publisher passed on
enemies flinching dividends in terms of allowing Neon Giant to be as a message: Microsoft was interested in visiting. “We
when they’re shot in
the chest, but walls
flexible as possible. So it is in battle, where your heavily were like, ‘Okay, cool – let’s just, uh, cancel our
crumbling and pillars modded fighter can use their cybernetics to cause tactical other plans’,” Berg laughs. Microsoft’s European team,
falling. It’s the world chaos. Grafted to various parts of the body, abilities ID@Xbox director Chris Charla and partnerships
responding: ‘Oh, I’m
being shot at!’” seem mainly centred around crowd control: the AP manager Agostino Simonetta among them, piled into
Missile Barrage attached to our arms locks onto multiple a tiny glass room – “basically an aquarium” – in their
charging thugs; a skeleton-rattling Stasis Stomp in our office for a demo of the game. “They were just
legs juggles those that get too close, leaving them like, ‘Guys, what you have here is really special.
hanging in the air to be torn apart by the shotgun we’ve We need to talk more.’ They were told in no uncertain
just switched to. The tentacles have replaced our internal terms: don’t show this to anyone. “Like, ‘Don’t waste your
organs and, well, the less detail we go into about what announce – this is gonna be big.’”
they do, the better for your stomach.
It is all, in other words, sort of a known quantity.
When we suggest this, Frick agrees: “One of the things “I’VE NEVER SEEN A GAME
that was important for us in the beginning was, we didn’t
want to do something that is focused around one L I K E T H I S B E I N G PA C K A G E D
gimmicky thing – ‘what if time played backwards’, or
something. We are old-fashioned, in that way. We T H I S N E AT LY W I T H A L L T H E
make gameplay-driven games, and interactive systems:
it needs to have a solid core, it can’t rest on one thing. BELLS AND WHISTLES”
What we really wanted to bring to this game was our
love for very rewarding-feeling gameplay, and put Big enough to help launch Xbox Series X, in fact.
that extra love into how it feels and reacts and behaves.” “Like, all this was happening before we had income
For Berg, The Ascent’s standout element, he hopes, is papers,” Berg laughs. “We were like, ‘Surely this can’t
a kind of confidence: “It does full VO, dialogue, be happening.’” Blown away in particular by The
cutscene, trading, co-op, world-building, destruction, Ascent’s visual fidelity, it wasn’t too long before Microsoft
AI civilians, hacking, loot, the visual fidelity – I’ve never would send over Xbox Series X dev kits to see what
seen a game like this being packaged this neatly with all Neon Giant could do with next-gen tech. The
the bells and whistles.” progression to next-gen would be fairly smooth: they
Frick and Berg obviously take extreme pride in how were already leaning heavily on its firstparty software,
much the company’s approach to indie development Epic’s Unreal Engine, and so the real trick would simply
has achieved. But even they did not expect so many be ensuring they were prepared to use the new
people to come calling. First, it was Curve, following technology to the fullest. “We’re doing, of course, 4K
the news of the Unreal dev grant. “They came by and 60fps, which is blazingly fast,” Frick says. What it meant
they were incredibly excited about the game, our specifically for the world of The Ascent, and where they
vision for the studio and how we want to be creative,” should put the resources, took longer to discern – indeed,
Frick says. “They pitched right back at us. No one they’re still finding out what the new console can do.

62
HIGH LIFE

AHEAD OF THE CURVE


When CEO Dominic Wheatley joined the firm in
2016, his plan was to grow Curve Digital into
one of the UK’s biggest videogame publishers.
“Over the years, the industry has been dominated
by those people who managed to clamber up the
slippery slope,” he tells us. “And the reason was
that the capital required was so enormous. It
required 200 million pounds of capital just to be
able to deal with warehouse inventory coming in
and out from Sony, Xbox and so on. And so we
saw a dearth of British games publishers.”
Initially, Curve ported popular PC games
to consoles. With the rise of Steam and the
digital market, and the declining visibility
of indies, came an opportunity to provide
a platform, with the warehouse costs gone. Hits
such as Human Fall Flat convinced Wheatley that
this was the way to go. Investing in The Ascent
was “the next step” for Curve, and the scale of
the operation is “now in the millions.”
Next-gen will do that for you. In regular winning the cup,” Wheatley laughs. “It propels With Stadia and others
conversations with platform holders, The Ascent you to a new level. It commands attention with on the rise, Wheatley
says, distribution will
caught Microsoft’s eye. “This was before we knew the platform owners. And, at the end of the day, become “direct to the
about the new machine. Initially we were talking one’s rather hoping that one’s going to make consumer in the way
that mobile is through
about a general exclusive. And then they said, quite a lot of money out of it. And the reason for Android and iOS. It’s
‘Actually, there’s a whole new thing, and we’re that is, if you do, then you can start to put some of a very exciting time
going to give you some dev kits to give to Neon that money back into backing more games with for British publishers”

Giant, because we’ve got some extra things we more independent developers.” Digital releases
want to feature.’” He can’t help but compare are absolving publishers of inventory costs, and
the experience to his time at Eidos publishing time spent pursuing deals with physical
Tomb Raider: “Software sells hardware, and wholesalers, that can be instead invested straight
there’s no doubt Sony sold more PlayStations that into the games. “And hopefully, you can sort of
Christmas. Now, I’m not suggesting we’re going get there a bit quicker. In the old days, you had to
to be Tomb Raider with The Ascent, but I think really sort of clamber up there. I think now, there’s
it’s one of a number of titles that will separate nothing to stop you.”
[Xbox] from other formats.” The digital distribution pipeline is only going
For Curve, hitching its wagon to a next-gen to improve, he says, with the advent of
launch title is huge. “It’s a bit like Leicester City next-gen: Xbox Series X, PlayStation 5, Stadia,
and so on. He’s confident that Curve is in the
right position to take advantage of it without
the baggage of a legacy – much as King and
Zynga saw the mobile gaming opportunity at
the start of the last decade. “In the end, the
big companies, all they could do is watch as
the billions of dollars went straight past them.
And I think we’ll see something similar. I hope
in this push, you get the new winners who
can’t be pushed to one side, and I’m
hoping companies such as Team 17 and
Curve will be those people.”

63
Not all the cybernetic
abilities are explicitly
combat-focused;
there’s a hint of
Metroidvania promise
about Leapfrog, for
instance, which
powers up your legs so
that you can clear tall
obstacles with ease

“Faster load speeds – it just comes out, magically. You


just click, and there you go, it loads way faster.” “A N 1 1 - P E R S O N I N D I E
The distinct increase in visual fidelity, meanwhile, S T U D I O C O U L D N OT H AV E
has meant Frick and his artists have been able to do the
most. “The draw distances are going to be as long as D O N E W H AT W E A R E D O I N G
we can possibly make them anyway,” Frick grins, as
another look down the tower inspires a fresh wave of 20 YEARS AGO”
vertigo, “so it’s mostly about the clarity of detail, because
we have more detail than you can actually see at lower play a game and say, ‘Wow, this is amazing – thank
resolutions.” On Series X, when the camera changes god someone could make it,’” Berg says. “Yeah,” Frick
position following a vicious gunfight, you should be able agrees, “it just cuts down the barrier between us saying,
to count the bullet-holes in the walls. “With high ‘we have a great idea,’ and then you’re like, ‘Okay,
resolution, you can actually see that,” Berg says. “Again, cool, where are your 300 engineers?’ Now you’ll start
it loops back to the methods and workflows here. seeing more and more creative titles, and more can be
Everything is ludicrously detailed. So when we bring explored, because you don’t need to spend two years
down the camera, it just works.” doing the technological bit.” As making games becomes
Crucially, the addition of a next-gen platform hasn’t more accessible, it seems assured that we’ll start to see
disrupted Neon Giant’s process. “It’s been – I’m not new spaces opening up in the industry, with smaller
gonna say stress-free, but it’s not the old days of getting teams on bigger stages, with riskier ideas rendered in
an obscure box with a manual in a different language, higher fidelity, for a fraction of last decade’s costs. “And
and then you call a hotline on your landline phone,” Frick if someone’s thinking about doing it,” Berg says, “or
says. Berg continues: “Microsoft is very open and looking at us as an example – just wait, and see how we
approachable. I mean, Tor has worked on I don’t know do?” Frick throws his head back, and laughs.
how many machines by now. So we’ve seen the different Their honesty is endearing: no matter their collective
generations of consoles, and things just get better and experience, this is untrodden ground for Neon Giant. The
better. Microsoft knows what it takes to be able to make atmosphere is rarefied. It’s a long way to fall. But they
a game for their machines, so they’re prepared – the wouldn’t have it any other way. And despite everything
tools are there.” And for someone who’s worked with so there’s the sense, they tell us, that in some ways life is
many next-gen consoles, Frick is emphatic about the similar to how it’s always been. “I wake up, I go to an
leap Series X represents for videogame development, office, I make games, and I go home, right?” Berg says.
even if today’s leaps are “different” from those of “But more than anything it changes the mindset, because
yesteryear. “It’s huge. The hard drive read speed, and I go in and I’m building my future, literally. I will see the
stuff like that – there are so many things. But also, the direct result of this – crash and burn, or rich and famous,
great thing is that it’s becoming easier and easier to we’ll see. But this is definitely my future I am working
develop. So it’s easier and easier to actually use all that towards. And this goes for everyone here. It’s not just
power, and to spend more time on the creative bits, coming in, working, collecting a paycheque: ‘This is my
because ideally, you just want everything to work, to life, I’ll see what I’m doing in two years.’ In two years, I’ll
realise your creations. An 11-person indie studio could still be doing Neon Giant. I’ve never been this invested
not have done what we are doing 20 years ago.” in what I’ve been doing before. This just takes it to a new
The benefit of next-gen for players, then, goes level with the commitment, and, you know, visualising the
beyond the visual and performance upgrades. “You’ll goal. This is it. Time to make a mark.” Q

64
HIGH LIFE

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67
T H E
M A K I N G
O F. . .

L A I R O F T H E
C L O C K W O R K G O D
How ten years of pub chats spawned an emotional comic adventure
BY CHRIS SCHILLING

Format PC
Developer/publisher Size Five Games
Origin UK
Release 2020

70
W
hen Dan Marshall started always been to be Scream and not Scary
talking about the third Dan And Movie,” he explains. “Scream is a pitch-perfect
Ben game, the second was only pisstake of all those slasher films, but it’s also its
three months old. Time own thing. And then Scary Movie did what
Gentlemen, Please had launched in June 2009; Scream did but worse, because it was basically
by September he’d announced the first in a series just making dumb jokes at the expense of
of new episodic adventures starring the digital a load of properties.” The game does feature
alter-egos of Marshall and writing partner and a sequence railing against maudlin walking
co-designer Ben Ward. “Right then,” he tweeted simulators, but the pair took great care to ensure
the following January, “The ‘The Revenge Of The “Ben was always the adventure fanboy,” Marshall says.
its jabs didn’t come across as vindictive. “That’s
Balloon-Headed Mexican’ Hype-Machine starts “I was always happier playing platformers than adventure the closest we get, but it’s never actually going,
here!” Needless to say, that machine ground to games. So the seed was there for the two characters.” ‘Oh, look at Dear Esther’ or ‘Look at Gone
a halt; likewise when Marshall revealed that Son on its head and move away – it’s something Home’. We’re taking the motifs from those
Of Ben And Dan would be the next entry in the everyone innately understands. Well, I had this genres and amalgamating them into something
series. Eventually, after 2017’s intensely silly scene in my head of Dan jumping on some we can make fun of without being unpleasant.”
football parody Behold The Kickmen, he decided creature, and it just explodes into blood and This sequence is called Hope, one of
it was finally time to make the game he and guts. Then he slips on all the entrails and tries a range of constructs designed by an AI to
Ward had been discussing for the better part of to stand up and ends up falling over again.” harvest data from Dan and Ben so it can learn
a decade. “We’d done so much prep work and This delightfully grisly image ultimately didn’t about human emotions. This particular concept,
put so much effort into designing something we survive – though there’s a similarly gruesome Marshall says, goes back some 15 years, and to
thought would be really cool that we felt it would a pub conversation with ex-game journalists Jon
be stupid not to make it,” he says. And so, at Blyth and Steve Hogarty (both of whom are
last, Lair Of The Clockwork God was born. “WE WERE VERY acknowledged in the end credits). “You play
a little USB drive trying to teach a computer
The likes of Thimbleweed Park, Night In The
Woods and Owlboy convinced Marshall that it FASTIDIOUS ABOUT about human emotions. But they weren’t big
was the right time to revisit his idea of a narrative-
led game that combined point-and-click
MAKING SURE WHAT emotions. They were smaller things like what it’s
like to trip over in the street and pretend that you
adventuring with puzzle-platforming. “Zeitgeists
come and go,” he says, “but all these games
WE WERE SAYING haven’t, just these weird things that would have
been impossible to make a level for.” But the
were out and I thought, ‘Well, this is only going WAS RECEIVED THE idea stuck, and felt thematically fitting: Ben There,
to take me a year and a half to make.’” He Dan That had involved visiting different dimensions
laughs at the memory, though his optimism wasn’t RIGHT WAY” to solve puzzles, while Time Gentlemen, Please
entirely misplaced; the groundwork, after all, had had Dan and Ben travelling between time zones.
already long been laid. A look at the 2009 replacement – but it stuck with Marshall, Putting the pair through a range of emotional
press release for his first abortive attempt could convincing him there were plenty of ways the experiments seemed to make perfect sense.
be copy-pasted into one for the finished game: two writers could joke about platformers. For
‘Dan and Ben can now be split up, allowing the a while, the game featured an amusing riff on So how did he and Ward choose which
player to flip between the two as and when they Jonathan Blow’s Braid, where Marshall’s in-game emotions to feature? “Ben and I basically spent
choose,’ it reads. “Yeah, it’s not like it had ever self would be convinced he had the ability to a lot of time in pubs looking at a Wikipedia list
gone away,” Marshall says. “It was this manipulate time, “but all it really did was just of emotions – obviously we hardly know any,
omnipresent force in my life that was just sitting make him walk backwards and make stupid because we’re dead inside,” Marshall laughs.
there like a big lump waiting to be dealt with.” rewind-y noises with his mouth.” The code was “Everything that we could think of an actionable
That the lump remained was partly thanks in place, but in a game that already had two idea for went in the game.” In the end, there
to Marshall’s desire to avoid making a straight characters with very different abilities and were very few that didn’t make the cut.
sequel. He and Ward had already written two gravitational changes, there were too many ways Obsession, Marshall says, was an N++-inspired
point-and-click pastiches – a third, he reckoned, such a mechanic could break the puzzles. platforming sequence where Dan had 100
would be overkill. The pair continued to meet That alone might not have been enough to trinkets to collect that were either difficult or
in pubs to thrash out ideas; Marshall can’t make them abandon the idea, but Marshall was impossible to get; Ben, meanwhile, would have
remember exactly when the move into also keen not to make the humour too specific. to struggle past a series of guards to find out
platforming came about, though he recalls the Lair Of The Clockwork God might mock certain the secret inside a large box in the middle of
idea that sparked it. “You know when that first genre clichés, but both Marshall and Ward were a room. What was once Anger became
Goomba-type enemy rocks up? You’ve got this conscious that the jokes should never feel nasty, Frustration in the finished game – a deliberately
relatively safe baddie where you can just jump or target individual games. “Our mantra has difficult platformer, but it was originally

71
THE MAKING OF...

Q&A
followed by Relief, which would be the same level finished 18 months ago. It was, Marshall says,
albeit spikes would retract on approach while a stressful game to develop, though he
bridges would pop into existence over every gap. acknowledges the biggest problems were of his
Other chapters stayed, but with significant Dan Marshall own making. “In practical terms, it’s really stupid
Writer/designer/
changes. Marshall conceived a puzzle at the end programmer, Lair Of The making games in pubs,” he says. “You come up
Clockwork God
of Grief that would punch home the idea of life with these amazing ideas when you’re half-drunk,
being more difficult when a friend or loved one The whole and then the next day you have to sit in front of
isn’t around. “We had this really convoluted respawning section a computer and you’re like ‘Oh my god, what did
feels like something
sequence where you needed three batteries, but I agree to?’” And yet those inebriated ideas that
you’ve wanted to explore for a while.
you could only get two,” he explains. “So you’d One of the things about Ben is that he’s an give the finished game a sense of anything-goes
have to keep on taking them out of things and amazing writer but he will not tolerate something spontaneity wouldn’t work without an awful lot of
putting them in other things and moving this robot being explained in a woolly fashion. He insists careful planning and refinement, for which
on there being a solid line of logic throughout
around to get the door open. It was an amazing Marshall entirely credits his co-designer. “Ben is
the entire game. Like I said about jumping on
metaphor for life being harder after someone else the Goomba’s head, it was a godsend to make like a driving force for quality,” he says. “He’s
has died, but it was just a really boring, laborious fun of these mechanics that we all intrinsically always the one nagging me to make stuff better.
puzzle.” He and Ward instead asked themselves understand because we’ve had 30 years of this I can’t undervalue that.”
stuff, but no one’s actually thought to question it.
what the polar opposite of that would be, coming That quality control almost certainly influenced
up with the hilariously inappropriate alternative The Fear section suggests you could make a Clockwork God’s glowing critical reception,
that features in the finished game. “We were horror game. Is it something you’d like to try? though the review process introduced its own
sitting there in floods of tears laughing, and I said, Certainly not in 2D! Horror in 2D is a fucking problems. One deliberate piece of misdirection
ballache. I looked at Aliens Vs Predator. AVP
‘Well, we’ve got to do this now because it’s made has since come back to bite Marshall, though to
and AVP2 did this amazing thing where every
us laugh just talking about it.’” lift sounded like an alien screeching. It was so reveal how would give away one of the game’s
It’s a shockingly funny moment in a sequence fucking daft, but it was amazing. Pipes falling most satisfying epiphanies. Elsewhere, an F2P-style
that treads a very fine line; Grief tackles tough from the ceiling that look like alien heads – in-game store isn’t all it seems; when one critic took
everything was a jump scare. But with no depth
subject matter with a degree of levity that feels it at face value, Marshall decided to keep up the
or darkness or fog it’s difficult to make things that
unusually daring. Even Marshall had his doubts are scary. The spider monsters work, I think, by charade. “He emailed two days later saying, ‘Oh,
about it at times, asking himself whether was he being unsettling. They shriek when they come for thank fuck!’” he grins. “It’s really nice when those
pushing things a little too far. Then again, he you and that’s quite horrible. jokes land, because we worked so hard on them.
says, all of this was surely in keeping with one Some of it is a massive gamble, so the fact that all
You’ve had a positive response from people
great tradition of adventure game characters: who have played it. What do you think were this stuff seems to be landing is a huge relief.”
“Whether it’s Guybrush Threepwood, George the biggest hurdles to wider interest? He sighs, but not with relief. Financially, the
Stobbart or Sam and Max, they all just walk It’s probably a lot of things. No matter how game has done better than he feared – some of its
much we made it clear that it’s a standalone
around stealing objects if they need them and big gambles can be partly attributed to Marshall’s
thing and you don’t need to have played the first
doing things that are completely amoral. Ben’s two, there are obviously people who go, ‘Oh, concern before release that this could be the last
character just sees that through.” I haven’t played the first two so I’ll not bother.’ It game he makes – but worse than he’d hoped,
“I can’t tell you how much we worried about is obviously going to influence what I make next, though he reveals he’s already starting work on his
which is very much something that does play
everything,” he continues. “Anything that was next project. The critical landscape, he suggests,
well on Twitch or YouTube. A little bit of it’s that –
slightly contentious, we were very fastidious about a game about reading is not necessarily the is very different from five years ago when he
making sure what we were saying was received best fit for Twitch and all that sort of stuff. released The Swindle. Then, the reaction was less
the right way.” That’s understandable in an positive, though the game got plenty of coverage;
adventure with a running gag about a flower that get through stuff with comedy, and I think that’s this time “it’s been like pulling teeth”, he says.
can cure cancer; those who’ve played the game a healthy attitude to have.” “I mean, of the Punnett square of all possibilities,
will be well aware it’s joking about games that Marshall and Ward’s affinity for comedy meant ‘made a good game and it didn’t sell’ is not the
treat serious subject matter flippantly by doing the script was the easiest part of the equation: worst one. I could have made a shit game and it
precisely that. But when he told a friend at almost all the dialogue was written during a four- didn’t sell.” He pauses for thought. “Maybe that’s
Brighton’s Develop conference, the horrorstruck day period, with both holed up in a log cabin “in people doing what I would do – hand on heart,
response let him know he needed to tread the middle of nowhere”. Realising some of the if I saw Clockwork God and I hadn’t made it,
carefully. “It was absolutely not done lightly – all bolder ideas, however, was more time-consuming: I would be looking at it, going, ‘Man, that looks
of that stuff was worked really, really carefully. Insecurity was the first emotional construct to be really good. I’ll buy that when it comes out on the
And then we finish it all off with a farting corpse.” completed simply because the challenge presented Switch.’” It’s fair to assume, then, that the game
He laughs. “I think that’s one of the things we by its perspective shift meant Marshall was keen to won’t be PC-exclusive for much longer – and that
do quite well in this country. The British sense get it out of the way as early as possible. Similarly, ten years on, Ben and Dan’s emotional odyssey
of humour has always been quite dark. We accompanying visual novel Devil’s Kiss was all but isn’t over just yet. We’ll raise a glass to that. Q

72
1

2 3

5
1 Concepts for Dan and Ben’s
expressions by artist Michael Firman. 6
2 An early test environment.
3 “Fear was a weird level, because
you need to make it dark, but you
can’t make it dark,” Marshall says.
“It needs to be fake dark, and that
was quite hard work. Then Tobey
[Evans] sent the music through and
that suddenly sealed the deal, and it
became genuinely unsettling.”
4 Firman concepts for the Joy
sequence, which in Dan’s case is
essentially a booze-themed riff on
Green Hill Zone.
5 A range of possible looks for
Ben and Dan. Marshall ultimately
decided the size difference should
be more pronounced.
6 The hilarious youth-speak of the
Feeling Old chapter took a lot of
refinement. “I didn’t want it to come
across as [saying] ‘Young people
are stupid, look at them with their
stupid fashions.’ The strength of
Feeling Old is that we’re making fun
of Dan and Ben for struggling to
recapture something that is no
longer there,” Marshall explains

73
STUDIO PROFILE

YACHT CLUB
GA MES
With Shovel Knight finally
finished, its maker turns its
hand to publishing, and more
BY ALEX WILTSHIRE
S
hovel Knight wasn’t meant to take seven Founded 2011
Employees 15
years to complete. But then again, Yacht
Key staff Sean Valasco (founder), David
Club Games has never worked to much D’Angelo (programmer), Jake Kaufman
of a plan. This Los Angeles-based indie (composer)
developer has instead bobbed along in the URL www.yachtclubgames.com
Selected softography Shovel Knight: Treasure
rushing flow of its first game’s success, taking
Trove
opportunities where it’s found them, seeing its Current projects Shovel Knight Dig, Cyber
characters featured as Amiibos and in Smash Shadow
Bros, and becoming a publisher and a franchise-
holder. “I feel we’re like the people trading and into a window-less office. More significantly for
a paper clip right up to a car and then the house,” From left: Sean Valasco directed the A Boy And His Blob
Shovel Knight, the campaign transformed it.
says co-founder Sean Valasco. remake; David D’Angelo worked on BloodRayne: Betrayal “I mean, we thought it’d be a short game,”
After all, Yacht Club built all this on a game says D’Angelo, laughing. “But because it was
that evokes the simplicity of the golden age of you’re not necessarily going, ‘Go for it!’ Although, funded so well we realised we could make a big,
NES platformers. Shovel Knight was meant to be to their credit, WayForward came around,” says meaty game.” But more than that, the team
finished in September 2013, six months after the Valasco. In fact, WayForward shared some of its involved backers in Shovel Knight’s development.
end of its Kickstarter campaign. But even before it tools and sales data. But the nascent Yacht Club Five backers who’d pledged for the $1,000 tier
was actually playable, and before most of the Games still needed money, and the team knew were ‘Director For A Day’, which meant they
game had even been conceived and designed, that to sign with a publisher would mean handing helped to design characters – four of them worked
Shovel Knight had taken on a life of its own. over control of its marketing again. on Shovel Knight’s optional Wandering Traveller
Yacht Club Games emerged from In 2012, Kickstarter was in the ascendant. sub-bosses. Yacht Club held Design Hangouts.
WayForward, the Los Angeles-based developer Double Fine Adventure had closed its $3.3 million “We had 50 to 100 backers and we’d say: ‘OK,
famous for the Shantae series and other snappy campaign in March, and so, to Yacht Club, we’re doing Lost City, here’s the stage. What
2D action games. There, Valasco, programmer crowdfunding looked like the ideal way to score ideas would be cool here?’” says D’Angelo.
and designer David D’Angelo and three other
developers had become friends as they worked
on licensed titles like BloodRayne: Betrayal and “EVERYONE THOUGHT IT WA S A MEGA
Double Dragon Neon. But as a work-for-hire and
publisher-beholden company, WayForward had a MAN GAME, SO WE WERE GOING TO
tendency to break up its development teams,
shifting members between projects as they waxed
REALLY BLOW OUT THEIR EXPECTATIONS”
and waned, and as it signed new deals with
partners. “We wanted to stay together,” says capital as well as to build a fanbase. But Valasco More subtly, backers brought to Shovel Knight
D’Angelo. “We realised that we clicked and if we says the team wasn’t thinking particularly their expectations of what a NES-inspired game
could make something else, it’d be way better.” strategically. “It seems crazy now, but we didn’t should be, giving Yacht Club a baseline upon
“And also we could control the marketing, and have that much of a plan,” he says. Indeed, which it could build. “Everyone thought it was
be able to present the game in a way we thought D’Angelo puts what happened next to being in the a Mega Man game, so we were going to totally
would show it best,” says Valasco. “Most of the right place at the right time, but it was much more fool them and really blow out their expectations,”
time at WayForward that was out of our hands, down to Yacht Club’s responsiveness to feedback, continues D’Angelo. That’s why you get a Super
and it was frustrating.” and the promise in its 8bit tribute. Mario Bros 3-style overworld map that opens
The idea of jumping ship together came before out as you beat levels, challenges you with
a game, but they knew they wanted to make Shovel Knight’s Kickstarter campaign Wandering Travellers to battle, and adds a suite
something that revitalised ideas which had been consumed the studio for three months. The team of ability-granting relics to buy, as well as a raft of
discounted by new conventions. Surely they’d find went to PAX, figuring out on the fly how to promote secrets and sub-quests.
a hole in the market. They liked working within a game at an expo. They hurriedly worked out new Shovel Knight was released in June 2014 to
limitations, too, the creative challenges in mechanics and produced images and character immediate acclaim, and Yacht Club began to
designing around restriction. And so Shovel Knight designs, because at the time, Shovel Knight was work on the stretch goals it promised during the
was conceived, a platformer rooted deeply in just a video. “There was nothing else, so we Kickstarter campaign, including making three of
NES’ 13-colour spectrum and the design crammed the work, just any content we could put the boss characters playable. Starting with Plague
affordances of its 6502 processor. Valasco quit up there and show,” remembers Valasco. Knight, the devs had no idea they’d still be working
WayForward and founded Yacht Club Games in It worked. Shovel Knight was funded to the on it in 2019. “Every year we were like, ‘This will
2011, and as the others joined him they began tune of $311,502 (£250,000) in April 2013. It definitely be the last year,’” says Valasco. As with
working out of his apartment. wasn’t Double Fine-successful, but it was more the original release, they found the Plague Of
“It wasn’t really acrimonious, but you know, than the $75,000 the studio asked for. The money Shadows update becoming bigger than they were
when people leave your company to form another, meant it could move out of Valasco’s apartment anticipating. They tweaked every level and

75
STUDIO PROFILE

Late last year, Yacht Club moved into a new office to give the growing company much-
needed room to expand into, though after the current round of recruitment is complete
it intends to keep its head count to 20 or so, so it remains tightly focused

boss encounter to fit Plague Knight’s movement knows, right?” adds Valasco. “At least, it kept friends, and now it’s expanded its list, backing
capabilities and attacks, and gave it a fresh story. Shovel Knight in the popular consciousness for six Mechanical Head Studios’ 2D action platformer
Next, the team felt they had to make Specter years and counting. That’s been really important.” Cyber Shadow (featured on the first page of this
Knight’s update a little bigger than Plague Of Remarkably, the team isn’t sick of Shovel profile), Nitrome’s Roguelike Shovel Knight spinoff,
Shadows. So Specter Of Torment, which was Knight. It helped that they weren’t just remaking the Dig, and, most recently, Roguelike puzzler Shovel
released in 2017, features another remix of Shovel platformer: “Joustus was a whole different thing, Knight Pocket Dungeon by Cavern Kings
Knight’s levels and a do-over of its overworld map. making a card game within a game and figuring developer Vine. D’Angelo says the studio sees
“We were trading on our popularity for each out how they’d work together, and then doing publishing as a chance to help out promising
one,” says Valasco. “When Specter Of Torment a four-player multiplayer game with Showdown,” projects, but it’s also an opportunity to build on
came out it was when the Switch launched, so we says Valasco. Then there was the Shovel Knight Shovel Knight. “We simultaneously want to be a
got a bunch of sales, and then we could make Amiibo (“I remember when we got the approval small studio and have as many spinoffs as Mario.
King Knight even bigger and better than we had to be on Nintendo to begin with,” says D’Angelo. We can’t do both, so publishing might make sense
initially imagined. At any time the sales could “It was just bananas!”), another demonstration of as the way to do that,” says Valasco.
totally have fallen off and the next one would have Yacht Club’s knack for blending right-place-right- Now, with Shovel Knight’s final update done,
been very short, but that didn’t happen.” So for time luck with smart preparation. Yacht Club is in the process of hiring five or so
King Of Cards, released in November 2019,
they did it all over again, this time adding a card
battle minigame called Joustus and a multiplayer “WE TRY TO PUT OURSELVES IN A PLACE
game called Shovel Knight Showdown.
TO BE LUCKY… WHEN SOMEONE ASKED US
Yacht Club released each campaign as
a free update for existing owners and raised the
TO DO A T O Y, WE KNEW HOW TO DO IT”
price of the base game to fit its greater value,
and also released standalone versions, mostly to “When the Amiibo opportunity came up, we staff members and figuring out how it can work on
have a new release that could hit the front page had that stuff in place: Shovel Knight on cereal two games simultaneously without losing the sense
of the stores. “We tried to follow the Minecraft boxes and bedsheets, T-shirts, a cartoon show of a single team that’s powered it through to today.
model, which is a game that was really small and and a comic book,” says Valasco. “It was always And as for what form these games might take, the
they charged one price for it, and they kept on part of the idea.” team’s still thinking about revitalising old ideas, and
adding and adding to it, even today, so it’s almost “We try to put ourselves in a place to be about genres which have been forgotten but still
a service,” says Valasco. lucky,” says D’Angelo. “We got these marketing hold promise. “What could we do with shmups?”
It’s been so successful that it’s easy to forget it deals because when someone asked us to do a wonders Valasco. “Summon another ship, like a
all started as the need to fulfil Kickstarter campaign toy, we knew how to do it. Nintendo could come soapstone, and you fight the boss together? 100
promises. “We wanted Yacht Club to be a to us and we didn’t have to shrug and look like ships go into the battle, only one remains?”
company for which there’s only goodwill,” says fools.” While Shovel Knight hasn’t yet made it to “We shouldn’t make a shmup,” says D’Angelo.
D’Angelo. “Especially for our first product. In the breakfast tables, a studio called Panda Cult “No one buys them and hasn’t for the last five
same way we surprised and excited everyone with Games Kickstarted a licensed board game, years.” Even if Yacht Club never set out with a
what Shovel Knight could be between the Shovel Knight: Dungeon Duels, last September. plan, over the past seven years it’s found a
Kickstarter campaign and the release, we want to Yacht Club has also published games, starting balance between creativity and popularity, design
do the same thing with each game.” with the Western physical release of Inti Creates’ and marketing, a mindset that’s driven seven years
“If we made five separate games, maybe we Azure Striker Gunvolt: Striker Pack in 2017. Yacht of development and the ambition to put a pixelated
would have made a zillion more dollars, but who Club went into that project wanting to help out spade-wielding knight on a cereal box. Q

76
1

1 Shadow, the player


character in Cyber Shadow.
2 King Knight, a boss in
Shovel Knight before he
starred in Treasure Trove.
3 Art from Vine’s Pocket
Dungeon, a puzzle take on
Shovel Knight’s digging action.
4 Nitrome’s Shovel Knight
Dig adds a Roguelike
dimension to the original

77
REVIEWS. PERSPECTIVES. INTERVIEWS. AND SOME NUMBERS

STILL REVIEWED
PLAYING THIS ISSUE
Animal Crossing: New Horizons Switch
One of the weirder aspects of the Animal 80 Final Fantasy VII Remake
Crossing community has always been the PS4
trade of popular villagers. Sure enough,
players are still cursing Tom Nook’s good
name, and in the same breath selling anime
84 Doom Eternal
cat Raymond into slavery for 100 Nook
PC, PS4, Xbox One
Miles Tickets. We’re more baffled than ever,
especially as New Horizons lends such 88 Resident Evil 3
personality to animals: Iggly the penguin PC, PS4, Xbox One
might be ‘ugly’, but we fall in love the
moment we see him stare down a massive
tarantula until it walks away, whereupon he
92 Gears Tactics
takes a victory swig of fizzy pop. Legend. PC, Xbox One

Horizon Zero Dawn PS4 94 XCOM: Chimera Squad


Not so much still playing as finally playing. PC
With the newest member of the team a
refugee from the sadly shuttered Official
Xbox Magazine, there’s a rare frisson of
96 Nioh 2
taboo to his finally being allowed to get PS4
hands-on with a PS4, safe in the knowledge
that Phil Spencer won’t burn down his 98 Ori And The
house. Guerrilla’s sci-fi adventure is a fine Will Of The Wisps
place to start, deft and clinical dispatches of PC, Xbox One
mecha-dinos providing tutelage in the ways
of Square, Triangle, Circle and Cross.
100 Paper Beast
Disaster Report 4: Summer Memories PC PSVR
We’ve long had a soft spot for this series,
finally adopting its US title in Europe – 102 Call Of Duty: Warzone
though Granzella’s latest entry makes the
PC, PS4, Xbox One
endearingly wonky Raw Danger! look like
a Naughty Dog game. Beneath the creaky
design, terrible camera and myriad 104 Bleeding Edge
technical wobbles, however, it retains the PC, Xbox One
series’ haphazard charm. How would we
react in an earthquake? By donning a tengu 105 Streets Of Rage 4
mask and convincing a group of credulous
PC, PS4, Xbox One, Switch
survivors that rainwater has miraculous
healing properties, of course.
106 The Room VR
Index, PSVR, Quest,
Rift, Vive, Windows Mixed Reality
Explore the iPad
edition of Edge for 107 In Other Waters
extra Play content PC, Switch

78
Open season
Like us, you’ll likely have spent too long cooped up inside lately – beyond the
odd hour of government-mandated exercise – to really notice that we’re well
in the throes of spring. In keeping with the season, as the cycle of life begins
anew, so do we – returning to something approaching normality.
Given that we spent E345 shifting our attentions away from violence, it’s perhaps
fitting that this month’s bumper selection also represents a return to form of sorts.
As many of you noted, sometimes that’s just the kind of catharsis you need. You
could start with Dotemu’s stirring throwback to the classic side-scrolling brawler,
Streets Of Rage 4 (p105), which offers a succession of enemies on which to
take out your frustrations. Or, assuming you haven’t already had the pleasure,
Doom Eternal (p84), which builds upon the brisk combat loops of 2016’s reboot
to even more exhilarating – and grisly – effect.
You’ll make another fine mess in Gears Tactics (p92),
where chainsaw executions add a strategic wrinkle to brutal
battles. And while we suspect it may have been dashed
out early to steal its turn-based rival’s thunder, the breach
mechanic in XCOM: Chimera Squad (p94) similarly finds
a new angle of attack in the same genre.
For those who’d rather make peace, this month brings
a couple of games that might’ve been contenders for our Feel
Better issue had they arrived sooner. The soothing aquatic
ambience of In Other Waters (p107) makes for a fine piece
of counterprogramming, while we celebrate another return
in Paper Beast (p100), as Eric Chahi channels Another
World and From Dust into a captivating VR adventure.
In these times, it’s good to know we can rely on such
a variety of escapes; whatever your poison, we hope you
find something here to put a spring back in your step.

79
PLAY

Final Fantasy VII Remake

P
lay Final Fantasy VII Remake without having played Developer/publisher Square Enix Sephiroth. Everywhere you go, the geography and
Format PS4
the original and you’ll probably enjoy it more. The chronology have exploded. Areas that once spanned a few
Release Out now
setting, Midgar, is one of gaming’s greatest, if least backdrops have become murky labyrinths of lever puzzles.
subtle, social metaphors: a vertical city split between Two-step quests have been padded out into chapters.
gentrified boulevards and slums quarried from trash Much of this is welcome. Avalanche’s visit to Wall
heaps hundreds of feet beneath. This is a dystopia fuelled Market, Midgar’s red light district, is now a cracking night
by toxic Mako energy supplied by Shinra, a comically evil out reminiscent of Sega’s Yakuza games. The idea is once
megacorp. Beginning in the middle of a raid on a Mako again to infiltrate a crime lord’s mansion by dressing up
reactor, you take charge of Avalanche, a band of eco- Cloud as his bride-to-be, but the remake adds some
warriors fighting to save an ailing planet. There’s Barret, charismatic new characters, arena fights with diabolical
the group’s over-muscled leader; Tifa, a big-sisterly robot houses and a stupendous dance sequence, while
martial artist; Aerith, a flower peddler touched by clearing away much of the original’s lazy discrimination.
destiny; and Cloud, a dour super-soldier who is afflicted Aside from fleshing out locations, the remake adds layers
by mysterious flashbacks. These hallucinations often of personality to the core cast, and strengthens side
feature a swordsman named Sephiroth, a fallen war hero While the characters, like Avalanche underlings Jessie and Wedge,
turned creature of the apocalypse. who were little more than talking signposts in the first
Decked with flourishes but faithful to the designs of writers and game. Wedge is a walking fat joke, unfortunately, but
their 1997 forebears, the remake’s cast are possibly the designers have there’s a lot to like about Jessie, a bomb-maker after
most photogenic characters you’ll see this generation. Cloud’s heart (or whatever else she can get). The addition
More importantly, they are engaging personalities, with worked hard to of another romance interest beside Tifa and Aerith creates
simple but gripping motivations and plenty of team
chemistry. Cloud is a mixed-up youth struggling to play
justify Remake’s a slightly cloying harem anime feel, but the flirting is
amusing – Cloud is about as emotionally articulate as
hero, Tifa the childhood friend trying to thaw his reserve bulk, the stretch a cabbage, and reacts to being hit on with palpable terror.
while wrestling her doubts about Avalanche’s methods. Above all, Remake’s story marks the triumphant
Aerith is a haunted sweetheart whose tale reaches far marks are rebirth of Aerith, one of gaming’s most celebrated damsels
back into the planet’s past. Even Barret, a blaxploitation conspicuous in distress. Given her role in the story, it would have been
caricature Square Enix would have done well to overhaul, easy to portray her as a tragic princess, so it’s delightful
is likeable for the ferocity of his principles. Captivating to find that she can be sarcastic, coarse and a prankster.
in conversation, the characters set the screen on fire in One of the loveliest sequences is an unassuming walk-
battle, each bringing a distinct style to a fussy but and-talk through a ruined town, Aerith pretending to fall
engrossing wedding of real-time and turn-based combat. off things while Cloud struggles to make sense of her.
Even as a newcomer you may detect the mistakes
Square Enix has made in revamping its best-loved RPG: For every such moment, however, there’s a generous
lots of filler, a distracting emphasis on superficial puzzles dose of filler. If some expanded locations are worthwhile,
and a vivid but obnoxious ending. The first thing you others, like the sewers, are extravagantly boring. The next
notice as a returning player, meanwhile, is the loss of the plot point flies endlessly backward like the exit door in
original’s fixed perspectives, which cultivated a variety of a nightmare, as you search for keycards and switches.
moods from wonder to claustrophobia. The remake Dungeons are clogged with puzzles, most simplistic to the
compensates with a greater sense of continuity and point the accompanying tutorials feel insulting. You’ll
bustle – areas flow into one another organically, and the move giant robot hands around so that Aerith can hop
streets are a blur of gossiping NPCs and picturesque onto ledges, aim Tifa as she swings from light fittings,
scrapyard architecture. Mileages will vary over which and use Barret’s machine gun to blast open passages in
approach is better; in any case, the real issue is runtime. a new laboratory area. These questionable pace-changers
This remake is the first in a series: the 35-hour story aside, each Midgar district offers a dreary shopping list
spans the opening of the original game, ending with the of secondary quests such as finding lost cats, justified by
cast’s departure from Midgar. Splitting one story into Cloud’s skin-deep ‘merc’ persona. There are also X-of-Y
several was a business decision, not an artistic one, and monster research missions to complete for new types of
while the writers and designers have worked hard to materia, the orbs that confer spells and abilities.
justify Remake’s bulk, the stretch marks are conspicuous. The combat, at least, is absorbing all the way to the
In the original FFVII, Avalanche mounted two Mako finish. Square Enix has spent decades trying to adapt
reactor raids in swift succession. In the remake, those FFVII’s Active Time Battle system for modern audiences;
core missions are separated by hours of character this is one of the stronger attempts, though not the best.
development and sidequesting. Cloud’s first brush with You control one character at a time, switching with the
Aerith was once a handful of dialogue lines; it’s now a D-pad (the enemy AI tends to target whoever you’re
lengthy sequence featuring the gloating apparition of controlling) or giving orders to offhand characters in

80
ABOVE For a world consisting
mostly of tunnels, factories and
detritus, the remake’s Midgar is
extraordinarily vivid, but you’ll be
glad of the chance to wander in
Aerith’s garden.
LEFT The original’s flimsy motorbike
subgame is back, but now feeds
into an extra chapter about Jessie’s
family, featuring a flamboyant
new antagonist whose hairdo
is even louder than Cloud’s

BELOW Once a seedy brothel (and


that’s without taking certain pieces
of cut content into account), in
Remake the Honeybee Inn is more
of a cabaret club, staffed by
dancers of different genders

ABOVE Summons, some unlocked by fighting simulated battles to gather


data for a wandering boffin, move and fight autonomously, but you can
trigger their big attacks by spending character ATB gauges

81
The English localisation is one of Square Enix’s best to date. Cody
menus. Regular attacks and evasive rolls are performed in Christian’s Cloud is steely but vulnerable, and makes a good foil for
realtime, care of a fiddly lock-on system. Hitting X more playful, empathetic party members like Britt Baron’s Tifa
triggers slow motion so you can pick abilities and spells
that consume chunks of each character’s ATB gauge. sockets, gaining levels as they are used, which motivates
You can perform a small selection of these in realtime you to master each one. The lack of class restrictions on
using hotkeys – handy against small fry, but it’s better to BUSTER MOVE materia use allows for different builds without
slow things down when fighting bosses with intricate, Final Fantasy VII Remake is most compromising each character’s particular flavour. Cloud
element-based defences. In particular, you’ll want to get graceful as a work of audio. can spec to sabotage enemies with magic or focus solely
Besides collecting fuzzy
the most out of the stagger mechanic, whereby picking the orchestral arrangements of the
on damage; Aerith can be a glass cannon or a tanked-up
right attacks eventually stuns enemies while increasing original’s songs from vending healer. The sore spots are equipment upgrades, which
the damage they receive – an idea lifted from the divisive machines in-game, you’ll be reveal Square Enix’s continued obsession with bombastic
but influential Final Fantasy XIII. It’s as entertaining as it treated to artful variations on visualisations of rather basic unlockables. These can be
legendary leitmotifs. Aerith’s
is awkward, a halfway house between beat-’em-up and theme, a piano phrase that rises
automated, though it’s wise to dive in at least once to
party-based combat. Team management isn’t difficult, and falls wistfully, could easily assess each weapon’s capabilities.
but it always feels like a chore. Offhand party members have been depressing if it were Sadly, there’s no side-stepping the clumsiness of the
move around and attack under their own steam, though played straight too often; ending. Having mostly followed the original plot right up
instead, it recurs in creative
they’ll keep spells and abilities in reserve. It’s easy, amid guises, some pensive, some
to a climatic assault on Shinra HQ, Remake torpedoes the
the blizzard of special effects, to lose track of where playful. Sometimes the music mood with a Kingdom Hearts-like crescendo that turns the
everybody is and who they’re fighting. layers up and down dynamically, concept of a remake into metaphysical soap opera. The
To a degree, this confusion reflects one of Remake’s the battle theme pulsing in the idea is intriguing, and the associated battles are a blast,
background in dungeons,
strengths: each character is a very different fighter, and bursting to full volume when
but it’s a terrible disappointment given the delicacy of
their signature moves from 1997 have been beautifully enemies appear. There’s also the rewriting elsewhere. All the goodwill generated by the
adapted. Cloud has two duelling stances, one offering a slightly-too-frequent gag where handling of Aerith, Wall Market and the ATB system
speed and reach, the other brute force and a tide-turning Barret bellows the original evaporates in a blast of sub-Kojima franchise navel-gazing.
game’s match-ending melody –
parry. Tifa’s trademark ability is Unbridled Strength, a sudden reminder that this was
Even the fetch quests seem appealing by comparison.
which extends her combos and overclocks her heavy once a world of random battles. The ending marks a split from the events of the 1997
attacks. Barret is the default ranged fighter, but his real game, pointing towards greater departures in episodes to
asset isn’t his gun-arm but his massive health pool, come. There’s still a planet to save, but we are otherwise
especially given an ability that absorbs damage in place in uncharted territory, new and returning players alike.
of allies. Aerith, meanwhile, is no wallflower: her staff A breathtaking way to polish off the definitive videogame
projectiles hit hard, and she can surround herself with an nostalgia project, certainly – padding aside, the first 30
Arcane Ward that doubles offensive spells cast inside it. hours of Remake suggest that this is change for the better.
Backing all this up is the returning materia system, By the conclusion, though, you may feel like things
with spell and ability orbs plugged into equipment are going off the rails in more ways than one.
7

82
PLAY

Post Script
The implications of remaking a story about the political power of stories

J
udged as an anti-capitalist fable, the original Final After Avalanche bombs the first Mako reactor,
Fantasy VII is too obvious to convince. Released in you’re turned out into streets filled with hurt, desperate
the same year as the Kyoto Protocols, it reflects citizens, trying to reach loved ones through burning
both the ecological and social anxieties of its era in a wreckage. You’ll overhear people asking one another
spellbinding but superficial way. The heads of Shinra who would do such awful things. It’s easier to brush
Corporation are a clownishly evil bunch, cackling at this off when it comes from the affluent, but
their own dastardliness and filled with contempt for the Avalanche’s efforts to make Shinra abandon Mako usage
little people below. While the painted urban backdrops also affect those on the breadline. The second reactor
suggest a more nuanced analysis – wandering amongst attack involves a maze puzzle where you must
them, you may feel as though you’re trapped in a deactivate massive lamps on Midgar’s underside to
machine that has taken on a life of its own – your power up an elevator – turning off the daylight for the
attention is drawn to these gloating arch-villains rather poor in their shacks beneath. It’s common to find
than the hierarchies of exploitation that enable them. crowds of workers in the slums gathered around
Instead of a structural critique, the story of Midgar thus Presents a more community broadcast screens, lamenting the cost of
becomes an exercise in beheading the hydra. Avalanche’s adventures to their livelihoods.
There are times, however, when the game invites
elaborate, if still The core cast aren’t oblivious to these repercussions.
a little more thought. One of your companions on the familiar, vision For all her bouncy manner, Jessie is consumed by
train during the opening reactor assaults is a nameless remorse about the collateral damage from her bombs.
Shinra manager, who complains about sharing the car of capitalist Tifa, who runs a bar when she’s not high-kicking
with “riff raff” and gets into an argument with Barret
over giving up his seat. If a character like President
society – and robots, is dubious throughout about the ethics of direct
action, only accompanying you on the second reactor
Shinra is the kind of cartoon villain you find on of how people raid when circumstances leave her with no other option.
propaganda posters, the manager represents the low- Barret’s binary morality, however, simply cannot process
grade I’ve-got-mine acquiescence to an unjust world
cling to a the fact that civilians might take issue with Avalanche’s
that, when multiplied by a few million, offers a more malign reality methods. He is outraged, later in the game, by the
tangible obstacle to change. suggestion that Midgar’s citizens are knowingly
Remake expands the manager’s scene, and makes complicit in the planetary endgame that is unchecked
this arrogant pencil-pusher a more sympathetic and Mako extraction. The character least moved by the
difficult figure. In the retelling, we find him gossiping mounting fallout is Cloud, the corporate thug turned
with two other Shinra employees about Avalanche’s mercenary, whose ruthlessness scares his eco-warrior
tactics. He subsequently stands up to the enormous allies at times. But even Cloud gets drawn into the
Barret – a man who, let’s not forget, has a Gatling gun discussion, arguing with Barret about the benefits of
for a hand – arguing that Shinra is a benevolent Shinra’s rule during a tour of a company museum
organisation. “We will not submit to intimidation or towards the end of the game.
violence, but work together for peace and prosperity,” These are complexities the overblown finale kicks to
the man stutters. “That is how civilised people change the curb. And yet there is a resonance between the
the world!” With Barret looming intimidatingly over concept of a dystopia propped up by the anxious
him, he adds: “It’s what we believe. We all have to follow consent of the many and an ending that, without giving
our conscience, don’t we?” too much away, casts the most demanding fans as
The remake is most successful at justifying its own antagonists – guardians of the canon who see the
existence when it develops such interactions and events of the original game as sacred, and are fearful
themes, rather than just treating this best-known of of alteration even when it might be for the better. Final
stories to a costly audiovisual upgrade. Able to portray Fantasy VII Remake isn’t just a story about efforts to
dozens of chatty NPCs (whose conversations now revolutionise a miserable world. In dramatising the
unfold without your intervention) rather than the challenges and frustrations of remaking such
scattered, inert bystanders we met in the 1997 game, a cherished game, it also links that need for revolution
it presents a more elaborate, if still familiar, vision of to the retelling – and perhaps, reworking – of such
capitalist society – and especially of how people cling stories. Only belatedly does it occur to Barret that
to a malign reality when they’re taught that there’s no blowing up Shinra’s reactors means little while the
alternative. It also explores how those with the ability company controls the overarching narrative, and is able
to resist authority might be forced to hurt their fellow to portray Avalanche as terrorists. Social change isn’t
oppressed, both directly and indirectly, in the name just about disruption, after all; it’s about weaving a
of a kinder tomorrow. more hopeful tale than the one you’re given. Q

80
PLAY

Doom Eternal

R
ound and round it goes: the most literal combat Developer Id Software No corner of your weapon wheel is allowed to gather
Publisher Bethesda
loop ever conceived. You enter an arena – it might dust. Some demons now have weak points, lending new
Format PC, PS4 (tested), Xbox One
be dressed as an open-plan office, or the public Release Out now importance to the sniper scope of your automatic rifle.
square of a gutted American city, or the shore of an Others are susceptible to a Blood Punch, built up with
underground lava lake at the centre of Mars. But you consecutive glory kills. There aren’t playstyles in
come to recognise these coliseums wherever you find modern Doom so much as players who use absolutely
them by their furniture: multi-layered, adorned with everything available to them, and players who die. Mick
monkey bars and littered with canisters of chainsaw Gordon’s exemplary soundtrack lets you know when it’s
fuel. As the first monsters wink into view, it becomes finally over; the djent guitars subside, but the industrial
second nature to start spinning, a constant circle-strafe soundscape is always throbbing, a pilot light of fury.
your only means of survival.
It’s tempting to imagine Id Software as the teenager There aren’t Doom Eternal, then, is a thinking person’s shooter.
who, having been left in charge of the teacups at a It’s because of this that the arenas form just part of its
fairground, falls asleep at the controls; as the ride’s playstyles in hefty 20-hour-plus playtime. So taxing are the battles
guardian unconsciously nudges the lever forward, the
cups get faster and faster, a giddy whirligig at the very
modern Doom on the mind and the fingers that the breaks built into
the campaign are welcome. Where Doom 2016 merely
edge of control. But that image doesn’t do justice to the so much as encouraged downtime through the search for secret
intelligence of Doom Eternal’s design. Edge once asked, rooms, the sequel mandates platforming sequences to
infamously, whether Doom might be more engrossing players who progress. These lead to the odd double-take: are those
if it allowed you to negotiate with the creatures that use absolutely spinning flame chains imported from the Mushroom
stalked its halls. Today, of course, many shooter-RPGs Kingdom? Is Doomguy dashing across Celeste-style
fulfil that brief, and Id is happy to leave them to it. The everything, and chasms, after decades glued to the ground? Purists
studio has learned, after a painful reboot in the mid
’00s, that Doom doesn’t need dialogue to be smart. It
players who die ought to remember, however, that Doom has always
played with vertical space, and platforming suits the
needs an invisible layer of resource management. series just fine. When those sequences become multi-
You never finish an arena battle in Doom Eternal part puzzles to piece together – jump here, shoot this
without running short on the essentials: health, armour target, cling to that wall – they tickle the same part of
and ammo. Thankfully, your enemies bleed all three; the brain as a good LucasArts conundrum.
finish them off with a glory kill and healing orbs pour Traversal mechanics may befit an FPS in the 2020s,
from their eye sockets; split them down the middle with but not every contemporisation in Doom Eternal strikes
a chainsaw and bullets gush from the wound; set them the right distorted note. Like the protagonists of
alight with your shoulder-mounted flamer and armour Borderlands 3 and The Outer Worlds, the Doom Slayer
spills from their pores. It’s an ingenious system, only now has a hub spaceship from which he launches
slightly updated since 2016’s triumphant entry, that operations. Perhaps it provides necessary scaffolding,
inspires something like bloodlust – resource retrieval given the sheer length of the campaign, each level of
pulling you forward into the fight. SECRET SOURCE which incentivises return visits to master challenge
Doom has always had secrets,
All this free exchange makes an economist of the rooms and uncover missed items. And there are charms
but it’s never been so desperate
Doom Slayer. One alt-fire of your shotgun launches to tell you about them as in to the Slayer’s floating castle, like the literal ramparts,
bombs which, if landed in the gob of a cacodemon, Eternal. A suite of upgrades to or the demon-punishing prison he’s christened the
readies them for an instant glory kill. A perfect kill? Not your suit allows you to know ‘ripatorium’. But there’s little hidden in its alcoves that
exactly what kind of items
quite: since dead enemies drop armour quicker than couldn’t be relegated to an upgrade screen, and the idea
you’re still looking for, while
living ones, it’s best to treat the demon to a quick blast Automaps along the main path of the Slayer planning beyond the next punch seems
of flame before pulling its single eye from its floating show you the corridors you’ve perverse. More successful is the singular Battlemode
head. That way, you’re instantly given a life-saving bath missed. Oddly, though, the hunt that constitutes Doom Eternal’s multiplayer. Playing as a
is more satisfying for the extra
of both blue and green orbs – enough to get you demon, you develop a kind of cunning: summoning
information: even when you
through the next 30 seconds, if you move fast enough. know the location of a plush lesser meat puppets to occupy the Doom Slayer, then
Since this sequel is far less generous with ammo demon, you still have to figure trapping him in pools of lava and toxic sludge.
than its predecessor, the chainsaw has become a key out the route there, whether It’s the strangest thing, to see the Slayer from the
you’re dealing with a false wall,
tactical consideration. When fully fueled up with three outside. To realise how much time he spends airborne
hidden vent or long jump from
canisters it can tear through even the largest demons, an adjacent part of the level. nowadays; to see how relentless his onslaught becomes
ridding the battlefield of a particularly nasty opponent Best of all, Id has removed all once he locks on. The Slayer is the one thing the demons
and topping up your guns in the process. And yet pesky perambulation from the fear, and as one of them, you feel that fear too. But more
completionist’s journey – toward
wouldn’t it be thriftier to save those three canisters for than anything, you want to be back behind his visor –
the end of every level, a fast
three smaller enemies, ensuring a more even travel option unlocks to teleport to orbit another battlefield, and think through the
distribution of ammo through the fight? you back to areas of interest. problem of mass monster murder again.
9

84
ABOVE Id doesn’t mess about with
its allegory for carbon-based
climate disaster.
RIGHT The plasma rifle’s upgrades
see it become incrementally angrier
with sustained fire

BELOW There are Paradise Lost


overtones to a campaign that
plumbs the depths of hell before
rising to the heavens

ABOVE The Doom Slayer’s wrist blade is the star of his resource-releasing
glory kills, capable of carving through things conventional weapons can’t
touch; if you’re squeamish about speared eyeballs, you’d better look away

85
Doom Eternal’s obsession with resources
extends from the battlefield to its plot,
which concerns a search for energy

Post Script
Does Id’s new fascination with lore belong in its artificial worlds?

T
he first act of desecration in Doom The codex pages scattered throughout Undercover. The studio has embraced the non-
happened before the first game was even Doom Eternal’s levels might not constitute an diegetic, painting the skies with hovering
finished, when John Romero and John entire bible when bound together, but could dash tokens and the toxic seas with glowing
Carmack threw out the Doom Bible. Id easily fill a gospel or two. They carry an Old pick-ups to refill your hazard suit. Breakable
co-founder Tom Hall had slaved over the Testament tone, too, in declarative passages walls are marked by luminous green cracks,
document, which detailed characters and that concern seraphim and the sorry fates of while bright blue health potions have returned
backstory. He had planned an opening in ancient civilisations. It’s solid stuff, with your to the streets for the first time since the ’90s.
which a demon burst in on off-duty marines own mileage very much depending on your Id has decided that a world doesn’t have to
playing cards; only Doomguy would survive. taste for Warhammer. appear real for you to believe in it. That new
Before long, though, Hall was isolated from Most of the words are pushed to the artificiality lets the studio’s designers play
his peers and kicked out of the company. background – while the Doom Slayer manages with the limits of their maps, while the
Figuratively speaking, his bible was burned. half a sentence in flashback, he mostly storms writers happily fill out the codex.
What the two Johns realised was that silently about his third-person cutscenes, as if Few will object to Doom Eternal’s prose,
Doom didn’t need a story – only a premise. his lines have yet to be added in post. But the since so much of it is optional. And there’s an
The naturalistic scenes Hall had been pitching campaign takes you on a tour of the worlds argument to be made that it fits a larger arc;
for levels paled next to the heightened, namechecked in the codex, and constitutes where 2016’s Doom concerned the splicing of
abstract realms Romero was building; strange, the closest thing the Slayer will ever get to an science with spirituality, this sequel finds faith
shapeshifting warrens that defied explanation origin story. It revisits the formative places overtaking the facts. But there’s a sense that
through lore but compelled players forward. where the marine of the early games became its most satisfying storytelling still lies in the
Long after Romero followed Hall to the the godlike figure of later iterations. We’ve firstperson animations that began in 2016.
exit, Id stuck to those early principles – been to hell enough times: doesn’t it logically A running joke sees the Slayer impatiently
which is why it’s such a surprise to find Doom follow that heaven is just another dimension thumbing the malfunctioning fire buttons of
Eternal stuffed with lore. It’s a break from in Doom’s universe? increasingly large cannons. And in one scene
the form of 2016’s reboot, which presented Given all that backstory, it’s ironic that notable for its physical comedy, our objective-
a likeable satire of corporate care-speak. It Doom Eternal’s environments are more driven hero drags a desk jockey to a keycard
encouraged you to question who was being abstract than ever before. Even in the most terminal by the lanyard around his neck. The
sacrificed on the altar of your Next Day grounded locale of Earth, invaded in the sight of the petrified pencil pusher rolling
Delivery, but otherwise fired the Slayer fashion Id had planned for its original Doom 4, along on the castors of his chair is likely to
straight ahead through an adventure that was the office blocks are chunky and modular, stick in the memory long after any lore about
more premise than plot. evoking Duke Nukem 3D and Lego City Sentinels and Wraiths has faded. Q

86
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PLAY

Resident Evil 3

T
here’s perhaps no better summary of Resident Evil 3 Developer/publisher Capcom With a press of the right bumper as they attack you
Format PC, PS4 (tested), Xbox One
than a line from the ill-fated Brad Vickers. “It’s like can evade their grasp, though the timing for a perfect
Release Out now
Arklay on steroids!” he yells, referring to the first dodge – which prompts a brief window of opportunity
game’s mansion incident, and he couldn’t be more right. to line up a headshot – takes some mastering. (Carlos,
A game that opens on a panicked populace facing a meanwhile, launches a haymaker which is a handy, if
deadly pandemic may not seem conducive to escapist risky, option for crowd control.) It’s easier, oddly, when
entertainment at present – certainly, zombies have facing Nemesis, yet his presence consistently forces you
little concept of social distancing – but you’ll hardly to stay on the move, often making you regret that you
have time to think about that. It splits the difference didn’t finish off a certain zombie that’s now blocking
between last year’s Resident Evil 2 remake and Resident your path as those footsteps stamp closer and closer. As
Evil 4: as it teases more narrative links to the latter, the the game wears on, and Nemesis mutates into ever more
constant forward momentum of its action provides grotesque forms, it becomes a less frequent threat,
more connective tissue across an intense six-hour instead showing up in sporadic scripted boss encounters.
campaign that tears along at a terrific clip. Still, these are entertainingly fraught: regardless of how
It’s not a huge step back, then, just a different It knows exactly much ammo you’ve stockpiled, the fights usually finish
flavour of survival horror – one where the evil never with Jill clutching her side, having exhausted the
lets you take up residence. Though you’ll pay a brief how seriously contents of her pockets and hip pouches. Besides, his
visit to Raccoon City’s police station, and return to to take itself – absence coincides with one of the game’s standout set-
earlier areas armed with bolt cutters and a lockpick pieces: a hospital lobby siege that doesn’t quite live up
(thorough players will ensure Jill Valentine really earns which, for the to the barn sequence in Shinji Mikami’s series peak, but
the nickname Barry Burton once gave her) this isn’t a
place that gives you the room to get properly acquainted
most part, leaves us equally breathless when the horde finally falls.
There are fewer highlights in the 4v1 multiplayer
with it. Puzzles are at a premium, and there are fewer is not very mode Resistance, at least once its initial novelty has
opportunities to pause for breath. But that all makes worn off. It’s a totally separate download from the main
sense: quite apart from spending half your time being seriously at all game, which only makes it feel more disconnected: take
chased by a mutant that somehow makes a taped-up out the Umbrella branding and a clutch of familiar faces
body bag look like something you’d see on the catwalk (and mutated bodies) and it could easily be an entirely
during Paris fashion week, you’re in a city that’s about to different game. Here, four young millennials must
be flattened by a nuke. Sticking around isn’t an option. survive a deadly experiment set by one of four returning
villains, solving puzzles while fending off zombies and
Resident Evil 3 is also a better-written game than dodging traps laid by their host. Though effective
its immediate predecessor. It knows exactly how communication can help teams reach the later stages,
seriously to take itself – which, for the most part, is playing as the bad guy is much easier: we find creating
not very seriously at all. It regularly draws attention to one or two bottlenecks in the first area is usually
its own ridiculousness: forced to find a way to open a enough to bring down a couple of survivors, or else
voice-activated door in a hospital, Carlos moans “what waste enough time that the second and third objectives
HARMON’S WAY
kind of sci-fi bullshit is this?” But it’s also smart are all but impossible. We begin to wonder if easily
Going off alone in Resistance is
enough to embrace its innate pulpiness while updating asking for trouble: if you’re defeated Survivors might be put off. Tellingly, it often
its characters for modern audiences. It’s refreshing that separating to cover more takes as long to find a game playing Mastermind as to
Jill has no interest whatsoever in pursuing any kind of ground (or to force the finish it; we win our first eight matches within the first
Mastermind to split their
entanglement with her newly mop-haired ally, stage, the longest lasting a whisker over four minutes.
attentions between several
correcting Carlos with a dismissive “Not your partner.” areas) you’re better off staying While it would be unfair to describe Resistance as
Thanks largely to Nemesis, there would be no time in pairs. But the best tip we can vestigial – it’s hardly essential, but a decent attempt to
even if she did. Though after grabbing Jill’s – and our – offer to Survivors is to ensure try something new – it’s so disparate from the
that Valerie Harmon is on your
attention in a heavily scripted cinematic intro, the singleplayer game that it’s unlikely to satisfy those who
team. Her abilities make a far
headline act disappears for long enough to give other bigger difference than the might feel short-changed by the latter. Those who
enemies time to shine. The repulsive bugs we others: she can mark key items require more incentive to replay a game than to beat
encountered during our playthrough at Capcom HQ are and local threats for the other their best time, or simply for the pleasure of it, could
three, and also has a special
no less unpleasant second time around. Zombies, feel let down by a campaign that’s shorter than Resident
first-aid spray that heals others
meanwhile, seem harder to subdue – and they’re in her vicinity, as well as Evil 2 and features no alternative scenarios. But it’s not
certainly more numerous than before. Inventory temporarily buffing their stats. our job to determine an individual’s perception of value,
management is more critical than ever: you’ll find She comes with two extra and we’re confident plenty will be happy to start over as
inventory spaces, too – so while
yourself weighing up the pros and cons of red herbs soon as the finale has played out. All we can say is that
combat might not be her
versus gunpowder for your last slot while you hear the speciality, she has room for gear six hours of Resident Evil 3 is just enough – and
guttural moan of a lunging zombie. that can help even those odds. we’re aware that’s both compliment and curse.
6

88
RIGHT Mastermind players can
assume direct control of stronger
enemies and special characters, at
the cost of a more tactical
overview. Turning Mr X loose on
a group of Survivors almost feels
like cheating.
BELOW The inevitable late-game
laboratory section feels a little
rushed in places, though it does
introduce one worryingly resilient
new enemy type.
MAIN Boasting a handful of minor
visual improvements from the
already-handsome Resident Evil 2,
this is easily among the most
technically accomplished current-
gen games we’ve played

ABOVE A brisk FMV intro immediately sets the tone for the rest of the
game: it’s a confident start that shows Capcom’s writers have their
tongues wedged firmly in their cheeks for this remake

89
There are shades of The Last Of Us in the
spectacular, linear opening; it certainly
captures the chaos of Raccoon City

Post Script
Does Resident Evil 3 really represent poor value for money?

A
n unpalatable truth about modern the story can be spent on equippable items other as they once did. Even so, that was
videogames is that most people don’t that increase the damage you deal or reduce enough encouragement to replay the campaign
finish them, though the completion the amount you take. You can start with the at least once, while the 4th Survivor mode
percentage for Resident Evil 3 should be a good lockpick and bolt cutters to save time, or (and even its jokey tofu-led variant)
deal above the average. The lowest difficulty spend credits on a knife that sets zombies on incentivised further attempts. The publisher
setting, Assisted, gives you an assault rifle fire. The campaign’s relative brevity, in fact, can point to Resistance to justify Resident
from the off, and aim assist to make your shots makes it particularly suited to speedruns. Evil 3’s price tag, though – who could have
more likely to hit the weaker enemies from It’s more faithful to the original in spirit guessed? – it appears most Resident Evil fans
whose attacks you can recover more easily – than in – forgive us for using the c-word – would have preferred a more substantial
ensuring that just about everyone should be content, reworking sections substantially and singleplayer component.
able to reach the end. On our first playthrough introducing new ones, while prudently cutting The value question is one we’re always
on the Standard setting, even playing others. Yet the very fact that it’s missing thinking about, and we recognise that our
cautiously and thoroughly, saving often and features from the original will be enough for own perception is skewed slightly by
collecting all documents while pillaging just some to trot out the ‘lazy devs’ accusations, circumstance. We rarely review games under
about every locker and attaché case, our run even given the vast disparity in presentation optimal conditions; deadlines, late code and
concludes at just over the six-hour mark. standards. This is, in part, one of the inherent embargoes demand we have a more
Before subsequent replays, our total playtime problems with remakes: a certain degree of concentrated experience than the average
(which would appear to include continues after faithfulness is expected, and any diversion player who might complete a game in
deaths and cutscenes) is a little over eight. from that is always likely to cause ructions relatively bite-sized sessions over a longer
By current blockbuster-franchise among long-term fans (in that regard, Resident period of time. So we’re perhaps less likely
standards, that’s a little on the short side, Evil 3 is hardly this month’s main offender). than most to complain that a game is too
albeit comparable to the game it’s remaking. Yet content, as Bill Gates once said, is king – short – although, of course, we’ll always
Though it doesn’t have the original’s multiple and in that regard it’s easier to see why the speak out if its length negatively affects it in
endings – which were determined by key question of value has been raised so often and any way. Outside extreme cases, we believe
choices that are also absent here – there are so vocally. Indeed, Capcom made something our role should not be to determine whether
still incentives to play again. You can try for a of a rod for its own back with last year’s a game is worth your money – not least
faster clear time to improve your ranking: an Resident Evil 2 remake. That, too, was missing because a game’s price is rarely constant – but
S rank requires you to finish within two-and- elements of the original: its two campaigns your time. At six to eight hours, give or take,
a-half hours having only used five saves. The ultimately weren’t as distinct, nor would we recommend playing Resident Evil 3; only you
points you’ve earned from actions throughout actions in one have a tangible impact on the can decide how much that’s worth to you. Q

90
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PLAY

Gears Tactics

T
wo men, as broad as they are tall, stomp into a Developer The Coalition, just by moving, you won’t care. We can just about buy
Splash Damage
room. “What are we looking for?” grunts one. “The that a lancer might need to reload after five shots, since
Publisher Xbox Game Studios
most classified-looking file they got,” growls the Format PC it’s actually more like five bursts of fire, though a sniper
other. It’s a reassuring moment: a line this knowingly Release Out now with three rounds in the chamber smacks of inefficient
silly, delivered with a straight face, immediately lets us gunsmithing. Still, it means you’ll agonise over whether
know we’re in safe hands. And familiarity counts for to risk that last round on a 50/50 shot, or to set up an
a lot in Gears Tactics; it’s a big part of what makes this overwatch and hope that you’ll take your intended target
spin-off feel so instantly accessible. Your units advance down when they move on their next turn. (Invariably,
towards cover in that recognisable crouched waddle, they’ll move around the other side of the cover you’re
magically adhering to those convenient waist-high walls aiming toward.) These limitations also make upgrades
as if their armour were lined with magnets. There are more valuable, such that you’ll risk breaking formation
frag grenades, Lancers and Gnashers; Corpsers, Kantus
and Wretches, too. And when the Theron Guards and
When the to gather a temptingly-positioned case that might just
let you fire two more rounds before reloading.
Boomers show up, we feel strangely comforted to know Boomers Over time you’ll find ways to even the numerical
exactly what kind of trouble we’re in. mismatch, from mods that make your guns more
For all its reputation as a gung-ho shooter, Gears show up, we powerful or accurate to clever skill combinations that
always seemed well-suited to turn-based tactics. The feel strangely increase the number of actions available per turn. You
phrase Cliff Bleszinski liked to use was “stop and pop”; might tee up your sniper by leaving an opponent
here, you’re simply given longer to stop so you can, well, comforted to downed but not out, guaranteeing a kill shot that earns
pop more effectively. Each unit has three actions per
turn, split between movement, shooting and special
know exactly you a free reload. You could leave them alive in the hope
of baiting out their allies, though the maxim ‘leave no
abilities, the latter accrued as they (slowly) level up. The what kind of Locust behind’ seems alien to your opponent – and
maps aren’t grid-based, giving you more granular besides, a bloody execution inspires everyone to a
control over movement, and of your overwatch, where trouble we’re in further action. Some classes don’t come into their own
you can control the angle and range of your vision cone. for a while – no spam-rolling your way out of trouble
This way, you can ensure the maximum possible here, shotgun lovers – but with mods and abilities
coverage when you’re holding a position, or else focus shortening skill cooldowns, scouts become more useful
your fire on a bottleneck to keep out the multiple Locust than they first appear. Throw in a sprint that covers two
you can see preparing to funnel through it. movement turns in one, plus proximity mines that can
close emergence holes as soon as they open, and while
It’s more than just a gory XCOM, in other words, the Gnasher may no longer be the dominant weapon,
though you’ll experience that same stomach-churning the unit wielding it becomes one of your greatest assets.
sensation when a shot with an 80 percent hit rate For a while, it works wonderfully. Every time you
misses the mark, particularly when it’s your last action think you’ve hit upon a reliable strategy, Gears Tactics’
of the turn. Or, worse still, when a round whistles wide WAR STORIES objective design and mission structure invites you to
of an explosive Ticker, which, in a deliciously horrible The absence of an upper rethink your approach. Sometimes you’ll have to dig in
strategic layer à la XCOM is
twist, scuttles closer after each volley – although you can perfectly understandable, not
without your two strongest units, while at others you’re
also use this to your advantage, drawing its attention least since the Gears are often forced into a forward march as a Nemacyst bombardment
from a vulnerable ally. As you fight your way across as much at loggerheads with shortens the battlefield after every turn. One-man
dust-blown desert settlements and through abandoned command as the Locust. Indeed, rescue missions ask you to extricate survivors from
that particular theme is central
medical facilities, the terrific level design forces you to torture pods, then to keep everyone alive as you race to an
to a prequel story that produces
reckon with environmental challenges alongside a steady a few minor surprises, even if a evac point upon which the enemy has turned its sights.
drip-feed of new threats. With a range of elevations and significant plot development is Yet these smart twists gradually become formulaic
sightlines to consider, when it seems you’re hunkered one with which long-term fans over the course of a needlessly protracted second act
will already be well acquainted.
down and have every angle covered you’ll invariably find and into its third. You’ll find the same challenges and
While Gabe Diaz, father of
one opponent managing to circumvent your defences – Gears 5’s Kait, is a slightly bland maps cropping up time and again: though you’re often
even if you’re more frequently outnumbered than out- lead, his two cohorts – reluctant presented with a choice of side missions, you’ll have to
thought. Even on the rare occasions that you survive recruit Mikayla and weary complete the majority before you can move on. Those
veteran Sid – are much more
quite comfortably, the intensity of these battles will familiar ingredients, at first an asset, become a liability,
charismatic. The latter gets most
convince you that you’ve just scraped through. of the best lines in Gears Tactics, the element of surprise waning as we find ourselves
There are a few contrivances to make it work. Why including a broad range of fighting enemies we’ve seen many times before. There
a vanguard class unit’s full-throated yell is enough to amusingly profane battle cries. simply isn’t enough game nor story to justify such a
Toss a frag grenade into a
scare Locust within a ten-metre radius out of cover is drawn-out campaign, as attritional wear and tear causes
waiting cluster of Wretches, for
beyond us, but when their sniper has your heavy pinned example, and he’ll bellow, “Hot those well-oiled cogs to grind. The more we pop,
down, or your lone healer risks taking two bursts of fire potato, shitheads!” in other words, the keener we are to stop.
7

92
ABOVE New Locust units are introduced in brief cutaways that let you
know what to expect from them. Forewarned is forearmed, as the saying
goes, but that’s only fair when it’s four of you against dozens of them

TOP Cosmetic choices are reflected


in cutscenes, so we equip our crew
with the gaudiest chrome armour.
If you like to see your units’ faces,
you can turn helmets invisible
while retaining their stat boosts.
MAIN It pays not to group too
many units together, lest you get
caught in your enemies’ sights
without anyone to flank them.
A disruptive pistol shot will end
a unit’s overwatch if you can’t
guarantee a kill.
RIGHT You have an impressively
granular degree of control over
where frags land – handy when
a group of Wretches is approaching.
The same applies to overwatch:
shorten your cone of vision and
you’ll all but guarantee a direct hit
when an enemy passes through it

93
PLAY

XCOM: Chimera Squad

B
eing named after a mythical, mixed-up beast feels Developer Firaxis wall or rappelling in through a window adds surprise
Publisher 2K
apt for XCOM: Chimera Squad; Firaxis has rearranged bonuses to your breach actions. Upon breaching, there’s
Format PC
XCOM’s turn-based tactical blueprint with a twist Release Out now a free group turn in which you can either fire on targets,
in the tail, said tail being the series’ traditional timeline. use an ability such as cover rush to gain defensive buffs
In classic XCOM, fights can be lost in the space of one or employ flashbangs and other breach items. The order
turn while you watch in dismay, unable to influence the in which squad members are stacked for the breach
battle once you’ve committed to your actions. Chimera dictates turn order and where in the room they take
Squad’s subversion of this is interleaved turns – cover, which is meant to give you a starting advantage.
individual units and enemies each swap turn order. The However, since Chimera Squad has all the tech except,
timeline is displayed in your HUD, as well as above strangely, heat-source recognition or any other means of
enemies’ heads, so you can adapt tactics on the fly, for divining enemies’ positions, you’re going in blind. This
example priority-targeting the next stacked enemy means it can be pot luck where your units end up. Once
before they can get a shot off. You can also use abilities breach action points are spent, you have no control over
to change the order of the timeline, and while this where everyone takes cover. It’s a big flaw in a game
prescience makes encounters easier than traditional This is not so where positioning of units is critical, though there are
XCOM, it also makes them much more dynamic.
This is not so much a total reinvention as a crowd-
much a total thrills to be had in wrenching back order from chaos.
The unit-by-unit turn order radically changes the
pleasing remix, then – a dextrous spin on a classic game reinvention as a way XCOM rounds play out, in a way that makes all
that tweaks its proposition in inventive, yet brilliantly choices feel life or death. Labels above enemies’ heads
obvious, ways. Rather than customisable grunts, squads
crowd-pleasing reveal whether they are surprised, alert or aggressive,
are picked from a roster of 11 fully-drawn characters, remix – a dictating how quickly they react. Once you learn to read
each with a backstory, unique abilities and skill trees. the turn order effectively, battles become tense and
The squad has a scripted role in the relatively grounded dextrous spin on reactive, as you weigh up whether to break cover to try
story, set several years after the events of XCOM 2, with
aliens, humans and hybrids all attempting to co-exist in
a classic game to take out the next enemy in the turn order, or focus
fire on Sorcerers capable of incapacitating your weapons
the wake of the war. The game’s setting of City 31 is an with their psionic blasts, costing you valuable turns. Do
uneasy utopia for diverse cohabitation, and paramilitary you return fire, or hunker down for defensive bonuses in
police force Chimera Squad is tasked with keeping order the next round? How long have you got to stabilise that
in the city’s districts and dealing with the three criminal downed squad member before they bleed out? Sustaining
factions seeking to undermine the fragile peace. too much damage during an encounter results in units
This gives us the first XCOM in which teams can be receiving scars, causing lost accuracy, slower movement,
built with aliens as well as humans, adding psionic or panic in the ranks. Managing your squad and assigning
powers and species-specific abilities to the ballistic these units to training or desk jobs back at HQ for a day
arsenal. The alien Verge’s psionics can incapacitate and or two will, fortunately, magically heal their PTSD.
expose enemies; Torque is a Viper, a cobra-faced alien PARANOID ANDROIDS City 31’s districts need constant attention – lose
who can pull enemies toward her with her tongue; The squad’s equipment is control and the city falls to anarchy, and it’s all too easy
upgraded in the Assembly
human-alien hybrid Cherub’s Phalanx ability draws research lab at XCOM HQ.
to neglect this as you bounce from mission to mission.
enemy fire to his shield. These exotic combatants fight Assigning a unit to this (a cushy To manage these districts, you assign field teams which
alongside typical human damage-dealers such as squad desk-job for an injured squad can lower or freeze levels of unrest while generating
leader Godmother, and Terminal, a tech-savvy medic member) reduces researching cash, intel and resources. Next to Chimera Squad’s
times, the fruit of which is
whose drone gives her the ability to heal team members missions, the strategic management of City 31 often
better armour, weapon mods
in the field. These distinct roles and disparate ability and battle droid reinforcements. feels like systems-based drudgery, though we learn its
sets make team balancing feel significant to mission This costs credits and elerium, importance the hard way. Around ten hours in, we find
success, and how you use each unit in combat requires the energy resource that powers ourselves on the brink of catastrophe thanks to our early
alien tech, so while kitting out
tactical, though not overly finicky, consideration. neglect of unrest levels, and almost fail the campaign as
squad members and ensuring
they have the best loadouts is a result of the city’s descent into chaos. These deeper
Missions – which roll out day by in-game day – critical, it’s also prudent to strategic layers underpin the story and give more
are snappier than in previous XCOMs, and involve prioritise your research projects. meaning to the endless cycle of breaches and battles.
Androids are pricey, but are more
storming buildings and compounds, going room-by- Still, we suspect Chimera Squad might not be to the
useful than the relatively tiny
room in close-quarters battles, with additional buffs a better weave of armour taste of genre purists, having sacrificed perhaps a little
objectives such as rescuing hostages, arresting criminals provides. If a squad member too much of the player’s control over strategic outcomes
(you can now non-lethally subdue) or defusing bombs. bleeds out, you can call in a in favour of reactive encounters. In some ways, it’s
droid reinforcement for the next
Chimera Squad introduces a breaching sequence at the XCOM for those who prefer action games – a hybrid
encounter. Permadeath is very
start of each encounter, in which you assign units at a real for your metal pals, though, that isn’t afraid to ruffle some feathers, even if
location’s entry points. Using charges to blast through a and it’s an expensive loss. the resulting beast loses a little of its identity.
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LEFT Encounters begin with
breaching, with units deployable
at multiple entry points. Don’t
bother to knock.
BELOW The timeline is stacked
to the right, and gives you the
chance to target the next enemy
in the turn order.
MAIN Moving within the blue lines
costs one of two action points,
and the shield-value of cover is
displayed by hovering over it.
Units can dash just beyond this
area, for a second AP

ABOVE Some enemies have psionic abilities that can disable your weapons,
putting you in a very precarious position. (Remember the Archon from
XCOM 2?) Naturally, you’ll want to take those ones out first

95
PLAY

Nioh 2

T
wo samurai circle one another. Neither set of feet Developer Team Ninja demon-powered special attacks, but doesn’t contribute
Publisher Koei Tecmo, SIE
stops moving, but hands don’t move from weapons to the full transformation. (After hours of play, we still
Format PS4
either. Each weighs up their opponent, waiting for Release Out now have to triple-check which way round those two go.) It’s
their moment. Around them, cherry blossoms flutter to a small niggle, but one that’s indicative of a larger
the ground. A blade swings. It falls short. It’s an messiness in the game’s systems and their presentation.
opening, one you drive your blade directly into, pressing Most games strip back their HUDs as far as they’ll
the advantage in a sudden blur of action. The go; Nioh 2’s UI is a horror show. It inherits those ugly
ex-samurai unfolds into two red-edged halves, spraying Dark Souls D-pad inventory menus directly, with none
orbs of light as they join the petals on the ground. of the streamlining Sekiro introduced, then stuffs them
For all the enemies it pulls from Japanese folklore, with surplus loot until it’s impossible to pick out the
for all the supernatural abilities it hands you, this is the best items from the trash. Outside of menus, you still
true fantasy of Nioh 2: a face-off between two evenly- can’t escape information overload. There are three
matched, mostly human foes. Yes, the Yokai monsters separate bars and three gauges clustered at the top-left
let Team Ninja cut loose with its flair for creature of the screen, the constant presence of a minimap,
design, from the Gaki – squat vampires that are more Battling with a indicators for the weapons you have equipped, a wheel
Gollum than Dracula – all the way through to lesser-
spotted boss creatures such as the Tatarimokke, in its
better version of potential Stances, and on it goes. This is all crucial
information, but the game’s refusal to prioritise it
mythological origins an owl possessed by the spirit of a of yourself, means it effectively becomes invisible.
dead baby, here a monstrous bird the size of a bungalow Combat is similarly convoluted. Every melee weapon
with three enormous eyes that shoot laser beams. And
Nioh 2’s combat can be held in three stances: high gives the most
yes, the sequel-expanded selection of powers – attacks sings like offensive power, low enables speedy hits and dodges,
infused with the power of monsters you’ve bested, the and mid sits steadily between the two. Each comes with
ability to transform yourself into a Yokai for a short polished steel its own hefty moveset and passive perks, unlocked
time – slot neatly into combat, adding the occasional
burst of colour to fights. But honestly, we’re never
being pulled individually, so it feels like you’re learning three similar
yet distinct weapons at once. Take into account the fact
happier than when fighting yet another soldier in drab from its sheath any button press can be modified by holding a trigger,
robes, relying on our wits and the basics (a misnomer if and it’s a lot to hold in your head.
ever we heard one) of combat to make it through. But here, and here alone, the extra complexity is
This might sound like too much to invest in every absolutely worth it. There are tangible gains, even if
single encounter, especially given most enemies will the cost is the occasional whiffed attack because you
regenerate when you pause at one of the game’s shrines, thought you were in high stance already, or could’ve
but it’s worth taking each fight this seriously, because sworn it was R2 you were holding. Combat is expressive
the tide can turn incredibly quickly. As with the first enough that two fights with human enemies, identical
FACE VALUE
Nioh, this is the developer of Ninja Gaiden doing its own Where the first Nioh had you but for their weapon of choice, can feel entirely distinct.
Dark Souls. Given those are both titles renowned (if not playing as a set character As you become more fluent, a spearman who favours
fetishised) for their difficulty, you can guess where the (William Adams, a real-life high stance is enough to give a duel its own flavour.
historical figure and inspiration
level of challenge sits. A brief lapse in concentration This is why it’s much more fun picking on someone
for the unproduced Akira
and even a lesser foe can cut your health bar in half. Kurosawa script which your own size – it gives you chance to appreciate the
Facing two – or, god help us, three – enemies at once is eventually led to Nioh’s small differences. One of the game’s best tricks is
enough to push your heart rate to uncomfortable levels. development), this sequel lets a mimic enemy who bites your style for a perfectly
you build your own hero, with
symmetrical showdown, demonstrating how incomplete
a robust character creator that
You’ll die, over and over, until you start to improve. enables you to tweak everything your understanding of your current moveset is. In
And then you’ll die again, at the worst possible from posture to cheekbone these moments, battling with a better version of
moment, to an enemy you thought you’d mastered. depth. The game isn’t afraid to yourself, Nioh 2’s combat sings like polished steel
show your creation during
You’ll watch a carefully-hoarded pile of Amrita – the being pulled from its sheath.
cutscenes, and they hold up
upgrade currency that serves as this game’s equivalent impressively well, even in tight But as the game strays further from this core fantasy,
of Souls or Blood Echoes – ebb away into infinity. It’s close-ups. At least, ours did – its charms are dulled. Nioh 2 is a rather conservative
a game to test the limits of your swearing vocabulary. we’re sure there are monsters to sequel, clinging to the shape of its predecessor, with the
be created with these tools,
So far, so Soulslike. But more than its difficulty, it’s main expansions of its boundaries concentrated on
though you’ve got chance to
the complexity of Nioh 2 that’s most off-putting at first. rework the design at any point. further exploring the Yokai realm. But we find ourselves
Every part of the game is a tangle to hack your way This means you needn’t be wishing it had retracted instead to focus on that
through. There are little things, like the fact that beholden to a default white gleaming centre. It’s a Gordian knot of a game, bloated
protagonist, as in the first game,
collecting Amrita also charges up a gauge that lets you systems and messy presentation wrapped tight around
and you can steer clear of the
Yokai Shift – not to be confused with Anima, which more salacious character design one another, and we all know what those require:
fills a bar that lets you trigger the aforementioned choices Team Ninja is known for. the well-timed application of a sharp blade.
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ABOVE You’ll occasionally find yourself wandering into the Dark Realm,
which saps your Ki stamina recovery until you kill all its demon inhabitants.
On the plus side, though, it does give you an enviable pair of horns

MAIN There are some absolutely


huge bosses who’ll happily monster
you with room-spanning sweeps of
their weapons, but you’ll come up
against plenty of human-sized
bosses too. You can probably
guess which we prefer.
ABOVE This is Tokichiro, your main
companion. In one of Nioh 2’s many
nods to real-world history, it
suggests that Japanese Daimyo
Hideyoshi Toyotomi was actually
a composite figure, conflating
Tokichiro with your character, Hide.
LEFT Staggered enemies are left
open to a brutal finishing move –
just be aware that, while it strips
away a huge chunk of their health
bar and sprays blood everywhere,
it won’t necessarily see them off

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PLAY

Ori And The Will Of The Wisps

T
he real world seems even more grey when we tear Developer Moon Studios versatile protagonist. For large parts of the game, we’re
Publisher Xbox Game Studios
our eyes away from the screen. We’d begun to convinced we’ve not enjoyed controlling a character so
Format PC (tested), Xbox One
wonder if Moon Studios’ sequel was going to be Release Out now much since Super Mario Odyssey, though Ori’s moveset
a permanent E3 fixture for Microsoft – since its 2017 is less about expressiveness or showboating trickery.
announcement, each year has given us an increasingly
spectacular-looking trailer, a reason for Xbox owners There is a sense of desperation to exploration – you’ll
without Game Pass (if such people exist) to keep their dash over to a wall, barely avoiding the thorny tangle
consoles mothballed. If anything, it’s more dazzling than below, or scrabble up to the edge of a platform, having
the promos; even the darkest areas of this sprawling just about cleared a huge gap with a triple-jump and
world are bathed in a bioluminescent glow. Its palette a dash. And that’s when the pressure isn’t on. Escape
covers the entire spectrum, and frequently reaches for sequences are back, though whether it’s a burrowing
the most vibrant hues. You sprint through a forest on worm or an avalanche from which you’re sprinting,
the cusp of winter, the warmth of a late-evening sun they’re more forgiving this time. Recalling the frustration
taking the edge off an autumnal chill you can almost of the Ginso Tree, we gasp with delight after clearing
feel in your bones. You swim through holiday-brochure There are plenty the game’s first chase on our second attempt. One or
seas in one biome that finds the sweet spot between
tropical and otherworldly. The notion of a living,
of moments two later pursuits fall into the trap of all but demanding
precognition to beat first time, but each allows more
breathing world is a marketing cliché, but here you can when you’ll be margin for error, giving slow fingers the chance to
detect nature’s pulse. Everything seems to move, down recover from any mistakes. There are plenty of moments
to the wooden bridges buckling gently beneath your feet
convinced it during Will Of The Wisps when you’re convinced it
and the twitching wings of dying insects enmeshed in plays as good plays as good as it looks, and that’s going some.
a spidery hollow. And at its heart is Ori, their brilliant The enchantment, alas, wears off. Such an expansive
white glow just about enough to drag your attention away as it looks, moveset leads to indecision and confusion, and points
from the countless visual distractions around them.
It’s a good job that ancestral light focuses the eyes,
and that’s when the game’s huge world – substantially larger than
the first game’s, albeit quicker to traverse, even without
because this is a more immediately hostile place than going some fast-travel shrines – leaves you lost. Getting stuck is
before, illustrated by a brief early encounter with part of most Metroidvanias, of course, but too often it’s
a huge, toothy wolf. The original’s tame combat was an unclear which tools you need to get by. Sometimes it’s
undoubted weak point, such that we were uneasy about an ability you gained a long time before but benched in
talk of an increased focus on fighting, even with an favour of the stronger combat options. More than once,
expanded arsenal. Yet combat is far from an unwanted it will demand you pull off a succession of moves with
interruption. You start with a sword that Ori wields fussy timing, such that you can never be sure whether
with grace and speed; later, there’s a powerful spear you’re doing it wrong or missing a vital skill upgrade.
with a glorious wind-up animation. But by then we’ve And then there are occasions where it’s apparent that
fallen in love with Ori’s hammer. If there’s something PICKUP TRUCKLOAD playtesters got stuck, and a text overlay will simply tell
incongruous about a tiny sprite wielding a whacking Alongside the usual capsules you which ability you need to progress.
that extend your health and
great mallet, it’s forgotten the second a mid-air swing energy meters, you can expand
The game’s size isn’t a problem, but there’s a Baz
hits a buzzing fly or a stomping brute with an almighty Ori’s abilities by completing Luhrmann-esque maximalism to it all that makes us
wallop; it’s as satisfying as connecting with the jaw of combat shrines to earn extra wish Moon Studios had dialled everything back a bit.
a wyvern in Monster Hunter, and it happens much more shard slots – up to eight in all. Even the visual sumptuousness grows overbearing: with
The shards themselves act as
frequently here. And if explosive slugs discourage close- every inch of the world seemingly designed to inspire
difficulty modifiers, after
quarters attacks, an upgrade that turns ground attacks a fashion. One boosts offensive an awestruck reverie, gorgeousness becomes the norm,
into shockwaves that spread beyond the point of impact power at the cost of reduced such that we greet later areas with little more than
ensures we keep it permanently bound to the B button. defences. Another lets you stick a shrug. Gareth Coker’s lush score swells and soars,
to walls: a godsend in places,
For the face buttons not reserved for Ori’s jump prodding you to feel more deeply about a story that’s
but a rather unwanted talent
(which is eventually tripled) there is a palette of abilities when you’re in a hurry. laser-focused on showing you sad things happening to
to choose between. A mid-air dash later lets you tunnel Elsewhere, you’ll bring back ore excessively cute, vulnerable creatures. And the build-up
through sand, and burst up and out from it, accounting to a craftsman who will build to the big finish is a crushing disappointment, setting
houses in a central clearing that
for the right bumper. The left, meanwhile, is reserved you a tedious task in an abstractly gamey environment
acts as a safe hub, while
for the Bash ability that lets you seize and redirect a gardener plants seeds you’ve that simply covers every available surface in spikes,
projectiles mid-flight, and a grapple with surprising retrieved to add extra features. culminating in a dreadfully boring boss fight. Its
reach (if relatively limited use). Between those and the Yet, thanks to creative use of moments of genuine brilliance are worth experiencing,
Ori’s abilities, by the time
arrows, the explosive spheres that melt ice and the late- but they shouldn’t blind anyone to the shortcomings of
they’ve been installed we’ve
game ability to turn yourself into a projectile – let’s not already visited the places they’re a sequel that, underneath that beautiful surface,
call it self-Bashing, hm? – Ori becomes an astonishingly designed to help us reach. is as frustratingly flawed as the first.
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ABOVE This instakill stealth sequence, albeit brief, is ill-advised. At one
stage we’re spotted despite appearing to be hidden; only through trial and
error will you determine which parts of the environment will conceal you

MAIN There are a few platforming


sequences like this, usually before
an optional pickup, where your
brow furrows as you try to plot out
the next series of inputs in your
mind before trying it out.
ABOVE Moon Studio can certainly
craft a scripted set-piece, and
though this time they’re less
demanding you’ll still breathe
a relieved sigh once the music
dies down again.
RIGHT The map fills in as you
explore it, but if you want a fuller
picture (including the location of
nearby pickups) you’ll need to pay
some orbs to cartographer Lupo

99
PLAY

Paper Beast

N
ow we know how Lester Chaykin felt. Granted, Developer/publisher Pixel Reef to-reel tape deck. You discover stark contrasts between
Format PSVR
we’ve not experienced anything as dramatic as the colourful predators (which are impossible to wrangle
Release Out now
Another World’s protagonist ripping a hole in without assistance) and their papery prey, which can be
the space-time continuum and teleporting himself to an easily dragged and flung around, making them feel more
alien planet. But we too find ourselves suddenly delicate and vulnerable still – and leaving you all the
transported to a strange and barren land, feeling keener to protect them.
similarly awestruck and not a little frightened. It’s not So yes, you can indulge in acts of casual callousness,
long before we realise that this place isn’t nearly so but in the main you’ll want to use your powers to
hostile – at least not to us. We may have arrived in the benevolent ends, since that’s how you progress. In many
shadow of a towering creature, but it’s benign: the cases, paper trees will sprout up where animals gather
gentlest of giants. Gnarled and spindly, it’s something to mewl and low. Usually, it’s your job to shepherd them
like a skeletal version of the Pokémon Dialga: the title there, creating bridges and paths, perhaps, or protecting
might suggest it’s made from paper, but it seems to be them from inclement weather or prowling predators. In
made from bone, studded with tiny jewels of rock. As it the latter case you need to find an effective distraction,
lumbers on, we’re struck by how powerful and yet how For the most luring them towards plants that have a narcoleptic
fragile it seems – and fascinated enough to follow its
lead. Like us, you’ll be surprised at where it takes you.
part, it’s about effect, or else tethering them to heavy objects to limit
their reach as you guide the weaker creatures to safety.
Éric Chahi’s latest game, in other words, has at least working out the Elsewhere, the environment itself is the problem,
as much in common with his most famous creation as and in some cases there’s more than one way to solve it.
with his last. The dynamic environmental manipulation
rules of a world In one area, crab-like creatures use plant stems to drag
of From Dust returns, and in Paper Beast’s sandbox unlike our own balls of sand, which you can push up a slippery slope to
mode, you again get to play god, forming mountains and help clumsy quadrupeds reach the top – rolling the ball
rivers and summoning storms to see how this simulated to figure out in the sand yourself to make it larger and cover more
universe and its inhabitants respond to natural disasters
of your own making. But for the most part, it’s about
a way forward ground when you splat it back down. Or you could
harness the dirt-scattering power of a spinning plant
working out the rules of a world unlike our own to that resembles a large sycamore seed to aid their grip.
figure out a way forward, albeit with much lower The mop-like ends of a large worm represent another
stakes – a failed experiment or bodged action here option, as it sucks up a sand pile from one end and
won’t result in your avatar’s death. It turns out you’re excretes it out of the other. It might seem a high-
exploring an abstract ecosystem spawned from lost minded game, but it’s hardly shy of playful touches, not
data (look up to the skies and you’ll see the pink clouds least during an impromptu parade soundtracked by
forming numbers), though any story elements are bouncy J-pop. Or when a tree bursts into life, sprouting
consciously left open to interpretation. The focus, tiny pods that you quickly discover function like Metal
rather, is on the experience of existing in a world that Gear Solid’s Fulton recovery balloons.
combines organic and man-made elements, and the PAPER PLAINS Its languid pace gives you time to make mistakes and
ways in which you directly and indirectly influence it. Sandbox mode is a delightfully recover from them, though while the pressure increases
pure plaything that benefits
from completing the story mode
when the predators show up, the most stressful moments
The most transformative effects come from the first. By then, you’ll have are down to the fussy nature of some objectives. One
beasts themselves, albeit often as a result of your unlocked more creatures and puzzle, involving finding a way for lightweight
prompting. Many resemble origami models, assembled features to scatter across the quadrupeds to negotiate a storm-blown clifftop, is
land – retrieving certain
with geometric precision yet chaotic and unruly now fiddly to the point of exasperation. And while the lack
colourful collectables hidden
they’ve been given life. Your controller (or two if you’re within some chapters will of direction is often an asset, there are one or two
using Move, though for once there’s little difference) expand your palette. Though occasions where we’re left feeling lost, and not in a
effectively becomes an invisible fishing line: you’ll you can descend to ground good way, where our immediate objective would seem to
level, you’ll mostly want to
uproot the odd plant, but you mostly use it to grab be apparent yet our destination isn’t at all clear.
watch from above, putting
these creatures, bringing them closer to get a better down creature combinations Still, we’re prepared to forgive Chahi and his team
look, or shunting them away. By studying their you won’t see elsewhere to see these rare slips. Captivating and uncanny, Paper Beast is
behaviour and combining them with one another or the how they respond to one a rare one: a distinctively weird game that’ll stick with
another – or simply feeding
various flora scattered around these desolate lands, you you long after your brain has filtered out the little
everything to the vicious Voraxo,
learn exactly what they’re capable of. the game’s deadliest predator hiccups and frustrations. It’s a minor miracle that, amid
At first, you simply want to study them because despite being rooted to the the real world’s information overload, a game about big
they’re so beguiling to watch. One is a tangle of paper spot. With experimentation, data can leave us feeling overwhelmed for entirely the
you might even pick up a few
ribbons, halfway between a cheerleader’s pom-pom and right reasons. We may not return for a while, but we’re
tips for alternative solutions to
the clumpy mass you pull out when emptying a problems you’ve encountered left with memories that will linger – of one more
shredder; another has seemingly unspooled from a reel- in the main game. unforgettable trip to another world.
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ABOVE The smaller critters are every bit as fascinating in their way as
the larger ones – and you have more control over them. The delicate limbs
of this creature actually inspire us to be more gentle with our interactions

MAIN One of the trickier objectives


has you ferrying objects through a
field of sticky tendrils. Just when
you think you’ve freed your cargo,
another will latch on.
ABOVE The creatures are strange,
yet their behaviour is utterly
convincing, to the point where
you’ll start feeling guilty for using
them for your own ends.
RIGHT A screenshot can’t capture
the imposing size of this fellow. The
environments might look sparse,
but you’ll usually be too busy
gawping at the beasts to notice

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Call Of Duty: Warzone

T
here’s no question of whether it’s a riot. Deeply Developer Infinity Ward, in your controller are more than implied, while players
Raven Software
silly military gadgets spewing forth from humming who’ve already earned better weapons and attachments
Publisher Activision
containers; Cockney accents accompanying your Format PC (tested), PS4, Xbox One steamroll through in bliss. The best you can hope for
death-baiting dashes from Eastern bloc petrol stations Release Out now is to endure this ritual humiliation for long enough to
to dilapidated arenas; thrumming ballistic effects and become the predator, but in Warzone the paradigm is, if
crosshairs changing smugly to indicate you’ve hit the not quite inverted, certainly radically recalibrated.
meat of the cranium; knee slides, item pings, punch-ups This is because, technically, you don’t need any of
in gulags and quad bike jumps in gas masks – Warzone the things you unlock. Loadouts don’t arrive with you,
is the highlight reel version of battle royale. but are airdropped to a nearby location several minutes
No, instead the question Infinity Ward’s free-to-play and zone-shrinks in. This means a few fortuitous chest
juggernaut raises is this: how much has been lost in the openings near your drop zone or an aggressive early
process of creating this more accessible, thrill-a-minute game phase replete with body-scavenging will equip you
version of the genre, and how much do you miss it? It’s with equivalent gear to a high-level, many-hour profile.
certainly a substantial simplification of PlayerUnknown’s It also forces players who haven’t yet satiated their
Battlegrounds, and it’s unquestionably PUBG Infinity How much has weapon-lust out from their foxholes, scuttling towards
Ward has taken its notes from. There’s none of Fortnite’s
befuddling base-building or cutesy Moisty Mire stylings,
been lost in bright red flares which, of course, everyone else in the
region can also see. While killstreak rewards do remain
and while Apex Legends might well feel aggrieved to see the process of bound to your personal progress, and just as seismic as
its brilliant ping system lifted wholesale here, Brendan they are in a round of Kill Confirmed, elsewhere Infinity
Greene’s legal team must be grinding what’s left of their
creating this Ward has wisely placed the emphasis on scavenging for
teeth into paste. Not that there’s anything wrong with more accessible, gear rather than grinding for it.
setting a battle royale in a fictional abandoned Soviet
town in which a military base, a prison, and a secret thrill-a-minute The topography of Verdansk, like the positioning
bunker are within walking distance of tenement blocks,
but we aren’t thrilled by the prospect of it any more.
version of the of its major areas, works in harmony with the loadout
drop system and a steady influx of resurrected players
The Verdansk map feels geographically just a few battle royale? dropping back in to keep players moving and spotting
towns over from Erangel, but they’re galaxies apart in each other. Sitting scoped-in and tensing every muscle
terms of how they are to play. Nearly every building you for five solid minutes is a valid strategy, as it should be
enter contains a loot chest with enough kit to give you in a genre that has essentially weaponised hide and seek,
a fighting chance. Here, it isn’t whether or not you’ve but the temptation is simply greater in Warzone to get
managed to find an assault rifle yet, but whether that out and determine the action than in its contemporaries.
assault rifle has an amygdala-massaging word like ‘epic’ The bluntest instruments to this end are contracts which
and an impressive rarity colour attached. Equipment and highlight a nearby squad or player on the map – the
ammo are plentiful, and with that sense of inhabiting hunted knows their position’s being broadcast to an
and controlling a large kitchen appliance that’s intrinsic CASH IN THE BALTIC unseen foe, and that unseen foe knows their target is
to Arma-based games gone, it’s much easier to shoot In addition to Warzone’s waiting for them. Fairly often nothing happens at all:
traditional solo and three-man
people, too. Until the final minutes of a round, even squad battle royale modes lies
a HUD indicator turns red to signal imminent danger,
death isn’t the end of the road – you’re just woken up Plunder. Gordon Gecko’s vision and your assailant passes by harmlessly, either stumped
in a prison and made to fight mano-a-mano in a bizarre for battle royale, it takes the as to your location or unwilling to risk a fight. What’s
arena made of urinals. Win that fight, and you’ll be emphasis off survival and puts important is that it’s another beat in each round’s story.
it squarely onto accumulating
airdropping back into the game as if nothing happened. It’s a tale not just of survival, but of grabbing cold,
wealth. With no diminishing
One might call it ‘battle royale lite’, were one feeling zone and limitless respawns, the hard cash in the process. This final spin on the formula
particularly uncharitable. But the truth is that although aim is to gather a million dollars lets you view Verdansk in a different light, not just as
death doesn’t carry quite the same consequence here, all and deposit it before any rival a gallery of doors to hide behind but a sprawl of lottery
teams. Free to go about it
the other fascinating wrinkles of the genre – baiting tickets. Money buys killstreaks, armour plates, revive
however they like, from robbing
other players, choosing your fights, being in the right banks to targeting high-earning kits and loadout drops, giving an advantage to flush
place at the right time – carry over perfectly. This being players (who are displayed on players. The best way to accumulate it? Killing people.
Call Of Duty’s second stab at the genre after the tepid the map periodically), Plunder’s Behind the familiar weapons and machismo, there’s
participants here find a more
Blackout mode in 2018’s Black Ops IIII, lessons have a rewarding new slant on battle royale in Warzone, one
freeform and forgiving mode,
obviously been learned and applied. and one that works as a useful that has already captured the imaginations of some 50
It’s also a game with the dizzying array of unlockables tuition tool for map knowledge million players. Derivative and at times off-puttingly
you’d expect from a free-to-play Call Of Duty, delivered and combat experience. There’s insistent upon drawing your attention to season pass
unmistakably something in it,
in a manner you wouldn’t. In the opening hours of rewards and flimsy unlocks, it’s nonetheless some of
but Plunder’s not as sharply
traditional COD multiplayer, you’re not the consumer but hewn as the main attraction yet, Infinity Ward’s most considered design in years,
the product. Your job is to be killed until the teethmarks and needs further support. and a sign it’s ready to get back in the fight.
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ABOVE With a more generous distribution of weaponry across the map,
picking a drop location isn’t a round-defining decision in Warzone. If all
else fails you can hunt down your loadout drop shortly after landing

TOP Friendlier than its battle


royale peers, Warzone includes
a brief but satisfactory tutorial
where the basics are laid out in
a peaceful environment, followed
by a PvE practice run.
MAIN If this were a traditional Call
Of Duty multiplayer match, you’d
both be laying dead by now and
expunging shimmering dog tags.
Thank the stars it’s not, and there’s
time to take a breath and plan.
LEFT Enemies who’ve procured
helicopters are every bit as
dangerously overpowered as they
sound. With great OP comes great
complacence, though, as this
individual learns the hard way just
a few moments later

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Bleeding Edge

T
his team-based melee fighter desperately wants to Developer Ninja Theory corpse, and Maeve is an elderly witch who leaves other
Publisher Xbox Game Studios
be noticed – with its ostentatious style and bold damage-dealers in the dust, once you get your head
Format PC, Xbox One (tested)
character design, at times it can feel as though Release Out now around how to use her ranged pokes properly.
Ninja Theory has forced us into the Clockwork Orange Ninja Theory can be forgiven for borrowing from its
eye clamps. It’s an approach that backfires: go in with own games, especially since creative director Rahni
eyes wide open, and the similarities between Bleeding Tucker was responsible for DmC’s satisfying combo
Edge and its contemporaries become uncomfortable. system, and combat revolves around a pared-back
So much of Bleeding Edge feels lifted from Overwatch version of that. But for a game built around close-
that it’s awkward, as if the two had rolled up to a party quarters skirmishes, they frequently bore. You’ll vie for
in the same outfit. Gizmo actually has: her pink mech dominion over territory in Objective Control, or take
suit is oddly reminiscent of D.Va’s. Half-motorcycle power cells to a drop zone in Power Collection, but both
cyborg Buttercup has a chain-hook like Roadhog, and DOJO RISING largely involve mashing one button to throw out limp
A training dojo and the addition
support hacker Zero Cool throws up a protective wall projectiles as you wait for your far more exciting special
of a crafting workshop are
and heals teammates with a beam just as Mei and Mercy a great way to work on your abilities to cool down. Time-to-kill is slow, making for
do. Bleeding Edge’s version of ‘Play Of The Game’ is character builds and combat some dismally long exchanges of fire, while thoughtful
dubbed ‘Final Play’, and instead of highlighting a display skills away from the online squad composition doesn’t seem to factor into fights –
arena. Mods in the form of
of skill or ingenuity usually centres on whichever synchronising abilities for creative plays can be tricky,
microchips can be swapped out
beleaguered healer has managed to cap the point while and set to interchangeable with visual noise often making the action unreadable.
their DPS friends were off chasing kills. builds, and provide ability, And with new players mostly arriving via Game
Still, the oft-visited concept of a cyberpunk future in damage and health buffs. Pass, Bleeding Edge will need more than a few likeable
Progression for you and your
which you can pop round the corner to have a chainsaw characters, two game modes and four nondescript
chosen characters is also
transplanted into your left elbow has, happily, led to a monitored, with unlockable arenas to retain the attention it craves. Of course, that
few original character designs. Kulev has transferred his skins and emotes providing didn’t hold Overwatch back, but if you’re following
consciousness to a robot snake that now controls his cosmetic changes, but all of this rather than leading, you really need – apologies – an
assumes you’re invested enough
edge, bleeding or otherwise. There’s an abundance of
There are only two game modes at launch. In this one, Power Collection, in the core game and its limited,
repetitive game modes to be in character here, sure, but what Bleeding Edge needs
teams battle to be the first to deliver power cells to drop zones, while
navigating environmental hazards such as missile attacks it for the long haul. most is a personality – preferably its own. 5

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Streets Of Rage 4

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hings are rarely just as we remember them, but Developer DotEmu, Lizardcube, stuck behind some chairs and we have to backtrack
Guard Crush Games
Streets Of Rage 4 manages the impressive trick of to disentangle him.
Publisher DotEmu
being exactly the way we recall the classic ’90s Format PC, PS4 (tested), Switch, Alongside Axel, Blaze and Adam are new characters
side-scrolling beat-’em-up series, in all its vibrant Xbox One Cherry (a nimble fighter) and robot-armed Floyd. Each
Release Out now
rose-tinted hues. has their own moves, such as Axel’s upper-cut and body
Almost everything feels familiar. Moves, characters slam; basic attacks flow into weightier combos, and a
and enemies – from brightly mohawked street punks on double-tapped quick-dash knocks down enemies.
seedy, neon-lit streets to strobing dancefloors packed Alongside a powerful finisher there are two special
with cyberpunk psychos – are portrayed in a beautiful, moves, one defensive, the other an unblockable attack,
hand-drawn art style that affords them a bold, comic- traded for a little health which can be regained by
book feel, the very image of what our brains believe they landing hits. A reverse kick or punch is effective when
really did look like decades ago. You can even turn on a enemies have you boxed in, and you can grab and throw
filter to pixellate and add scan lines. enemies, bowling over other goons. A wide range of
That’s the first clue, perhaps, that there is little to no ROCK OF RAGES returning bad guys ensures a mix of behaviours to deal
reinvention here – tonally and mechanically, this is Music is a big part of Streets Of with at any one time: enemies that block, those that
obsessively reproduced. But where the old games might Rage 4. Not only does Cherry barrel at you, or use ranged weapons or aerial attacks.
wield a guitar and the story
feel rough around the edges, things have been boosted The AI, though not overly bright (it’s a beat-’em-up,
involve a showdown with a DJ
and bettered. Attack animations are more fluid, but each who looks like one of Daft Punk, after all), is smart enough to occasionally surprise.
blow connects with hefty cracks and whuds; movement Olivier Derivière’s synth-funk, The joy of a good beat-’em-up is in its simple, yet
feels modernised, with imperfections such as the way rock and dubstep soundtrack is compelling, loop – keep punching and moving – while
a contender for best of the year.
enemies had a tendency to disappear off-screen well learned knowledge of enemy attack patterns and
It also includes key contributions
and truly ironed out. Only once does the traditional from original series composers weaknesses, and best use of your own attacks, drives
one-way side-scrolling betray a fundamental flaw, Yuzo Koshiro and Motohiro you to beat those high scores. Any gimmicks would have
when our progress is halted because an unseen enemy is Kawashima. Want their full, muddied the waters – what you need to bring a golden-
original soundtrack from Streets
age beat-’em-up bang up to date, it turns out, is a team
Melee weapons, from knives and pipes to swords and pole-arms, can help 1 and 2? You can swap out the
new soundtrack for the old, and of fans with the hands of a heart surgeon and an
even the odds. You can throw weapons, and even catch them on the
rebound – the downside is, enemies will also use them against you listen to those synths soar. eye for why we fell in love with it in the first place. 8

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The Room VR: A Dark Matter

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or years, Fireproof Games has invited us to puzzle Developer/publisher Fireproof Games twist and so much more. Everything here has a tangible
Format Index, PSVR (tested), Quest, Rift,
our way inside its intricate contraptions. Now we presence, even the ghosts. The Room has never been
Vive, Windows Mixed Reality
find ourselves inside from the start, surrounded by Release Out now short of atmosphere, but in VR it’s more enveloping
the kind of world into which we’re used to peering. As than ever: you always feel on the verge of a great
we descend further into a supernatural-tinged Edwardian discovery, with hints that you’re dabbling in forces
mystery, this feels like a VR wonderland in more ways beyond your comprehension adding just a hint of
than one. With otherworldly portals shrinking us to danger to leave the hairs on your neck bristling.
investigate objects from within – having manipulated Occasionally it lacks the elegance of its predecessors.
them from the outside to form pathways inside – we’re You’ll encounter some objects that are designed only to
frequently left asking ourselves just how deep the be looked at, while others won’t yield until you’ve solved
rabbithole goes. Curiouser and curiouser, indeed. another part of the puzzle, the distinction between ‘not
This series has always rewarded the player’s natural at all’ and ‘not yet’ not always apparent. We rely on a few
inquisitiveness like few others, and Fireproof makes the more hints than usual, not because we need to know the
INTO THE UNKNOWN
most of the opportunities the tech presents. The A Dark Matter begins with a solution but because it’s not obvious where we should
vocabulary has changed slightly: there’s still poking and missing persons case, with an be looking. And there’s a little too much back and forth,
prodding, but plenty more grabbing, lifting and tipping. enigmatic missive from someone particularly in a church-set middle chapter, which
who’s dubbed themselves ‘The
And while, as ever with VR, you’re something of a returns to a stained-glass puzzle at least once too often.
Craftsman’ promising to reveal
semi-corporeal presence, your leather-gloved hands more. But don’t expect to come But even here the quality of the craftsmanship is
sometimes passing through scenery as you reach forward, away with all the answers, even hard to deny, and what follows is as thrilling a VR
everything you can interact with has a satisfying when the ending makes plain experience we’ve had outside City 17. Here, you’ll find
what you’re dealing with. If part
solidity. Whether you’re investigating dusty sarcophagi crystal balls and cracked mirrors revealing hidden
of The Room’s success is what it
in the bowels of the British Museum, or indulging in leaves unsaid, compelling you to symbols, dimensional doors activated by tarot cards and
a bit of eye-of-newt potion brewing in a witch’s cottage, dig deeper, the overarching a liquid-to-solid transition so mesmerising we welcome
there are levers and pulleys to tug, keys to turn, dials to story doesn’t always feel its repetition. A finale that blends Lovecraft and
connected to the objects you’re
Spielberg seals the deal. Before, we couldn’t imagine
If you’re playing in PSVR, we’d recommend using Move controllers if you investigating: these challenges
may be enjoyable, but they can The Room anywhere else but a touchscreen;
A Dark Matter suggests VR could be its ideal home. 8
have them; the puzzles have clearly been designed for two hands, and
the DualShock occasionally makes for a slightly clumsy alternative feel slightly arbitrary.

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In Other Waters

L
ike the more elusive creatures you’ll find in the seas Developer Jump Over The Age make a forest of tall stalks retract, the object you need
Publisher Fellow Traveller
of exoplanet Gliese 677Cc, writer-designer Gareth is always nearby. With abundant samples of organic
Format PC (tested), Switch
Damian Martin’s debut game can be tricky to pin Release Out now matter topping up your oxygen and power meters, your
down. We could liken it to an aquatic Metroid Prime in survival is never in doubt – although a couple of maze-
which Samus Aran needs nothing more than her scan like areas hurry you along in a way that discourages you
visor. Or perhaps it could best be described as a visual from lingering on those delightful details.
novel masquerading as a Metroidlike; certainly, text is It’s relatively easygoing, then: contemplative and
especially crucial here. As an artificial intelligence calming, yet with a low-lying feeling of peril that goes
guiding bioscientist-slash-biologist Ellery Vas, who’s with the territory. When it’s time to dive deeper, the
here to document alien flora and fauna while searching sight of a silt bank or layered outcrop looming out of
for her missing colleague, your view of the world is the black provokes a flutter of excitement and
limited: in the centre of a stylish interface, all you see is anticipation. The sound design does much of the heavy
a wireframe topographic map pocked with simple lifting, from the echoing whirrs and bleeps of your
shapes. What these look like through human eyes is ENCYCLOPAEDIA AQUATICA suit’s tech to a soft whoosh as something suddenly
relayed back to you by Vas, her messages combining You’ll collect samples regularly, swims by at speed. Then you hear the acid crackle of
scientific detail with awestruck fascination. Your rotating a radial tool to toxic spores or pools of concentrated brine eating away
centralise each object, then
imagination fills in the rest. at your O2 and you know it’s time to move on.
clicking both sides of a clamp
For a while, we’re forced to recalibrate our to excise the tissue so it can be As you catalogue the plants and creatures, an event
expectations. You’re not completely free to explore; taken back to base for analysis – that occurred prior to your arrival is teased, though the
instead, you ping the area to highlight environmental assuming it’s not required reveal isn’t as satisfying as the build-up. What emerges
beforehand. For some creatures
features and objects, choosing one for Vas to swim is a familiar tale of corporate hubris, even if the setting
a single sample is enough, while
towards. And though you gain new abilities to bypass others you’re forced to study gives it a distinctive edge. Regardless, this is
hazards and obstacles, whether it’s extra propulsion to further to find out more about a debut that brims with potential, with Martin proving
withstand strong currents or lobbing gas-filled sacs to their behaviour. Once they’re himself an accomplished world-builder. By the time
properly classified, you’ll find
the story reaches its understated, affecting denouement,
The interface seems alien at first – fittingly so – but it soon becomes detailed entries for each
discovery, with a bonus sketch it’s clear Vas’s mission is far from over. Her
second nature. The colour palette changes as you move between areas,
which helps with navigation while adding welcome visual variety to reward your thoroughness. creator’s, we hope, is only just beginning. 7

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Remembering the benchmark for sandbox


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Developer Crytek Publisher Electronic Arts Format 360, PC, PS3 Release 2007

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ight now, your PC can later, terrified KPA soldiers, felt instinctively
probably – probably – right. The texture work on its character
run Crysis. But even models’ faces still feels contemporary now,
as recently as 2015, and being surrounded by three-dimensional

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meme in response to enthusiasts who could actually play it.

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a new hardware release Those enthusiasts weren’t just given
a skin-deep tech demo, though. Crysis’ story

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wasn’t asking an entirely redundant
question. What Crytek created in 2007 was and situation were gripping in their own

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a technological spectacle so advanced, and right, providing an amped-up analog of

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so astonishingly different to the look of its Predator with extra technobabble. A team
contemporaries, that it took mainstream of super-soldiers, clad in secret military
PCs almost a full decade to accommodate tech which gives them the appearance
its demands. On launch day back in of skinned robot bodybuilders, descends
November 2007, anyone who hoped to enjoy on the Lingshan Islands to stop North
the sandbox shooter (whose scarcely Korean forces capturing an archeological
believable screenshots had been ubiquitous dig site at the island’s centre. Dr
in the gaming press for months) at anything Rosenthal’s team there have discovered
like a smooth framerate was about to get something which, you’re told, “might
their paradigm shifted. change the course of the world”.
This was mid-noughties PC gaming in a It’s not breaking new ground by any
nutshell. A new release would come along means with this setup, nor does it have to in
and dictate a higher bar for hardware than order to keep the player’s attention. Instead
your current machine could manage, and its the focus of Crysis’ storytelling wisely
allure was strong enough that you’d invest narrows on the Nanosuit itself. Not just
the requisite hundreds into those specs to a mechanical convenience to afford the
play it. Then a couple of years later the next player invisibility, super strength, speed and
Half-Life 2, Oblivion or Arkham Asylum armour, it’s a symbol of prestige and
would arrive and you’d either invest in more exclusivity. Just as the game itself pandered
cutting-edge PC parts or declare insolvency. to a prototypical PC ‘master race’ whose
But nowhere was it more true than with belief in their platform’s superiority was
Crysis. In many ways, the primary activity in suddenly validated, the Nanosuit made you
the game was simply getting it to run. It was feel extremely special to be occupying it.
a sort of preliminary puzzle which involved
finding the correct combination of drop- The opening cutscene feels more
down menu options to unlock a path like a promotional trailer, explaining the
forward, beyond the flip-book drawings suit’s abilities and playing out tightly
of a jungle that arrived on your monitor orchestrated scenarios in which each of
every half-second or so, and into a full- them shine. And as the squad prepare to
motion interactive experience. This was parachute-drop into Lingshan, special care
a puzzle which might have taken months to is given in the script to emphasise what
reach a satisfying solution. a position of privilege you’re in to be
With such an expensive barrier for wearing the Nanosuit. It saves your life
entry, Crysis was never going to reach almost immediately when your parachute
a mainstream audience. Instead it found a becomes tangled, an efficient way to create
cult of ultra-engaged enthusiasts who could a bond, while a fallen comrade has to be
scarcely believe their luck at having such a retrieved and taken back to HQ to stop
lavish release aimed squarely at them. This the North Korean KPA forces laying hands
was most players’ first look at post- on the suit’s technology.
processing techniques such as motion blur, And it works. Plenty of games before and
depth of field and RGB split HUD effects. since have given you invisibility, extended
The physical behaviour of every object you jump height and unnatural pace. But while
picked up and threw, from barrels and crates they’re usually explained through the prism
to turtles on the opening level’s beach and, of the supernatural, or just as a necessary
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quirk of the control system (Quake players


running at what feels like a non-stop
50mph, say), in Crysis you owe them all
to your suit, which also defines how
you look. The microtransaction revenue
from PUBG and other games in which
you can’t see your own avatar while playing
tells us what a powerful element appearance
– even perceived appearance – can be.
It’s helped along by a brilliant bit of
sound design which marries a macho, them out. Barrelling in with an assault rifle Some people just want to
watch the world burn,
phase-effect voiceover announcing your and maximum armour engaged is an while others would settle
selected power with an unironic “maximum approach no less viable than any other, for watching the world at
armour” with otherworldly effects such as particularly on lower difficulties. But when an acceptable frame rate.
Therein lies Crysis’
something contracting very tightly over you might have sneaked in cloaked and grenade dilemma
your skin, or flushing your body with moved from guard to guard taking each one
a stimulant. Bullets, too, ping and zip with down silently, or jumped to a vantage point
uncharacteristic detail for 2007. In this way, and sniped an explosive barrel to take out
it sounds just as good as it looks, and a whole cluster of enemies in one, it feels
Crytek demonstrates a real mastery of like the least imaginative one.

I T ’ S A L I N E A R J O U R N E Y F R O M WAY P O I N T
T O WAY P O I N T, D E N Y I N G Y O U T H E K I N D
O F F R E E D O M I T F E E L S L I K E Y O U H AV E

triple-A production values in a game whose With breadth of approach in most


audience was in truth much narrower than encounters and a generous area in which to
that of a triple-A release. enact it, the first half of Crysis identifies the
things open-world games are best at. But
By placing such emphasis on this it’s a deceptively linear journey from
aspect of the game, Crytek consigned Crysis waypoint to waypoint, denying you the kind
to be remembered first for the way it of freedom it feels like you have. Forget
looked, and far less for the way it played. about making your way to the dig site on
But as an evolution of its bravely sandbox the mountain at Lingshan’s centre at the
debut shooter Far Cry, and a prototype for start of the game – you’re unable to break
open-world combat games that would away from a very carefully curated sequence
dominate the landscape for many years of beaches and encampments.
afterwards, Crysis is worth remembering. You’ll first notice this when you get into
The trick is that it’s a sandbox and a vehicle and quickly run out of road, or
a linear corridor shooter at the same time. water. The pleasure of commandeering
In any given situation on Lingshan, you have enemy equipment and using it to travel
a large grid of real estate to prowl around in safely and quickly gives way to the
The image that shipped and choose the angle of approach on your realisation that you didn’t really need a jeep
a thousand graphics cards. The
reality proves to be far messier,
enemies. Your Nanosuit’s powers, too, give after all, because the waypoint’s just down
but no less enjoyable for it you the choice of exactly how you’ll take the road by that blockade. But these

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IDENTITY

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If there’s a more
forgettable sequel out

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there than Crysis 2, Vehicles give an
then we really have all immediate sense of player
forgotten it. The freedom on Lingshan
about-turn on all the Island, but you’re
first game’s principles funnelled towards the
was whiplash-inducing next checkpoint whichever
when it arrived in direction you set out in
March 2011 with half
the Nanosuit powers,
a strong focus on
console versions and
much smaller levels.
Although in retrospect momentary glimpses of how the sausage is Nanosuit’s speed ability. There’s one way to
Crytek was likely made don’t ruin that feeling of liberation take on your new enemy, and it’s shooting
reacting to the first
game’s poor sales and and experimentation. This might be Crysis’ them when they appear, and stopping
reportedly high piracy crowning achievement, moreso even than its shooting when they die.
rate, to Crysis fans the
simplified journey
startlingly high-resolution turtles. There’s merit in the idea of turning the
through New York Which makes it all the more frustrating tables on the overpowered player, erstwhile
must have felt like an when Crysis changes pace at the halfway very much the hunter in their exotic
outright betrayal.
Crysis 2 sold better mark. Following Far Cry’s deeply flawed military attire, and making them into prey
than its predecessor, blueprint, the gratifying fights against smart for something meaner and with a greater
but at the expense of
jettisoning the series’ but under-equipped human enemies give appetite for bullets than a North Korean
identity. By the time way to something much sillier and less soldier. But it’s the specific choice Crytek
a third Crysis released
in 2013, it did so to
suited to sprawling jungle canopies. As if made to simplify combat to the point of
a market that no bound by an obligation to introduce terrible tedium, undermining its closing hours.
longer had a grasp of enemies after a certain number of hours, Two sequels over the following six years
what the IP stood for.
Poor sales followed, Crytek ushers in squid-like alien machines would fail to deliver on the promise of those
and the series ended. to the fight at the very point you’re Lingshan beaches in the first game’s
relishing KPA encounters most. The effect opening act, even as technology caught up
Nanosuit powers made for this has on combat is disastrous: Crysis’ to allow true open worlds. The industry
a few irresistible set-pieces, alien machines can’t be sneaked up on or proceeded to grow in the direction it had
such as this maximum-
strength jump through a
grabbed by the throat. They’re faster than felt like Crysis wanted to go, most notably
suspiciously flimsy KPA hut you and also airborne, which nullifies your with later Far Cry sequels developed by
Ubisoft after it acquired the name in 2006.
But Crytek seemed resolute in its refusal to
acknowledge the tenets that brought the
first game its cult following, stripping away
every characteristic which had previously
seemed integral with each new release.
Still, whatever mistakes were made later
down the line, Crysis remains a significant
part of the history of sandbox shooters.
Indeed, it has endured a lifespan far beyond
any expectation, not just for its ever-
evolving visuals but for the Nanosuit, an
invention that made it feel as though you –
and your poor, long-suffering PC – could
do anything. Q

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51

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112
T H E L O N G G A M E

A progress report on the games we just can’t quit

Below
Developer/publisher Capybara Games Format PC, PS4, Xbox One Release 2018

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ith teeth gritted, we climb the steps once struck anew by the way Capy somehow fuses elements
more. Wasn’t the journey supposed to be of sci-fi, cosmic horror and dark fantasy into a fully
easier this time? Below’s new Explore mode, cohesive aesthetic. What lies below? A great many
patched into the Xbox One and PC versions to coincide mysteries, and they’re still exciting to uncover.
with its arrival on PS4, promised as much, with Capy Alas, many will still give up before seeing them.
making a few concessions in the hope of encouraging Those survival systems aren’t gone – in colder areas
more players to delve deeper. Hunger and thirst meters you can still freeze to death if you don’t carry a torch
are no more. Spike traps won’t instantly kill you. or huddle by a brazier. Making all damage bleed
Campfire checkpoints are permanent. In theory, we damage isn’t the game-changer you’d think, since it
should be making swifter progress. And yet. only allows you to recover when there’s a brazier
Granted, we now have more room to properly nearby – and that’s assuming you can afford the
appreciate Below’s strengths, our avatar’s enviably agonisingly long animation as your warrior cauterises
efficient metabolism no longer forcing us to hurry their wound. When you’re running from enemies that
along quite so intensely. We can take time to shine our can move between rooms, the difference is negligible.
lantern into more of those deep shadows. No longer do Your belongings aren’t returned to the beach by the
we fear we’ve missed something crucial in our haste. time you reach the long, shortcut-free sections of the
We locate more secrets than ever before: fresh armour, middle floors, which means backtracking through rooms
helmets, decorations for our dreamworld hub, a whole of enemies that can still hit you through solid walls or
new area. We marvel at the Dutch angles of the ice the split-second your feet touch the floor after
biome that give it a hallucinatory feel, and the sound descending a cliff face. We’d hoped Explore would turn
design that suggests the world is cracking up around us Below from a game we admire for its astonishing
– or, worse, that something is trying to break through ambience and singular challenge to one we could truly
it. Shivers of a different kind are provided by Jim love. Then again, perhaps it’s only right that its
Guthrie’s magnificently bruising score, conjuring deepest secrets should remain elusive to all but the
a sense of deep foreboding and primal menace. We’re most committed adventurers. Q

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June 18

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