E L D E N R I N G THE HIDETAKA MIYAZAKI INTERVIEW #367 FEBRUARY 2022 mobilism.org “This is beautiful! Stunning! A total sensation! I hate it” As this issue goes to press, Epic has just released The Matrix Awakens: An Unreal Engine 5 Experience, an interactive showcase for its industryleading graphics technology. It’s the sort of demo Sony and Microsoft might have paid handsomely to have on PS5 and Xbox Series at launch, providing visuals that earn the label “next generation” and evoke the kind of awe you felt when you saw the likes of Ridge Racer running for the first time. But its impact isn’t dimmed by its arrival in late 2021, and in making a tangible delivery on the promises made by the team at Epic in E347’s cover story, it really gets the blood pumping as we look forward to a new year of games. As one seasoned developer put it to us: “It’s the biggest wow moment for me since seeing Super Mario 64 for the first time. A lot of game teams will be thinking: ‘Wow’. And then: ‘Oh, shit…’” The problem with making a videogame environment look this good, of course, is that it invites nitpicking on another level, and we barely had the opportunity to let the code settle on our SSDs before seeing it emerge. “Well, the car collision physics aren’t very realistic.” “The framerate tanks when it gets busy.” “It’s not a proper game. Also my wife left me.” If you follow videogame discourse on the Internet, you knew what to expect. And we forgive you if your reaction was: look, just shut up a minute and enjoy this thing you didn’t even know existed a week ago that looks better than anything else on your console and was just given to you literally for free. There are legitimate concerns here, though. Epic has raised the bar for all game studios, creating new challenges even as it puts such powerful tools in their hands and talks up asset stores and procedural generation. Making the next GTA, for example, just became an even bigger job. Fortunately for FromSoftware, cover game Elden Ring isn’t in pursuit of photorealism in a modern-day metropolis. It is, nevertheless, an intricate work of magnificent ambition, and the most anticipated game of 2022. Our interview with game director Hidetaka Miyazaki begins on p48. Exclusive subscriber edition mobilism.org games Hype 30 Cuphead: The Delicious Last Course PC, PS4, Switch, Xbox One 34 We Are OFK 98 Halo Infinite PC, Xbox One, Xbox Series 102 Solar Ash PC, PS4, PS5 PC, PS4, PS5 106 Battlefield 2042 Android, iOS, PC, Switch 110 The Gunk 36 The Past Within 30 Play 38 Mini Maker: Make A Thing PC 40 Inua: A Story In Ice And Time PC PC, PS4, PS5, Xbox One, Xbox Series PC, Xbox One, Xbox Series 112 Fights In Tight Spaces PC, Xbox One, Xbox Series 114 Heavenly Bodies PC, PS4, PS5 42 Call Me Cera 115 Space Warlord Organ Trading Simulator 44 Hype roundup 116 Clockwork Aquario PC PC, Xbox One, Xbox Series PS4, Switch 117 Dungeon Encounters PC, PS4, Switch 118 The Eternal Cylinder PC, PS4, Xbox One 119 Sherlock Holmes Chapter One PC, PS4, PS5, Xbox One, Xbox Series Explore the iPad edition of Edge for additional content 120 Unsighted PC, PS4, Switch, Xbox One 121 Cruis’n Blast Switch Follow these links throughout the magazine for more content online 4 122 Dap PC 123 Toem PC, PS5, Switch 98 88 sections #367 8 FEBRUARY 2022 Knowledge 8 Year of reckoning 20 This Month On Edge 12 Pocket universe Dispatches 14 A little knight music The place to come for prizewinning views about videogames. Well, one set of them, anyway From surprise hits to lawsuits: the highs and the lows of a difficult 12 months in games The things that caught our eye during the production of E367 Analogue Pocket goes beyond Nintendo’s Game Boy on its mission to host handheld history How an orchestral Kirby remix earned a Grammy nomination for Charlie Rosen and Jake Silverman 16 Dope fiends Selling banned magical products? You’re more Stringer Bell than Gandalf in The Price Of Magic 18 Soundbytes Game commentary in snack-sized mouthfuls, featuring Ubi’s Baptiste Chardon and EA’s Laura Miele 48 88 The Making Of... Three decades of friendship led to Oxenfree, a tale that helped game narratives come of age 92 Studio Profile 22 Dialogue How Studio Fizbin grew from a student project into one of Germany’s premier indie studios 24 Trigger Happy Why Frame Gride, the oftenforgotten FromSoftware mecha game, deserves a second chance 26 Unreliable Narrator Valheim’s Viking fantasy is proving harder than ever for us to resist A containment anomaly frees Steven Poole to discuss the history of dinosaurs in videogames As he sifts through the games of the year, Sam Barlow observes Unpacking’s Seinfeld routine 124 Time Extend 129 The Long Game Features 48 Boss Encounter A meeting with FromSoftware president Hidetaka Miyazaki to discuss the creation of Elden Ring 66 The Edge Awards The best visuals, audio and games of 2021, plus insight from our overall GOTY winner 66 mobilism.org 5 EDITORIAL Tony Mott acting editor Chris Schilling deputy editor Alex Spencer features editor Miriam McDonald operations editor Andrew P Hind art editor CONTRIBUTORS Jon Bailes, Sam Barlow, Matthew Castle, Grace Curtis, Katharine Davies, Caelyn Ellis, Malindy Hetfeld, Emma Kent, Jason Killingsworth, Andy McGregor, Niall O’Donoghue, Lewis Packwood, Emmanuel Pajon, Jeremy Peel, Steven Poole, Alan Wen, Alex Wiltshire SPECIAL THANKS Steven Favret, Lee Kirton, Yasuhiro Kitao, Michael Samuels, Bobby Simpson 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.magazinesdirect.com Email help@magazinesdirect.com (new subscribers) help@mymagazine.co.uk (renewals/queries) Telephone 0330 333 1113 International +44 (0) 330 333 1113 CIRCULATION Matthew de Lima circulation manager +44 (0) 330 390 3791 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 Angie O’Farrell chief content officer Matt Pierce MD, games, TV and film Tony Mott editorial director, games Dan Dawkins content director, games Warren Brown group art director, games, photo & design Rodney Dive global head of design Printed in the UK by William Gibbons & Sons on behalf of Future. Distributed by Marketforce, 2nd Floor, 5 Churchill Place, Canary Wharf, London E14 5HU. All contents © 2021 Future Publishing Limited or published under licence. All rights reserved. No part of this magazine may be used, stored, transmitted or reproduced in any way without the prior written permission of the publisher. Future Publishing Limited (company number 2008885) is registered in England and Wales. Registered office: Quay House, The Ambury, Bath BA1 1UA. All information contained in this publication is for information only and is, as far as we are aware, correct at the time of going to press. Future cannot accept any responsibility for errors or inaccuracies in such information. You are advised to contact manufacturers and retailers directly with regard to the price of products/services referred to in this publication. Apps and websites mentioned in this publication are not under our control. We are not responsible for their contents or any other changes or updates to them. This magazine is fully independent and not affiliated in any way with the companies mentioned herein. Happy New Year to you all! (Yes, even you there. Despite that thing you did. Look, we’re in a forgiving mood.) Here’s to an inspiring 2022. If you submit material to us, you warrant that you own the material and/or have the necessary rights/permissions to supply the material and you automatically grant Future and its licensees a licence to publish your submission in whole or in part in any/all issues and/or editions of publications, in any format published worldwide and on associated websites, social media channels and associated products. Any material you submit is sent at your own risk and, although every care is taken, neither Future nor its employees, agents, subcontractors or licensees shall be liable for loss or damage. We assume all unsolicited material is for publication unless otherwise stated, and reserve the right to edit, amend, adapt all submissions. Edge is available for licensing. To discuss partnership opportunities, contact head of licensing Rachel Shaw (licensing@futurenet.com) Want to work for Future? Visit yourfuturejob.futureplc.com Future, Quay House, The Ambury, Bath BA1 1UA United Kingdom +44 (0)1225 442244 6 Year of reckoning Reviewing another difficult 12 months across the game industry H aving begun the year with a special edition entitled ‘Look Forward’, it’s inevitable that we end it by doing the opposite – and, in the tradition of predictions revisited after the fact, consider how the ensuing reality differed. The scope of Edge 355 wasn’t necessarily limited to these 12 months, and we even called a few of the pushbacks (hello, Horizon Forbidden West), but, even in our COVIDtempered optimism, we might have reasonably expected more of the forthcoming games discussed to see daylight in 2021: of the 56 namechecked, exactly half have seen final release. That’s indicative of the industry at large, of course, as the long-term effects of the pandemic continue to bite. God Of War Ragnarök, Dying Light 2, Gotham Knights, Ghostwire: Tokyo – we could fill this page with a list of high-profile titles originally due in 2021 and subsequently pushed into 8 next year or beyond. It’s becoming almost standard practice even for newly announced games, with Marvel’s Midnight Suns and the Saints Row reboot both amending their release dates within weeks of introducing themselves to the world. On the physical front, 2021 has been quiet, with Steam Deck, Playdate and Intellivision Amico all pushed into next year, leaving the Switch OLED Edition and Analogue Pocket (see p12) as the year’s most notable hardware releases. Against this backdrop, the traditional fixtures of the calendar struggled to make much of an impression. After E3 was cancelled for 2020, it returned this year in digital form, and amounted, more or less, to a loosely associated series of YouTube broadcasts, something that served to make the ESA’s offering indistinguishable from the Summer Games Fest that sprang up in its absence a year earlier. And if a digital E3 failed to make much of a bang, Gamescom and Tokyo Game Show were barely audible. In spite of all this, it hasn’t been a bad year for new games. That much became obvious as we narrowed down our favourites for the Edge Awards (p66), a process that proved as difficult as ever. This year, assorted factors have made it easier for smaller developers to take the spotlight, but that trend was only accelerated by having fewer of the traditional big names to elbow aside. And this is without acknowledging the growing number of games that don’t fit into the traditional release pattern, both within and without triple-A. Valheim has been one of the year’s most significant hits without even nearing the big 1.0, and our above count of 2021 releases omits games that continue their journey through early access, KNOWLEDGE 2021 have games to tempt any prospective such as Baldur’s Gate 3. And of course buyer, but delivery has been a trickle rather there are all the live games that, through than a flood. Importantly, as Microsoft updates, still dominate concurrent player counts. Remarkably, Splitgate managed to comes at its second holiday sales period with the weight of two of its traditional ‘four combine all these trends – after an early horsemen’ in Forza and release in 2017, this Halo, Sony lacks a big endsummer it became so of-year release of its own. unexpectedly popular that PS5 and Xbox Exclusives are, perhaps, developer 1047 Games Series both have an old-fashioned way of pushed back its full launch taking the industry’s pulse. indefinitely in favour of an tempting games, But casting an eye over this ongoing open beta. The but delivery has year’s releases (only studio was almost counting, for the sake of immediately rewarded with been a trickle sanity, games that warranted a $100m funding round and a $1.5bn valuation. rather than a flood a review in these pages) shows the two consoles in a If you want an indication of where games are in 2021, there might be similar position. Xbox Series narrowly has the edge, with 12 console exclusives to no better encapsulation than Splitgate. Or, if you’d prefer, you can look at the PS5’s ten – both lists consisting of a similar mix of large and small, first- and thirdparty latest generation of consoles. A year into titles. But Xbox has no true single-format their lifecycles, PS5 and Xbox Series both games, due to every exclusive also launching on PC, not to mention on mobile via Microsoft’s xCloud streaming service. Perhaps most important of all, to understand where these consoles currently stand, is the number of games that are also available on prior-gen hardware: seven for PlayStation, ten for Xbox. In fact, there were only two games on our review roster this year that you absolutely need to buy a new-gen console to play: Returnal and Ratchet & Clank: Rift Apart, both on PS5. That may not change dramatically in the coming year, given that Sony – while suffering ongoing hardware shortages – has backpedalled somewhat on Jim Ryan’s initial assertion that “we believe in generations”, with God Of War, Horizon and Gran Turismo sequels all pencilled in for release on PS4 as well as PS5. Looking beyond the games, 2021 has been a tumultuous year for industry Splitgate’s concurrent player count exploded from 400 to 200,000 in weeks thanks to its multiformat relaunch. Naturally, that number has dropped since mobilism.org 9 KNOWLEDGE 2021 STATION TO STATION When it comes to acquisitions, 2021 brought nothing on the level of last year’s Bethesda buyout. In fact, Microsoft made no gaming acquisitions at all, leaving Sony to pick up the slack. In March, Sony took joint ownership of Evo, the fighting-game esports organisation, and followed it with the acquisition of five studios: Housemarque, Bluepoint, Nixxes Software, Firesprite and Fabrik Games. There’s a difference in strategy from Microsoft’s purchases here, with Sony bringing allies closer. Housemarque and Bluepoint have made some of the only true PS5 exclusives in Returnal and Demon’s Souls, while Firesprite and Fabrik, responsible for PSVR’s The Persistence, are studios built from the ashes of Studio Liverpool. How many people can say they’ve been bought by Sony twice? 10 goings-on. From a California courtroom, the Epic v Apple case provided us with weeks of revelations about both companies’ business practices and the immortal phrase: “It’s just a banana, ma’am.” As its outcome continues to be appealed, the full repercussions are yet to emerge. (See ‘Forbidding fruit’.) The latter half of the year, meanwhile, was dominated by three buzzwords – two of them often used interchangeably – which have become boardroom necessities. No game company’s Q3 earnings call, it seemed, was without a mention of NFTs, blockchain or the metaverse, as CEOs rushed to assure shareholders that they’re all over it (even if privately they didn’t necessarily understand why they needed to be aboard). Meta, the social media company formerly known as Facebook, showed in October that Mark Zuckerberg is making big bets on metaverse technologies, even if his presentation was heavy on speculative work. In terms of tangible developments, none of Meta’s solutions have really taken a leap forward over the course of 2021, with its Horizon Worlds and Workplaces, both currently in beta, failing to deliver on the grandeur of its video demonstrations. And if you define ‘metaverse’ as being synonymous with Fortnite or Roblox, well, those existed long before the year began, and have spent the apparently, much more – raised $725m, year continuing along their prior trajectory. while Blankos Block Party developer Regardless of Meta’s preparedness in Mythical Games attracted $150m. But this is reflective of investment trends real terms, though, it was at least a relief across the game industry as a whole. to see Zuckerberg and co do what so many seemed to be avoiding and define According to investment bank Drake Star Partners, the first nine months of the year the metaverse as a three-dimensional social space, following months of the term saw an unprecedented $71bn moving being thrown around to describe anything into games, across 844 deals. As where Rick and Morty could rub shoulders Agostino Simonetta, chief strategy and investment officer at with an Avenger, a vision Thunderful Games, recently of the future filtered through It was at least told us: “There is a lot of the limited imagination investment going around. funnel of Ernest Cline’s a relief to see From the console platforms Ready Player One. Zuckerberg define or Epic, private equity Meanwhile, we’ve investment firms, money seen more games incorporating blockchain the metaverse as a coming from Asia… there three-dimensional is so much money.” technology, plus many Thunderful is just one more NFT scams – and social space example of the rise of indie nothing to change our mega-publishers and sceptical perspective on company collectives with cash to splash either. When weighing up any new around. 2021 also saw the launch of blockchain-related project, we have to Kepler Interactive, which has grown out ask: does this benefit someone who would not otherwise be rewarded for their of Kowloon Nights, and Devolver Digital’s November IPO, which valued the work? Could this be achieved without publisher at just shy of $1bn. And then blockchain technology? And what is its there’s Embracer Group, the enigmatic cost to the environment? Regardless of an often-grim backdrop, Swedish publishing group that has made projects involving such technologies have 18 acquisitions this year alone. One of the year’s biggest and most continued to attract major investment this year. In November alone, Forte – the tech fatiguing stories was the lawsuit brought company behind Will Wright’s Proxi and, against Activision Blizzard by California’s Department Of Fair Employment And Housing. The filing painted a picture of a workplace where discrimination and harassment were the norm, opening up a broader conversation about toxic work environments and precipitating a cascade of further allegations and admissions across the wider industry. In particular, it brought attention back to the claims directed at Ubisoft in 2020, and – according to employee group A Better Ubisoft – how little had changed in the intervening time. In this spirit, it’s worth examining what has happened at Activision Blizzard since the DFEH lawsuit. When we reported on the story in E363, Activision Blizzard had acknowledged the claims and insisted it would work to improve conditions. One immediate change was the removal of J Allen Brack – named in the lawsuit – as president of Blizzard, with co-presidents Mike Ybarra and Jen Oneal taking his place. As the first woman to hold this role, even in a shared capacity, Oneal’s appointment in particular seemed like a symbol of potential progress. However, it seems that a symbol is all it was. Oneal resigned after just three months as a result of being “tokenised, marginalised, and discriminated against”, as she wrote in an internal email seen by the Wall Street Journal. This reportedly included Oneal being paid less than Ybarra for the role to which they had both been appointed as part of the company’s apparent efforts to reduce discrimination. This was just one aspect of the widereaching report, which said there had been “more than 500 reports from current and former employees alleging harassment, sexual assault, bullying, pay disparities and other issues” since the lawsuit. It also pointed the finger at Bobby Kotick, Activision Blizzard CEO of 25 years, who had claimed to be unaware of the issues within his company until the DFEH brought them to light. According to the Wall Street Journal, Kotick did know about multiple allegations of sexual misconduct, including one allegation of rape, which he did not disclose to the company’s board of directors. The company issued a statement which accused the Wall Street Journal of presenting “a misleading view” of the company and of Kotick. Nevertheless, it was followed by multiple calls for Kotick’s resignation, including a petition publicly signed by 1,875 Activision Blizzard employees. At time of writing, Kotick remains in the role. It is not the most upbeat note on which to end the year, but this is where we are. Nevertheless, much as it might occasionally stand in for the soul of the entire industry, as it wrestles with toxic culture in every corner, Activision Blizzard is just one company. And, while we might need to qualify our expectations even more than at the outset of this year, there is much to look forward to over the next 12 months. The hope is that every report and lawsuit helps to build a healthier workplace culture across the industry. The Epic v Apple case has likewise raised awareness of the uneven profit shares that can reward digital storefronts at the expense of the developers who use them. Elsewhere, while Zuckerberg’s vision for the metaverse isn’t easy to love, it’s indicative of a move to broaden the possibilities of virtual spaces that has yielded everything from Epic’s collaboration with Radiohead for the excellent Kid A Mnesia Exhibition to the subculture that emerged around Animal Crossing: New Horizons. And then, of course, there are the games themselves. The rush of investment will eventually lead to productions that might not otherwise have crossed the finish line, or been granted the time they need to shine. Even delays have their benefits – after all, when is the last time a February release slate looked as exciting as 2022’s? In a normal year, the arrival of a firstparty headliner such as Horizon Forbidden West would be cause for celebration, but alongside not one but three Edge cover games, in Dying Light 2, Sifu and Elden Ring? It’s hard not to look forward. LEFT As Facebook unveiled its vision of the metaverse, Epic continued moving towards it in Fortnite. MAIN Microsoft’s E3 showcase was given a boost by Bethesda. ABOVE As well as Switch OLED, Nintendo released a Legend Of Zelda Game & Watch FORBIDDING FRUIT The eventual decision in the Epic Games v Apple case fell in favour of Tim Cook’s company rather than Tim Sweeney’s, on all counts but one: the judge ruled that Apple cannot prohibit iOS developers from linking players outside of their apps to alternative payment mechanisms, a small but significant victory for Epic’s stated mission to let developers avoid the App Store tithe on every in-app purchase. After its initial appeal was denied, though, Apple was then granted an indefinite stay, on the eve of it needing to change the App Store’s rules. Epic has yet to respond; maybe a parody of the old iPod ads this time? 11 KNOWLEDGE ANALOGUE POCKET Pocket universe A The best way to play Game Boy games? That’s just the beginning for Analogue’s retro handheld than a Switch: your hands are positioned t last, here it is. Analogue Pocket, a handheld console which natively runs close together, and the front corners can dig into your palm as you curl your fingers cartridges for Game Boy and Game Boy to reach the triggers. But it will feel familiar Advance, and supports Game Gear to GBA SP and Game Boy veterans. cartridges with an adaptor. With future Besides, when you start a game, you’ll support promised for Neo Geo Pocket be entirely invested in Pocket’s 615ppi LPTS Color and Lynx, Pocket will soon cover LCD screen. Its 1600×1440 pixels may much of handheld gaming history up to seem like overkill for a device designed to DS and PSP. But once its doors open to play 240x160-pixel GBA games, but in developers to add other systems to its roster, it will be in a position to cover much practice this leads to pristine images enhanced by filter effects which recreate more of gaming history, including 16bit the look of original hardware. GBA games consoles and potentially beyond. offer three filters: the first scales the image And it should have been released to fit the screen, bright and solid with no months ago. But such is the reality for any company trying to manufacture electronics hint of shimmer. The other two pick out the original GBA’s pixels, one with a dim during the pandemic. “One day I will tell colour scheme that evokes the original the story of the nightmare spectacular of GBA’s unlit screen, the other what we have gone brighter to evoke the SP. through to get this fucking They’re so convincing that product to ship,” Analogue His dream is that it’s hard to remember they’re founder and CEO a graphical effect, yet they Christopher Taber tells us. it becomes “the benefit from a modern “It’s truly unbelievable, the be-all, end-all fast-response screen that effort people at Analogue way to celebrate makes GBA games look have put in, the amount of better than they’ve ever hustling. It’s been ceaseless.” and share all of appeared in the past. Analogue’s newest videogame history” Pocket’s Game Boy voyage into high-fidelity filters cover the same ground retrogaming is its most ambitious by far. This is its first console with and are even more remarkable, especially the one that emulates its original greenish a screen and buttons; its first to support dot-matrix LCD screen, recreating your multiple systems; its first accompanied by software, including an onboard operating memory but without Game Boy DMG’s notoriously smeary ghosting. With colour system and forthcoming system schemes that cover Game Boy Color’s management software for Mac and PC. With a Pocket in our hands, we can report colourisation of first-generation Game Boy games, Pocket offers extensive options for that the ambition has been realised. playing every generation of Game Boy as The unit is the same size as a Game you wish, and of course each system runs Boy but a little thinner and with GBA-like with the same lag-free sense of authenticity shoulder buttons halfway up its back, as all Analogue’s console recreations. below its cartridge slot. The D-pad and Pocket will eventually extend beyond its four face buttons feel classic Nintendo: a launch systems, with Analogue poised to healthy degree of travel and a positive release a developer SDK with the aim of moment of actuation. It’s less comfortable 12 SMOOTH OPERATOR Taber sees Analogue OS, Pocket’s operating system, as a separate platform that will open the doors to playing classic games with save-state management, game databases and much more. It will feature in its future products, such as Analogue Duo (PC Engine), and may be back-ported to older ones, such as Mega Sg and Super Nt (Mega Drive and Super NES). It will also exist as a PC and Mac app which Pocket can connect to via its USB-C port for managing thirdparty cores and sharing save states and settings. Analogue founder Christopher Taber attracting FPGA developers in hobbyist communities such as MiSTer (see E358) to port their cores to it. Pocket sports an Altera Cyclone V FPGA similar to that used by MiSTer but with around half the number of logic elements, plus supporting features such as banks of low-latency RAM, that should make it easier to support demanding systems. Taber says it’s “frictionless to design for”, and his dream is that Pocket – and its operating system – becomes “the be-all, end-all way to celebrate and share all of videogame history”. At launch, there’s no guarantee that the developers will come, or that Analogue’s operating system will live up to all of Taber’s promises. Its Memories feature, which lets you capture screenshots along with save states of those moments, won’t arrive until version 1.1. Other future features include the ability to finetune systems’ filters and settings and share them, Library (a complete database of games), and playlist editing and sharing support. All these features play directly into Analogue’s tagline – “We make products to celebrate and explore the history of videogames with the respect it deserves” – but they’re currently untestable. Simply on the merits of what Pocket is at launch, though, it’s already the best way to play handheld gaming’s formative generations. Its sleep and resume feature works well, as do its beta save states; battery life is good; its screen is wonderful. Its inclusion of synth Nanoloop and Game Boy development platform GB Studio are excellent extras. So, even if its potential is never fully realised, Pocket is a fine device. And if it lives up to just half of that potential, we have the entrance of a handheld device (which can connect to your TV via a dock) that could be the best way to play a swathe of other generations besides. TOP Pocket’s elegant case is designed by Kenyon Weston. ABOVE A packed PCB shows Pocket’s dual-FPGA design. FAR LEFT Battery life is six hours with the screen set to bright. BELOW LEFT A dock can connect the hardware to screens via HDMI and controllers by wire, Bluetooth or 2.4g 13 KNOWLEDGE MUSIC A little knight music T From Green Greens to Grammys: the story behind an award-worthy Kirby remix for The 8-Bit Big Band, Silverman was ony Award-winning composer, trying to establish himself as a solo producer and multi-instrumentalist electronic act while living in LA. “I had Charlie Rosen has certainly seen his fair my organ hooked up to Ableton, I was share of orchestral arrangements. But playing the bass with my feet – I was when Jake Silverman gave the NYCdoing three parts at once, playing with based band leader the chart for his sequenced drums, doing videogame version of Meta Knight’s Revenge, Rosen covers.” A friend mentioned Rosen’s was taken aback. First and foremost, he orchestra and suggested they work was impressed with Silverman’s work – together. Meanwhile, Rosen found a video with one caveat. “I remember looking at of Silverman (under his Button Masher the chart and being like, holy shit, this is so hard to play,” he laughs. Rosen tried to pseudonym) playing Meta Knight’s Revenge on a MIDI organ. “What really rebalance the arrangement, and make it easier for the jazz orchestra he leads, The struck me about it was that you were using 8-Bit Big Band. “Still, everybody was like, the sound font from Kirby Super Star,” he ‘This is the hardest chart I’ve ever played.’” says, addressing his fellow collaborator. “You’d reharm[onis]ed the crap out of it, To which Silverman bursts into laughter. and it blew my mind what you had done The two are unsurprisingly in good with the original. I saw humour as we talk to them that, and was like, ‘Oh, over Zoom, with Rosen man, we should totally currently working in London The calibre of do something together.’” and Silverman calling in Silverman handed over from his home in Baltimore. these musicians his existing orchestral Before we start, they briefly is astonishing – arrangement and Rosen catch up; it’s only the to the extent that set to work adapting it. second time they’ve seen no rehearsal The biggest challenge each other since the for Rosen was familiar: this recording session that was required music was made to be recently earned them performed by synthesisers, both a nomination for Best Arrangement, Instrumental Or A Cappella not humans. “I’d wanted to try to imitate [composer] Jun Ishikawa’s writing style, at the 64th Grammy Awards. Silverman which I’d describe as hyper-maximalist,” recalls the moment he heard the news. Silverman says. “Every single space is “My family was in town for Thanksgiving, filled, there’s so much activity.” Rosen and I went for a walk with my dog. I adds, “These composers didn’t have any wasn’t thinking about getting nominated, limitations that instruments have: they can I’ll just say that. And then I get a text from Charlie in all-caps that says, ‘DUDE’, jump wild ranges and play super-fast notes sequentially. Nintendo cartridges and I knew immediately what had just don’t have to breathe. People have to transpired.” The subsequent scream, he breathe.” But he ultimately didn’t have says, was so loud he scared his dog. to change too much, adding strings and Their collaboration came about as a harp to “take some of the pressure” off a result of their shared passion for 8the brass parts, and switching some of the and 16bit music. While Rosen was trickier trombone sections to sax. “Just so rearranging popular favourites of the era 14 THE GREAT VIDEOGAME SONGBOOK As a member of the Recording Academy, Rosen self-nominated the arrangement, with Silverman’s permission. He had no expectations (“worst case scenario, it’s on there and maybe a couple of people listen to it as they’re voting”) but was understandably proud of his band’s work. He believes videogame music is overdue appreciation from award bodies. “Film scores, Broadway cast albums and songs from shows, the Great American Songbook – we have these bodies of works that have been recognised as canons of musical material for years and years,” he says. “It seems high time we give this vocabulary of musical works the same professional treatment and adoration, and love and respect to these composers who have defined the sound of our generation, like those composers did for generations past.” the trombone doesn’t have to go like this,” he says, rapidly moving his arm back and forth as if imagining the trombone’s slide sawing a piece of wood. More laughter. Whatever he did, it worked. It’s an extraordinary piece, a rich, expansive, complex reworking that still retains the melodic core of Ishikawa’s original. Much of that is down to the quality of the playing. COVID-19 wasn’t an issue in getting the band together; while the recording wasn’t uploaded to YouTube until March this year, the session took place before the pandemic. At any given time, Rosen says, The 8-Bit Big Band is usually between 25 and 65 members strong, depending on the style he’s going for; some of his big-band arrangements might only require 17 people, while a full jazz orchestra performance might entail strings, a harp, French horns and even a choir. “I’m really lucky to live in a city and have a community of musicians around me, where if I do need to get an orchestra together, I can kind of do it in about two or three days by sending out a barrage of text messages to my friends.” Having now played alongside them, Silverman says the calibre of those musicians is astonishing – to the extent that no rehearsal was required. “We don’t rehearse, even for live gigs,” Rosen says. “We show up at soundcheck, we run it, then we do the show that night. At the studio, they show up, we do three or four takes and we get out of there.” He notices our eyebrows raising and laughs. “Yeah. It’s pretty crazy.” Yet he admits even these seasoned performers might balk at a live performance of Meta Knight’s Revenge: “This is the only chart where anyone has said, ‘If we’re going to do this live, you have to give me a heads-up.’” Silverman laughs. “And we still got nominated for a Grammy!” Rosen says he’d like to collaborate with Silverman again, and suggests an even more challenging track from the same game: The Great Cave Offensive DOPE FIENDS Drugwars meets fairytales and an ’80s Japanese printing technique Try putting that on a graphing calculator. The Price Of Magic is a reimagining of the game that distracted a generation of kids from their maths lessons, set in a fantasy kingdom that’s – as per art lead Paula Lucas – “more The Wire and less Lord Of The Rings”. It’s quite the pitch, even before you factor in Lucas’s Risograph-inspired visuals. “With Riso, you treat each colour as a separate layer and print one colour at a time as you burn it into the printing drum,” Lucas explains. “The ink is slightly translucent, meaning you get all sorts of interesting overlapping shapes and shades… I wanted to capture an aspect of that physical artform and bring it into a game, as I’d never seen it done before.” With Lucas counting Gorillaz, Samurai Jack and Japanese street fashion among her influences, The Price Of Magic promises a heady mix when it arrives on PC and Switch next year. 16 KNOWLEDGE THE PRICE OF MAGIC The product you move isn’t actually drugs, Lucas explains. They’re “illicit fantasy goods” – potions, enchanted artefacts, the occasional eye of newt – in a world where magic is banned 17 KNOWLEDGE TALK/ARCADE Soundbytes Game commentary in snack-sized mouthfuls “While this can seem trivial at first… it changes the videogame industry by introducing concepts like uniqueness and control, and thus value distribution in our game worlds.” Yikes. Ubi is serious about blockchain, as product director Baptiste Chardon attests at the launch of Ubisoft Quartz “It’s always tough for me because I have to be Switzerland now… It’s always tough when a game gets nominated and people get annoyed at me.” No man is an island, although Geoff Keighley is a country “We are bringing one of the most influential and talented individuals in entertainment to a franchise that is ready to be unleashed into the modern era of gaming. It’s an extraordinary inflection point in game history.” EA’s Laura Miele is a bit hyped about Vince Zampella picking up Battlefield 18 “Although the results are terrible, sadly I don’t think it will be a great surprise to a lot of industry professionals.” The WGGB’s Samantha Webb captures a mood as a survey reports that 53 per cent of game writers have seen or experienced bullying at work ARCADE WATCH Keeping an eye on the coin-op gaming scene Game Men In Black Manufacturer Sega What is the cost difference between licensing a movie property at the very height of its powers versus when its sheen has faded somewhat? That question may have been tossed around Sega’s coin-op division a few times recently, with its Mission Impossible cabinet now followed up by a Men In Black lightgun game. Using a ‘Tri-Barrel Plasma Gun’ mounted on the machine – with support for a co-op partner by your side – the action sees you taking down aliens across locations recognisable from the movie series. As a redemption game, it’s not the most sophisticated experience to have ever emerged from Sega’s labs, but if you’re on the hunt for tickets, it’s a lot more entertaining than Big Bass Wheel and its ilk. KNOWLEDGE THIS MONTH WEB GAME Dino Breakout BOOK RuneScape: The First 20 Years bit.ly/runescape20yrs This illustrated history of Jagex’s enduring RPG is a beautifully presented hardcover book that covers everything from the game’s origins through its various highs and lows to the Old School RuneScape offshoot and beyond. Journalist Alex Calvin does a fine job of making the story so far accessible to newcomers without alienating veteran players – there are facts here even the most devoted won’t know. But those illustrations are the star, with a frankly astonishing amount of concept art, from mood pieces to early character designs and more besides, adorning just about every spread. The Deluxe Edition, with its gilded page edges and hardbound folio of art prints, is one for the serious fan, but anyone with an interest in gaming history will get plenty from this splendid tome. VENUE Loading Bar Peckham bit.ly/loadingpeckham When we spoke to Loading Bar founder James Dance at the beginning of the year (E355) he promised that, in spite of the obvious hurdles, the gaming pub would be opening more venues. At the year’s close, we’re happy to report that Dance is as good as his word. In a tight space, limpeted to the side of a drama school, this new venue offers a cleverly condensed version of everything Loading has always done so well: consoles loaded with drop-infriendly multiplayer games, a well-stocked boardgame library, and a pun-heavy cocktail menu. Anyone for a Destini 2: Forshaken? bit.ly/dinobreak Not the Jurassic Park/Arkanoid crossover the title might suggest, but a physics-puzzler reminiscent of Boom Blox. Dinosaurs in cages are perched atop arrangements of blocks; your job is to throw a ball to dislodge them, smashing the cages without toppling any similarly precarious skull blocks. You also need to avoid sending the beasts tumbling into the abyss beyond the circular play area, which is a good deal trickier than you might think given the intuitive controls. There are just eight levels in this free prototype version – which was made for an 8bit game jam that restricted entrants to an eightcolour palette – but developer Dino0040 has suggested he might well revisit it. In the meantime, the “funky chill loop” soundtrack is the kind of earworm that could survive until the next ice age. THIS MONTH ON EDGE When we weren’t doing everything else, we were thinking about stuff like this GAME Lair Of The Clockwork God – Limited Run Collector’s Edition bit.ly/clockworkgodce Dan Marshall and Ben Ward’s point-and-click/platformer hybrid gets a lavish physical release care of Limited Run. Within the old-school DOS-style box (illustrated to look like a vintage LucasArts adventure) is a 78-page journal detailing the thoughts of Ward’s in-game alter ego, including the resolution to that cliffhanger ending. The game’s soundtrack is also here, alongside art cards, a poster, and a canvas print. Best of all is a physical manual: since no one at Limited Run specified it had to be for Clockwork God, Marshall and Ward wrote one for a completely different fictional game instead. Orders for both Switch and PS4 incarnations go live on December 31. 20 continue quit Massive FFXIV Endwalker’s early access release sets a new concurrent player record… Endstander, more like …but lengthy queues lead to tedious waits for many excited players Plus interest Reports suggest that PS5 owners will soon get a three-tier subscription service to rival Xbox Game Pass Halo, goodbye Mods lock down Infinite’s subreddit due to rampant toxicity – even before the game’s official launch Titan shifter Vince Zampella is unexpectedly placed in charge of EA’s beleaguered Battlefield… Despawn …as Titanfall is pulled from sale following a barrage of DDOS attacks Yorda best From Miyazaki to Del Toro, Ico’s 20th anniversary attracts admiring tributes from big-name creatives Unfestive casualties Activision lays off a dozen QA testers at Raven just before Christmas, prompting walkouts DISPATCHES FEBRUARY Across the universe Issue 366 Dialogue Send your views, using ‘Dialogue’ as the subject line, to edge@futurenet.com. Our letter of the month wins a 12-month Xbox Game Pass Ultimate membership Reading your article on NFTs [E365], I found myself agreeing with the sceptical tone. NFTs in games seem daft at best: a solution looking for a problem, or potentially the worst innovation to come at the worst time; pointless, environmentally damaging tech bobbins for grifters to hype while we’re looking down the barrel of potential climate catastrophe. That said, I couldn’t help but try to think of what an interesting use case might be, and I think I’ve found one: NFTs should be a curse. What about a scenario where, if you’re killed or invaded in a Dark Souls-type game, ownership of a curse gets transferred to you? The curse then wreaks havoc in your game – or maybe it’s a creature that hunts you like Mr X in Resi 2; its target indelibly logged in the blockchain and the only way to get rid of it is to transfer it to someone else. Maybe it could be like It Follows or The Ring, and after you’ve been got it goes after the previous owner. All the proposed scenarios for NFTs seem to just be about making what could be functionally infinite digital products have artificial scarcity. It’s all about making players care about ‘ownership’ of digital tat. I’m not sure that many people even care about ownership of games themselves, considering the success of PS Plus and Xbox Game Pass, let alone the products in those games. However, the idea of a specific digital entity travelling through a network, manipulated by players, its journey recorded in digital history, is actually intriguing – infinitely more so than the prospect of owning a specific copy of a +5 axe or one of those awful apes. Dave Merrett Dig it I have been having a brilliant time with the recently released Battlefield 2042, putting in about 52 hours in the weeks since release, which is about the same amount of gaming I had managed in the previous three months. It is fair to say that this game has its hooks in. Yet the current meta in subreddits and gaming forums is to slate the game and EA/ DICE for releasing ‘a broken, buggy mess that is an insult to gamers’. Now don’t get me wrong – this game has its fair share of bugs, poor design choices and balancing issues, and arguably should have been delayed until next year after the beta. However, despite these issues, I am enjoying the game immensely. If I decide to pop my head above the parapet and declare this fact, I get quickly flooded with comments telling me why my opinions are wrong and that I am ‘part of the problem’. I have no issue with people expressing their negative opinions of the game, so why am I not allowed to discuss what I like about the game without getting shot down? I don’t think I have seen such polarisation in discussions around other forms of entertainment, so what is it about videogame discourse that so quickly descends into name-calling and shitposting? It certainly doesn’t help me persuade non-gaming friends that gaming is now a grown-up hobby when they see articles about Halo subreddits being shut down for due to toxicity or developers getting death threats. I dearly love my hobby, like Henry Cavill likes his Warhammer, but as in his case, it seems we just aren’t allowed to enjoy what we enjoy these days without someone crapping all over it. Matt Spink “The curse wreaks havoc – or maybe it’s a creature that hunts you like Mr X in Resi 2” A use for NFTs in videogames that feels not only legitimate but fascinating? This is 22 precisely how to go about winning a year’s Xbox Game Pass Ultimate membership. DISPATCHES DIALOGUE Unfortunately, it’s been like this going back to Ugg deriding Ogg’s wonky stone wheel in front of the entire tribe. Our advice: discuss games with friends, not strangers. Get back As someone who rarely revisits older games, I often find it surprising how much conversation there is around spending what limited time we have on this planet reliving our past. Be it remakes, re-releases, game preservation or backwards compatibility, there is a vocal group of players keen to resuscitate past experiences and developers keen to make some easy money. I rarely go back to retro (or even fairly recent) titles – partly due to having such a huge backlog that I feel guilty doing so, and partly because the experience is often disappointing. Even when I’m convinced the game in question will hold up well, such as Super Mario 64 or OutRun, I’ve been left disappointed. In more recent months, we’ve seen some shocking ports that barely work. Reliving many of these experiences isn’t that great. Control inputs have improved. Our patience for replaying sections multiple times and only getting a save opportunity every 30 minutes has diminished. And the tech has left the past, more often than not, slightly redundant. Every new generation promises better AI or more processing power, but often that power is just spent on better visuals. What if we used all of the new processing power of modern platforms to reinvent these retro experiences, building on what’s already there and working well? What if F-Zero GX was online and with 40+ racers on track? What if Halo 3 upped the ante and the larger set-pieces featured even better AI and scale? What if Deux Ex: Human Revolution made the enemies 50 per cent more clever and unpredictable? Tetris 99 is one of very few games I can think of that took an old game, and gave me a reason to experience it again in a new way. It brought back the feeling I had, but made it entirely original. I’d be much more tempted to return to games of old if more did the same. Sean Thomas To be honest, we had a much longer, more thoughtful response in mind, but such egregious OutRun slander will not stand around these parts. Online F-Zero GX, though? Mmm, now you’re talking. chance to carve out your own path. This leads to an extremely subjective tension. It only makes sense to give the player better control over this. Robert August de Meijer Two of us There’s a lot of talking in videogames, but not a lot of it is dialogue – at least if we focus on the communication the player has any agency over. Dialogue: a conversation, an The long and winding road Today marks the tenth anniversary of Skyrim’s exchange of ideas, a discussion. In part it is the limitations of digital Clairvoyance spell. Or, as I call it, the biggest missed opportunity I’ve seen in game design. storytelling. The nonsequiturs, tangents Here’s the deal: for a little mana you can and callbacks that happen in natural conversations are a social dance. Not only shoot a beam that points the way to the do they require a lot of script, but also that closest objective. I never used it because Skyrim’s arrows on your map are clear enough. NPCs take a role in driving conversation. When Paul rebukes JC for using too much But imagine if there weren’t any markers. I bet we would look around a bit more and use violence, it still stands out because it’s a Clairvoyance the moment we start to get rarity. He brought up the subject and a strong frustrated. Especially if the price of using the opinion on it. The power fantasy places NPCs in the passive role, being pumped by the spell was one worth considering. That could player for quests or clues: hardly a dialogue. have been an interesting choice! Only in Grand Theft Auto IV were NPCs Location markers overshadow the details of our virtual worlds. But we also hate having allowed to annoy the player on their own to look up directions on the web. Some games, initiative, and that’s not going to be repeated. The best dialogue should happen with the such as The Witcher III, let you turn them on antagonist, but – Wolfenstein cutscenes aside and off. Some, such as Breath Of The Wild, – we often spend little time in their company. give you instructions. Some, such as Hollow Knight, have us venture around before we The Illusive Man’s arc gave us a sense of how find a map. Oh, and you can pay hard cash that might happen, but what conversation can for a map pack in Forza Horizon. It’s a you have with a man indoctrinated by space magic? (One gated by a reputation bar, sensitive balance. But why not gamify this apparently.) When we do get to speak to the like we do with everything else? Think of villain, how often do we hear “We’re not so how we make save points a choice, such as different, you and I?” in Resident Evil and Ori. How about giving Assassin’s Creed extraThe day may never come when I can have challenging towers for special map markers? a dialogue with an NPC in the sense of two Deus Ex fills your screen with location equals in a social dance: too much of a distances – why isn’t that a modification that technical and content burden for too little payoff. If I want a dialogue in a game, I could requires upgrades or energy? Cruelty Squad always unmute the multiplayer lobby. blissfully lets you search for its secrets, but Tom Piercy I occasionally wouldn’t have minded trading an organ to get a hint. Videogames have this crazy paradox: Hmm. Not too sure about the latter option, when they point out where you can go, you although to be fair it is always useful to find lose the goal of the game – namely, the out where our mothers were last night. 23 DISPATCHES PERSPECTIVE STEVEN POOLE Trigger Happy O em.emusnok noitartsullI ne of the finest examples of corporate euphemism in cinema comes in Jurassic World (2015): “Ladies and gentlemen, due to a containment anomaly, all guests must take shelter immediately”. “Containment anomaly”, of course, is PR speak for “the dinosaurs have escaped”, just as Elon Musk’s talk of a “rapid unscheduled disassembly” was an ironic acknowledgment that one of his rockets had blown up. The word ‘anomaly’ itself comes from the ancient Greek for “against natural law”, so – and I’m sure the screenwriters intended this nuance too – the whole of Jurassic Park was an anomaly from the beginning. There have, I regret to say, also been many containment anomalies during my time with Jurassic World Evolution 2, while I was forgetting that raptors can climb fences or distracted by the disgruntled state of my staff. It may even be the case that some customers were sadly eaten. If so, they should stop at the customer-service facility next to the exit and we will be happy to offer a full refund. I’m of the generation whose first experience of a videogame dinosaur was the T-Rex in JK Greye and Malcolm Evans’ 3D Monster Maze (ZX81, 1982): a truly terrifying apparition, even though constructed from greyscale blocks of 8x8 pixels, that in many ways set the tone for all survival horror since: its DNA is perceptible still in Alien: Isolation, for example. It would probably be excessive to claim that the game, which has you running around in a series of mazes while being chased by an enormous, implacable monster, was itself a bleak existentialist allegory of human existence, so I’m going to go right ahead and do it. In 3D Monster Maze you can’t fight back, only run away, so it was a relief to traumatised players who years later were able to enact the catharsis afforded by Turok: Dinosaur Hunter (N64, 1997), in which one can murder countless dinosaurs, including a firebreathing T-Rex, with arrows and a shotgun. This kind of liberal carnage against outsized 24 Shoot first, ask questions later When humans are gone, perhaps the species that takes over will design a game series called Anthropocene Park beasts went on to inform the Monster Hunter series, while a philosophical-ecological objection to it was supplied by the seminal Shadow Of The Colossus, whose mournful giants did not, after all, deserve to die. These days I share a house with a small person who is obsessed by dinosaurs, and so the most satisfying part of Jurassic World Evolution 2 is its attention to educational detail, with animations inspired by research into analogous modern animals: so, for example, the ankylosaurus moves somewhat like the similarly armoured armadillo. The range of species lovingly modelled is aesthetically and technically splendid, with only the inclusion of the made-up dinosaur Indominus Rex from the movie franchise slightly spoiling the illusion. The problem, at least for the most passionate theropod-fanciers, is that the game’s perceptual structure works against the majesty of its non-human inhabitants. Because it’s a management sim, you are given a free-roaming God’s-eye view that can go anywhere, but will spend most of your time with the camera rather high up and far away from the dinosaurs, which are thereby reduced to toylike size. This is because, of course, you spend most of your time placing buildings and fences, or giving orders to Ranger teams, and so forth, so it’s necessary for the game to work as intended. But I couldn’t help wishing for something like a pure exploration mode, where you could go on a firstperson safari, weaponless and if need be invisible, among the dinosaurs, and so pay full attention to all the extraordinary work that the designers have accomplished. Technology has come far enough, after all, that a game such as JWE2 could function as something like a virtual zoo, to encourage us to contemplate the fragility of ecosystems and the splendour of nature – something the game’s designers work hard to make a distracted-sounding Jeff Goldblum say in the voiceover, but that one doesn’t really experience while playing the game as structured. To properly instil awe at the scale of these masterpieces of videogame character design, we’d need to be less omniscient, and more epistemically humble. Walking with dinosaurs, not lording it over them. When humans are gone, perhaps the species that takes over planetary dominance will design a game series called Anthropocene Park, where they can marvel at the strange physiology and behaviour of people. Wouldn’t we at least want them to pay us the respect of observing our simulations up close? Steven Poole’s Trigger Happy 2.o is now available from Amazon. Visit him online at www.stevenpoole.net DISPATCHES PERSPECTIVE SAM BARLOW Unreliable Narrator V Exploring stories in games and the art of telling tales em.emusnok noitartsullI ideogame awards season is here – the time of year when I hunker down and play through the year’s big games in a marathon crush for various jury duties. For a few weeks I live like a game reviewer, overwhelmed by how damn long games are. Flashback to the year when a fellow juror told me: “You really need to play at least 70 hours of this game to understand why its narrative is so special!” Normally this makes me grumpy towards bloated triple-A blockbusters and my heart soars when I hit a short and unique game. However, this year the triple-A blockbusters are pandemically thin on the ground and so I am left to get grumpy at the short and unique games. This is not the kind of behaviour I really want to boast about in public. But for now let me (half-heartedly) grumble about indie storytelling as I digest my thoughts on the recent Unpacking. Unpacking is a pronounced example of the trend born of both indie necessity and ingenuity: it tells a story entirely devoid of humans, those creatures who are annoyingly expensive to model, animate and program. This is an indie thing, but it started with the big games. Once upon a time, when games were primarily about shooting or whacking, we lauded them for telling stories with their environmental dressing. As we pushed to elevate games even more, we talked less about the shooting and whacking (still the core experience) and more about the environmental storytelling. At some point we convinced ourselves that this was a special and magical way of telling stories – unique to games! (Mise-en-scène is French, so clearly something entirely different.) As much as I love ellipses in storytelling, I posit that telling a story with only the objects or atmosphere that surround it often feels less effective than, well, telling a story directly. So I was primed to raise my eyebrow when I saw Unpacking praised for telling a story “in a way only a videogame can”. And, yes, there is a lot here that is environmental storytelling – at least once you’ve unpacked it all. 26 Unpacking is a Seinfeld routine that opens with, “Moving house, huh. What’s the deal with that?” Our protagonist’s career is mapped out through the tools of their trade on their desk, the certificates and framed prints on the wall. There are now two toothbrushes on the sink, announcing the arrival of a live-in partner. So far, so mise-en-scène. And, yes, I do find this somewhat unsatisfying. It’s like if Citizen Kane was just about a sled called Rosebud and we never saw Orson Welles and his Mercury Theatre chums. I love to infer a Major Life Event, but would also love to see a protagonist react to it in a way that is uniquely their own. In the absence of a main character, I find these games often become a projection of their player. Which is not entirely surprising when we consider the type of story which Unpacking taps into. Unpacking is all about Observational Storytelling, where the storyteller points at something and asks, “Have you ever noticed…?” It works best when the thing you point at is so everyday and common that we all recognise it, but are not used to looking at so closely – opening up unexpected comedy or insight. Unpacking is a Seinfeld routine that opens with, “Moving house, huh. What’s the deal with that?” The gameplay asks us to go through the motions of unpacking – something universal – and through the scrutiny of a game mechanic have us notice things in a way we wouldn’t necessarily. So: unpacking into a partner’s existing apartment is a very different spatial puzzle to unpacking into an empty apartment as a single person. Don’t we all have that one weird thing we carry around with us from place to place? What’s the deal with the special mug? A lot of this is the stuff of a Seinfeld routine, but there’s a novelty to the game because we exercise muscle memory and recall buried memories associated with the processes that we’re calling upon: I’m doing the thing and thinking about the thing at the same time. Synthesising experience and reflection is one of the higher goals of art, in my opinion – it’s something that eludes us in everyday life. So let’s applaud Unpacking for this – and wonder at what other pieces of observation would benefit from an interactive take. That said, I come back to the people themselves and remember the pitch for Seinfeld, which famously posited that it was “a show about nothing”. But it wasn’t really a show about nothing. It took the universal standup routines and dramatised them through the vessels of its minutiae – an oddball cast of specific and memorable characters. Imagine an Unpacking whose mascot is an Elaine or a George, rather than a stuffed pig toy. Sam Barlow is the founder of NYC-based Drowning A Mermaid Productions. He can be found on Twitter at @mrsambarlow The essential guide to a year in videogames On sale now magazinesdirect.com #367 THE GAMES IN OUR SIGHTS THIS MONTH 30 Cuphead: The 40 Inua – A Story Delicious Last Course In Ice And Time 44 Slitterhead 34 We Are OFK 42 Call Me Cera 44 Nightingale 36 The Past Within 44 Sonic Frontiers 44 Alan Wake 2 38 Mini Maker: Make A Thing 44 Thirsty Suitors PC, PS4, Switch, Xbox One PC, PS4, PS5 Android, iOS, PC, Switch PC PC PC PC, PS4, PS5, Xbox One, Xbox Series TBA PC PC, PS5, Xbox Series TBA Explore the iPad edition of Edge for extra Hype content 28 Dreams and schemes As the late, great Terry Pratchett once wrote, “Only presumptuous fools plan. The wise man steers.” Videogames rarely match a creator’s original vision entirely: radical shifts of approach during development are not uncommon, often causing unforeseen delays. Someone may come up with a brilliant idea that changes everything, or a combination of circumstances may force a developer to adapt. In the case of Ruben Farrus, creative lead on Mini Maker: Make A Thing, the first seed of an idea suddenly sprouted as he was leaving for GDC to pitch an entirely different game – one that has since been canned. By the time he returned from the event, his team had assembled a prototype: “It was really, really bare bones,” he tells us. “But already, I saw a spark.” The Past Within, the 16th entry in the Rusty Lake series, sparked to life as a singleplayer game. But something about its room-within-a-room conceit made it an awkward fit for solo play, so the studio started again from scratch, transforming it into a co-operative twoplayer game. The result is one of the series’ most distinctive adventures to date. Inua – A Story In Ice And Time, meanwhile, took inspiration from Sir John Franklin’s MOST lost expedition to find the Northwest Passage, before its WANTED Moss: Book II PSVR developer chose to explore this remote part of the world The biggest problem with the original Moss was that it finished just as it seemed across three different time periods. to be hitting its stride. The promise of more of the same is welcome, then, as Sometimes, of course, it’s simply a matter of a game’s Quill – one of the most adorable videogame heroes of recent years – scope growing beyond the original plan. That’s certainly finds herself hunted by a winged tyrant. the case for Cuphead: The Delicious Last Course, an Gran Turismo 7 PS4, PS5 With Forza Horizon 5 winning plaudits expansion that’s more than you’d expect from a piece of and awards aplenty, Sony’s flagship racer has its work cut out as it finally nears the starting grid. Not long to go DLC. This new Inkwell Isle is roughly the size of the first now: here’s hoping Kazunori Yamauchi and Polyphony Digital make it as exciting two islands in the original, offering nearly a dozen new a finish as Hamilton versus Verstappen. bosses, with secrets, weapons and charms besides – Triangle Strategy Switch Fresh from the outstanding Dungeon and, of course, a new playable protagonist. As Studio Encounters, we turn our attentions to another Ronseal-titled Square Enix MDHR steers this long-gestating add-on towards its June RPG. With its deeply tactical positionbased battles and HD-2D style, it looks 2022 release, the decision to wait until now to talk about like another winner. Let’s hope this one benefits from a marketing budget of it feels like a wise move indeed. more than 73p and a half-eaten Freddo. It’s not all running and gunning. The flying levels return, too. In this case, you’re tackling a cowgirl who is quite literally a cow H Y P E CUPHEAD: THE DELICIOUS LAST COURSE This mouthwatering dessert looks worth the long wait Developer/publisher Format Origin Release 30 Studio MDHR Entertainment PC, PS4, Switch, Xbox One Canada June 30 31 B y the time Cuphead: The Delicious Last Course is released, it will be nigh-on four years since it was announced. That is, by any measure, a long development time for a piece of DLC. But this is no ordinary add-on. And Studio MDHR is no ordinary developer. As COO Maja Moldenhauer puts it, “We’re constantly challenging ourselves to sweat the small details that not everyone might notice, but which will surprise and delight the people who do. Something we’re really proud of with The Delicious Last Course is the richness and detail we’ve put into every aspect – from design to animation to painting to music, and everything in between.” The success of the run-and-gun original, Maja says, was humbling, inviting the development team to “ask ourselves at every turn what the best thing for the [DLC]’s quality was, and to follow that as our true north, so to speak.” What that means is an expansion that’s more, well, expansive. As extra dishes go, The Delicious Last Course is a belly-filling share-size pudding: another Inkwell Isle to add to the existing archipelago, with 11 new bosses, hidden secrets, extra weapons and charms, a new soundtrack performed by a 140-strong orchestra, and over 25,000 frames of hand-crafted animation. Hence: four years. When you see the new bosses, it’s easy to understand what took so long. A screenfilling giant casually picks up a grizzly bear and drags it toward you. Tiny gnomes poke up from the ground, their hats acting as spike traps, while others try to hit you with stone hammers, and flocks of geese – some with diminutive riders – flap across the stage. And that’s just one level. A fight against a spider boss takes place across three layers; while you’re contending with a bouncing caterpillar it lobs at you, there are ants pumping smoke rings towards you. These can be parried into the boss, however, and the potential threat inadvertently becomes an ally. Parrying is simpler with The Delicious Last Course’s most significant addition: a new playable character. Ms Chalice appeared in the original, albeit as something of an archetypal damsel. Here, she’s the star, equipped with a 32 double-jump for increased mobility and the ability to dash-parry, batting back pink projectiles by rushing into them. The Moldenhauers won’t be drawn on what effect that might have on the difficulty of these new encounters, but we’re reminded of our question to Hidetaka Miyazaki As extra dishes go, The Delicious Last Course is a belly-filling share-size pudding regarding whether Sekiro’s revival mechanic was about making the game easier or giving him licence to make it even harder. It’s possible the Moldenhauers want to open Cuphead up to an even wider audience than the already successful original. But the smart money is on the latter. The motivation behind making more Cuphead, Chad Moldenhauer tells us, is simple: they fell in love with the world they’d TOP You can bring Ms Chalice back into the main game, too. Perhaps her new abilities will improve your best clear times? ABOVE That double-jump comes in particularly handy to dodge some of the more wide-reaching attacks LEFT It may look busy, but Studio MDHR has a knack of filling the screen with detail without losing clarity. BELOW The ability to dashparry should, in theory, make The Phantom Express a good deal easier to beat Second time’s the charm This wizard transforms, first into a snow beast and then a giant fridge – cheered on by a rapt crowd that, despite appearances, provides the opposite of a frosty reception created and wanted to spend more time with it, and had a few ideas left on the cuttingroom floor when the original shipped. “As an independent team working on our first title, we absolutely got to the finish line with things we couldn’t include for time and budgetary reasons – homages to parts of classic cartoons we wish we could have made, themes we wanted to explore, and designs we couldn’t find a home for in the original title. This affection for what we had built and nagging desire to see these ideas through was “We’re very lucky to be able to choose small ‘wow’ moments to highlight while holding back things we know are even more bombastic,” Maja Moldenhauer says about the studio’s approach to teasing new additions – which explains why Studio MDHR is largely keeping the new weapons and charms under wraps. Jared, though, says sharpeyed viewers will spot a few in the latest trailer and suggests they’ll open up new strategies. “They were a really fun design challenge, as we wanted to ensure we were thinking outside the box and surprising sort of the perfect storm that led us to The players who knew the Delicious Last Course.” original game’s The Moldenhauers say they consider this weapons and charms the end of the story, and it’s clear they’re keen inside out, while not pushing them in the to go out with a bang. As such, it’s natural direction of being they don’t want to give too much away, so gimmicky,” he teases. players can enjoy the thrill of discovery. “It’s something we grapple with all the time,” Maja says. “Our guiding principle has been that we want to show people just enough to get them excited about all the things they haven’t seen yet, if that makes sense.” Job done, we’d say. 33 Developer/publisher Team OFK Format PC Origin US Release 2022 A WE ARE OFK Is this interactive series required viewing? fter chatting with writer/director Teddy Dief a year ago, we weren’t sure just how interactive this episodic ‘interactive EP’ would be. We Are OFK doesn’t leave us in doubt for long, its menu making its intentions crystal clear. “Who’s watching?” you’re asked, as you select from a range of emojis on a Netflix-like profile screen, while moving your mouse over an episode title shows how long it is, along with a progress bar. Depending on your perspective, you might see that as a statement of intent or fair warning; either way, as the plot stylishly unfolds, we start wondering if that O should be an A. Still, the vibes, as the kids say, are immaculate. Bathed in pastel hues, all Watching people doing nothing of great significance proves strangely appealing shimmering surfaces and sharp edges, LA has rarely looked (or sounded) quite so appealing. Not that wannabe musician Itsumi Saito seems especially enamoured with it; having just moved there after a messy break-up with her girlfriend, she’s struggling to find time to pursue her passion. It doesn’t help that, seemingly every time she tries to pull herself out of her slump, counting down before dragging herself out of bed and over to her keyboard, her phone screen lights up. Given practice appears to be a long way from making perfect, the distraction is hard to resist. We Are OFK passes the phone test, then, largely by dint of having one buzz onscreen every so often, prompting you to involve yourself more directly in the story. The text conversations, covering everything from pedantic work colleagues to the dangers of mixing matcha with energy drinks, via Point Break and Gaga’s Edge Of Glory, avoid the usual pitfalls of older developers trying to approximate how much younger people speak 34 to one another. It’s hard to determine if the replies you choose at certain points have any real impact on the story, but you can steer the flow of conversation in a different direction. As a getting-the-band-together story, this is an ensemble piece, of course – so it’s not long before you’re on the other side of the conversation. Luca (voiced by Dief) is a frustrated copywriter and shy songwriter, seemingly reluctant to share his work with the world. When visual artist (and soon-to-be bandmate) Carter enters the fray, it can feel as though too many characters are speaking in the same voice – at least when they’re texting one another. Though you could argue that’s entirely in keeping with the shared language we develop with those close to us. Besides, it’s not long before statuesque producer – and formerly Luca’s teaching assistant – Jey arrives to shake things up. Not least for Itsu, who seems awestruck (if not smitten) by this confident older woman, particularly when she dismisses a creep in brutal fashion at a party. That encounter is one of a handful of occasions you get to make a choice away from your phone; again, you shouldn’t expect these to significantly affect the plot, but they’re welcome opportunities to imagine yourself in these characters’ shoes. Not that their specific situation is especially identifiable. Even so, most of us can surely relate to feelings of urban ennui, heartbreak and existential angst; chats about favourite films, songs and snacks; sad texts and tipsy compliments (talking of which, hats off to Itsu’s voice actor Ally Maki, who makes for one of the most convincing drunks we’ve heard in a videogame). While not a great deal actually happens in this opening episode, the script and performances are strong enough that watching people doing nothing of any great significance proves strangely appealing. We hope the second chapter of this LA story picks up the pace a little now the band has been introduced. But we’re already looking forward to binge-watching the rest. Press play Alas, the build we receive for the opening episode doesn’t feature the music video for the already-released single Follow/Unfollow, in which Itsu finds herself looking around LA for her phone. These animated sequences are more reactive to your input, as we see during a short glimpse of a couple of later videos. In one, moving your mouse pointer creates a trail of destruction across a vast dining table, then shatters sculptures as Jey strides through a museum exhibit. An upbeat synth-pop track, meanwhile, sees Carter imagine themselves on an idyllic beach, as you scatter palm trees around them and sweep away clouds. A subsequent scene, in which they surf through a violethued dreamscape, could easily be an offcut from Sayonara Wild Hearts. ABOVE These characters might be struggling in their own ways, but money doesn’t appear to be a problem if their apartment is anything to go by. TOP RIGHT As Luca, Dief proves themselves to be a capable voice actor, too. RIGHT All the bandmates appear in the opening episode, but its main focus is on Itsumi and the emotional fallout of her relationship heartbreak as she attempts to adapt to her new life in the City of Angels ABOVE Some replies in text conversations are automated, but you get to choose replies often enough to feel involved. The interface and sound effects are clean and appealing. MAIN Lazing around in the LA sunshine? It’s a hard life for the OFK gang. Although you may find it difficult to empathise with their situation, so far they’re engaging company 35 Developer/ publisher Rusty Lake Format Android, iOS, PC, Switch Origin Netherlands Release Q2 2022 THE PAST WITHIN Bring a friend for Rusty Lake’s collaborative escape room puzzler T he Rusty Lake series has always had something of the uncanny about it. These may be singleplayer games, but their eerie ambience provokes a sensation of being watched: when you play them, you feel you’re never entirely alone. This time, that extra presence is very much corporeal: The Past Within is a puzzler made for two, the first of the series designed solely for cooperative play. In one sense, it’s not actually all that new: transmedia project Cube Escape: Paradox was part game, part live-action short film, two worlds colliding in one game. This feels like a natural extension of that idea, as one player investigates a large cube with various buttons, switches, symbols and dials to prod at on each face. Meanwhile, the other player explores a more traditional Rusty Lake hand-drawn 2D world, one held within the cube itself. With the cube positioned within a world of its own, too, you wonder how deep the rabbithole goes. It’s a game about communication, essentially, with each player given an incomplete picture: not altogether dissimilar to Keep Talking And Nobody Explodes, except both players have a begins, as he explains the macabre plot. “You will think, ‘OK, what is this?’ but you will understand it quickly.” Not that anything is ever quite that simple in Rusty Lake. As co-founder Maarten Looise tells us, it made sense that a series that began life as Cube Escape should at some stage embrace a third dimension. But The Past Within was not conceived as a twoplayer game. “It started out as a smaller project,” Ras adds. “We showcased a demo at PAX Boston 2020 before COVID, and that was the singleplayer demo.” After a number of test sessions, they sensed something wasn’t right – a common feeling among players, but not in this way. Something wasn’t gelling with these two worlds on one screen. The decision was made to separate them, and Looise and Ras started again from scratch. Hence the two-year development cycle – an unusually long time for a Rusty Lake game to come to fruition. Lore and order As the Rusty Lake universe grows, game by game, it must surely become harder to keep track of where everything fits. Doesn’t resurrecting a character introduce extra headaches, not least when you’re with two time The game is pretty much content complete dealing “We have at this stage, with polish and bug fixes next on periods? timelines on paper the agenda. But perhaps the biggest task at and in our heads, hand is convincing a passionate playerbase that where [everyone] is at certain moments,” this new way to play a Rusty Lake game is Looise says. “And worth their while. “We have a singleplayer– the past and minded community so we have to make them time the future – is always comfortable playing with another person,” Ras a bit of a theme of says. “A lot of people are saying, ‘I’m only Rusty Lake, and very interesting for game playing this by myself. I don’t have friends But he who like Rusty Lake,’ so that is something we mechanics.” that he and screen and no instruction manuals are required. have to do in the coming months, to prove how admits Ras are also reliant on You might have a printed maze to direct the fun it is to actually play this together.” their community on other player through, or a chessboard around Part of that plan involves bringing the series occasion. “There’s this which you can guide your partner. In a further to consoles for the first time: The Past Within online fan-made wiki, which is really useful intriguing twist, one room is in the past, and will be playable on Switch as well as mobile for us,” he adds, the other in the future: the former casts you platforms and PC, though the studio is “it’s better as Rose Vanderboom (who series fans will “hopeful” that it will launch at the same time admitting and more extensive” remember from Rusty Lake: Roots). The studio as the other versions rather than outright than the studio’s own. is keeping tight-lipped as to the identity of the guaranteeing it. Either way, crossplay won’t be “More than 200 other character for the time being. Regardless, a problem, since the two screens don’t link up. pages!” Ras enthuses. “It’s almost like a Christopher Nolan kind of story. You will think, ‘OK, what is this?’” the two must work together to fulfil a plan concocted by Rose’s father, Albert. There’s just one small problem with that: Albert is dead. “It’s almost like a Christopher Nolan kind of story,” Rusty Lake co-founder Robin Ras 36 Rather, it’s the words and actions of you and your playing partner that will bridge that gap, as you connect past and future – and maybe, after a fashion, help to bring a Rusty Lake favourite back to life in the process. LEFT “With every game we make, it gets harder to puzzle all the characters and storyline elements together so they still fit the story so far, and also make for an interesting new story,” Looise admits. BELOW Ras teases that the effects of your meddling may well bleed into the environment surrounding the cube. Then again, knowing Rusty Lake, that could easily be another red herring ABOVE The matching chess and draughts boards demonstrate one of the simpler examples of how the two worlds connect. RIGHT There’s something about the spartan presentation of the 2D spaces that makes them all the more creepy to inhabit 37 Developer/ publisher Casa Rara Format PC Origin Canada Release Q1/2 2022 MINI MAKER: MAKE A THING D “I think the clients play into the different ways that people have embodied those perfectionist issues – they’re all battling with their own reasons as to why they build or don’t build,” Lazarus says. “It was important to show people that may be scared of creating that they won’t be alone – they’ll have somebody there, cheering them on,” Farrus adds Letting creativity flourish between expectations and reality uring the early stages of the pandemic, many of us found ourselves with time on our hands, and set about finding ways to fill it, often in the form of new hobbies. Syd Lazarus, comms manager of Montreal-based indie studio Casa Rara, says a lot of their friends started playing games or finding something tactile with which to occupy themselves. “I wonder what it is about those times when you’re left to your own devices, how you start just creating,” they say. “Or maybe it’s about no longer fearing that judgement of what the outside world thinks.” For Mini Maker: Make A Thing creative lead Ruben Farrus, this “wonky workshop simulator” was as much about highlighting the joy of creativity as exorcising his own impostor syndrome. He had become drawn to YouTube videos of people building things. “I was into people that were modding Hot Wheels and the like,” he explains, “and I wanted to capture that feeling because it seemed like a lot of fun.” He tried a variety of creative tools himself, inspired by immaculate Minecraft recreations of Notre-Dame de Paris and dazzled by the level-building talents of Super Mario Maker 2 users. “The problem is, I thought I was going to make something great on my first attempt; that it was going to Comms manager Syd Lazarus and creative lead Ruben Farrus 38 As with any creative project, you’ll have to deal with distractions, which are represented by a variety of cartoonish obstructions. “People have mentioned that they feel like it’s as if Spore Creature Creator and WarioWare had a baby,” Farrus says. If that doesn’t sell you on Mini Maker, we’re not sure what will from creating. Our goal is to make you feel like a kid again. Kids build without judgement – they’re just excited to show it to their parents. How do we recapture that feeling in a videogame format?” That aim is partly reflected in the game’s accessible but playful interface, which feels less like a professional creative tool, and more like rummaging around in drawers and cupboards for bits and bobs. All the parts have physical properties, and each belongs to a ‘piece family’. “There’s like eight or nine of these, such as Heads, Limbs, Food and Wild, and some are phrased in an ambiguous way to include the sort of objects that you would find in your junk drawer,” Farrus explains. For Which isn’t to say that your efforts won’t each challenge you need to use parts from three categories: building a dinosaur with be judged in some fashion – after all, the kitchenware, human limbs and scienceonly thing worse than bad feedback is no fiction-themed accessories, for example. And feedback at all. The clients who hire you to create the various ‘things’ will certainly have yes, you can paint them – and you won’t be punished for straying outside the lines. something to say, even if their harsher Setting a specific objective but giving assessments are unlikely to be as pitiless as your own. “We want the motivation to come you free rein in how you complete it feels like a smart way to avoid blank-canvas from within – we need intrinsic, not syndrome, while a generous time limit adds extrinsic motivation – but we know that just a hint of pressure – Farrus says it helps certain things like a scoring system works, encourage a sense of flow, but it’s clearly right?” Farrus says. “So these characters there to discourage perfectionist tendencies. will definitely have an opinion that’ll be We’re amused, then, when we ask how important in the process of getting closure development is going and Farrus says “there’s a lot of polish to do” in the coming months. “We like to refer to our team as antiperfectionist,” Lazarus grins. “Maybe making this is about fighting the perfectionist in ourselves and processing those voices,” Farrus says. “Also welcoming people that are struggling with that. We want to show that everyone can have fun making things, and this will help you get there.” look as good as what these guys were doing on YouTube. And every time, no matter what, I would fail miserably.” Mini Maker: Make A Thing, then, has been made with a view to freeing you from the judgement we tend to impose upon ourselves. Here, just about everything you make will be imperfect – but that, as the game makes clear, is OK. “Our goal is to make you feel like a kid again. Kids build without judgement” The interface was designed with immediacy in mind. Farrus: “I just thought of all the times that I tried to learn Photoshop or Premiere or Blender, where you have all those buttons and they [each] have an icon that you don’t know what it means” Deck builder The sheer range of parts that you can attach to your creation, which grows as you progress, naturally makes this a highly replayable game. But to further mix up challenges, you can deploy different types of cards. There are perks that give you more time or remove the ticking clock entirely. Some let you include an extra piece family for an individual task, while ‘mood cards’ might, for example, let you “build on a beach at sunset”, Farrus says – “or with a different soundtrack”, Lazarus interjects. There are gold cards that twist the rules: piece roulette demands you include five specific parts, while there’s a speedrun option, too. It’s about providing a bit more structure for those who thrive when limitations are imposed, Farrus says. 39 Developer The Pixel Hunt, IKO Publisher Arte France Format PC Origin France Release 2022 S INUA: A STORY IN ICE AND TIME Reckless interlopers disturb the frozen North ir John Franklin’s lost expedition has fired the imaginations of writers and the public for more than 170 years. The explorer left England in 1845 on a quest to find the fabled Northwest Passage, but neither he nor the 130 or so crew members on his two ships returned. The Victorians were gripped by newspaper reports of search parties sent to look for the men. Tantalising clues slowly emerged. Three makeshift graves were found on Beechey Island in the Nunavut territory of Canada. In 1859, a cairn was discovered with a note saying that the ships had been locked in ice for two years, and the remaining crew members were attempting to walk inland. Human remains found in the 1980s showed possible signs of cannibalism. Imagining what happened on the frozen wastes 170 years ago is a key part of Inua: A Story In Ice And Time, a co-production between Parisian studios The Pixel Hunt and IKO. But this isn’t a game about helping some stricken sailor to survive the elements. “We didn’t want to have the player play yet another classical point-and-click adventure, when you have an avatar on screen that you have to guide,” The Pixel Hunt founder Florent Maurin tells us. “We wanted the player to not fully understand who they were until pretty late in the game.” Instead, the player takes on the role of something akin to the spirit of the land, an invisible overseer who can peer into people’s thoughts. “You’re the glimmer of inspiration that will push people into acting a certain way,” Maurin says. Clicking on what the game calls ‘tokens’ – an artefact or a letter, perhaps – prompts ideas to form in different characters’ minds, nudging them along a narrative path. The story’s authors, Natalie Frassoni and Frédéric Bouvier, took the Franklin expedition as their original inspiration, but the scope of Inua stretches far beyond the fates of those Victorian sailors, Maurin says. “They thought, ‘What if this was only one occurrence of several bizarre things that could happen in this very remote part of the world when you venture into it without the respect the place wants from 40 you?’” Consequently, the game features three separate time periods. In addition to Franklin’s 1800s expedition, Inua follows a journalist investigating the remains of the ships in the present day, as well as a filmmaker exploring the region in the 1950s while attached to a Canadian army unit investigating reports of what could be a meteorite or a Russian missile. It reminds us of Eternal Darkness: individual tales played out against the backdrop of something much larger. “The idea is to say that time doesn’t really matter when you’re dealing with stories that are 100,000 years old,” Maurin says. But rather than cosmic horror, Inua presents a kind of cosmic benevolence, integrating elements of Inuit spirituality. “We Perspective correction Maurin says the Franklin expedition was an important focus at the start of production, but this changed. “After spending a lot of time chatting with Inuits and exchanging about what the game was going to be, we realised they didn’t find the Franklin needed those elements to be truthful and expedition as respectful to the Inuit cosmogony, because interesting as we did, the story happens on Inuit land,” Igal Kohen, because that’s a very way to founder of IKO, says. Accordingly, the studios colonialist this part of brought in Inuit co-authors and advisors right consider the world – only being from the start of the production process. interested in northern Maurin emphasises that the focus is on Canada because of the outsiders disturbing an unfamiliar land. “The Franklin expedition. You overlook the story really is about three people that come that was from countries that are not the Great North,” he civilisation for centuries says. “And those people are coming to this land here before European without knowing anything about the Inuits or people ventured into Inuit cosmogony – and they’ll make mistakes, those territories. So and they’ll misunderstand things that happen the Franklin expedition some of its weight there, and they’ll be misled by their own ethos.” lost in our story, in favour The discovery of the wrecks of Franklin’s of other elements ships over the past decade has put the lost that were more expedition back in the spotlight, while AMC’s Inuit sourced.” “Time doesn’t matter when you’re dealing with stories that are 100,000 years old” The Terror has raised the Victorian explorers even higher in the public consciousness. But the land and the people in it were there long before Franklin’s interlopers arrived. It’s fitting that they should be the stars. TOP The art style is intentionally dreamy and ephemeral in order to fit with the themes of the game. Art director Delphine Fourneau met with Inuit sculptor Billy Gauthier to gain inspiration. ABOVE Rather than controlling a character, you play an invisible overseer who can peer into people’s thoughts and nudge their choices TOP Inua partly focuses on the real-life Franklin expedition of the 1800s. “We present the game as a fiction, but one inspired by reality,” Maurin says. ABOVE Kohen says that authors Natalie Frassoni and Frédéric Bouvier came up with the story for Inua back in the late 1990s. LEFT The opening portion sees you following journalist Taïna as she covers the discovery of Franklin’s lost ships. Later you switch back and forth between three separate time periods 41 Developer Toadhouse Games Publisher Team Toadhouse Format PC Origin US Release 2022 CALL ME CERA A visual novel about making friends and navigating boundaries N ot every visual novel is a dating sim. While some, such as Hatoful Boyfriend and Doki Doki Literature Club, subvert this expectation, it’s hard for the uninitiated not to assume the genre is predominantly romance-based – or something more explicit. It’s a stigma that Toadhouse Games founder, lead programmer and writer Alanna Linayre often finds herself having to explain: “I have a visual novel. It’s not sexual, it’s about friendship. Not that type of friendship!” But games have a tendency to reduce the bonds of friendship or romance to quid-pro-quo interactions, where giving sufficient attention or saying the right thing is enough to become best friends, or more. Linayre is also disappointed in the genre’s tendency to focus on teens, and that there aren’t games about adult friendship – or, more specifically, the common struggle to make friends as an adult. That’s the basis of Call Me Cera, in which the titular protagonist moves to the fictional US north-east coastal town of Fernweh (a German word meaning the opposite of homesickness: the ache to explore new farflung places) to start a new life and meet new people. But this is far from a friendship simulator. Linayre stresses you can’t befriend everyone – people can be friendly, they can be co-workers, but they will not necessarily be interested in being friends. “If you try to push [that] too much with some characters, they’ll get colder and push you away,” she says. Take Cera’s boss Imani, who runs the café where she works. “You can only be so friendly with your boss,” Linayre explains. “If you try to be best friends, the game will give you social cues, so she’s going to politely remind you, ‘I have two kids, a husband and a life outside of my work. And no, I’m not interested in going to the movies with you. We work together and I like it that way.’” At this, we suggest it’s less about making friends and more about setting boundaries, to which Linayre instantly beams: “Yes, it’s a game about boundaries!” As someone who is suffering from an anxiety disorder and attends therapy sessions, 42 Cera has her own issues in this regard. Addressing this, her therapist teaches a technique which forms the game’s main social mechanism: Spheres Of Influence, something Linayre herself learned from years of realworld therapy. Reminiscent of Persona’s Social Links, it essentially assigns a number to every NPC – “Your fours are strangers, your threes are like your co-workers, your twos are your friends, and your ones your best friends and your found family,” Linayre elaborates – which informs how Cera should treat and react to each person. Put it this way: she shouldn’t spill the most intimate details of her life to a three or a four. “You have to be mindful of how you feel towards that person and how that person feels towards you,” Linayre continues. “So if they see you as a three and you’re desperately trying to make them a one, that disconnect is going to make for some awkward situations.” It’s a game that bears the ring of autobiographical truth – indeed, Call Me Cera is partly based on Linayre’s own experiences with bipolar disorder and a time when she “If you try to be best friends with your boss, the game will give you social cues” moved to Austin, Texas. Ultimately, she decided that giving Cera a heavily misunderstood mental-health diagnosis made the game too dry, while opting to populate the town with a more diverse cast, with a growing Southeast Asian demographic that reflects her time growing up in New York. The details may be specific but the theme is universal; Linayre feels that anxiety is something anyone can relate to, whether or not they’ve been clinically diagnosed. Even removing mental health from the equation, it’s fair to say that in the social media age, where lines have become increasingly blurred, we can all get better at establishing and respecting boundaries. Mini meets Toadhouse has already released two vignettes set a year before the main game, with two more planned. Each focuses on NPCs you’ll meet in Fernweh, such as Sophia, a transfeminine arcade owner learning about what it means to be a confident woman. They originated from character exercises Linayre felt were too good to waste, but there were other reasons for releasing them. “I wanted to show people that they could trust me to address heavy subjects like self-harm and anxiety in a very respectful but authentic manner,” she explains. These hour-long games were also quicker to release, helping to fund the full game – since Linayre knew a visual novel focused on LGBT and mentalhealth issues would be, in her words, “a risky project”. TOP Childhood friends Amira and Jessica run a food court together, the focus of one of the game’s vignettes. ABOVE You’re introduced to the concept of the Spheres Of Influence fairly early on in the game. FAR LEFT Fernweh may be as diverse as its characters are accepting, but it doesn’t mean everyone wants to be your friend. LEFT It’s not uncommon for Cera to spend time by herself, processing her thoughts and anxieties 43 ROUNDUP NIGHTINGALE SONIC FRONTIERS Developer Inflexion Games Publisher Improbable Format PC Origin Canada Release 2022 (Early Access) Developer/publisher Sega (Sonic Team) Format PC, PS4, PS5, Xbox One, Xbox Series Origin Japan Release Q4 2022 ‘Survival crafting game’ – not our favourite combination of words. Still, the shared-world game from former Bioware boss Aaryn Flynn’s new studio Inflexion also has towering monsters to bring down, stylish Victorian-era garb for its characters, and a certain lady with a lamp wielding a pistol in her free hand. ALAN WAKE 2 Developer Remedy Publisher Epic Games Format PC, PS5, Xbox Series Origin Finland Release 2023 The reveal trailer may have given little away, but those rolling green hills sure look pretty, as Sega’s long-standing mascot goes open world. Ordinarily, this would be cause for concern: it’s fair to say Sonic hasn’t adapted to the third dimension to the extent Mario has, his particular set of skills seemingly best suited to linear 2D obstacle courses. But elsewhere this issue we examine how indie open-world games have started to focus on traversal, and with Square’s Forspoken and now this, it seems bigger studios are following suit. The acid test will be how it feels when the Blue Blur is invariably forced to slow down. THIRSTY SUITORS Developer Outerloop Games Publisher Annapurna Interactive Format TBA Origin US Release TBA Remedy says it’s “going dark” on this long-awaited sequel until the summer. Indeed, it seems that’s true of the game itself: if the studio is claiming it as its “first foray into the survival horror genre”, it’s a fair bet to expect something grislier and nastier than the now-12-year-old original. SLITTERHEAD Developer Bokeh Publisher TBA Format TBA Origin Japan Release TBA Outerloop’s narrative action-adventure is quite the departure from Falcon Age, and it looks fantastic: a vibrant hybrid of Scott Pilgrim and Jet Set Radio Future with acrobatic cooking interludes, in which protagonist Jala battles a succession of exes in turn-based combat while dealing with the expectations of her disappointed parents. Add in a dumbbell-twirling auntie and one of the funniest eye-rolls we’ve seen in a game, and we’re itching to find out more. 44 It’s more action-packed than we expected from Keiichiro Toyama, but Bokeh’s debut delivers on the horror front, with human mouths yawning open to reveal grotesque assemblies of flesh and bone, which you’re encouraged to carve apart. There’s comedy, too (well, the title reveal amused us, anyway). SUBSCRIBE TO RECEIVE 13 ISSUES PER YEAR WHEREVER YOU ARE IN THE WORLD Quarterly prices PRINT DIGITAL IN THE UK? SEE PAGE 64 Europe US Rest of the world PRINT+DIGITAL B E S T VAL U E 22.50 $30.00 $31.00 9.75 $9.00 $9.00 23.75 $31.25 $32.25 Choose a print subscription and get every issue of Edge delivered to your door for less than you’d pay in the shops and with exclusive subscriber-only covers. Choose a digital subscription and get every issue of Edge on iOS and Android delivered on the UK on-sale date. Get the best value with the print + digital package: instant access to the digital edition on the UK on-sale date, plus a print copy with exclusive, subscriber-only cover, to your door. www.magazinesdirect.com/edg 46 #367 VIDEOGAME CULTURE, DEVELOPMENT, PEOPLE AND TECHNOLOGY 124 92 88 48 Boss Encounter 66 The Edge Awards 88 The Making Of… Oxenfree 92 Studio Profile: Studio Fizbin 124 Time Extend: Frame Gride 66 48 With the launch getting close, what’s your state of mind right now? It’s not a pretty state of mind, I will tell you that [laughs]. This is a tough point in the development of any game, not just Elden Ring. At this point, just a couple of months from release, this is when I really start to have regrets and doubts about releasing the game into the wild, and seeing what everybody thinks. I start thinking, ‘I could have maybe done this better… I could have maybe approached this in a different way…’ There’s a lot of these thoughts that build up just on the cusp of a game’s release that are involuntary and they plague your mind a little bit as you’re finishing off work on the project. So it is quite tough. It’s a tough time, and it doesn’t get easier with experience. But particularly, looking at Elden Ring as its own piece of work, I’m really looking forward to people playing it and seeing how they react. It’s a big moment in our development history. CREATION What memories stand out from your first conversations with George RR Martin? Yes, I have some good memories of those initial discussions. Not so much for the content but just the general feelings I had speaking with George Martin. He actually knew about the Dark Souls games. He was aware of them and what they were about, so that made me happy. That sort of gave me a little bit of a boost. I knew immediately from talking to him, it just became apparent his skill and his passion for the fantasy genre, and for games as well. There was a little bit of a generation gap between us, so I felt a bit apprehensive about going to these talks, but after a lot of these conversations, it was just like speaking with an old friend. And it just felt so fresh to have those conversations with someone who was so passionate about the same things, and to show that pure joy and sense of curiosity for these fantasy worlds. This was something that really captured my interest throughout all of our talks, and I was really thrilled to be working with him. What were the environments for the initial meetings that took place? It was usually us going to America and to his hometown or base of operations. I think it was a hotel where we first sat down and spoke. Game Elden Ring Developer FromSoftware Publisher Bandai Namco Format PC, PS4, PS5, Xbox One, Xbox Series Origin Japan Release February 25 51 “We started off giving George RR Martin these very broad ideas for the mythos that I had swimming around in my head” It was us going out to him to his home turf and having these kickoff conversations with him there in person. What can you tell us about the creative brief you gave him before he set to work on the foundational parts of Elden Ring’s backstory? Early on, we established a very good level of respect between each other, both in our personalities and the sort of work that we do. And this was really important in establishing that foundation for the game because Mr Martin respected the fact that we didn’t want him to write the game’s story or the in-game text. Because we felt like that would actually limit his creative output, and if it was limited to something that was already a game or already a concept in this way, then it would limit the inspirations we could possibly get from him. So we established very early that he would be writing that foundation, that historical element to the game, something that took place long before the events of the game itself. And this way he was able to much more freely flex those creative muscles and provide something that wasn’t restricted. We started off by giving him these very vague and broad themes and ideas for the mythos that I had swimming around in my head, along with what kind of games we typically make, and the sort of themes we’d like to explore in our games. So it was all very loose and quite vague. Then he would come back to us with a lot of ideas: how about this, this and this? That back-and-forth started the exchange of ideas. What form did his Elden Ring mythos take when it arrived with you? Short stories? Character sketches? There was nothing visual – it was all text. Rather than being a short story, it was something that depicted the setting or set the scene for the game and for the world, detailing the flow of history and the figures who appeared throughout it. There was, of course, a story that came with this as a sort of backbone, but it played as more of an introduction to that world and a natural course of events for these characters to follow. And this is what was given to me and the team, and then we were able to interpret this in our own way and 52 provide the visuals to go along with that, and to build that into an actual game. A lot of the motifs that came from this and drove my creative thinking behind these elements in the game were connections between people, including parentand-child relationships. A lot of the issues that Mr Martin dealt with in his writing provided these motifs for the game itself, so that is something I am very grateful for. In the past, you’ve mentioned British fantasy literature being a touchstone for Dark Souls – were there any books, or even films, that were inspirational in creating Elden Ring’s world? It’s difficult to give any one single inspiration that had a major impact on Elden Ring. There have been a lot of different works that influenced the creative process in various ways – The Lord Of The Rings, The Eternal Champion series of novels by Michael Moorcock, aspects of tabletop RPGs such as RuneQuest, etc. There are a lot of motifs and themes that I was able to pick from these various works that had an effect on the development of Elden Ring. The biggest departure from the Dark Souls series is that I had this constant source of inspiration and impetus from George RR Martin and the mythos he had created. This probably had the largest impact on the game just because it was an approach I hadn’t used before. It allowed me to draw lines connecting the history in this new mythos and build up something very fresh. It provided a lot of motivation and a great, constant source of inspiration. Your office appears to be full of creative inspiration – and other things besides. I have a fridge. I have books. I have games. I basically live here [laughs]. With this peak period of any project, what I like to do is retreat into my office, knuckle down and surround myself with these inspirations and these stimuli – just bury myself deep into that creative aspect of it. This place has everything I need, besides a bath, so I’ll go home to take a shower or a bath [laughs]. But other than that, especially with COVID and the current remote-working situation, it’s been very easy for me to just lock myself away and dig down into that creative aspect, especially at this peak time of development. Trick and treat FromSoftware has been making stepwise progress toward Elden Ring’s calibre of open-world immersion for over a decade. Miyazaki and his team have done this by gradually peeling away the contrivances that games have been forced to rely upon to work around their technical limitations. The method by which players access the unique locales tucked behind Demon’s Souls’ Archstones wasn’t fundamentally different from selecting discrete levels from the overworld map of an 8bit classic such as Super Mario Bros 3; in contrast, observe the way that Elden Ring removes the fog-gate contrivance from its boss encounter with Flying Dragon Agheel.As you gallop across a waterlogged marshland in central Limgrave, an orchestral prologue breaks the silence. Then a guttural screech from overhead as you notice the scaly menace soaring to earth, shaking the earth as it touches down. Only then does the creature’s HP bar appear onscreen. Elden Ring doesn’t just contain magic; in places such as this, its execution feels like a feat of magic in itself. RIGHT Stormveil Castle, one of Elden Ring’s so-called Legacy Dungeons, conjures memories of Demon’s Souls’ opening stage and the climb to Boletaria’s ramparts What can you tell us about the character on the cover of this issue? When we were talking with George Martin, we had these themes and ideas for creating pieces of artwork for the bosses, for these core characters of the story. And when he wrote the mythos, we asked him to create these dramatic heroes of this ancient mythos that takes place before the events of the game. These dramatic and heroic characters weren’t really present in our previous titles, so this is something that was really appealing to me – how he would depict the mystique and heroic qualities of those characters. And Godfrey, the character in your cover artwork, is sort of an embodiment of that. He’s one of the major players in the game. One of the motivations of the player character in Elden Ring is to become Elden Lord – they’re to journey to The Lands Between and become the next Elden Lord. In the sort of heyday of the Golden Order of The Lands Between there were two Elden Lords, and Godfrey was the first of these. He was the very first Elden Lord and was married to Eternal Queen Marika, who’s been detailed in some of the lore we’ve released publicly so far. And he was representative of this period of grandeur and affluence. He represents everything great about the Elden Ring and about The Lands Between at that time. Eventually, he was exiled from The Lands Between. He himself became tarnished and he shares this deep connection with the Tarnished – the player character. Godfrey is an embodiment of their long history and struggle. He represents a lot of what the player character stands for and he symbolises a deep connection with the player – something that used to shine brilliantly and has now become tarnished and fallen from grace. There are tentacle motifs across the blade of Godfrey’s poleaxe, which suggests a connection to the ocean – is that a part of the world we can expect to navigate in the finished game? What I will say is that he’s a character with a major presence in this story. And he represents not only a great part of the player character’s role but also a large part of the world and its history. And so, without spoiling too much, I just want to say, as a character that represents so much of the game, he’s definitely one who I find very appealing and very attractive in that sense. And I think there’s a lot to explore there for the players The Lands Between contain reminders of a glorious past that has faded to ruin. Will you be able to salvage their corrupted glory? 54 “The level of freedom that we wanted to ultimately achieve in Elden Ring exceeded what we were initially planning for” once they play the game, and they see the sort of presence he has, and they figure out how deep his tale goes. When a ring of power is mentioned in a fantasy context, it’s impossible not to think of Tolkien’s famous One Ring. It’s striking that when you cast the Holy Ground skill in Elden Ring, a cursive script appears on the ground that resembles the Elvish writing he devised. Is the script used in Elden Ring an actual tongue that was developed for the game, or is it a design motif without any literal translation? As a thematic or inspiration, this is something that could have potentially been tied to Elden Ring by observers, but there is no direct link to The Lord Of The Rings or any of Tolkien’s work. In terms of conceptual differences, whereas the One Ring is something that actually physically exists and fits on your hand, the Elden Ring is more of an abstraction. It’s a representation of something metaphysical. So there’s not a direct link between Elden Ring and inspiration from the One Ring and Tolkien’s works. In terms of actual scripture and language used within the game, there’s actually several of these kinds of runic characters or scriptures used by various factions and powers. [The Holy Ground script] actually represents one of those factions – the Two Fingers – rather than being a direct representation of the Elden Ring itself. Elden Ring’s cover artwork features several overlapping golden circles – do those shapes have anything to do with the different factions you’re describing? The rings that you’re looking at in the logo are not so much a representation of those factions, as you put it, but more a representation of the law of the world, the rules and the order. This Golden Order is something that the Elden Ring may have once represented, but not directly. It’s more about how you apply those rules and how you enforce them on the physical world and what effects they have on it. So it’s more the influence of these demigods that existed a long time before and how they applied these concepts of order and discipline. That’s what’s being represented by the Elden Ring and these overlapping and intersecting rings. It gets a little bit more complicated than that, but I’ll leave it there for now [smiles]. CONSTRUCTION Let’s talk about Elden Ring’s development. When you’re building a play space as vast as The Lands Between, how do you begin breaking down that task into manageable chunks of work? It was a challenging process because it was, of course, our first experience creating a world of this size, on this scale. So we don’t know if our approach was the right one, but we generally approached it with the same strategy we’ve used with all of our games up until now, in the physical sense of how we lay it out, and how we break it down as a game world. And then, throughout development, it just depends on what the game needs and our requirements and conditions for the game and how it takes shape. We always have to put the game first. We have to draw out the essence of the map; we have to draw out the elements that shape it and that are going to benefit it for the sake of the game. So our general approach there did not change except for the sense of scale, which was of course magnified. One of the benefits of the increased sense of scale and this new format was that it actually allowed us to convey a lot of these details and elements that we maybe couldn’t before on that smaller scale. So that was itself both a challenge and a blessing because it just allowed us to do so much more. What prompted the decision to push back the game’s original release date? The level of freedom that we wanted to ultimately achieve in Elden Ring exceeded what we were initially planning for. This [complexity] gradually built up, and the time needed to debug and QA in particular took a lot more effort. Given the scope and complexity of the project as a whole, were there any particular mechanics or gameplay systems that were particularly difficult to get right? There were a number of challenges that, of course, came with the scope of this game and of the world. There are a lot of areas in which we’ve had to use trial and error since creating the Dark Souls series, iterating on those mechanics and formulas, expanding on them in this new sense of scale. A lot of it was related to the game 55 tempo – the rhythm and the flow of the game, to keep the player from getting bored, to keep them interested, exploring and having fun. And, of course, in this brand-new huge world that we’ve created, we wanted to prioritise that fun and level of player freedom more than anything. So with that comes a lot of characters, a lot of events that you’re trying to incorporate, and you don’t want anything to tread on the toes of anything else – you want it all to mingle and to mesh nicely with the player and their own motivations as well. But you want it to be there, and you want it to provide that stimulation for progressing forward and exploring. So that was probably one of the biggest challenges. Given that an open-world game requires more visual assets than your previous projects, did you have to expand the team considerably? Or was it more about leaning on outsourcing partners for assistance? Yes, of course, both the team’s scope and our outsourcing needs increased with the scope and scale of the world and the content required to fill it. But we managed to explore some new systemic procedures as well that allowed us to fill out the world in ways that didn’t require people to always be hands-on and do it manually. So there were a lot of ways in which we were able to use not only our existing team, but expand our skill set in that sense, and to apply it to this new challenge with this new world. A simple example would be the creation of something that exists in vast quantities in the world, such as trees and vegetation. A lot of this we could employ using a more procedural system for vegetation to generate trees and handle their placement – that accounted for about 80 per cent of that task, and then our artists would go in and sort of add the finishing touches by hand. So this was a really nice new workflow to work with. Given the challenges presented by the pandemic, how did you navigate the transition to remote work without the game suffering? Yes, especially in the beginning, everything changed. And it would be false to say it didn’t affect Elden Ring’s development in any way – we had to change how we approached a lot of the aspects of game development, including Your steed Torrent doesn’t simply offer a swifter means of getting around – it can also access a superjump launch point to scale towering cliffs 56 58 “Elden Ring is based on a culmination of everything we’ve done with the Dark Souls series and with our games thus far” Scaling difficulty The commercial imperative of making a game that appeals to the widest possible audience would seem to be incongruent with the Soulsborne formula of demanding players achieve technical mastery or die – and die and die – trying. The closest thing to a conventional easy mode in the Dark Souls series has always been the magic build. Like bringing a gun to a knife fight, there is a guilty pleasure in spamming Soul Arrows from range while a hollowed undead stumbles in vain toward you, unable to close the gap before dying. Elden Ring offers an even wider tray of options for the cheese connoisseur who finds close-quarters combat overly stressful. While perched atop Torrent, gallop within range of an earthbound footsoldier and let the magical blades of Glintsword Arch auto-track your enemy like a pack of swarming missiles from an attack helicopter. Or use Lone Wolf Ashes to summon three phantom wolves to tank for you while you hack at the boss’s flank. Or don’t. Elden Ring builds upon Dark Souls’ casting crutch, allowing you to scale your difficulty dynamically based upon how many aids you enlist at any given time. LEFT A blight infected the minds of many in the wake of the Shattering. Are pot-like head casings such as this a desperate attempt to halt its spread? communication, which was obviously a big part of it. It was a big challenge to adapt at first, but we succeeded thanks to the team. We were able to push through those hardships, especially initially, and figure out how we could handle development in this new situation thanks to our staff and teams who handled the setup of the new infrastructure. They made it possible to work smoothly and comfortably within those limitations – it’s definitely all thanks to them. A lot of the staff and I are OK with working and communicating remotely. You know, we have a sort of culture where we’ve had a lot of experience with just speaking remotely or across emails or phone calls or video chats and things like that, so it was just a case of expanding on this and making it more of a company-wide practice. A lot of that experience played quite well into how we had to adapt during that difficult time. You’ve mentioned previously that in Elden Ring you wanted to create a new dark fantasy action RPG full of things that you weren’t able to realise in the Dark Souls series – what kinds of things, exactly? I think it would be good to rephrase my previous comment. Elden Ring is based on a culmination of everything we’ve done with the Dark Souls series and with our games thus far. That’s the best way to look at it. So it’s not necessarily about what we couldn’t do then that we could do now, it’s more about what Elden Ring has allowed us to do thanks to the experience of developing those games. So in that sense, it couldn’t have come first. But there’s a lot of different things with each of these games, and Elden Ring represents the culmination of all of that knowledge and experience coming together. And that creates a brand-new whole that wouldn’t have been possible before. Demon’s Souls was the start of that journey for you, of course, and we’ve since seen it rebuilt by another developer, without your direct involvement. What is it like to experience the re-release of a game you originally worked on over a decade ago? As you say, I was not directly involved in it, and I haven’t actually played the Demon’s remake. But this is because I just don’t enjoy playing the games that I’ve made in the past. It brings up a lot of old emotions, a lot of old memories, and this gets a little bit overwhelming, and it doesn’t feel like playing any more. So I have not played the Demon’s remake, but I am very glad to see it get this fresh look, these brand-new current-gen graphics. It was an old game, so to see it get remade in this way and have new players playing it was obviously something that made me very happy. It was a rough game back in the day, with a relatively rough development, so I was anxious that new players would not enjoy it in that same way. That was a cause of concern for me when it was re-released but, you know, in the end, I’m just happy to see the reaction and happy to see people enjoying it. One thing that was really fun was seeing [Bluepoint Games] come up with things we didn’t consider and to approach certain elements of the game – its visuals and its mechanics – in a way that we either couldn’t or didn’t back in the day. So to see them researching and applying these new thought processes and new techniques, this was something that was really exciting and interesting for me. Did the graphical fidelity of the Demon’s Souls remake create extra pressure within the Elden Ring team, given that the games will sit side by side on PS5? Yes, I’m pretty sure our graphics-creation staff felt that pressure more than anyone else. And not just with Elden Ring, but with all of the games we make. Graphical fidelity is not something we put as the top priority. What we ask for on the graphics side depends on the systems and requirements of the game itself, and it takes less priority compared to the other elements of development. So this is always an area where I feel a little bit apologetic towards my graphics team because I know they work extremely hard. And they’ve worked extremely hard on Elden Ring – our graphics-systems team and our programmers have been pushing a lot of new features to create the best-looking game we’ve ever made. But, you know, for me personally and for our games as a whole, it’s not the number-one priority. 59 “We wanted to prepare lots of these mysterious situations that players would hear about and want to go looking for” With Elden Ring benefitting from the lessons taken from all the games you’ve made over the past decade, do you feel it’s FromSoftware’s best game to date? That’s a difficult question. We are always trying to top ourselves and make the best game we can, and make our best game to date. It’s not just limited to Elden Ring, of course – it applies to all of our titles. And I said it before but Elden Ring would not have been possible without that culmination of experience, the know-how from development of previous titles, and of course our talented team that has grown throughout the development of those projects. It’s safe to say that we could have only made Elden Ring now, after all of that. So in that sense, yes, I believe it will be our best to date. CONQUEST An Elden Ring social-media post from earlier this year stated, “Like the Erdtree itself, a Tarnished’s path reaches up to the branches of the heavens and twists down into the roots of the earth.” Dark Souls’ game world had a surprising vertical span, from lava pits deep underground to the clifftop city of Anor Londo – will Elden Ring be similar in that regard? We’ve noticed item descriptions tease us with the prospect of an ‘Eternal City’ underground as well as a ‘Temple in the Sky’. Yes, those places referred to in terms of the depths and the heights of the world will be places you can actually explore. We wanted to create this world that was full of the joy of exploration of the unknown. So we wanted to create lots of enticing things for the budding adventurer. And we wanted to prepare lots of these mysterious situations that players would read about or hear about and want to go looking for and want to go exploring. Variety is something we strived for when creating this game, and something I believe we’ve managed to achieve. On the topic of the Erdtree, literal and symbolic trees figure prominently in many of your games. Why does the concept of the tree have such a strong grip on your imagination? In Dark Souls, the tree motif was present, but fire was the most distinctive visual element of that 60 game. And for Elden Ring, the tree is obviously more apparent in that respect – the Erdtree. I don’t want to go into too many details for fear of spoilers, but it does get nice and complicated. There’s a lot to explore here, I feel, and people who are that way inclined are really going to get something out of the game. First of all, just as something that’s visually striking and enticing on the screen, in the world itself, something that draws your attention, something that stands out, this tree with golden glowing leaves is something that fits my ideal for something that represents the world physically. It’s something that burns that image into your mind, but it also stands as something that represents those rules and an order of the world that we talked about earlier. What can represent these rules and order but also not be absolute? That was the question that ran through my mind when I created this image. And the tree really fits the bill nicely for that because the tree is something that’s alive, it’s something that grew, it’s something that will eventually wither and die. And this really fits the role of something that can then bestow this order, control these rules and enforce these rules on the world. Because these too are things that will grow and will change and will wither and die as well. So I feel that the tree this time is something that fits those elements both visually and thematically. But saying any more than that would definitely go into spoiler territory. Considering the title of the game, it’s a surprise that rings aren’t wearable items, especially given that historically they’ve been quite important in the Dark Souls games. There are a couple of reasons for this choice. The first is that, yes, we explored rings as equippable items a lot in our previous games – Dark Souls, particularly – and so talismans this time allowed us to approach those ideas in a different way, with a greater variety of designs. And the second reason is that, of course, rings do exist as physical ‘finger rings’ in this game, but more as unique items that are involved in the story and unique character events. So we wanted them to have a special positioning within the world of Elden Ring and also to be something different from a design standpoint in relation to the talismans. Treasure everywhere Though Breath Of The Wild inspired awe with its bristling grassy plains and beckoning faraway peaks, the existence (and necessity) of its paraglider testified to how much of the game’s sprawl was content to remain flyover country. And the emptiness of Fallout 3’s Wasteland was at least thematically appropriate given its post-nuclear predicament.The density of Elden Ring’s world furnishing, by contrast, boggles the mind. The Lands Between pulse with life, the drama of a world teeming with motion prior to your arrival. You join in medias res. The fine-tuned pacing of Elden Ring’s exploration, discovery and conflict cause the hours we spend with it to evaporate as if minutes. It’s not just that engaging moments are packed tightly together; it’s the wider spectrum of variety and duration. Groveside Cave consists of a glorified antechamber, a small pack of wolves and a boss arena. If action RPGs can have minibosses, then why shouldn’t they have mini-dungeons as well? TOP Torrent isn’t essential for outdoor combat, but it helps even the odds during a tough fight. CENTRE LEFT Exploration is aided by a gorgeous stylised map, which also shows fast-travel locations. CENTRE RIGHT The inventory UI retains the general feel of previous From games, but importantly it encapsulates crafting items. BOTTOM Special Ashes summon spirit creatures to tank for you in battle Evolve or die Two of the biggest names in the Soulsborne fan community share their observations on how Elden Ring builds upon the design template of FromSoftware’s previous games After a few weeks digging into the average game, we’re accustomed to the tip of our shovel clattering against bedrock. Yet there is so much complexity to metabolise in the Soulsborne games that it’s possible for enthusiasts to devote years of their lives to mining them for raw material and not exhaust them – or the curiosity of their audiences. Elden Ring appears set to offer a motherlode even more abundant than its predecessors. If FromSoftware, historically gun-shy about spoilers and keen on preserving the mystique of its games, felt perfectly comfortable stuffing more than ten boss fights into Elden Ring’s closed beta, how many climactic fights await in the final release? As a few players noted, Elden Ring’s network test felt as though it had more to offer than some full games. But it’s not just about the game’s breadth, in the volume of activities or raw surface area to explore. The sensation of depth hinges on the variety of moment-to-moment gameplay experience. Michael Samuels, better known by his YouTube channel name VaatiVidya, has released countless videos about the lore of FromSoftware games, but the highlight of his experience with the network test was the way that Elden Ring builds upon Dark Souls’ combat formula, incentivising players to break out of mindless button-mashing habits. The introduction of an invisible posture meter means that guard-breaking enemies in Elden Ring to open them up for critical hits – a central feature of Sekiro’s combat – offers a more reliable path to victory. In Dark Souls it was generally a better strategy to just spam faster R1 attacks to maximise damage dealt, but a jumping slam to break an enemy’s guard and open it up for a critical blow might be the shrewder option with the new game. “You will find yourself deviating away from just R1 and realising, ‘Oh my god, R2s LEFT Early on, Merchant Kalé can be found in the ruins of a church. He may dress like Saint Nick but don’t expect to get his Crafting Kit without paying are insane’,” Samuels observes. “I fought a boss with R1 and I didn’t stagger it at all, but then I fought it weaving in some R2s and staggered it multiple times and I could do multiple crits. Traditionally, it was never wise in Dark Souls to use R2 in combat – it was more of a niche button. After many hours with Elden Ring, I was happy to see that combat has deepened.” Some players with early access to Elden Ring have criticised FromSoftware for leaning on gameplay assets and animations introduced in previous works, but modder Zullie The Witch, who has vast experience of combing through the innards of From’s games, views this decision through the lens of opportunity cost. “I don’t see a problem with reusing skeleton models and animations, if they’re still conveying the character and actions they’re meant to convey,” Zullie says. “A common complaint is that reusing assets is ‘lazy’, but I think that’s extremely reductive. It carries the implication that the developers could have just redone all these animations without compromising the scope of the game if they’d just tried harder, which is a flawed argument. Any time they would have spent going back over all those animations would have been time spent away from adding something new to the game instead.” Instead of looking at what’s been recycled, Zullie believes it’s more consequential to appreciate the ways that FromSoftware has capitalised on the chance Elden Ring offers to explore new design territory. “From can be very mired in tradition,” she says. “They have a tendency to refer back to their previous games to decide how to do certain things. So some of the biggest surprises playing Elden Ring have been in seeing how they weren’t defaulting to their usual playbooks and how they had innovated on existing designs instead of following them to the letter.” Mounted combat on horseback is obviously a big new feature. Are there any enemy encounters beyond what we saw in the network test that have been designed specifically around the addition of Torrent? At no point do we want to enforce horse riding or mounted combat on the player. Rather, we want to build situations that may ask for mounted traversal or may suggest that mounted combat is a viable strategy, and it’s up to the player whether they want to pursue those strategies. They should never feel as though something is being forced upon them. In terms of map design and encounter design itself, due to the scale and the structure of the world, it’s something that should encourage traversal using Torrent. And also the mounted combat will hopefully play into the players’ variety of choices and how they approach these various situations, with that level of freedom, as well. So in that sense, yes, we’ve designed the world with that in mind. The open-world action RPG genre features some of the most notable games of recent years, including Breath Of The Wild, The Witcher III and Skyrim. Stepping into that design space with Elden Ring, where did you feel there was the most opportunity to leave your own mark on the genre? I don’t want to put it in such grand terms as “This is the mark I wanted to leave on the industry”. Rather, if I was in the mood to play a game, or if I had an ideal game world, Elden Ring gets pretty close to that. I create the games that are my type: tight combat, fantasy medieval settings, with dungeons to explore and things like that. It’s just what I’m into. And so Elden Ring is really hitting all the right notes there. You know, I probably won’t end up playing Elden Ring because it’s a game I’ve made myself. This is sort of my personal policy. You wouldn’t get any of the unknowns that the fresh player is going to experience. Like I said before, it wouldn’t feel like playing. But if I did, then this would be close to the ideal game I’d want. I don’t approach it in terms of “This is the kind of open world game I want to make”, it’s just that the open world enriches this ideal experience I’m trying to achieve. To give some very simple examples, if I was to explore this world, I’d want a map – a proper map. Or, you know, if I saw something over there, I’d want to actually be able to go over and explore it. And I’d want to fight with a dragon in an epic arena. Things like this. It’s very simple stuff, but Elden Ring allows a lot of these things to become a reality for me, creating something that’s very close to my ideal game. 63 LIMITED EDITION SUBSCRIBER COVERS PREFER DIGITAL? SEE PAGE 128 SUBSCRIBE TO EDGE TODAY FOR HALF PRICE FROM JUST £20.15 EVERY ISSUE DELIVERED DIRECTLY TO YOUR DOOR SAVE 50% ON THE COVER PRICE RECEIVE EXCLUSIVE SUBSCRIBER-ONLY COVERS ORDER ONLINE WWW.MAGAZINESDIRECT.COM/EDGE50 TERMS & CONDITIONS Prices and savings are compared to the cover price of £6.20 and the magazine’s full subscription rate. You can write to us or call us to cancel your subscription within 14 days of purchase. Payment is non-refundable after the 14-day cancellation period unless exceptional circumstances apply. Your statutory rights are not affected. Prices are correct at point of print and subject to change. Full details of the Direct Debit guarantee are available upon request. For full terms and conditions please visit: bit.ly/magtandc. Offer ends 28/02/22. 65 T H E E D G E AWAR D S 66 If you ever need proof that critics are optimists, look no further than E354. Thirteen issues ago, we described 2020 as “a year unlike any we’ve experienced – and hopefully will ever experience again”, only for 2021 to effectively say “hold my beer”. The pandemic’s ongoing impact on the game industry has been evident throughout the past 12 months. Once again, it wasn’t a vintage year for triple-A, with indies and smaller studios continuing to pick up the slack. Still, a few blockbusters did break cover, and into our top ten – including no fewer than four sequels. That’s just one sign of what an odd year it’s been. There was no indie breakthrough on the level of Hades. And where was 2021’s equivalent to Animal Crossing: New Horizons? For some, that game continued to provide an escape, but we wonder if that would have been the case had Nintendo not been quite so quiet. This is the first year since 2016 that no Nintendo-published game has made it into our top ten. Still, if our list reflects the reality of a largely transitional 12 months, it also highlights the wide range of experiences that videogames offer. And while there were disagreements as we picked the individual categories, there was ultimately little debate about the big prize. We have an exclusive interview with the director of our number-one game, as well as celebrating the great, good, and downright strange of 2021. It may not have been a vintage year for the industry itself, but turn the page and you’ll see plenty of cause for optimism. 67 THE EDGE AWARDS P L AY S TAT I O N G A M E O F T H E Y E A R RUNNER-UP RUNNER-UP WINNER J E T T: T H E FA R S H O R E RETURNAL DEATHLOOP Developer/publisher Superbrothers/Pine Scented Software Format PC, PS4, PS5 Developer Housemarque Publisher SIE Format PS5 Developer Arkane Lyon Publisher Bethesda Softworks Format PC, PS5 Flawed? Sure. Not for everyone? What game is? Superbrothers’ reflective star trek was one of 2021’s most distinctive visions, and the rare videogame that encourages players to consider the impact of colonisation. Holding fast to that idea through to its daringly downbeat ending, it feels like a game that may one day earn wider acknowledgement. Not the year’s best PlayStation game, but possibly its most PlayStation. Tough, weird, flexing the hardware – Returnal is not only the logical next purchase after escaping the remastered Boletaria, but a game that speaks to what the console stands for in 2021. With the blockbusters yet to arrive, PS5 remains a machine for the dedicated, in the best way. There’s a perverse pleasure in awarding this to a game technically published by Microsoft, but Deathloop is the best advert yet for getting a PS5. It blends broad appeal with the kind of strangeness that characterises the finest entries in Sony’s back catalogue, and leverages the DualSense so perfectly that it’s hard to imagine the inevitable Xbox version. XBOX GAME OF THE YEAR 68 RUNNER-UP RUNNER-UP WINNER HALO INFINITE PSYCHONAUTS 2 FORZA HORIZON 5 Developer 343 Industries Publisher Xbox Game Studios Format PC, Xbox One, Xbox Series Developer Double Fine Publisher Xbox Game Studios Format PC, PS4, Xbox One, Xbox Series Developer Playground Games Publisher Xbox Game Studios Format PC, Xbox One, Xbox Series Third time is indeed the charm for 343. The campaign’s gestures towards an open world might pale beside the winner of this category, but the grappling hook is a brilliant addition, topping off a movement system that balances dexterity with weight. Inhabiting the Spartan armour hasn’t felt this good in years. Scratch that: it hasn’t felt this good ever. Yes, it’s also available on PlayStation – but Double Fine’s sequel wouldn’t exist (in its present form) without Microsoft’s investment. As well as being a terrific sequel, this feels like a statement of intent from its publisher: Xbox is keen to diversify its roster and, in doing so, to bolster its reputation. Games this imaginative can only accelerate that process. The quintessential Game Pass game? Horizon 5 attracted a record ten million players in its first week – many of whom, we’d wager, might never have played it had it not simply appeared in their libraries. But having dipped in, it’s hard to tear yourself away from its generous, gorgeously realised world. Reason enough to keep that sub topped up. NINTENDO GAME OF THE YEAR RUNNER-UP RUNNER-UP WINNER NEW POKÉMON SNAP METROID DREAD MONSTER HUNTER RISE Developer Bandai Namco Studios Publisher Nintendo, The Pokémon Company Format Switch Developer MercurySteam, Nintendo EPD Publisher Nintendo Format Switch Developer/publisher Capcom Format Switch This on-rails point-and-shooter’s belated comeback, some 22 years after the N64 original, was an unexpected treat. Perhaps the best-looking Pokémon to date, it offers a larger range of critters to photograph, and makes them more reactive: months on, players are still discovering odd combinations to fill their album with wondrous shots. Samus’s return alone might have been enough to secure this game’s spot in the list – especially with her sleek new moveset – but the introduction of the EMMI guaranteed it. In a game which otherwise hurtles along with all the speed of a Shinespark boost, these stalking robotic predators slow things down and crank the tension right up. You know it’s not been a vintage year for Nintendo when it doesn’t top this category, but it had its work cut out against this powerful competitor. Rise could easily have been a diet World, but Capcom’s improvements ramp up the pace of battles while demonstrating what Switch can do when pushed to its limits. A thrilling game and a technical powerhouse. PC GAME OF THE YEAR RUNNER-UP RUNNER-UP WINNER INSCRYPTION ELECHEAD WILDERMYTH Developer Daniel Mullins Games Publisher Devolver Digital Format PC Developer NamaTakahashi, Tsuyomi Publisher NamaTakahashi Format PC Developer/publisher Worldwalker Games Format PC Daniel Mullins’ horror-tinged odyssey (part escape room, part deckbuilder, part nightmare) is full of dizzyingly creative ideas. Though its later acts aren’t as exciting as its first, this is a world that lingers after you’ve left it, with some gleefully macabre touches that aren’t soon forgotten – you’ll never look at a pair of pliers the same way again. This brief but clever puzzle-platformer stars an electrically charged robot that can detach and throw its own head. Deceptively simple, it’s packed with little epiphanies as developer NamaTakahashi builds a remarkable variety of challenges around this single mechanic, combining familiar ideas to ingenious ends. A short, sharp shock of a game. The way Wildermyth rethinks D&D’s influence on videogames traces a line through Baldur’s Gate and Planescape, while the combat is a reminder of how much XCOM borrows from the tabletop. The developer is investigating the possibility of a console port, but this is a PC game through and through, with all the wordy, granular pleasures that might suggest. 69 VR GAME OF THE YEAR RUNNER-UP RUNNER-UP WINNER MASKMAKER HITMAN 3 RESIDENT EVIL 4 VR Developer Innerspace VR Publisher MWM Interactive Format Index, PSVR, Rift, Vive Developer/publisher IO Interactive Format PSVR Developer Armature Studio Publisher Oculus Studios Format Quest 2 MaskMaker interrogates the notion of VR itself – exploring the idea of what it means to put something on your face to inhabit the body of a digital avatar. However, it’s most successful when you take off a mask and return to your workshop to make another, with the crafting process proving more absorbing than the worlds to which you’re transported. IO didn’t reinvent Hitman for VR: the motion controls are perfunctory, its biggest design change the removal of the Instinct detectivevision mode. As it turns out, it didn’t need to. Putting the game in firstperson and letting you poke around its intricate sandboxes is more than enough reason to revisit some of games’ most beautifully crafted destinations. We’d hesitate to say this is the best way to play Capcom’s action-horror masterpiece, but it’s the most revelatory version since the Wii edition added IR pointer aiming. It’s a little too easy to fully recapture the original’s relentless intensity, but Armature has otherwise smartly tailored it for VR, while the rev of Dr Salvador’s chainsaw still provokes a shiver. BEST VISUAL DESIGN 70 RUNNER-UP RUNNER-UP WINNER THE ARTFUL ESCAPE GENESIS NOIR PSYCHONAUTS 2 Developer Beethoven & Dinosaur Publisher Annapurna Interactive Format PC, Xbox One, Xbox Series Developer Feral Cat Den Publisher Fellow Traveller Format PC, Switch, Xbox One Developer Double Fine Publisher Xbox Game Studios Format PC, PS4, Xbox One, Xbox Series It’s ironic that a game about a musician is more notable for its visuals, but then Francis Vendetti can already play; his voyage of selfdiscovery is about redefining his image and stage persona. Here, it’s less about what you do so much as how good you look while doing it, and The Artful Escape pulls off its colourful interstellar stage show with panache. Any other year, this would have won easily. Framing the beginning of the universe as a classic noir, Feral Cat Den’s beautiful debut marries the cosmic with the mundane to startling effect. Looking like no other game, its stylish monochromatic aesthetic carries the game through its occasional lulls, before climaxing in an unforgettable burst of colour. For sheer imagination and range, Double Fine’s sequel is impossible to beat. Hats off to art director Lisette Titre-Montgomery and team for a visual tour de force, realising madcap concepts from psychedelic festivals and casino hospitals to worlds themed around hair and teeth. No other game in 2021 offered such rewards for simply looking. THE EDGE AWARDS BEST AUDIO DESIGN RUNNER-UP RUNNER-UP C H I C O R Y: A C O L O R F U L TA L E Developer Greg Lobanov, Alexis Dean-Jones, Lena Raine, Madeline Berger, A Shell In The Pit Publisher Finji Format PC, PS4, PS5 The Artful Escape’s equal and opposite reaction, perhaps: a game about visual art that blesses the ears as much as the eyes. Lena Raine’s soundtrack is the star here, but there’s a loving attention to sound throughout including playable in-world instruments. WINNER SABLE J E T T: T H E FA R S H O R E Developer Shedworks Publisher Raw Fury Format PC, Xbox One, Xbox Series Developer/publisher Superbrothers, Pine Scented Software Format PC, PS4, PS5 Sable’s art may be its most striking feature, but Martin Kvale’s exquisite sound design and the score from Michelle Zauner (aka Japanese Breakfast) kept us captivated by its world whenever bugs threatened to break its spell. Heartstring-tugger Better The Mask proved a pitch-perfect way to bring the title character’s journey to a moving, hopeful end. If Jim Guthrie’s sole, spine-tingling contribution sends Superbrothers’ divisive adventure soaring into space, Andrew ‘Scntfc’ Rohrmann’s remarkable score keeps it there. Rohrmann and Priscilla ‘Ghoulnoise’ Snow create a soundscape that leaves you in no doubt as to why these explorers found the planet’s ‘hymnwave’ signal so irresistible. BEST STORYTELLING RUNNER-UP RUNNER-UP WINNER M A R V E L’ S G U A R D I A N S OF THE GALAXY WILDERMYTH UNPACKING Developer/publisher Worldwalker Games Format PC Developer Witch Beam Publisher Humble Games Format PC, Switch, Xbox One, Xbox Series The best videogame stories, they say, are the ones you tell yourself. And while Wildermyth has some lovely prose – just the right shade of purple – its real strength is that you can never be sure whether a given moment is an impossibly well-structured callback to an adventure hours before, or your brain making a random connection. A true magic trick. No, it’s not just about tidying up. The title’s double meaning becomes clear as you grow to understand the significance of the presence (and absence) of specific items, and their position within its protagonist’s world. Through the acts of unboxing and putting away, this seemingly modest game delivers a masterclass in interactive storytelling. Developer Eidos Montreal Publisher Square Enix Format PC, PS4, PS5, Switch, Xbox One, Xbox Series The triple-A action-adventure template leaves little room for narrative invention or humour. Credit, then, to Eidos Montreal’s writing team, for making not only the funniest blockbuster in an age, but investing us so thoroughly in this bickering bunch that we became more attached to them than their MCU counterparts. 71 THE EDGE AWARDS BEST DEBUT RUNNER-UP RUNNER-UP WINNER THE FORGOTTEN CITY EXO ONE WILDERMYTH Developer Modern Storyteller Publisher Dear Villagers Format PC, PS4, PS5, Switch, Xbox One, Xbox Series Developer Exbleative Publisher Future Friends Games Format PC, Xbox One, Xbox Series Developer/publisher Worldwalker Games Format PC Its roots as a Skyrim mod occasionally show through in this otherwise gripping time-loop mystery, but The Forgotten City is an impressive calling card for Modern Storyteller. Strong writing and characterisation invest you in this ill-fated city and its inhabitants, in a detective story that reserves its richest rewards for the most thorough of investigators. Jay Weston’s science-fiction voyage – an arthouse Tiny Wings in 3D, if you will – only narrowly missed out in the Best Visual and Audio Design categories. But then this is a game of fine margins, as you time your craft’s swoops and climbs to sustain its momentum. By turns relaxing and exhilarating, it’s an enveloping sensory experience. The story of Wildermyth’s development would fit perfectly among the kind of tales the game spins. A family that grew into a small team, a six-year labour of love, and a happy ending: one of the year’s finest games and enough financial success that Worldwalker has said “we’re now confident our studio has a future”. We can’t wait to hear what happens next. BEST PERFORMANCE RUNNER-UP RUNNER-UP WINNER JASON E KELLEY AND OZIOMA AKAGHA AS COLT AND JULIANNA I N D E AT H L O O P M AYA S A R O YA AS MEENA HUGHES IN LAST STOP ERIKA MORI AS ALEX CHEN IN LIFE IS STRANGE: TRUE COLORS Abrasive, seemingly uncaring, work-driven to the point of psychopathy. It’s not an easy role – nor, importantly, the kind often given to a woman of colour. We’d describe Meena as refreshingly unlikeable, but that might be the wrong descriptor, since the sheer force of Saroya’s performance makes us care despite – or perhaps because of? – her many obvious flaws. There are many potential pitfalls for a character such as the emotion-hoovering Alex Chen, yet Mori never lets Chen’s reactions to others’ most potent feelings tip into actorly histrionics. Her blossoming romance with either Katy Bentz’s Steph or Eric Emery’s Ryan, meanwhile, is defined by understatement – Mori deftly (and movingly) captures the tentativeness of a foster-system survivor. How could we ever separate these two? The mutterings and retorts of Colt and Julianna’s verbal sparring matches are so perfectly interwoven that it almost feels like a single performance. With a fresh squabble delivered at the outset of each loop, the prospect of failure – and eternity – seems more appealing in the company of Kelley and Akagha. 72 PUBLISHER OF THE YEAR RUNNER-UP RUNNER-UP WINNER CAPCOM XBOX GAME STUDIOS D E V O LV E R D I G I TA L Between Monster Hunter Rise and The Great Ace Attorney Chronicles, Capcom delivered two of the year’s most purely enjoyable games, both offering lavish presentation and equally luxuriant runtimes. And while Village may have nosedived after its first half, Capcom belatedly gave us a Resident Evil game of sustained brilliance, collaborating with Oculus and Armature on an outstanding VR remake of Resi 4. Psychonauts 2, Forza Horizon 5, Halo Infinite and Age Of Empires IV: that’s a lineup of which any publisher would be proud, even before the slightly wonky miracle that was the Xbox version of Flight Simulator. Not a bad way to celebrate a 20-year anniversary – and with several of those studio acquisitions set to bear fruit in the coming months, Microsoft could well go one better next year. What else could it be? No other has had a year like Devolver’s. We’re not just referring to the company’s billion-dollar valuation, though we’re sure that helps, but: Olija, Phantom Abyss, Boomerang X, Death’s Door, Inscryption. We might not have cared much for Loop Hero, but it’s hard to deny that Devolver put more eyes on it than might reasonably have been expected. That, surely, is the sign of a great publisher. STUDIO OF THE YEAR RUNNER-UP RUNNER-UP WINNER W O R L D WA L K E R GAMES DOUBLE FINE ARKANE LYON Building its game on an old version of Java – thus making console versions less likely – might be the only misstep made by this Austin-based studio, where a core team of just six people, working remotely, made perhaps the year’s most revolutionary roleplayer. Setting a new standard in reactive storytelling, Wildermyth is sure to influence narrative games for years to come. Being acquired by Microsoft, Tim Schafer said, allowed Psychonauts 2 to retain boss battles that might otherwise have been scrapped. Though these were arguably the game’s weakest link, Double Fine’s sequel otherwise excelled in every department: a testament to Schafer’s dedication to the world he’d built, and his team’s commitment to realising such an imaginative vision. Rationally, we know Microsoft didn’t spend $7.5 billion just to get its hands on Arkane – but frankly, we’d understand if it had. A studio of two halves, the decisions of both driven by a shared design philosophy, Arkane’s French division has this year proved itself capable of grabbing mainstream attention. Now, all eyes turn to Texas, and Redfall. Your move, Arkane Austin. 73 PSYCHONAUTS 2 Developer Double Fine Publisher Xbox Game Studios Format PC, Xbox One, Xbox Series The brilliance of that titular portmanteau is too rarely discussed. The group to which it refers are, indeed, navigators of the psyche: a group of trained individuals, tasked with boldly charting new frontiers – that, in this case, happen to be found within the human brain. It’s fertile territory for a drama, moreso for a comedy, as the 16-year-old original proved. As a society, our understanding of mental health has deepened since the first game, and what might have amused us then hasn’t always aged well. This is a more sensitive treatment of its subject matter, then. And yet, with hindsight, it’s untrue to say it’s not as funny: one early section involves a power that allows you to connect a variety of nouns and verbs, to quite hilarious ends. Still, when it’s over, you’re thoroughly reprimanded for your tinkering – and reminded that meddling with someone’s mind for your own ends is no laughing matter. 74 The difference, in other words, is that Psychonauts 2 knows exactly when to deliver a gag, and when it’s time to ease off. That’s about as cautious as it gets, however: in every other sense this is a game that doesn’t hold back. There’s a more extensive cast than before, which arguably gives writer Tim Schafer too many balls to juggle comfortably, yet provides more imaginative brainspaces to explore. If it feels slightly invasive, that’s an idea that Schafer’s script is more than happy to address. And there’s a distinctly empathetic narrative throughline that extends all the way to the collectables: if your job is to tidy up a busy mind, why wouldn’t you take the time to fully declutter? Particularly when every one is so extraordinary in conception and realisation: from psychedelic rock shows to cavernous libraries and cookery game shows, it demonstrates that a person’s inner space can be as wondrous as outer space. THE EDGE AWARDS RETURNAL Developer Housemarque Publisher SIE Format PS5 When it comes to modern game design, running around shooting weapons at enemies might be decried as being “a bit route one”, but when those weapons feel good, such flimsy notes just float away. And some of Returnal’s feel utterly phenomenal. Not at first, necessarily, when you’re just finding your way. Eventually, though, deep into the game, having picked up alien hardware packing a clutch of stacking modifiers, you pull the trigger and the quantity and intensity of the dangerous stuff that emerges from the bit you point at the baddies makes it feel as though the universe might actually be ending. This level of offensive potency is just as well, since Returnal is one of 2021’s crunchiest challenges – and consequently among its most satisfying. But only if you persevere. At every turn it tries to stop you by drenching the screen with hails of lethal neon, casting projectiles in fizzling arcs that seem impossible to negotiate without harm. During your early attempts, success feels like a faraway place, and it seems that getting there will only be possible via good fortune, the Roguelike structure randomly throwing up just the right combination of power-ups and weapons to help you scrape through the next pinch point, and then the next. Eventually, though, you come to appreciate that the tools you need aren’t lucky drops, but simply hands and a brain with enough practice on the clock. Some of the game’s most taxing sections might well be impossible were its control scheme not up to the task, but this is a Housemarque production, so it has been calibrated to a level close to perfection. Creating a game as singular as Returnal wasn’t just a risk, it took tremendous skill and attention to detail. Echoes of classic bullet-hell shooters may reverberate around its stages, but this is a thrilling, entirely modern game deserving of its showcase positioning on PS5. 75 THE EDGE AWARDS BONFIRE PEAKS Developer Corey Martin Publisher Draknek & Friends Format PC, PS4, PS5, Switch Corey Martin’s Sokoban-style puzzler would be one of the most elegant of its kind in years even without the autumnal, introverted mood – supplied in no small part by Martin’s own score – that makes it so distinctive. In some respects, Martin is operating in a familiar register: his previous game, Hiding Spot, was about boxing yourself in as a coping mechanism for stress or trauma. This, however, is more about exorcising the past. As you deposit a crate of your possessions on a pyre, it produces wisps of smoke that resemble ghosts, the camera quietly pulling back as if to give this man room to process what he’s just done. You need plenty of time to contemplate the matter at hand yourself, not so much to think about why you’re burning your things as how to reach the pyre at all. Still, Bonfire Peaks isn’t as difficult as it might seem at first – and with the option to rewind as many steps as you like 76 without penalty, you’re encouraged to keep trying. All the while, the soothing music lulls you into a sombre reverie, suppressing any frustrations that might otherwise surface. And it’s smartly structured to ensure you needn’t complete every puzzle in a set: the boxes you recover from each form steps to fresh challenges, and only the toughest optional tests demand you pile them high. Despite its languid pace, then, there is a palpable sense of momentum as you climb through dark woodland to a snowy mountaintop. That pinnacle isn’t the only point at which you’re encouraged to rest and reflect: tap a button and your avatar sits, as if to give his weary limbs a break before continuing his steady, determined ascent. Responsible for more late bedtimes this year than any other game, Bonfire Peaks is a slow burner in every sense, carrying itself with a serene grace that belies the clumsiness of our own faltering steps toward the fire. HITMAN 3 Developer/publisher IO Interactive Format PC, PS4, PS5, Stadia, Switch, Xbox One, Xbox Series How many truly great videogame trilogies can you name? Most series take a few instalments to iterate towards greatness or, worse, pull a Godfather Part III at the final hurdle. Hitman’s World Of Assassination Trilogy, though, finishes strong – if you ignore the whimper of its final level, that is. The five other locations in this game (a number that, if you own the prior titles or are willing to splash out, grows to 20) are impeccable, at least. Hitman 3 with all the stops pulled out is a package unlike any other in videogames: a selection of the prior generation’s finest level designs, preserved in a form that makes them just as attractive for this one. The five years between explosive golf balls in the Sapienza sunshine and toilet drownings in a grimy Berlin nightclub compressed into a few moments of load time? Giddying. The only note of caution we sounded at the time of our review was that the launch game’s offering of bonus missions felt a little slight. That’s been ameliorated somewhat since then with the traditional monthly delivery of Elusive Targets and the occasional Escalation mission (with the caveats that, if you missed the former you’re out of luck until they cycle around again, and many of the latter remain locked behind content passes). The real solution to the lack of bonus missions, though, has come from the game’s community, which in the months since launch has produced a near-endless flow of Contracts: challenges that pull you back into these locations with a new target and player-defined rules and restrictions. The very best of these rival the deviousness of IO’s own work, meaning that – should you desire – you could probably spend the rest of your gaming life without ever leaving these 20 destinations. It’s testament to the depth and flexibility of their construction that this option actually sounds tempting. 77 MONSTER HUNTER RISE Developer/publisher Capcom Format Switch When you’re running out of runway, there’s only one place to go: up. With 2018’s World broadening Monster Hunter’s appeal and its environments – taking it from segmented biomes to a single expansive sandbox, earning Capcom its biggest-ever hit in the process – many wondered where the series could go next. Would it succumb to the scope creep of every big-budget sequel? The announcement of a new Switch game suggested the opposite: a backwards step on a less powerful machine, albeit with the tacit promise of a return to first principles (the series’ breakthrough was as a local multiplayer game played on handheld devices). In the event, we got a game that reintroduced some of the more esoteric, characterful flourishes its maker had appeared to drop in its move to home consoles, but one that retained World’s openness. The biggest difference comes in the way you get around. You now have canine and feline allies, the former 78 carrying you into battle before fighting alongside you. Yet it’s Rise’s insectoid grapple that proves the most inspired addition, transforming the way you navigate as well as how you fight. It would be wrong to say it’s a seamless transition: this is Monster Hunter, so of course it takes a while to acclimatise. But it’s been integrated so brilliantly into the natural rhythms of combat that once you have become familiar with it, returning to World is a real eyeopener: you really do miss that little Wirebug. That increased mobility only makes fights more exciting, whether you’re nimbly vaulting over a swiping tail or tying a sinuous monster in knots, before mounting it and riding it into battle against an even bigger beast. These shorter, pacier battles ensure you reach the endgame quicker, in a game that feels perfectly tailored to its format without losing the magnificent spectacle of its predecessor – lifting this much-loved series to thrilling new heights. THE EDGE AWARDS FORZA HORIZON 5 Developer Playground Games Publisher Xbox Game Studios Format PC, Xbox One, Xbox Series Forza Horizon always puts its best foot forward – and then slams it hard to the floor. The series’ introductory drives are the ultimate vertical slice: a sampling of the landscape and garage devised at the project’s outset that makes clear the technical ambitions of everything that follows. In the case of Forza Horizon 5, that’s a draw distance capable of supporting a hurtling shriek down the slope of an active Mexican volcano, before switching to the meticulous fidelity of jungle canopies and flocks of rosy flamingos, perfectly placed to fill the sky with pink confetti at an optimal moment. That opening is as good a ten minutes as you will play in 2021. But Forza Horizon 5 has a long tail to match. The seasons first seen in Playground’s British outing return with added dynamism, as tropical storms and dust clouds roll in, turning a co-op Sunday drive into something more apocalyptic, or providing a suitably ominous backdrop to a round of battle royale Eliminator. And if the weekly seasonal shifts entice you back, it’s the accompanying timed challenges that keep you buckled in. Model and class restrictions prevent any single car from dominating your garage – there are now over 500 to choose from, and many more reasons to peruse them. Crucially, it hits the games-as-a-service sweet spot of offering enough new to keep you visiting (and, we suspect, that Game Pass subscription rolling), without holding every evening hostage à la Destiny. And in Event Labs we discover Horizon’s answer to Halo’s Forge. Already new courses are sprouting in corners of the map untouched by Playground’s designers, while existing tracks turn into bowling-pin-festooned carnival games courtesy of powerful rule-editing tools. Forza Horizon 5’s prologue may dazzle, but it’s the promise of even more to come that pushes it so far ahead of the pack. 79 THE EDGE AWARDS DUNGEON ENCOUNTERS Developer/publisher Square Enix Format PC, PS4, Switch Between this and Unpacking it’s been a good year for boxes. Colouring in the squares of these winding paths delivers a pleasure similar to the one you get from tidying everything away in Witch Beam’s game – a gradual feeling of ownership of a space. Not that it’s ever fully under your control, but in charting it, the freedom you have in how you explore it grows. That ferocious group of enemies lying between you and the descending steps at the end of the corridor? It can simply be hopped over, or shuffled to another part of that floor. Why bother with the stairs? After all, you can teleport to the next stratum that has solid ground below the spot on which you’re standing. Then again, now you can throw your zweihänder, bringing those elusive flying gargoyles within range, you might opt to stand and fight. Designer Hiroyuki Ito, with the help of some fellow Square veterans, maintains that delicate equilibrium 80 between empowerment and peril throughout your descent. Slow and steady might work at first, but then gaining a powerful ally via a quick (if risky) return trip to a lower floor will make lighter weather of opponents, particularly when you’re looking to ease in a low-level newcomer. Accidents will happen, of course. A black hole sucking in your party and scattering them far and wide is the kind of hard-learned lesson that will have you forming a second and maybe even a third band of raiders-cum-rescuers, as a dire warning to those who run out of adventurers lends extra tension. Trials and errors: it all feels wonderfully considered. Even that initially incongruous guitar-heavy score that remixes classics from the likes of Mussorgsky and Wagner is a thematically apposite blend of vintage and contemporary – further evidence that this team of old dogs is more than capable of learning some new tricks. WILDERMYTH Developer Worldwalker Games Publisher WhisperGames,Worldwalker Games Format PC Stories about stories are always tricky to tell, but Wildermyth makes it look easy. The characters in this D&D-inspired RPG are living legends or folk heroes in the making, but they still do normal human things such as bickering, joking, failing and dying, living out entire lives during the game’s multi-chapter story campaigns. History bleeds into the present, and the present lives on in the future – probably as a song. Relationships feel real and playful, and the stakes, while generic (the Big Bad must be defeated, or else) don’t let up. Dwindling days and resources pile on the tension as your party conquers the map tile by tile. It’s a game of meaningful decisions: where should the archer go? Do we have time to build this bridge? Is it worth eating that magic fruit? Whatever choice you make, it always feels like the right one, somehow slotting into the procedurally generated story via arcane design magic. If the character art is hardly dazzling, the prose more than fills in the gaps. Wildermyth’s writing and worldbuilding are some of the very best in the business: this is proper, hearty high-fantasy fare, the literary equivalent of a hunk of crusty bread and cheese consumed by a roaring fire. Combat, too, is its own form of storytelling. On easier difficulties, fighting has an almost cinematic flow, as if you’re choreographing a slick action scene with paper cutouts. Crank up the difficulty, however, and it becomes a high-stakes game of chess, beloved characters investing you more deeply in the fate of the pieces. Balancing smarts and soul, Wildermyth brings its world and characters to life with a wonderful lightness of touch that allows room for the player’s imagination to flourish. In all likelihood, we’ll be setting out on these fantastic adventures for years to come. 81 CHICORY: A COLORFUL TALE Developer Greg Lobanov, Alexis Dean-Jones, Lena Raine, Madeline Berger, A Shell In The Pit Publisher Finji Format PC, PS4, PS5 Games that emphasise creativity are not only plentiful nowadays, but also account for some of the biggest hits. Looking at the blank canvas and impressive range of tools many offer, though, we confess that we often find ourselves unsure of where to start. Chicory can’t compete with the tools of Minecraft or Dreams: it has just one, a brush which leaves MS Paint-style scribbles on the world. Over the course of your adventure, this lone tool does reveal hidden depths, but Chicory’s real genius lies in how it sidesteps the inspiration problem entirely, by making creativity a byproduct of simply playing the game. The world of Picnic is filled with plants which respond to your paint: trees which shrink or grow into walkways, spring-loaded branches that fire you over gaps, bulbous bombs which clear obstacles. Each leaves a stroke of colour on the monochrome landscape, prompting you to wonder: wouldn’t a little complementary purple make this 82 look less of a mess? An accidental double-tap reveals a fill function, creating an effect different to the one you’d intended. Now, what about those custom brush shapes you just unlocked? It’s often only after stopping and leaving for the next screen, the next blank canvas, that you realise you’ve made something to treasure. As the mechanical complexity of your brush (and its creative potential) grows, and the story deepens, taking in questions of mental health and what it means to create something, you’re building something of your own. This culminates in the year’s greatest credits sequence, and perhaps its finest moment full stop: a montage of places you’ve been, your paint applied in time lapse, before it pulls out to show the world map coloured in. The sense of ownership is immense, how Minecraft master builders must feel as they survey their works, without requiring any of the talent, dedication or planning on our part. Ideal. THE EDGE AWARDS DEATHLOOP Developer Arkane Lyon Publisher Bethesda Softworks Format PC, PS5 At first it might be disappointing to discover that Deathloop doesn’t have an equivalent to Dishonored 2’s Clockwork Mansion or Crack In The Slab: no high-concept showstopper of a level that can stand alone from the rest of the game. But then you realise this is because the entirety of Blackreef island – in fact, the game itself – is one big Clockwork Mansion, constantly shuffling itself into new shapes. Those shapes will be particular to each player. We kill a dozen Harriets, preaching in her cockpit-turned-pulpit, before ever clapping eyes on Aleksis, a would-be playboy in a wolf mask who only comes out at night. You, however, might go for him first, gaining his power of body-launching telekinesis that much sooner. Which would, in turn, change your approach to Harriet – presumably involving an increased number of ragdolls flung skyward. But crucially, thanks to the loop, both players will get the opportunity to try it all. Building on a long lineage of games about the power of the path not taken, Deathloop rearranges things so that the alternative approach is only ever a day away. You needn’t permanently eschew stealth in order to enjoy the muscular action game Arkane has made here, its tour of duty on the Wolfenstein games shining through. And you needn’t feel guilty for sprinting past all those lovingly crafted assets and nuggets of environmental storytelling while under fire. After all, you’ll be back soon enough. Now factor in multiplayer – which proves a wonderful excuse to return to Blackreef every time a friend picks up the game, to introduce them to its sharp end – and Deathloop is nothing less than a fundamental reconstruction of what ‘an Arkane game’ means. The new shape it has taken on is a thing of wonder. And the fact we keep expecting the whole thing to reshuffle again? Well, that’s the hallmark of a true showstopper. 83 Q&A S Dinga Bakaba, game director and recently promoted studio head of Arkane Lyon DINGA BAKABA ince it was founded in 1999, Arkane Studios has built a reputation for crafting deep worlds and systems, but Deathloop has proved something of a breakout hit. Game director Dinga Bakaba discusses how our game of the year differs from its precursors, and how that affected its reception both publicly and internally. Congratulations on Deathloop landing the top spot in Edge’s 2021 Awards – we’re sure this won’t be the only such recognition it receives. How has the game’s reception felt on your side? We are super happy that the game is recognised like that. If we were to go back and tell Dinga of three and a half years ago… he wasn’t cynical enough to laugh, but he would have been surprised. Not because we didn’t want to make an interesting game, but because we thought that we were going to make something interesting enough that it will repel as much as attract. That was what we said since very early on: this is a game that some people will love and probably many will hate. We didn’t really update our thinking on that until maybe one or two weeks before release, when I finally got to play the entire package, including multiplayer, on my TV, plug in the PS5 and start invading journalists and ruining their day as Julianna. That’s when I started to think, actually, maybe the group of people who will hate it – well, I don’t know about that group. But the people who will love it, maybe that will be a bigger group than expected. Why did you anticipate that players would react negatively to the game? Because it doesn’t have the characteristics of a lot of the games that we see – and even the ones that we made, that got these awards. For Dishonored 2, we were happy and surprised when we started getting nice reviews and awards and stuff but, you know, we were working for that. We 84 were working to make the best possible Arkane game. And this one was: ‘Let’s make something different. Be true to ourselves but innovate and maybe go into the weird a little bit’. Because weird is always fun in brainstorms but then you’re like, ‘Well, you know, at some point real people have to see this, so tone it down’. I always loved projects like Bayonetta or Psychonauts where you can tell that someone in the room said “not crazy enough” or “not weird enough”, rather than the contrary. I always dreamed of that. And I hoped that Deathloop was the right occasion to do that. “THIS ONE WAS: ‘LET’S BE TRUE TO OURSELVES BUT INNOVATE AND MAYBE GO INTO THE WEIRD A LITTLE BIT’” What impact did that decision have on the development of Deathloop, and the way Arkane Lyon now makes games as a studio? For me as a director, because it was my first time directing a game… [pauses] I will say this: in the beginning of the project, there were so many fires to put out, so many questions to answer, that I dedicated almost all of my time to that. Which is what you expect, in a way. And actually, that was a mistake. Because this is a complex game. And it is complex for the people that are conceptualising it – but then, at some point, it gets to the team. And clearly not everyone understood what we were going for. And not everyone necessarily liked what we were going for. That’s always the case in a game studio, right? Because we’re professionals. The thing is, professional or not, sometimes it’s really nice when you take the time to explain things. Personally, that’s what I learned. I [approached the project] like we did it before, working on some things that were maybe less challenging. Now, for something as challenging as this, I should have spent more energy and resources formulating, reformulating, reformulating, reformulating the pillars. Even if you think it’s clear, it’s about finding different ways to explain what we are making, why it’s cool and – very importantly – why some people will absolutely love it. And how different is the game you initially conceptualised from the one we’re playing today? The weird part is, even though the game is not the same thing at all as the first versions, in terms of the overall vision there is a lot that is still there. It’s not like we did a 180 at some point. We never rebooted the project, for instance, which is weird for something like this. When we changed our minds, we always built on something that was there – which is good, because it gives you a frame of possible iteration that you cannot go too far away from. One of the biggest additions Deathloop makes to the traditional Arkane game is multiplayer, taking all the systems and opportunities for player expression your games are known for and introducing a competitive element. Have you been surprised at all by how players have approached it? The things that we hoped would happen, like people helping each other without synchronising – like, you just invade someone for the first time and are like, “Yeah, I feel kind of bad, I’m going to help them through the mission” – we’ve seen that happening. I was hoping for that because Julianna, in the fiction, doesn’t want Colt to give up. She wants to keep him THE EDGE AWARDS motivated enough that he is an interesting, worthy opponent – she wants him to ‘git gud’, in a way [laughs]. That’s why she’s horrible with him. She wants him to be a worthy opponent. And it’s not even out of hate – well, there is some resentment. But it’s not about that. It’s mainly about: this is fun, isn’t it? And it’s more fun when you’re motivated. And [for the Julianna player], you don’t want them to rage quit, you want them to keep playing. multiplayer, as integral as it is, exists to reinforce the experience of being Colt and breaking this loop. Colt, fictionally, has the most scary person in front of him, harassing him. Ah, the Internet! That’s a good recruiting ground for Juliannas [laughs]. Adding multiplayer to a singleplayer game is not an easy task. But the thing is, when someone deactivates it, it’s not a failure for us. On the contrary, it proves that we made the right choices in the big picture. After launch, there was a lot of talk about people just turning off multiplayer invasions so they could play solo. How are you feeling about that, a few months down the line? Multiplayer did turn out how we hoped it would, which is both integral to the experience and entirely optional. That’s what we wanted. And those are two big points of tension when you’re trying to develop a feature. We want it to be inherent because that’s the Arkane thing, right? Everything has to be there for a reason. An explainable, articulable reason. Like Sébastien [Mitton], when he does character design, he hates when there is a pocket that is just impractical – like: “How do you put something in this pocket?” And the same for multiplayer – if it’s there, it cannot just be a mode, it needs to be something diegetic, very integrated, that reinforces the themes and high concept of the game. And we are pretty happy that it’s all those things. But! It’s your game. If you don’t want that vision that we have for the experience, and you will be satisfied without that, we need to allow that and we need to make it as good as possible. Which was actually one of the pivots [during development]. At some point – for reasons I will not go into today – we decided to say, let’s stop the tension: if we have to prioritise one thing, it will be the singleplayer experience. Because the Speaking of the big picture, Deathloop introduces a lot of mysteries around Blackreef and this time loop, but by time the story ends, they haven’t all been resolved. Was that an intentional decision to leave room in case you ever want to go back to the setting? I’ll say this: the focus was not about building a mythology with this game. That’s something we did with Dishonored that was not a goal for this game. We wanted it to be something – even though it is a loop – with a beginning and an end. Explaining everything was not necessary to that. We do have an explanation somewhere. You need to, otherwise things can be contradictory or incoherent. But we felt this time it was interesting to leave the mystery. Some people have been pretty good at deducing some of it. Some parts, maybe we went too far to the subtle side, so people are now confused, and there are some wrong assumptions that are circulating in the community. But it’s fascinating. When people are entirely convinced about the wrong thing, it tells you that your work has outreached you, in a way. But no, it wasn’t to leave room this time, it was to focus on what was important, and what was important here was Colt’s, and the player’s, journey and struggle. And if that was a way of probing for whether we are adding more story, I will not answer that today [laughs]. 85 THE EDGE AWARDS T H E A L T E R N AT I V E E D G E AWA R D S REDDEST FLAG U N PA C K I N G FUNNIEST OVERREACTION B I O M U TA N T I T TA K E S T W O The sequence in which Unpacking’s player-character moves in with her boyfriend is one of 2021’s most quietly horrifying narratives. It’s immediately clear they’re not a good match: there’s a distinctly Patrick Bateman vibe to his mostly grey bachelor-pad decor and fastidious neatness. We’re practically screaming “get out” even as we try to cram all this poor woman’s belongings into what little space he’s left her. Developer Experiment 101 Publisher THQ Nordic Format PC, PS4, PS5, Xbox One, Xbox Series Developer Hazelight Publisher Electronic Arts Format PC, PS4, PS5, Xbox One, Xbox Series Whatever animal Biomutant’s hero is supposed to have mutated from, its character creator lets you take that bipedal rat-fox-weasel thing and squish it beyond all recognition, with the physical features reshaping based on the stats you pick. Unsure exactly where to specialise, we end up pouring our points into Intellect purely because it makes the weird little creature’s head balloon adorably. Missing out on a top ten place by a hair, Hazelight’s charming co-op adventure taps into a rich seam of dark humour, most notably when parents Cody and May decide they need to make their daughter cry in order to return to human form. Their solution? To tear apart her favourite toy elephant. Inevitably, the Internet was utterly appalled. We, meanwhile, were thoroughly amused. THE ‘YOU DIED’ AWARD MOST PITIFUL OBSTRUCTION CHEEKIEST LIFT Developer Witch Beam Publisher Humble Games Format PC, Switch, Xbox One, Xbox Series 86 MOST PLIABLE PROTAGONIST FORTNITE OVERBOARD! METROID DREAD Developer/publisher Inkle Format Android, iOS, PC, Switch Developer MercurySteam, Nintendo EPD Publisher Nintendo Format Switch Developer/publisher Epic Games Format Android, iOS, PC, PS4, PS5, Switch, Xbox One, Xbox Series While Death’s Door charmed us with its full-screen, all-caps declaration of ‘DEATH’, that’s only the year’s secondbest game over. Inkle’s short-form adventure makes sharp use of its limited voice acting, with a variety of fruity mutterings from Amelia Tyler ensuring it takes the prize. What could better capture the feeling of another loop ending in Sing Sing than an exasperated “Oh, bollocks”? The final boss might have taken a few dozen attempts to best, but they pale in comparison to Dread’s most fearsome foe: yes, we’re talking about the single block that gates off your entrance to Dairon. Hidden underfoot in a poorly lit area, and encountered hours before you gain the ability to scan your surroundings, it stumped more than one fellow reviewer in those pre-walkthrough days. Kid A Mnesia Exhibition may have had a stick figure in an elevator repeatedly calling you a clown, but Epic went one further by brazenly co-opting the conceit of Innersloth’s Among Us for Fortnite’s Impostors Mode. The two parties patched things up (via a social media exchange that made us queasy) but it was the audacity, particularly after that PUBG business, that really stuck in the craw. DARKEST CHUCKLE MOST PLEASANT TUBE TRIP GNARLIEST SLOPES It’s hard to tell how many of the laughs in Luís António’s pitch-black Groundhog Day are intentional; particularly this one, in which we’re alerted to an accidental electrocution by slapstick sound effects coming from the next room: Bzzt! Oh! Thud. And then, hovering over the victim, the words ‘Wife (Dead)’. If only we could press F to pay our respects. We’ll just have to laugh at it instead. Developer Variable State Publisher Annapurna Interactive Format PC, PS4, PS5, Switch, Xbox One, Xbox Series Developer Beethoven & Dinosaur Publisher Annapurna Interactive Format PC, Xbox One, Xbox Series In a year when we tried to avoid the London Underground at all costs, Last Stop’s menu screen was a chance to relive this mundane yet strangely missed experience. The spot-on seat patterning locates its fictional borough somewhere along the District line, though the game perhaps departs too far into fantasy with the empty seats between its three characters. Ubisoft Annecy might have expected to have this one sewn up, but Francis Vendetti’s galactic quest for a new stage persona had the year’s most gleeful undulations. For all its licensed kit, Riders Republic didn’t let you slide downhill on your knees, let alone do so while delivering a facemelter of a guitar solo. The thrill of shredding while shredding cannot be denied. MOST UNEARNED TEARS HACKIEST HACK MOST EFFECTIVE CONTRACEPTIVE T W E LV E M I N U T E S Developer Luís António Publisher Annapurna Interactive Format PC, PS4, PS5, Switch, Xbox One, Xbox Series BEFORE YOUR EYES Developer GoodbyeWorld Games Publisher Skybound Games Format PC Anthony Hopkins’ speech about life “going by in a blink” in Meet Joe Black seems to have inspired this narrative adventure, in which the protagonist’s existence does just that, each vignette ending when you close your eyes. Its sentimental streak is tolerable until a manipulative twist designed to make you weep. The Pay It Forward of games, and that isn’t a compliment. LAST STOP O P E R AT I O N : TANGO Developer/publisher Clever Plays Format PC, PS4, PS5, Xbox One, Xbox Series Amid all the laser-beam deactivating and drone steering, this spy-themed co-op puzzler at one point presents you with a black terminal screen – obviously it’s in need of a good hacking. The solution, brilliantly, is simply to mash at the keyboard as quickly as possible, perfect lines of green code appearing on the terminal as you do. The only Hollywood cliché missing is a final “I’m in”. THE ARTFUL ESCAPE RESIDENT EVIL VILLAGE Developer/publisher Capcom Format PC, PS4, PS5, Stadia, Xbox One, Xbox Series And, without wishing to be too graphic, probably the best laxative, too. Nothing else in Capcom’s anthology of horror comes close to matching the terrifying climax of House Beneviento: a truly sleepruining sequence in which you’re pursued by a giant deformed foetus that giggles and wails like a baby. It’s enough to put you off kids for life. 87 T H E M A K I N G O F. . . OXENFREE How over 30 years of friendship, and a persistent love of ’80s cinema, culminated in a spooky adventure By Malindy Hetfeld Format Android, iOS, PC, PS4, Switch, Xbox One Developer/publisher Night School Studio Origin US Release 2016 88 M ost cousins, it’s probably fair to say, aren’t quite as close as Night School co-founders Adam Hines and Sean Krankel. Bound by a shared love of films and games, the two have spent nearly their entire lives together, sharing a dream of making games that is almost as old as their friendship. While Oxenfree wasn’t the first game either worked on, it was the first they’d worked on together. The road there – as is often the case in the videogame industry – involved many detours. For Hines, in fact, it led through a shoe shop. His graphic novel Duncan The Wonder Dog introduced him to many writers in different industries, but success was by no means an instant thing. His friend Pierre Shorette, then creative director at Telltale, would eventually recruit him (and several of his colleagues) from said shoe shop to work on The Wolf Among Us and Tales From The Borderlands. Krankel, meanwhile, worked at Disney in several roles, eventually becoming game designer at Disney Interactive. When mobile game Where’s My Water? didn’t turn into the IP-encompassing hit Disney had hoped for, the team was laid off. It proved to be a turning point for the two cousins. “We thought that now we couldn’t just complain about our jobs any more, it was time for us to do it,” Krankel laughs. They took the opportunity to return to an old idea. “Two or three years leading up to 2014, we had this very specific idea for a game where you could move and talk at the same time,” Krankel says. “We just thought, ‘Wouldn’t it be cool if, in Limbo, you could talk?’” And initially, the game didn’t have much more shape than that. “When we met with some investors I had met in a prior job, we didn’t have a prototype, all we had was a pitch deck – the control scheme and a vague story we had grafted on top of that,” Krankel says. When the pair got the green light, he invited several of his former Disney colleagues to work with them, among them lead programmer Bryant Cannon and artist Heather Gross. Oxenfree’s story developed from Hines’ and Krankel’s unshaking love of coming-of-age adventure films. According to Hines, main character Alex was directly influenced by Lindsay Weir, a protagonist in the short-lived cult TV show Freaks And Geeks, while maybe-bad boy Jonas was inspired by River Phoenix’s character Edwards Island is peppered with old relay stations and empty houses, giving the sleepy tourist trap a spooky touch in Stand By Me. Occasionally, though, these influences contributed in unexpected ways. One pivotal idea came from a trip to the Goonies 25th anniversary reunion tour. While in Oregon for the event, Krankel came across an overgrown bunker in a state park. Curious about its history, he learned that Japanese submarines had been stationed along this part of the West ONE PIVOTAL IDEA CAME FROM A TRIP TO THE GOONIES 25TH ANNIVERSARY REUNION TOUR IN OREGON Coast. This would eventually inspire the tragic end of the submarine USS Kanaloa in the game. As the vision for the game started to come into focus, it was also shaped by restrictions. “From the very beginning we knew that the size of our team and the things we could do well would pose some limitations,” Krankel admits. “We couldn’t set the game in Tokyo, for example, because we didn’t have the budget for it – but a game that plays like an interactive play, with no cuts, set in a desolate environment, lends itself to certain types of stories.” Oxenfree’s striking watercolour-style environments and cartoony character design, which received an IGF award for visual excellence, are a large part of the game’s appeal. The setting of Edwards Island, a small tourist trap in the Pacific Northwest, was also inspired by the ’80s via stories told by Stephen King and Steven Spielberg. But above all, Krankel credits it to the personal experiences of Gross, who also designed each character and ghost in the game. “Heather actually grew up in the Pacific Northwest – she is obsessed with being in the woods,” he says. “She has a very detailed understanding of the flora and fauna of that environment. The work feels so authentic because Heather loves and grew up with that stuff – it’s sort of like a love letter to those environments. We filtered a story through her vision.” The painterly style of the environments isn’t just easy on the eye, it also has practical benefits – since wayfinding can be difficult in 2D environments, Gross had to make sure that certain parts of the environment would stand out enough to be recognisable as paths. Oxenfree’s communication system is often referenced as its standout element. The player, as protagonist Alex, is offered three dialogue options to use at any point during a conversation, even if that means cutting another character off. “We felt really early that as part of a normal conversation, you sometimes stop to talk about something else, or interrupt someone, so we needed to come up with a way to express that in the game,” Hines says. “We came up with a system of bookmarks, little checkpoints that remember the topics you were on and where you were in the conversation. The system both knows when to direct you back to a topic and when something so big and dramatic gets in the way that you wouldn’t continue talking about anything else after that.” The trick to making this feel natural? “Lots and lots of segueing dialogue,” Hines laughs. “Stuff like ‘anyway’ and ‘where were we?’, just tons of that.” It’s also thanks to the cast’s performances, he says. “I’m very particular about how I want things to sound. But sometimes I’d get almost angry when they did it even better!” Thanks to the growing popularity of visual novels in the west, as well as Oxenfree’s own success, today it feels perfectly natural to have a game about “little else” but walking and talking. However, when Night School started working on the game in 2014, the discussion about whether games with few game mechanics were ‘real’ games, fuelled by titles such as Dear Esther, was in full swing. So, was there ever a fear that Oxenfree wouldn’t have enough to keep players engaged? “Our confidence grew over 89 THE MAKING OF... development, as we played more of the game and realised that it actually was fun to play this way,” Hines says. “But in the beginning, when it was just a few ugly sketches crammed into Unity, it was definitely scary. As the story developed, we thought that, as a teenager dealing with awkwardness as well as the supernatural, you should definitely feel underpowered.” Before that decision, however, the team had experimented with many different mechanics, including superpowers, ghostbusting guns and a big yellow Walkman for Alex. “We wanted to use recorded clips in different places throughout the world – it was supposed to be a mixtape that Michael had, and so it was really sad because it had your dead brother’s songs on it and you were taping over it,” Krankel tells us. “We were so in love with that idea that we worked on that mechanic for a while, but it was just too crazy. All the radio tuning features we ended up with were adapted from that Walkman.” In the end, Night School committed fully to its communication system because, Krankel says, it was “better to develop one mechanic and make it the best there is instead of having five or six mechanics that are just OK”. The radio with which Alex opens portals – and, inevitably, ends up using to communicate with ghosts – might have been a compromise, but it turned out to be the perfect catalyst for Oxenfree’s overarching theme of communication. “We looked at games like Double Fine’s The Cave and the interplay between different characters, and the more we dove into that we thought, ‘How is this serving the player’s ability to have agency in the story?’” Krankel says. “The radio at heart is still a communications tool, because among other things it’s the method by which you communicate with the supernatural. So the nucleus for us was communication as a toy, and everything else was built on that.” Inspired by the first Silent Hill, Night School took note of how spooky radios could be, in the voices and weird static they can summon out of nowhere. “The radio got us to think more about very mundane objects and how to use them in different ways,” Hines says. “We knew from the beginning that we didn’t want to make a straightforward adventure game with an inventory where you have to find keys – somehow you always have to find keys! – but that meant giving the limited number of items you could have a range of functions.” 90 Q&A Andrew ‘Scntfc’ Rohrmann Composer How would you describe the Oxenfree soundtrack? Nostalgic, but for an ephemeral thing or occurrence, or somewhat undefined point in time. What kind of pitch did Night School give you? There wasn’t so much of a solid pitch as much as there was a mutual discussion about what style would fit and what influences might be appropriate. The more I came to know about the game, the more that glitchy, static-y textures seemed like a perfect fit. We looked at both historical scoring from the likes of Tangerine Dream and John Carpenter and also to contemporary artists who mine some of those same influences. Folks like Boards Of Canada, Bibio and Pye Corner Audio. When you’re essentially making a soundtrack full of noise, how do make sure a track doesn’t become overloaded? My musical process involves a continuous process of adding and subtracting components. Building things up, and then carefully removing non-essential parts, instruments and frequencies. I’m a big fan of minimalism – not as a genre but simply meaning ’use less stuff’. I see people whose productions involve 50 to 100 tracks, but for something like Oxenfree I’m generally working with a fraction of that. I suppose some of the wobbly tuning and lo-fi elements might be too much for some peoples’ ears, but I just push them to where I think they sound best personally. The chime at the start of Lost (Prologue) has become so recognisable that it features in the trailer for Oxenfree 2. Where did it come from? It’s actually a reference to the musical notifications on numbers stations. Some of them use a simple melody as a sort of intro for when a number sequence would begin or end. Lincolnshire Poacher is probably the most famous example. The game’s tape players are one example of these seemingly everyday items with supernatural purpose. Appearing whenever Alex is caught in a time loop, they’re a tactile way for players to break her out – by winding back a tape. This appearance, Krankel is very happy to hint, isn’t as random as you might think. “The tape players may feel arbitrary but there is a narrative reason – we just never say it,” he explains. “There is a similar mechanic that will appear in the next game, so you will get a little more of a reasoning.” Krankel admits that the narrative justification for the tape players came after their introduction – the initial idea came from the game’s soundtrack, which itself incorporates a lot of analogue tape sounds. Both the radio and the conversation systems are intuitive to use, but Oxenfree isn’t always so straightforward. The meaning of the game’s thought bubble system has been debated by players since launch, so we can’t pass up the opportunity to ask about it. “There are specific technical reasons for that system being as opaque as it is, but it basically tells you that a character’s opinion of Alex or even another NPC has changed,” Krankel says. “We didn’t want to say more than that, because we didn’t want to give players the feeling they were doing anything right or wrong.” Behind the curtain, the game does use this system to measure how much one character likes another – but the player themself can’t tell which of the two just happened just by looking at a speech bubble. For Hines, this is part of a delicate balance between telling players they’ve affected the game without telling them how, similar to Telltale games telling players an NPC “will remember that”. “Personally, I still really love how that works,” he says. “Some people are like, ‘I get enough of what it’s communicating,’ and some players don’t get what is happening at all. It was a very deliberate choice – we knew that some players would be confused and off-put. We liked that the UI had that same mood of uncertainty and confusion our teenage characters experience – sometimes you just don’t know exactly what’s going on.” Krankel adds that the system also helps convey emotions that the game can’t otherwise portray in its 2.5D environment. Whether it was the interplay of these systems, the similarity to widely popular coming-of-age cinema, or simply how well Night School navigated its limitations, Oxenfree ended up a success. Neither Krankel nor Hines want to put their finger on what exactly made it work, but work it did – enough so that, five years on, their company has been acquired by Netflix. Over that time, the studio has never said goodbye to its debut, and not only because it’s now working on the sequel. Instead, Oxenfree’s DNA is everywhere, part of all of Night School’s subsequent releases. Krankel, Hines and the Night School team dared to make something no one else had before, and ended up with a kind of storytelling that is uniquely their own. 1 2 4 3 5 1 From maybe-delinquent Jonas to the ditzy Nona, the character designs are distinct, but relatable. 2 The full view of Towhee Woods shows off the intricate environment with its many pathways. 3 The influence of the Pacific Northwest on Oxenfree’s setting is evident in every piece of art. 4 Whether it’s the fir or the red alder, artist Heather Gross’ knowledge of trees allowed her to design natural-looking forests. 5 Some designs, like that of the communications tower, are less unsettling in the finished game. 6 The early sketches show protagonist Alex as an active, naturally curious young woman 6 91 STUDIO PROFILE STUDIO FIZBIN From card tricks to juice shops: telling stories with one of Germany’s premier indies By Jon Bailes 92 F izbin loves telling stories. The studio’s name itself is inspired by one, about a card trick called the ‘Fizbin drop’ – so difficult, legend has it, that magicians might break their hands performing it. Since it set up in 2011, the German studio has spun plenty of its own yarns, with five commercial releases, including three this year (Minute Of Islands, Say No! More and Lost At Sea), that offer a diverse mix of character studies and satire. It’s a range that reflects the company’s commitments beyond game development – and the backgrounds of its three founders. The first story they told together, though, was quite traditional: The Inner World, a point-andclick adventure born when the trio met as students at an inter-university workshop. Game director Sebastian Hollstein and Mareike Ottrand (a fellow co-founder who remains a company shareholder, but now works as a professor of Illustration and Games in Hamburg) were both studying at Ludwigsburg Film Academy. The workshop introduced them to coder Alexander Pieper from the University Of Applied Sciences Ravensburg-Weingarten, who is now the studio’s technical director. “The idea was to bring together people studying interactive media with people studying computer science,” he says. It worked. Combining their skills in art, game design and programming, the trio built a prototype for The Inner World during their studies and began to collaborate professionally on freelance projects. “Actually,” Hollstein tells us, “we founded the company the same day we had our final exam.” They established Fizbin right there in Ludwigsburg, and immediately focused on creating a sustainable business. “We wanted to make a living out of it,” Hollstein says, “so it wasn’t just like ‘OK, let’s make an indie game.’” Without initial capital to finance The Inner World, they continued doing contract work until they secured 100,000 of state funding – then quickly realised that wouldn’t stretch far. “When we planned the game during our studies, we said it would have 50 screens,” Hollstein says. “Then we calculated what we can do with that funding if we pay ourselves and other people and realised we had to reduce it by half.” Despite their businesslike approach, the initial plan to finish the game within a year was unrealistic. The Inner World eventually saw the light of day over two years later, in late 2013, after they signed a publishing deal with Headup Games. “They showed us nice physical boxes and we were convinced,” Hollstein says. “They were like, ‘Look, we have boxes, we have special Founded 2011 Employees 14 Key staff Sebastian Hollstein (managing director, game director), Alexander Pieper (managing director, technical director) URL www.studio-fizbin.de Selected softography The Inner World, Minute Of Islands, Say No! More, Lost At Sea Current projects Imprisoned Kingdoms: Liberation, Ice Dance Nomads In recent years, Hollstein (left) has focused on overseeing projects while Pieper has taken on more management duties editions, and nice booklets.’ And yeah, admittedly, The Inner World boxes are really cool.” For both Hollstein and Pieper, The Inner World fulfilled a long-held ambition. “It was like a dream that we could do a point-and-click adventure game in the beginning,” Pieper says. He cites as his formative gaming experiences Monkey Island and Sierra adventures such as Police Quest and King’s Quest, which he used to steered by different directors, with Hollstein overseeing the projects, leading to very different tones and styles, yet still linked by the core idea of interweaving interaction into narrative themes. “I think they all share the Fizbin DNA,” Pieper says. “We wanted to try out something new gameplay-wise, but still let players experience story worlds.” Regardless of tone, he says, the studio’s games tend to touch on important themes. The Last Wind Monk’s story, for example, was in part a response to the growth of the far-right AfD party in Germany, while Minute Of Islands is about a character who feels unable to ask for help and comes to realise she’s hurting herself and those who love her. “I guess it’s also in our DNA “MY BROTHER BOUGHT AN AMIGA 500. I T WA S I N T H E L I V I N G R O O M , S TA N D I N G THERE LIKE AN ALTAR IN A CHURCH” play with his father. “For me, making an adventure game was amazing, because it was something I could play with my dad,” he says. Hollstein likewise points to Monkey Island as a favourite, along with other Amiga classics, from Lemmings to Test Drive. “My brother bought an Amiga 500 with his first earnings,” he says. “It was in the living room, standing there like an altar in a church.” Later, he was drawn to narrative adventure games due to his interest in other visual media. During that world-building workshop, he explains, they created an ‘IP bible’, with the idea that The Inner World’s setting and characters could transfer to other projects. At one point, there were even plans for an animated series. What came to fruition instead was a direct sequel, The Inner World: The Last Wind Monk, in 2017, after which they began to consider more experimental projects. “They’re [rethinking] the adventure genre a bit,” Hollstein says of Fizbin’s latest batch. “They’re not classic point-and-click adventures any more, but they’re still interactive storytelling.” The three recent games were also that we want to make games that have relevance to our social behaviour.” One reason, perhaps, is that Fizbin is not only defined by its games, but its wider work. For one, there’s the “contract work” its founders reference in our conversation. “We started Fizbin as a studio that makes games and animation,” Hollstein says. “We made short film clips, animated clips, and so on.” While Fizbin no longer dabbles in animation projects, interactive contract work (including a game installation for Münster’s state museum, and multimedia apps for German public broadcasters to accompany kids’ TV shows) remains important both for the company’s finances and its portfolio. How does the studio juggle this work alongside its games? “We don’t have a fixed structure,” Pieper says. “We check who fits the project and who has time for it, and adjust to the needs of the project.” This fluidity enriches game development, he says. “With contract work we can try out new things, whereas for our own projects it’s better to rely on stuff we know. So we can expand our knowledge to different areas.” 93 STUDIO PROFILE It wasn’t easy for the collective to find an affordable property in Berlin to expand Saftladen, the space Studio Fizbin shares with other game developers, but they now have a larger office that accommodates 50 desks, not far from the central Alexanderplatz Fizbin also selects contracts that involve conceptual or creative work. “We don’t do generic minigames for some no-name company,” Hollstein says. “I think that’s one reason our people don’t say, ‘I don’t want to work on the contract stuff – I only want to work on our own games’. Because it’s also interesting.” Early on, however, Fizbin did get into some misjudged collaborations, such as one with an advertising company. “We experienced the advertising world as totally crazy,” Hollstein says, citing ridiculous working hours and last-minute concept changes. “Mareike was sitting in the office over Christmas. That was our last time working in that area.” Another subplot of note is Fizbin’s geographical organisation. In 2015 the studio established a second office in Berlin, and moved into a bigger space, while retaining the Ludwigsburg office. “Some staff wanted to stay in Ludwigsburg,” Pieper says. “Also, there’s the state funding, and Ludwigsburg is in a different state to Berlin, so we could use two funding pots.” Like the work itself, there’s fluidity between the locations. “The offices aren’t separated by projects or departments,” Pieper says. “If someone wants to go to the south, they go to Ludwigsburg. If someone wants to go to the northeast, they go to Berlin.” Further flexibility comes from sharing their office space with other developers, as part of an indie collective they call ‘Saftladen’ (literally ‘juice shop’ – its first Berlin office was an old juice press – but also referring, ironically, to a colloquial term for a company that dispenses shoddy wares). “We don’t drive it like a business,” Pieper says. “The main benefit for Fizbin and the other companies is the synergies you have in a shared space.” Members rent desks for fixed periods, taking advantage of common infrastructure and organised events, and Saftladen has become a hotspot for visiting developers and publishers. 94 “This has had some pretty intense effects,” Pieper says. “For example, we met the publisher of Say No! More, Thunderful Games, at one event – and when they came to Saftladen, they saw other games, which they later signed.” Not surprisingly, there’s now a waiting list for space. Of course, COVID-19 put all this activity on pause, and normality is only slowly being restored. Fizbin moved to working from home in March 2020, a transition made easier because teams were already used to communicating remotely between offices, yet there were still negative consequences and delays. “It was little things, but they accumulated,” Pieper says. “When you’re working on something, you team member demonstrated an alternative. “We were going through the night working and he was like: ‘Uh, it’s 5am. You needed this done? I can give it to you tomorrow. Bye.’ At that point, when we had all this passion and energy, I couldn’t understand. But I always respected it, and now everyone wants to live like that.” These days, overtime is monitored. “In our biggest games, we couldn’t avoid it completely,” Pieper says, adding that Minute Of Islands involved about four weeks of crunch. “The red line for us was always that there’s never unpaid overtime.” The studio limits hours and operates a scheme of ‘Gleitzeit’ – time off in lieu – where all hours are tracked. It’s not only about avoiding SAFTLADEN HAS BECOME A HOTSPOT FOR VISITING DEVELOPERS AND PUBLISHERS. T H E R E ’ S N O W A WA I T I N G L I S T F O R S PA C E yourself don’t see [the problem], but someone else could just walk by and easily spot it.” It was difficult to meet potential clients for contract work, too. “You need noise and events and meeting and showing what you’re doing,” Hollstein says. And regardless of their own logistical efficiency, they had to slow to the pace of big institutions they were working for that couldn’t adapt so easily. Still, while they’re relieved things are opening up again, there are no plans to abandon remote working. “I really like the home office right now,” Hollstein says. “I still want to go into the office about half the time, but two or three days working at home is very nice.” The studio’s considerate culture extends to the subject of crunch. “When we started the company, we all worked too much, and it was hurting our private lives,” Hollstein says. Yet even then, one burnout. “Crunch empowers toxic behaviour because people start to become heroes,” Pieper says. “Basically, crunch is shameful for us as a company because we couldn’t make it in time. It’s not something to be proud of.” As for the next chapter in the Fizbin tale, there’s another twist. Currently in the prototyping stage of new projects, Hollstein is returning to a hands-on role, with an eye on new genres. “We’re going into the direction of the action-adventure,” he says. “We want to take our knowledge from the multi-layered worlds we build and make more of a game out of it.” The plan is to focus on one main production, with any secondary project designed with shared resources in mind. “We’d like to shift a little bit and try something new,” Hollstein says. “Going back to the Amiga” – he laughs – “and not only Monkey Island.” 1 2 3 1 The Inner World games enabled the studio to establish and refine its art and animation pipelines. 2 Minute Of Islands has a synergy between storytelling and interactive elements. 3 Say No! More’s satire about refusing to follow orders is supposed to deliver a positive rather than critical message. “Just be nicer to yourself and nicer to others,” Hollstein says 95 REVIEWS. PERSPECTIVES. INTERVIEWS. AND SOME NUMBERS NEAR MISSES Big Brain Academy: Brain Vs Brain Switch Clearing that pile of shame sometimes means neglecting newer, shinier games, and there were several for which we didn’t quite have the room (or time) this issue. While few would have bet on Nintendo’s other brain-training series matching Dr Kawashima for longevity, Brain Vs Brain makes a reasonably convincing case for its existence via its online Ghost Clash mode. Here you compete against the ghost data of other players in a series of mental races: sure, it was probably a kid of primary-school age we just trounced, but we take these wins where we can get them. Nix Umbra PC This brisk, intense firstperson occult horror sees you stumbling through a pitch-dark forest, seeking refuge from barely glimpsed terrors. Trees suddenly burst into flame as you brush past them, while strange shapes dart in and out of sight as you advance. Raising your sword unleashes a dazzling flash to keep these creatures at bay, but leaves you desperately short of the light you need to avoid being swallowed up by the void. Death comes quickly, then, but progress is tangible – and despite its trialand-error mechanics, Nix Umbra keeps finding new, awful ways to freak you out. One Hand Clapping Switch We’ve had a game you control by blinking this year; now here’s one you play with your voice. The intent, it seems, is to encourage vocal confidence: a noble intention, but it’s simply too easy, that central gimmick barely evolving from start to finish. Walk, jump, croon, walk some more… the biggest challenge, as with Before Your Eyes, turns out to be keeping your peepers open. Explore the iPad edition of Edge for extra Play content 96 White Shadows PC Did you play Limbo, Inside and Little Nightmares? If so, then you’ve already seen better versions of this derivative puzzleplatformer, although it deserves acclaim for its beautiful black-and-white presentation. REVIEWED THIS ISSUE 98 102 106 110 112 114 115 116 117 118 119 120 121 122 123 Halo Infinite PC, Xbox One, Xbox Series Solar Ash PC, PS4, PS5 Battlefield 2042 PC, PS4, PS5, Xbox One, Xbox Series The Gunk PC, Xbox One, Xbox Series Fights In Tight Spaces PC, Xbox One, Xbox Series Heavenly Bodies PC, PS4, PS5 Space Warlord Organ Trading Simulator PC, Xbox One, Xbox Series Clockwork Aquario PS4, Switch Dungeon Encounters PC, PS4, Switch The Eternal Cylinder PC, PS4, Xbox One Sherlock Holmes Chapter One PC, PS4, PS5, Xbox One, Xbox Series Unsighted PC, PS4, Switch, Xbox One Cruis’n Blast Switch Dap PC Toem PC, PS5, Switch Snapshot It’s early December as we write this, which means alongside our regular helping of reviews, it’s also time for an annual catch-up. We’ve spent a few delightful hours lately with charming photography game Toem, framing our subjects with great care to get the perfect picture. It’s had us thinking about where videogames place their focus – this month we’ve got examples that pull back to offer a broader scope, and others that zoom right in, paying closer attention to the fine details. This issue’s blockbusters are inevitably thinking about the bigger picture, though Battlefield 2042 can be too much of a sprawl. Doubling the player numbers has meant expanding the warzone – and when there are no vehicles in the vicinity, it can be a long old walk to where the action is. Halo Infinite, in contrast, sees 343 Industries finally nail down the core loop that has eluded it since Bungie handed over the keys: there are ‘30 seconds of fun’ scattered all over its beautiful sandbox. Even if it doesn’t get the balance right every time, there’s always that glorious grappling hook. Talking of hooks, Space Warlord Organ Trading Simulator has a doozy. Rather than making you schlep between dodgy starports to buy and sell dubious goods, as a space-age spiv you spend your time competing with other traders to profit from body parts scooped up from the frontlines of an ongoing war. Fights In Tight Spaces, as the title suggests, also keeps things compact, resulting in a flawed but absorbing turn-based brawler that’s more John Wick than, well, John Wick Hex. The grid-based labyrinth of Dungeon Encounters is even more claustrophobic still: here is an RPG that makes a virtue of its limitations to deliver an adventure that feels lean and epic all at once. Looking for a game to occupy you until the February deluge? This one’s well worth snapping up. 97 PLAY W Halo Infinite elcome to Zeta Halo. Well-worn dirt tracks giving way to tall grass, slate cliffs topped with rows of pine and, off in the distance, towering alien structures silhouetted against the gentle sunlight of a mild winter’s day – it looks, well, a little familiar. This setting, in all its Pacific Northwest beauty, is just one of the many ways 343 Industries is directly quoting Combat Evolved, as it attempts once more to recapture the glory of Xbox’s most-lauded shooter. Gone is any suggestion of Spartan Locke or the Prometheans; in its place, a classic adventure that puts an AI in your head and a well-rounded pistol in your hand. It all feels like an attempt to poke your inner monologue – as the rest of you thunders across the landscape in a half-dead Warthog – towards phrases such as ‘return to form’. Infinite isn’t that. But it’s certainly 343’s best shot yet. Zeta takes these archetypal surroundings and expands them into something more closely resembling an open world, without ever quite being one. The developer has pushed back on describing the game that way, and for good reason. Zeta’s boundaries are tighter than those in any game from Ubisoft’s stable, and set clearly: the world is a floating archipelago, giving way at the edges to sharp-angled Giant’s Causeway pillars and then nothingness. Aside from a few ramps that allow you to close the gap between islands, most attempts to push past these limits will result in an endless fall into the abyss (itself something of a series tradition). Nevertheless, flip open the map screen – yes, there’s a map screen now – and you’ll find the standard openworld littering of icons: Far Cry-style outposts to recapture; squads of marines to rescue from aliens; powerful Banished lieutenants and warlords to be taken down. And that, campaign missions aside, is more or less your lot. There’s not a lot of variety to be found on Zeta. Not that it matters when you’re in the thick of things, darting between vehicles and grappling hooks, electric grenades and deployable forcefields, with primary-coloured artillery pouring in from all directions. For all the new toys, in combat Infinite sticks close to the building blocks of earlier Halo games. With the Prometheans ditched, most encounters consist of a flock of Grunts to keep you busy, a smattering of Jackals with energy shields up to focus attention, and the occasional Brute or Elite breaking the line at the worst possible moment. There might be a sniper hidden in the nearest rock formation or, later, a Sentinel or two buzzing overhead. The only real addition to the enemy’s ranks is the Skimmer, a little like the winged monkeys of Oz armed with long-range Shock Rifles and the demeanour of a mid-tier biker gang. They are the rare flying enemy we are not immediately annoyed to encounter. A rather less conservative approach has been taken to expanding the game’s arsenal. There are plenty of 98 Developer/publisher Xbox Game Studios (343 Industries) Format PC, Xbox One, Xbox Series (tested) Release Out now The Skewer is a highlight, a sniper rifle that fires rocket-sized harpoons able to perforate a vehicle’s chassis new additions, almost all of which fit right in – the Skewer is a particular highlight, a sniper rifle that fires rocket-sized harpoons able to perforate a vehicle’s chassis – but more important is the new taxonomy into which they have all been arranged. You’ll probably be familiar with the strengths of plasma and kinetic guns, good for stripping shields and taking off heads respectively. Now there are also hardlight and shock weapons, able to pass through multiple targets and electrify their targets respectively. In singleplayer, shock hits pass a current to anyone in the vicinity, freezing them on the spot for a moment. In multiplayer, where this would be irksome, it causes low-level persistent damage as it arcs between nearby bodies and even weapons left on the ground. Shock has even nabbed the Plasma Pistol’s vehicle-halting EMP effect: a rewriting of the rules first discovered, to our peril, mid-battle. The balance feels just right, ensuring we never stick to one weapon for too long. Impressively, this holds true for both the campaign’s frenetic one-versus-dozens assaults and the more intimate faceoffs of multiplayer, which retain the odd sense of ballet being performed by two battleships. This is a particularly admirable feat when you consider the biggest addition: equipment items. There are returning favourites from Halos of old on the roster – Overshield and Active Camo alongside Halo 5’s Thruster boost – but they’ve never been so closely integrated into the action. In multiplayer matches, they’re dropped onto the map to be picked up like guns and grenades. In singleplayer, you earn them over the course of the campaign, switching between them with a tap of the D-pad. If you’re mathematically inclined, you may have noticed that this limits the number to four, the most notable absence being multiplayer’s Repulsor: a localised Fus-Ro-Dah which pushes away foes and grenades alike. A real shame, as it would make a great, chaotic addition to the sandbox. There’s a sense, though, of it getting out of the way to accommodate the headliner: the Grappleshot. The first ability you acquire in the campaign, it’s also the most versatile. You can use it to grab objects – weapons, objectives, the newly heftable explosive canisters – or to send yourself careening towards an enemy for a melee hit. Attach it to a manned vehicle and you’ll even boot out the driver on arrival. And, most importantly to Halo Infinite’s greater ambitions, it’s a traversal method outside of combat, allowing you to cross the open world with ease even when you don’t have a vehicle to hand. Once you’ve mastered the grapple’s steering, it can be used for some agreeably janky mountain climbing, à la Skyrim. The problem is that the game almost never rewards you for these efforts. There are a few collectibles to seek out – a mix of audio logs, multiplayer cosmetic unlocks, skill points for upgrading your equipment (see ABOVE The mix of deathmatch and objective-based modes in matchmaking is pitched just right, although without a dedicated objectives playlist, you’ll sometimes encounter players who are only interested in their kill count MAIN Weapons and vehicles can be called in at recaptured outposts, with the available selection growing as you complete missions. ABOVE Halo has always featured one of the best pistols in gaming, and Infinite’s MK50 Sidekick is no exception. As the name suggests, this is a trusty companion. RIGHT These forcefields can be destroyed to free marines, who will immediately grab any nearby weapons and join the fight 99 ‘Armor unlock’) and the traditional Skulls – but finding these rarely presents any navigational challenge; often they’re stored a few metres from an objective marker you’d be visiting anyway. There is talk of secrets stashed away in Zeta’s corners, but most of the time we find ourselves clambering the awkward angles of some alien architecture only to be greeted by dead space. It’s symptomatic of a more general emptiness to the world. It works best as an extension of the usual Halo combat arenas, which have always featured multiple entry points and angles of attack. Here, if the odds aren’t in your favour, you can retreat from a fight, perhaps seek out some marines held captive down the road, then return with a transport full of allies. In these moments, as Infinite delivers on a fantasy that’s been with us since the first hour of Combat Evolved, we’re very nearly sold on the shift to an open-world-adjacent design. But it comes at too great a cost: a map that’s often cut-and-paste, not only in the activities on offer but the territory itself (don’t expect any forays into the desert or snow here, just vista after vista of the same greys, blues and greens); campaign missions that too often take you out of the world, a crime of which the final stretch is especially guilty, funnelling you through windowless Forerunner dungeons; and a corresponding lack of the kind of memorable set-pieces Bungie had mastered by the end of its tenure – in their place, boss battles that don’t leave much room for experimentation. And yet. Across the 20-odd hours spent on Zeta, and the many more we’ve just begun pouring into multiplayer, there are many times when it all melts away for another of those famous 30-second doses of fun: deploying a shield just in time for a rocket to strike its 100 Filling a Warthog with marines is a pleasure, but always having to be the one in the driving seat does serve to highlight the absence of co-op at launch. When is it our turn to take control of the big gun, 343? ARMOR UNLOCK For the first time, Master Chief has to earn his toys, by collecting Spartan Cores from around the map and spending them in a skill-tree menu. Although ‘tree’ implies branches; rather, this is five independent rows of upgrades, one for each of the abilities accessed during the campaign. Expanding the Grappleshot’s functions feels right, the new capabilities opening up in step with our growing dexterity, but we’re less enamoured of the 15 per cent boosts in shield capacity. These aren’t tangible in play, and worse still, having stubbornly refused to push a single point in their direction, we’re left wondering whether failures are our fault or a result of the game being unable to balance its encounters for varying amounts of health. surface, blowing up in the face of its sender; knocking the helmet off a Brute with our last round, then switching to the Skewer for a no-scope kebabbing; chasing down a Warthog-borne flag carrier in a Ghost, peppering its escaping rear with plasma – or that same scene from another angle, a tight-fought shootout ended by an unseen vehicle rushing in from stage left to splat both duellists; those runs when it all comes together into a Double Kill, a Triple, a Spree. It’s an endless supply of stories that last half a minute. Often we’re reminded of one of the oldest, simplest examples of Halo’s sandbox: what happens when one grenade is applied to an unexploded stack of its peers. A cascade of possibilities, all these tiny moments of pleasure bouncing off of one another in a way that could never be fully scripted in advance. And to that mix Infinite adds barrels of dynamite, both metaphorically and literally: a narrowly missed shot setting off an explosive canister, launching another – this one somehow full of electricity – towards your original target, stunning them so you can swoop in for a grapple-powered punch. It’s just a case of finding places where these chain reactions can take place – in the honed arenas of multiplayer, certainly, and on the miniature battlefields that circle individual outposts, where Halo’s former glories can be taken off the shelf and polished to a fresh shine. But across the plains and cliffs of Zeta, so deceptively familiar at first glance, concealing a topography that is alien to the series? Out there, 8 343 doesn’t feel quite as much at home. PLAY Post Script H What does the battle pass controversy really mean for Halo Infinite’s multiplayer? alo has always been a game of two halves, and the relative quality of both has aligned perfectly just twice in its 20-year history. But never has that been more true than in the case of Halo Infinite, with the campaign and multiplayer games existing within the same executable but being sold separately, the former your usual paid-for (or, more likely, accessed-throughGame-Pass) experience, the latter making the leap into free-to-play, with a few hooks – notably the cosmetics that are only accessible by exploring Zeta’s nooks and crannies – to draw players from one to the other. Perhaps even more strikingly, they released on different dates. Not a year apart – a plan that 343’s Joseph Staten recently told us was considered when the game was delayed last year – but separated by a few weeks, multiplayer arriving in time for Combat Evolved’s birthday. It’s fairly clear that singleplayer is coming in hot, with a faint whiff of minimal viable product about its campaign and room clearly being left for expansions. But the multiplayer – “a smaller nut to crack,” in Staten’s words – has had many months to cool, and it arrives in almost perfect shape. Almost. One strange side effect of multiplayer’s early arrival is that, in the days leading up to release, the main discussion around Halo Infinite has been focused not on anticipation for the full thing, or even relief that multiplayer has the fundamentals so tightly nailed down, but rather on the failings of its battle pass. And while we might suggest that this is the least interesting thing about the game, the stark contrast between Infinite’s progression system and prey much every other part of its beautifully honed multiplayer suite is remarkable. But is it really a problem? The first thing to consider is exactly what is on offer here. Infinite’s seasonal battle pass has 100 tiers. For players who buy in, each level-up is rewarded with a cosmetic to be equipped to their Spartan: armour paints, visor tints and, most notoriously, individual shoulder pads. For those not willing to shell out, tiers are either empty or offer ways of levelling up more quickly – something that’s arguably pointless if all you’re earning is more XP boosts. It’s not exactly generous, especially for an opening gambit that is meant to convince players to stick around until the next season, but nothing disastrous. More contentious is how you move between these tiers. XP is awarded at the end of each match, with a flat reward for simply completing a game, win or lose. That amount (with exceptions we’ll get to shortly) is 100XP, a tenth of what it needed to reach the next level. It’s a tiny amount that makes perfect sense, from a certain perspective. After all, if the reward is unconditional, it When the numbers don’t go up, it’s hard not to feel like you’re doing something wrong, even if you won can’t be big enough that even perpetual losers will fly through the tiers. It’s not quite as simple as this, with 343 responding to the backlash with the introduction of an XP bonus for your first few matches of the day: a perfectly reasonable compromise. More baffling – and harder to imagine how 343 will fix – is the handling of weekly challenges, which enable you to earn bonus XP by achieving certain feats: get so many kills with this weapon, complete so many matches of this variety, and so on. Again, you can understand the logic: encourage players to try new things with an incentive for leaving their comfort zones. This is essentially what Destiny, Halo’s cousin once removed, has been doing for years, and it’s worked rather well over there. But the vital difference is that here you (thankfully) don’t have control over your loadout, or what activities you participate in. Complete a match of Oddball? Sounds good, except matchmaking hasn’t served one up for 20 rounds. We want desperately not to care about all this. The rewards are largely rubbish, especially if you’re not paying, and how many times have we railed against meaningless numbers-go-up design in videogames? But the battle pass XP bar is the first thing you see after a match ends, and when those numbers don’t go up, it’s hard not to feel like you’re doing something wrong, even if you won the match. This mindset even seeps into matches. Passing a weapon on the racks, we remember spotting it in the challenge list and pick it up, despite knowing it’s not the best option tactically. This is, arguably, the challenges doing their job, and we’ll admit to an extra burst of satisfaction to every Commando headshot knowing it’s on today’s list. But it also adds an extra layer of mental noise to a game, with the addition of grapples and shields, that already demands full attention to every tool at your disposal – too many times, we die refusing to drop our assault rifle for that final crack to an opponent’s skull, because it would have helped fill a bar that would earn us nothing of value. It’s clear, then, that multiplayer’s extra year of development was not spent prioritising the design of its battle pass. Good, frankly. It’s hard to imagine how more extrinsically rewarding progression could have been implemented without comprising the game’s intrinsic pleasures. And if this – along with the move to free-toplay – is Halo’s one concession to modern shooter design, we’re relieved. In play, it’s gloriously oldfashioned, a unique flavour that’s been sorely missed in recent years. And so, coming back yet again for just one more match, we thank our lucky stars that Infinite offers nothing but slightly naff cosmetics, and try our hardest not to think about that XP bar too much. 101 PLAY T he first thought that crosses our mind as the credits roll on Heart Machine’s ambitious actionplatformer: we can’t wait for the speedruns. That’s no surprise for a game that has, as the developer put it to us, “two buttons for go”. At its best, it feels like Jet Set Radio meets Shadow Of The Colossus for the AGDQ generation. It’s a game about moving fast and looking good while doing so – without letting the small matter of the end of the world get in the way. And in practised hands, for the most part, it manages to achieve both. From its edges and surfaces to its colour palette, it’s a softer, looser game than Hyper Light Drifter, less precise and only occasionally as demanding. Rei is a drifter in a very different sense, moving with an easy grace that belies the urgency of her mission. Her world may be on the verge of disappearing into the Ultravoid – a black hole gobbling up planets, with Rei’s next on the menu – but she’s clearly enjoying navigating the fragments left behind. Sometimes, in full flow, she lets out a yelp of delight as if marvelling at her own agility. The thrill this evokes is somewhere between a sustained period of web-slinging in Insomniac’s Spider-Man games – albeit with fewer of those windmilling plunges – and a clean run of tricks and grinds in Tony Hawk’s Pro Skater. Yet this is a place unbound by real-world gravity or geography. You will, in all likelihood, have a destination in mind most of the time, but it’s probably not right in front of you, and the route is rarely straightforward. At times you might even have trouble picking out the horizon; sometimes it’s above, and sometimes way below. Rather, you must pick your way through inverted ruins, leaping between broken clifftops, riding long, arcing rails that have a tendency to curve upward at the end, sending you soaring towards another. In between lie seas of marshmallowy cloud, yielding underfoot as you skate over them. And while Hyper Light Drifter’s enemies could be daunting skill checks, the creatures here are made to be raced past and swatted aside, as if kicking over a traffic cone while rollerblading down the street. Structurally, it’s remarkably similar to The Pathless. In each biome, you’re tasked with completing a handful of smaller quests to draw out a large monster before taking it down and moving on to the next. Yet Solar Ash finds a better balance between quick and slow, even if it’s more enjoyable when you’re skating rather than walking. The biggest difference is that Rei is selfpropelled, unreliant on floating targets to reach full speed. She just needs a bit of space in front of her. A squeeze of the right trigger sees her push off; the left, held down, maintains that momentum. But within minutes of starting, it becomes clear that Solar Ash is a very different game to play than to watch. Creative director Alx Preston’s fluid demonstration of Rei’s skillset is unrecognisable from our early fumblings. It’s partly a matter of expectations – we had anticipated 102 Solar Ash Publisher Annapurna Interactive Developer Heart Machine Format PC, PS4, PS5 (tested) Release Out now Long, arcing rails have a tendency to curve upward at the end, sending you soaring towards another THREAD THE NEEDLE Alx Preston’s health issues are well documented, not least by his previous game. If Hyper Light Drifter’s story was about disease, Solar Ash seems to touch upon treatment – those syringe-like protrusions on Dregs and Remnants suggest a painful reminder of what recovery can entail. Its storytelling, however, veers between saying too much and too little. Sure, Drifter’s tale could feel opaque at times, but its wordless narrative, heavy on visual metaphor, left room for player interpretation. Solar Ash’s story seems purposely vague until it suddenly isn’t; interjections and observations from Rei and various NPCs puncture the atmosphere of mystery, while the identity of Echo (a huge, almost deific figure who meets with Rei between Remnant encounters, and ‘rewards’ her by destroying part of her shield) is rather heavily telegraphed. Rei being a little lighter on her feet, and a little easier to stop than she is – and a minor misunderstanding about her moves. There is no mid-air dash, so no recovery when you skid off the edge of a platform, nor a quick course-correct should you find yourself falling short of a safe landing. A time-slip move (think Gravity Rush, but more controlled; flying, rather than falling with style) briefly suspends you in mid-air, allowing you to reorient yourself, but it’s only useful if there’s a grapple point nearby. At least the clouds offer a comfortable landing when you fall, your only penalty being a long climb back to where you were – which can be hastened by opening shortcuts, letting you return via vertical rails. That laser focus on traversal remains for almost the entire duration. Awakening the world’s sleepy titans – Remnants – requires you to first purge Dregs, patches of unctuous black ooze into which you must slam a series of needles, reaching the next before the infection heats up and the goop becomes too hot to touch. The Remnants, meanwhile, might be colossal, but this is no Colossus – rather than a desperate struggle, these encounters are more races against time. They’re extended versions of the Dregs, in essence; the staging might be more spectacular, but the process is more prescriptive, with punishingly strict timing windows to reach the next needle before you’re thrown off. With no broadening of Rei’s moveset (beyond unlockable suits that offer perks such as time-slip cooldowns) and those acupuncture points never changing, each attempt plays out almost identically until you get it right. Nail one of these tense high-wire acts, and the rush is undeniable. But the process can be frustratingly exacting, demanding a precision that feels slightly beyond the controls, especially on the higher difficulties. The reason you fail is sometimes hard to understand. A single inexplicable dip in momentum can be fatal, particularly during the lengthy third stages where the Remnant’s bones have cracked and the gaps are wider, the margin for error narrower still. Placing such emphasis on movement ironically results in a loss of forward thrust as the story approaches its end, too, the repetitive structure becoming more apparent. New environmental features, such as poison lakes and flowers whose tendrils act as organic rails, can’t quite arrest that slight decline, even as Rei’s movement remains joyful. Instead, it’s in the mid-game that Solar Ash hits its stride – or rather its glide, since it’s that sense of frictionless flow that gives you the most heady dopamine hit of all. Either way, those stumbles are easily forgiven. It stands to reason, after all, that when you’re taking larger strides, you’re more likely to put a foot wrong. And this beautiful, high-velocity leap into the unknown deserves 7 points for style and daring. ABOVE Friendly AI Cyd is your main point of contact. She reveals the location of Dregs in the area, and can replenish your shield with enough plasma. There’s no real emotional connection with the character, though TOP The visual effect as you hammer home that final needle is a particularly striking payoff. MAIN After purging each Dreg, you see a brief cutaway to that area’s Remnant – otherwise it’s all too easy to forget they’re there. LEFT Wondrous sights such as this are commonplace. Although it has a few minor technical problems (the odd framerate drop and a camera that very occasionally gets a little wayward), Solar Ash came within a whisker of a Best Visual Design nod in this issue’s awards lineup 103 If it misbehaves every now and then, the camera tends to frame the action well, often zooming out to emphasise scale Post Script L The challenge of trying to reinvent the vocabulary of the open-world genre et’s get the obvious out of the way first. Though there’s plenty of freedom in how you explore it, it’s easy to see why creative director Alx Preston was reluctant to describe Solar Ash as an open-world game. The setting isn’t sprawled out in front of you so much as blasted apart. No vast tracts of land lie ahead, as you gaze out towards a snowy peak in the distance, making mental plans to head there, as per the oft-spoken promise of the genre. Nevertheless, many of its verbs are the same. You must complete a handful of smaller missions – which can be tackled in any order – to unlock a story-critical one, culminating in a climactic fight. Hidden collectables offer hints of narrative background, but more importantly unlock gear that offers bonus perks, in this case boosting your movement abilities in a variety of ways. Trails of pickups guide you towards points of interest, and gathering them provides a boost to your stats – or rather can be synthesised to replenish part of your shield, allowing you to take an extra hit. And the game’s narrative is largely delivered through traditional cutscenes and expository dialogue. None of that in itself is a problem, of course, and Solar Ash benefits from being relatively compact. It does eventually succumb to repetition, but only right at the end, and 104 not to ruinous effect. Besides, it’s understandable that smaller studios might lean on a few genre best practices – do three of this to get that, and so on – for the sake of welcoming curious players. Beyond that, inviting comparison with triple-A games seems unwise for those with shallower pockets. So, it makes sense that independent developers – and teams working with light-touch assistance from boutique publishers – should seek other ways to distinguish themselves from their big-budget peers. And how they go about it promises to shake up established sandbox conventions. Including Solar Ash, three recent attempts to do just that spring immediately to mind – all representing a conscious shift away from the combat-heavy approach of their biggerbudget cousins. Giant Squid’s The Pathless siloes its fights off from the rest of the game, limiting violence to its set-piece hunts. Heart Machine incorporates it into Solar Ash’s exploration – enemies are hazards that can be hurried past or else folded into your acrobatic routine, with the help of your grapple and time-slip abilities. And Shedworks’Sable eschews threats entirely. With such a foundational element of the genre – bound as it is to the colonialist notion of conquering a space – either minimised or cast aside completely, inevitably these games have to find ways to plug that hole. And it’s perhaps telling that, to an extent, all three have chosen traversal as a point of difference. (If you’re going to build a large world, it’s only natural to try to make navigating it as pleasurable as possible.) While we weren’t wildly impressed by The Pathless, it certainly attempted something new with its unorthodox method of getting around. Sable borrowed the Breath Of The Wild climb-anywhere mechanic – which still feels relatively novel, given no one else has attempted it yet – while striving to create an emotional attachment to your vehicle. And while we might quibble about protagonist Rei’s inertia or that inconsistent lock-on, Heart Machine’s game folds elements of Jet Set Radio, Gravity Rush and Super Mario Galaxy into its movement systems while feeling entirely distinct from those influences. Conversely, it’s truly exciting that we can mention a game from a team of around 25 people in the same breath as those much more expensive productions. It’s a reminder that the tools, resources and expertise to build bigger worlds are no longer limited to larger teams. Flawed as Solar Ash and its ilk may be, these early steps towards a new language for open-world games will surely inspire others to follow. HORIZON FORBIDDEN WEST Aloy returns and leads our… The 70 PS5 & PS4 games you need to play in 2022! Subscribe today and get a FREE PS4 controller & Gaming Icons book worth £47.98 www.magazinesdirect.com/POM/XM21 Illustration ©2021 David Nakayama PLAY T Battlefield 2042 here’s a rite of passage that occurs every time a new Battlefield player gets hold of a large transport vehicle. It begins pleasantly enough – the plane’s cockpit granting enviable views over unchoreographed skirmishes playing out below, as the hold quickly fills up with new spawns. The problem comes when they attempt to land. Overcome by more degrees of freedom than they know what to do with, the pilot twists the Condor on its head, killing everyone on board in a fiery explosion. This, if the user reviews are to be believed, is the scale of Battlefield 2042’s launch disaster. Game Pass owners in particular suffered during their week-long head start, tortured by rubber-banding and crash-causing data errors that rendered matches unplayable. By full release, the game was primed for a public kicking. With the benefit of a later deadline, however, we can report that our ride with Battlefield 2042 has been much less bumpy, with DICE having spent post-launch weeks pulling its service out of a tailspin. The calm has allowed us to focus on 2042’s design – and from that perspective, the studio’s landing is, if anything, a little too smooth and practised. 2042’s reveal trailer promised wingsuit hijinks, with an extreme-sports vibe that suggested a weaponised Riders Republic, and extreme weather to match: a direct take on climate disaster. The reality is less alluring. The wingsuit is tied to just one of Battlefield’s ten new ‘specialists’, and not worth specialising in. Its floaty thirdperson dive isn’t a patch on Far Cry’s equivalent, which keeps you in POV perspective for the same reason that skydivers use GoPros – it’s simply more thrilling that way. And the weather events? More elusive than a British summer. According to the premise, you’re a ‘No-Pat’, dispossessed by fires, floods and economic collapse. Yet through various plot contrivances – a new Cold War, proxy combatants, and so on – you still wind up fighting for one superpower or another in Battlefield’s flagship modes, the way you always have. With no singleplayer campaign this time, you’re scarcely aware of this backstory. Instead, 2042 is most reminiscent of 2013 – back when Battlefield 4 was defined by the skyscraper and the ping of the lift that heralded slaughter as the doors slid open to reveal an ambushing squad. Granted, there’s visual invention in some of today’s maps: Renewal’s genetically modified green fields back onto a desert irrigation system, a binary image that sticks in the mind even during freefall. And the spaces have been expanded to accommodate a doubled player count – 128, to rival the battle royale’s. But that extra land only exacerbates an age-old Battlefield problem: the frequent instances in which, unable to grab a vehicle, you’re left to sprint across large tracts with little cover, only to be met by a sniper’s bullet as you finally near the frontline. There might be enough real estate for ten dozen players in Battlefield 2042’s flag-capture mode, but there certainly isn’t room for them all to have fun. Most are 106 Developer DICE Publisher Electronic Arts Format PC, PS4, PS5 (tested), Xbox One, Xbox Series Release Out now merely fuel for the fantasies of a talented handful – the helicopter aces who pound the ground with missiles, and the marksmen who’ve unlocked enough attachments to hit a helmeted head on the horizon. For those few whose capabilities match their intent, Battlefield is the extraordinary sandbox of the trailer (and if you’re among them, by all means add another couple of points to the score below). For the rest, it’s a very different game, one of attrition and frustration. In theory, the place of the average player is in a tight and communicative squad which, by respawning together, stays together – retaining their position in the fight and making meaningful contributions towards capturing terrority. Except that, inexplicably, Battlefield 2042 has arrived without voice chat (see Post Script). Voiceless teamwork is further inhibited by the breakdown of Battlefield’s class system. DICE may well be right in assuming that the modern shooter fan wants a COD-like drip-feed of granular upgrades to their guns and grenade belt. We’re proud of our own build, which revolves around information collection and disruption – strapping plastic explosives to recon drones, then piloting them into the paths of jeeps, before vanishing in the puff of a smoke grenade. The variety available is an invitation to be unexpected, to hit your opponents with a combo they’ve never quite seen before. But the cost is clarity. To borrow a metaphor from one of our squadmates, the original Battlefield’s classes were jigsaw pieces. A fellow player has hopped into a tank? Complement them as an engineer. The enemy has brought in a Tiger? Step into the boots of the anti-tank. Every death was an opportunity to consider the map’s problems, then pick the tool to solve them. 2042’s specialists, by contrast, are mosaics. Each loadout might DARK CLOUD Battlefield V had an answer to be a work of art, comprising hundreds of tiny choices, PUBG with Firestorm; this year’s but it won’t slot together with its fellows the way those entry is in conversation with jigsaw pieces once did. It’s no longer possible to tell the Hunt: Showdown instead. The role of the player next to you at a glance. And who would result is Hazard Zone, a mode in which several four-person choose to swap out the build they’ve perfected over squads compete with each hours to provide the role the fight needs at that moment? other and defending AI to retrieve and extract data drives. Only a player with their head in the wrong century. Thankfully, Battlefield 2042 allows you to live in the Their reward for doing so? Currency to fund better gear past, should you choose to. Its Portal is stuffed with for their next run. Permadeath recreations of select maps from past games – from the contributes some tension, but washed-out palette of Battlefield 3, all the way back to the there’s nothing as characterful as Hunt’s monster bosses here, Battle Of The Bulge and El Alamein. What a treat to pilot and maps reused from the other a soldier across the icy forest floor of Ardennes, as we modes add to the sense that Battlefield 2042 is a barebones did back in 2002 – and to feel his footsteps thump release. That said, Hazard Zone’s convincingly through the pad of our PS5, a haptic feat only made possible in 2020. As nostalgic joys go, though, squad setup makes your small victories seem larger, and it’s the it’s a damning one. Battlefield 2042 benefits from Portal one place where the game’s climate-change premise can be as a feature, but not from the comparisons it prompts. If DICE’s formula was most entertaining in its seen to rumble overhead, the storms inexorably sweeping in. first iteration, what did we come to the future for? 6 For those few whose abilities match their intent, Battlefield is the extraordinary sandbox of the trailer LEFT Battlefield is fought on two levels, vehicle and infantry. But fighters in the former forget about the latter at their peril. MAIN An international battle for – what else? – oil has turned the icy continent of Antarctica into an unlikely warzone. BOTTOM DICE’s interiors tend to be boxy but beautiful – just the way the developer’s futuristic actionadventure Mirror’s Edge was ABOVE Renewal’s central wall, with fields and multiple buldings on one side and the desert and research facility on the other, serves as a bottleneck for ground-based assaults, though it can be circumvented in a plane 107 Getting a little air and seeing things from afar is useful in a game that demands you take a holistic view of the fight Post Script N How will the game industry fix its crossplay communication problem? ot for the first time, a Battlefield game has left us wondering whether the series really is a mainstream shooter in spirit, or has something more niche at its core. Yes, the speeding rickshaws and intuitive tanks lend themselves to rollicking escapades that any solo player can hop in and enjoy. But beneath that is a game that values coordination above all else. Battlefield’s quintessential class is the medic: a support role built to keep a squad’s roving spawn point alive, and thus enable glory for the team, not just the individual. Perhaps DICE’s peers aren’t Infinity Ward and Sledgehammer after all, but the teams behind Natural Selection, Squad and Hell Let Loose – tactical games in which victory is more a matter of effective communication and wellmaintained hierarchy than shooting straight. With that realisation comes frustration: how can a shooter as team-focused as Battlefield 2042 launch without voice chat? It’s an omission DICE has already had to address in its post-release blogs. “We want to give you the assurance that we’re carefully evaluating your desire to see legacy features return,” the developer wrote shortly after launch. “End-ofmatch scoreboard, server browser, and features like voice chat are big topics for us to cover all at once, and we have plenty we want to say around them. We’ll come back to you when we 108 have things that we can show to you, including details about our long-term vision for certain features and functions.” While it’s amusing to hear voice chat listed as a ‘legacy feature’, you can see how DICE was caught off-guard. During the prior generation, in-game voice support became surplus to requirements. Xbox One and PS4 included fully featured party chat functionality, and on PC – well, PC players have always run thirdparty VOIP apps in the background. Just try getting them to do anything else. So why has this non-issue spun back to trouble developers again? In a word: crossplay. With Fortnite, Epic used its newfound heft to pressure platform holders into allowing rival machines to connect. Even a reluctant Sony ultimately committed to supporting and encouraging crossplatform play, albeit after initially asking companies for compensation. Since then, crossplay has fast become an expectation among players of online shooters. And one that benefits studios, too, because by consolidating their audiences, battle royale developers can quickly source 100 players from a much larger pool during matchmaking. But communication tools have lagged behind. Now players on different platforms are joining together, they’re finding their voice chat platforms aren’t connecting in the same way. It’s a problem we’ve run into on multiple occasions, notably having spent Warzone’s lockdown season balancing laptops and phones near a PS4 so that PC squadmates could shout out warnings from Discord – a less-than-ideal arrangement given the noise coming from the television speakers. Unlike Battlefield, Warzone does feature its own in-game chat, but it’s temperamental enough that we never succeeded in persuading our friends to stick with it for long. That particular, painful setup will be fixed once PlayStation’s new partnership with Discord bears fruit in the new year. And Game Pass users are already well accommodated by the Xbox Game Bar, which easily enables chat between PCs and Series X/S. But even these solutions are siloed, leaving cross-console combinations uncovered. An app that bridges Xbox and PlayStation looks unlikely (though if the two companies happen to be looking for a name, may we humbly suggest Red Telephone, after the Moscow-Washington hotline). For now, as DICE is discovering, the onus will be on developers to provide reliable voice chat in-game. Either that, or to abandon the crossplay dream. And that latter ship appears to have sailed. As Epic’s Joe Kreiner once put it in an email to Sony: “I can’t think of a scenario where Epic doesn’t get what we want.” FOR PEOPLE WHO RETRO GAMES www.retrogamer.net Available from all good newsagents & supermarkets ON SALE NOW Micro Machines Streets Of Rage 3 Psychonauts Dune CLASSIC GAMES COOL HARDWARE BIG INTERVIEWS COMPANY PROFILES INSANE ACCESS BUY YOUR ISSUE TODAY Available at www.magazinesdirect.co.uk Available on the following platforms facebook.com/RetroGamerUK twitter.com/RetroGamer_Mag PLAY W hat, exactly, is the Gunk? That’s the question for which Rani, your playercharacter, spends this brisk five-hour adventure seeking an answer after her ship discovers an uncharted, unnamed, otherwise uninhabited planet that’s bubbling over with the stuff. But it’s also a question we find ourselves asking of the Gunk’s unusual role in the game. It’s a memorable presence, filling spaces with gobbets of giant red and black frogspawn, and occasionally advancing on Rani like a cloud with a grudge. But it’s not really an enemy as such. And although you’re aiming a reticle and pulling a trigger, your interactions with it aren’t quite combat. As you apply your Poltergust-esque vacuum cleaner to the Gunk, pulling it apart in a treacly stream, it does little to react. (The question of sentience is also raised, and eventually answered, by the story.) Nor does the Gunk fill the usual role of an obstacle in a platformer. There is a degree of jumping and navigating of spaces here, but coming into contact with these deposits isn’t lethal; it just makes it very hard to see what you’re doing. Eventually, though, it clicks – you’re not fighting or avoiding the Gunk, but mining it. And it’s at this point that The Gunk’s shape reveals itself, as a spiritual successor to the SteamWorld Dig games. It’s a sensible template for Image & Form’s first foray into the third dimension. Think of it like this: if SteamWorld Dig was a beginner-friendly take on Metroid, this is the studio’s Metroid Prime, a game that borrows the trappings of a 3D shooter to support its transition but resolutely isn’t one. It even has a scanning mechanic for making sense of the alien flora and architecture you encounter. If you’ve played the Dig games, The Gunk’s structure will quickly feel familiar. There’s a hub – in this case, the spaceship Rani shares with her fellow space trucker (and, though it’s never said explicitly, presumably romantic partner) Becks – from which you move outwards, rather than downwards, clearing spaces and collecting resources before coming up for air and a few upgrades that make your next trip quicker and easier. Scanning the world around you unlocks blueprints for new equipment, such as a wider spread for your vacuum or the ability to heal yourself by sucking up alien matter. To pay for these, you must gather minerals and organic matter. This remains a compelling loop, but it could easily collapse into a grind. Fortunately, the basic interactions of mining are inherently delightful. By aiming the crosshairs, you’re able to carve out chunks of Gunk in a shape of your choosing, which the remnant then shifts dynamically around. Meanwhile, resource gathering might involve pulling back the spring of a root, so that it explodes into a shower of resource globules to be sucked up. This is complemented by a sense of physicality in the game’s visuals: the cast look as though they’ve been 110 The Gunk Developer Image & Form Games Publisher Thunderful Publishing Format PC, Xbox One, Xbox Series (tested) Release Out now If SteamWorld Dig was a beginnerfriendly take on Metroid, this is the studio’s Metroid Prime clumped together out of Plasticine, while the alien ruins you explore are constructed from carved swirls of rock. This is a game of textures you want to run a finger over. Even more importantly, though, The Gunk’s loot is as much a motivation to explore as it is an end unto itself. Finding bonus stashes is sometimes just a case of thinking to look behind a structure or indulging the urge to go left instead of right; occasionally, though, reaching them requires completing a short chain of puzzles or jumping challenges. The prize at the end – and the (entirely optional) upper reaches of the upgrade tree to which they grant access – is really just a way of acknowledging your exploration. Poking into the corners of these environments – though pleasingly open, and realised in beautiful detail – does reveal a few rough edges. Unsure which is the path forward (in order to ignore it and go the other way first, naturally) or where we have already been, we sometimes get the sense that Image & Form is lost right alongside us. It’s one of the few signs of a developer working in 3D for the first time. The Gunk is also arguably a little simplistic in what it asks of the player. There is, eventually, the odd bout of combat, not with the Gunk itself but with creatures that emerge from it. While each enemy type – warty headcrabs, longdistance spitters and bullish chargers – introduces its own twist on the core mechanics of sucking, grabbing and pulling, they don’t really add up to much. Exploration can be broken up into combat, puzzles and platforming; with a few notable exceptions, you’re rarely taxed on any front. But they do ensure just a slight rub of resistance to progress. And the game shuttles you between them so quickly that you’re BECKS APPEAL unlikely to often notice or mind anyway. Beyond the mysteries of this The story moves along at a steady clip, giving us planet – the answers to which time and reason to warm to these characters (see won’t come as much of a surprise to anyone who has ever ‘Becks appeal’) without ever taking away control for consumed any stories about lost too long. Meanwhile, new environments and concepts – alien civilisations – the real explosive fruits, wind turbines that trigger ancient driving force of The Gunk’s mechanisms, lures that attract creatures to one spot – narrative is the relationship between Rani and Becks. Space are introduced at a pace that ensures you feel like you’re explorers more in the vein of the always making discoveries, right the way through to the Nostromo than the Enterprise, end. We come away with a clear idea of what the Gunk they’re a pair of labourers is, both within the fiction and without, and a sense that wrestling with worries about we’ve squeezed every possible idea from it. All in a money, regrets from the past and cheap second-hand tech. handful of hours. This might be considered the sign of In other words, they’re easy a narrow design space, a world with tight limits on its to relate to – and thus to like. lore, but the fact that the game never attempts to push There’s a classic dynamic to beyond them is to its credit. In just a fraction of the the partnership, with one hothead explorer and one time it would take another game, The Gunk manages to fretting pragmatist, which instil the full sense of exploring an unknown planet provides exactly enough fuel to its core. That brevity is both refreshing and makes for a few hours of conflict, it easy to recommend discovering the answer to 7 leaving us rooting for them to kiss and make up. the game’s various questions for yourself. ABOVE The score, from Swedish “lycanthrope and sound-explorer” Ratvader (also known as Oscar Rydelius), ranges from sweeping beauty to ambient dread, lending an extra layer of gravitas to this alien world MAIN Before areas are cleared of Gunk, they can be dark, oppressive spaces. Afterwards, they spring back into life, plants and light flooding in, Okami style. Nature is healing indeed. ABOVE Unless you’re willing to do some major backtracking, heading to base for upgrades and a chat requires the use of fast-travel points, dotted along your journey at half-hour increments. RIGHT The snippets of text that reward your scans aren’t especially colourful, though we can’t help but smile at certain plants and minerals being classified as loot 111 PLAY E Fights In Tight Spaces verything’s a Roguelike deckbuilder these days, isn’t it? Even action movies. Fights In Tight Spaces is an attempt to compress the oeuvres of Statham, Woo and Greengrass into a turn-based card game. Each run consists of a string of brutal fight scenes playing out in the bathroom and subway-carriage settings suggested by the title. As Agent 11, you play cards to unleash martial acrobatics such as flying kicks, roll throws and overhead flips, the most dramatic sending the camera in tight to capture the sharply choreographed animations. At their best, these fights recall the positional strategising of Into The Breach. Moves can send their target tumbling backwards, crashing against a piece of scenery for extra damage – or, better yet, into the path of a colleague’s attack, all of which are telegraphed a turn in advance. But, appropriate to the scale of combat represented, it all plays out on grids even smaller than that game’s eight-by-eight chessboard. These spaces really do feel tight, the placement of every sink or countertop fundamentally changing the character of the battlefield. Prison common areas are confined rat’s nests of tables that block avenues of attack; rooftops are wide-open spaces with waist-high walls at their edges, begging you to nudge enemies over them into the lethal white void bordering every level. We might feel guilty for doing so, were the game’s bottomless supply of goons – thrown at you three or four at a time – not such worthy opponents. Among the standard pugilists and pistoleros, the game constantly introduces new enemy varieties. Ones who guard a single spot, or need to be attacked from the back or – most terrifying of all – turn to face you as you move. Sprinkled among the crowd are occasional gang bosses and lieutenants: strong-armed brawlers whose punches sweep across multiple squares; Shredder lookalikes in spiked armour that slices your fists every time you land a hit; drunken boxers who dodge the first attack thrown their way then swig on an elixir for random buffs each turn. Fearsome opponents, a setting that’s more than mere backdrop, a repertoire of outrageously impractical moves – it all combines for as convincing an evocation of the John Wick or Bourne films as you could imagine in a game that lacks the essential ingredient of realtime action. At least, it does when everything works. entirely, one of which seems to be its default. But this will just turn your first attempt into a war of attrition, replaying fights until you eventually reach the end and discover level after level of unlocks all arriving in a flurry: 20 new cards, three starter decks. (These aren’t distinct characters, as in Slay The Spire, but overlap, with the entire card pool available on every run.) This makes it rather hard to get excited about new cards – and it’s not the only reason. In most deckbuilders, card unlocks are a constant dangling carrot, a chance to see what design twists the developer has in store next. Here, you’re generally best sticking with what you already know. Every card in the game is deeply situational; a single zero-damage push, in the right circumstances, can let you eliminate a powerful boss on the first turn. But if all your foes are two squares away, and you draw a hand of attacks that require their targets to be adjacent, and no movement cards? There’s no thinking your way out of that; just hit the ‘end turn’ button. Mitigating randomness is, of course, the primary challenge of card games. But Fights In Tight Spaces has two layers to contend with: the luck of the draw and the current board state. Designing a deck with this in mind pushes you away from the most interesting cards and towards strategies that are more foolproof and boring. We land on a counter-attack deck that practically drives itself; just load up on block and counter cards, then play any that arrive in your hand that turn, standing still in a game that at its best is all about ducking and weaving. And this isn’t some game-breaking edge case – it’s built on a starter deck. It’s indicative of a tension that runs right to the design’s core. After all, the situational value of each card is precisely what makes these fights exciting. In a tight FIGHT WITH PURPOSE spot, you might swap positions with a foe to line them Littered among the standard up with a shotgun blast meant for you, its pushback fights, as well as the obligatory sending them over the railings to their demise, leaving text events, you’ll find a few objective-based missions. These you with a powerful sense of your own genius. However, might task you with protecting a it often feels as though the game is doing everything in cowering ambassador who can its power to keep you from playing it this way. be pushed and kicked out of It is possible, though, to fight back. We advise danger’s way without taking playing in Special Agent mode, which keeps the damage, or taking down every member of a gang except the permadeath but gives you one ‘Rollback’ undo per fight, undercover informant, who is and, once you’ve played a couple of runs to get a handle also attacking you so as not to on the basics of card design, with drafting enabled. This blow their cover. These are The problem with Fights In Tight Spaces isn’t so technically optional, with bonus lets you skip the starting decks – which, bafflingly, do not include a build focused on repositioning, the game’s much the fights themselves as the Roguelike deckbuilder rewards for pulling them off (something every fight has – strongest suit – and instead pick each card from a they’re housed within. Battles need to be of a certain normally just a case of finishing selection of three. Think of it like fast-forwarding length, both to create challenge and to capture the in a set number of turns or through an action movie past all the poorly written feeling of the game’s inspirations. There also needs to killing enemies a certain way). be enough of them in a run to give you time to test your Still, in these cases, it’s hard not dialogue to get to the good bits. Not ideal, of course – the mission, not but worth it for those moments when you split-kick deck, and to balance out randomness. But together, these toleastprioritise because – a bland ‘pick up two gunmen in a single movement, then vault over a add up to runs that go on for hours before petering out the briefcase’ mission format bar countertop so they shoot each other in the suddenly and anticlimactically. It’s telling that the game aside – they are wonderfully 6 characterful set-pieces. face. Cue cheering and flinging of popcorn. offers two difficulty modes that eliminate permadeath 112 Publisher Mode 7 Developer Ground Shatter Format PC (tested), Xbox One, Xbox Series Release Out now Among the standard pugilists and pistoleros, the game constantly introduces new enemy varieties ABOVE The game’s minimalist visuals take the limitations of a small production and, like a judo master throwing their opponent, turn it into a strength. RIGHT Levels themselves aren’t procedurally generated, but repeat encounters in the same space might feature a completely different set of threats. Tables become a real problem when there’s a gunman on the far side BELOW One benefit of the Superhot-style colour scheme is that when a lethal blow connects, the resulting blood really pops against the light background ABOVE While Fights In Tight Spaces certainly has flaws that prevent it from standing next to the formidable Slay The Spire, it’s difficult to really dislike any game that allows you to boot ninjas out the door of a moving train 113 PLAY B Heavenly Bodies eing blown out of the airlock and into the vacuum of space can, it turns out, be a source of hilarity. Yes, there’s a touch of the shivers about it, colour slowly choking from the screen as your astronaut drifts into the depths of the game’s one fail state. But it’s all delivered with perfect comic timing. That big red lever, begging you to pull it. The realisation a moment before our companion gives it an eager tug. The whoosh of depressurisation as we’re dumped into the void. Heavenly Bodies is one of those games that restores an awareness rubbed away by years of muscle memory: that of the controller in your hands, an imperfect communicator between your intentions and onscreen action. The unusual control scheme puts one of your astronaut’s arms on each stick, a hand on each trigger, one leg per shoulder button. Even something as simple as remembering right from left becomes tricky when you’re tumbling end over end; operating complex machinery can require contortions of both the fingers and the mind. (Each of the game’s seven stages requires some mild puzzle-solving, as you attempt to translate its Ikea-style illustrated manuals into clumsy reality.) The controls – accompanied by a physics system in love with Newton’s Laws, particularly the third – are at Exiting your space capsule to fix a broken thruster – knocked loose by your own poor steering, naturally – creates some quietly cinematic moments, the vessel drifting along as you cling on for dear life 114 Developer/publisher 2pt Interactive Format PC, PS4, PS5 (tested) Release Out now YOUR MOVE Heavenly Bodies takes an inventive approach to difficulty settings, with three options that don’t change the tasks but tweak the control scheme and physics. Assisted adds the ability to point your astronaut’s arms in a direction, Superman style, and kick their legs to swim through space – a useful accompaniment to the breaststroke technique that saves us many times in Regular mode. Newtonian disables all that in favour of more slavishly loyal physics and an even stricter challenge. once a perfectly logical expression of motion in zero-G and deeply, bodily frustrating. After your hapless astronaut misses the button you’re aiming for and instead pulls a vital cable from its housing, for the third time in a row, it’s only natural to find your muscles tightened, your jaw clenched. Playing with friends, this frustration transmutes easily into laughter. In isolation, it can tip over into simmering resentment. Either way, eventual success brings a giddying release. If you’ve ever rescued a DIY job gone awry, you’ll know the feeling – except in this case, it’s a space telescope or oxygen garden you’ve restored with your bare hands. These tasks lead logically into one another, building a story of sorts and introducing enough mechanical variety to keep you on (or rather, off) your toes. Got the hang of moving without gravity? OK, now do it in the dark. Here’s a crane arm, a mining capsule, each with its own counterintuitive control scheme. The resulting sense of forward momentum helps keep the frustrations from growing tiresome. For us, at least – it’s a delicate balance, and Heavenly Bodies doesn’t really do delicate. If you decide to take the plunge, we strongly advise bringing a companion along to lend a helping hand. Just don’t be surprised if that same hand is the one that sends you spiralling 7 out into space. PLAY Y Space Warlord Organ Trading Simulator ou could never accuse Strange Scaffold of resting on its laurels. After presenting us with a world of stock-photo puppies in An Airport For Aliens Currently Run By Dogs, the developer now takes us into to the heart (or perhaps the lungs or pancreas) of the galactic organ trade. Here, you make a living buying and selling spleens, eyeballs, livers, lungs and even souls – the grisly detritus of an ongoing space war. Each pulses away on the left of the screen, but you’ll be too busy looking at the prices on the right to notice, as more arrive on the organ barge and you look for a bargain. You can sell these on at a profit, or look to fulfil a request – from someone desperate for a new brain, perhaps, or urgently seeking a bladder to patch up a hole in their ship. But you’ll need to be quick: other traders are keen to make a fast buck, and some have both an impetuous streak and alarmingly deep pockets. With the clock ticking as soon as you hit the ‘trade’ button, it seems you’re being encouraged to play quickly, to respond to every request and offer as soon as you can, but that’s not always the smart option. Rather, you need to bide your time and look for a bargain: most requests from buyers give you a few days to fulfil them, while others have no time limit. It pays to check the reward you’re being offered first, though a boost to If you’re after a specific type of organ for a customer, you can pay off fellow traders to ensure they don’t get their filthy paws on it first your reputation is often worth a small hit; some side stories demand you play the long game, helping someone out early on, and profiting later. And sometimes you’ll be faced with a threat: you won’t be sure whether the requester will follow through, but can you really take the risk that they might? Market fluctuations mean you might have one day where you’re competing against a passive trader at a time when the market is flooded with a particular organ you don’t need. Alternatively, you might have a series of requests to fulfil, with the time limit rapidly approaching, and find yourself up against three wealthy and impulsive buyers who’ll pick the place clean of rarities before you’ve had chance to even check the ORGAN GRINDER items’ condition. And with the item list continually Every body part is graded according to size, condition, scrolling upward, and organs purchased in a splitblood type and rarity, with some second, you might inadvertently splurge on an requesters demanding organs that fulfil a particular criterion. expensive rotcane that damages your hull, the adjacent eyeball you actually needed having been snapped up by Their condition (and price) steadily deteriorates in your the time you’ve emptied your hold and shelled out for hold, though certain organs improve the quality or condition repairs. In that sense, Strange Scaffold’s fiction may be true to the caprices of the stock market, but it means it of those around them, while others transform them entirely. can also be frustrating and sometimes tedious to play. With enough cash you can buy It seems the point being made here is that the life of an bigger holds, but after a certain intergalactic organ trader may be grimly fascinating point you’re better off investing (and often lucrative), but that such unpleasant in a portfolio and cashing out 6 business can have unpleasant outcomes, too. when stocks are up. Developer/publisher Strange Scaffold Format PC (tested), Xbox One, Xbox Series Release Out now 115 PLAY A Clockwork Aquario lthough technically the third release of a classic Westone title in the last few years – beginning with Lizardcube’s handsome remake of Wonder Boy: The Dragon’s Trap, which was followed by the underwhelming Asha In Monster World – Clockwork Aquario’s development has actually been in the works for even longer. It’s also not a remake but rather a restoration of an early-’90s arcade game that never saw the light of day after poor-performing location tests in Japan led to its cancellation. Fortunately, unlike the fate suffered by most games of its kind, the original source code wasn’t completely lost. After a decade-long journey that has involved various parties, including designer Ryuichi Nishizawa and other members of the Westone team, arcade porting specialist M2, retro publisher Strictly Limited Games, and renowned emulation programmer Steve Snake, this lost arcade game finally gets its time to shine. While you shouldn’t expect a treasure on par with the developer’s best works, that isn’t to say Aquario is the equivalent of an old knick-knack that’s been stuck down the back of your sofa for years. On the contrary, the art is gorgeous, while its playable heroes – a boy, a girl, and a robot, all beautifully animated – are the kind Since this is a very short game by the standards of modern console releases, with a mere five stages between you and the credits, you’re likely to get a lot more out of repeat playthroughs with a friend in tow 116 of large, chunky sprites you don’t often see in modern pixel art. As expressive as each character is, they play identically, as you jump and bounce across five colourful stages, bashing and throwing stunned enemies (or one another if you’re playing in local co-op) as you go, before battling arch-nemesis Dr Hangyo: an aquatic Dr Eggman who pilots various mechanical contraptions. Within 20 or so minutes, it’s all over. That’s par for the course for most arcade titles of what should have been its time, where the desire for mastery or the allure of attaining a new high score provides the incentive to replay. Difficulty modes that amount to little more than being given fewer credits to beat the game are pretty much your lot. Under those bright, characterful visuals, ONBOARDING Aquario is a competent platformer that ultimately lacks As a restoration of the original arcade game as opposed to a an obvious hook – such that you begin to understand home port, there’s little here in why it failed to turn heads at a time when game centres terms of extras. Beating the were dominated by fighting games and the emergence game once is how you unlock of 3D polygons. It was essentially Westone’s last hurrah Arcade Mode – that is, access to the service mode arcade in the coin-op sector before it moved on to obscure operators would use for testing console co-development and eventual liquidation. But inputs or bookkeeping the if Aquario is a footnote in gaming history, we should be cabinet’s performance. More thankful that it’s a history we can experience – not fascinating is a gallery that provides more context to the through snatches of B-roll on YouTube or files game’s excavation, from early concept sketches to examples of circulated via dubious ROM dumps, but as a fully restored and polished game that, in its Switch the corrupt files encountered 6 incarnation at least, can fit in your hands. during the restoration. Developer Westone, Inin Games Publisher Strictly Limited Games Format PS4 (tested), Switch Release Out now PLAY P Dungeon Encounters laying Dungeon Encounters, we find ourselves thinking of Gunpei Yokoi; chiefly, his oft-quoted maxim of “lateral thinking with seasoned technology” – familiar, reliable parts used in inventive new ways. That approach informs this enthralling RPG from veteran designer Hiroyuki Ito. Stripped to the bone, it harks back to the tabletop origins of dungeon crawlers – you’re offered the barest whisper of story before being invited to navigate a labyrinth that’s nothing more than a flat arrangement of squares on crumpled paper. Enemies, vendors, treasures, riddles and more are represented by hexadecimal numerals. Your job is simply to advance and descend, mapping out the place by colouring each square. Your imagination follows suit, filling in gaps as you go. Ito’s own invention, the Active Time Battle, sits at the heart of precise, tactical encounters that are the polar opposite of the pyrotechnic spectacle to which we’ve grown accustomed from Square Enix. Your party of adventurers, chosen from a small selection, and enemies appear as static art in small boxes that shake as blows and spells land, each attack represented via comically simple yet evocative animations. You must whittle down their physical and magical defences before you can deplete their health; a straightforward but elegant mechanic that Economical, effective use of sound – offering up rhythmic clanks, howling squalls and whispering voices – contributes to an atmosphere that grows steadily more ominous as the floor number increases encourages you to factor in speed as well as strength. Further tactical considerations are layered on top; flying enemies beyond the range of melee weapons are merely one of the first wrinkles to consider. Soon, gear becomes more important than your character level, while new abilities – found within the dungeon, then equipped at scattered stations – are bound to a pool of points that grows every 1,000 squares, with a bonus for fully charted floors. Now you can view the map from a higher vantage point, or resurrect fallen allies during battle. Or, perhaps, prevent one of your number from being swallowed by an anaconda. In our case, the beast slinks PICTURE PERFECT away while we finish off its witchy accomplice, before the These 99 floors host an remaining trio hare down a passageway in the hope of extensive menagerie: rescuing their companion. Dungeon Encounters constantly ectoplasmic wyverns, spectral ninjas, slavering werewolves and offers such surprises, each ability and discovery opening a great many more. Each may be contained within a tiny box, potential new avenues, shortcuts and anecdotes. Twoperson rescues of petrified friends; knightly leaps but Ryoma Ito’s portraits are between corridors to bypass foes; risky plunges to lower remarkably rich and vivid – as, indeed, are the brisk bios of the floors to retrieve high-level wanderers; desperate, limping various dungeoneers. From a grief-stricken vassal to a faithful retreats to base, that final fast-travel portal greeted with ecstatic relief. Is this an audacious formal experiment or hound and a greying warrior simply a brilliant creator making the most of a miserly deferring retirement one final time, backstories and motives budget? Either way, the lack of support for 2021’s best are detailed in a few short RPG is a surprise – by its publisher’s standards, Dungeon paragraphs – snapshots of Encounters may seem skeletal, but there is an characters that feel finely 9 abundance of delicious meat on these old bones. drawn in every sense. Developer/publisher Square Enix Format PC, PS4, Switch (tested) Release Out now 117 PLAY T The Eternal Cylinder he first lesson we learn in The Eternal Cylinder is not to get attached. Guiding our group of alien critters around a landscape that feels like No Man’s Sky by way of a Freudian nightmare, we draw too close to a predator – a sort of upturned jacket potato with stumpy legs and a toothy maw. It awakens and ambles towards us, and thanks to our slow reactions, one of our party becomes the potato’s filling. Now we know. This is survival horror of the kind you see in a nature documentary. Individuals will perish. We have to take the loss and revise our approach accordingly. Thankfully, our charges, the Trebhum, are nothing if not adaptable. The rotund bipeds can roll like bowling balls to escape danger, and imbibe small flora and fauna with their vacuum-cleaner trunks – in some cases for sustenance, in others with more transformative results. Swallow an egg dropped by a large grasshopper, for example, and with a ‘pop’ you’ve got long, springy legs. Every seed or grub you discover thus carries exciting, life-changing potential, and there’s a pleasingly large variety of mutations to distribute between your team, from inflatable bodies to fur coats and flaming snouts. There’s an equally grand array of environmental obstacles to test your absorptions, along with sporadic Trebhum trunks expel as well as inhale. In their default state, they shoot a jet of water, but you can also fire items between storage pouches, while one mutation converts edibles into explosive projectiles 118 puzzle-like dungeons. Plus the titular cylinder – a giant metallic rolling pin stretched ominously across the land behind you. It remains dormant as long as you stay within the vicinity of a protective tower, but once you’ve explored the area and leave for pastures new, it follows. Methodical resource-gathering turns into breathless panic as you aim towards the next tower on the horizon and roll for your life, the cylinder crushing all in its path. It’s a maliciously inspired concept in a game full of leftfield creations, all feeding smartly into a cryptic tale of underdog diversity. As an experience, however, The Eternal Cylinder is perhaps too diverse, at the expense of focus and tight systems. The pace of the plot and NIGHTMARE CREATURES As a rule, the larger the lifeform scripted events are held back by the baggy tempo of procedural survival play. Group control, meanwhile, in The Eternal Cylinder, the more disturbing its design. feels like a problem left half-solved; swapping between Indigenous beasts appear Trebhum is fiddly, navigation is imprecise, and those almost familiar yet impossibly following your lead can get stuck and separated from the alien; giraffe-like necks peel to reveal huge tongues, and great pack. It seems ACE Team has recognised the latter issue, clamping molluscs hunt from at least, since erratic AI rarely leads to actual casualties. beneath the sand. These are Besides, a certain meandering looseness feels joined by the servants of the cylinder, Hieronymus Bosch-style reasonable in a game whose allure lies in the unexpected. hybrids of recognisably human With its commitment to meaningful surrealism, it parts and machinery. And what would almost be a shame if it slotted together too of the colossal snakes twisting neatly. Like the Trebhum, The Eternal Cylinder thrives down from the heavens? despite its deficiencies, relying on a unique They’re all part of a hideously 7 ensemble of qualities to find a way. beautiful work. Developer ACE Team Publisher Good Shepherd Entertainment Format PC (tested), PS4, Xbox One Release Out now PLAY R Sherlock Holmes Chapter One eaders of a certain age may associate young Holmes with the stop-motion cake assassins of the Barry Levinson movie; Frogwares’ prequel proves similarly hard to swallow. And the problem here is almost pudding-related: a lack of just deserts. The writers spin cases that keep multiple suspects in play, with you rewiring the synapses of Holmes’ mind palace to explain how the same clues might incriminate numerous rogues. But the final decision rarely feels definitive: one case ends with a shrug and a “guess we’ll never know”, while another fingers the culprit and asks you only to blackmail other villains with the revelation. The series has long had a moralistic streak – after pointing the finger, you decide whether to hand the accused in – but these mushy ambiguities undermine the sleuth’s signature deductions. The argument goes that this is a half-formed Holmes, yet to become the calculating man of logic. But, nattier dress sense aside, little is gained from de-ageing. Mechanically, he merely feels more inefficient, with the already tired detective vision now forced to work in tandem with a fussy evidence system: Holmes must ‘pin’ the idea of shoes, say, before seeing ghostly footprints manifest. It culminates in the same As if to justify the open world, Holmes is often pulled into wild goose – or elephant – chases. This mystery drags him from ad-hoc zoo to forest ruins, an archeological dig and a yacht club. By the end, the thread is very frayed glowing trail as earlier games, only with extra busywork beforehand. Likewise map exploration, which tries to embed you in the handsome open world by giving street directions instead of automatic map markers – but if you’re only using addresses to place map markers, what is gained? When has running your eyes over tiny street names on a map ever been the fun part of the journey? These feel like systems designed to free you from the tyranny of a breadcrumb trail – the kind of emergent sleuthing that resulted in the magic of Obra Dinn – only to make placing the breadcrumb trail your responsibility. The game is more successful when it sticks to self-contained scenes: the side missions that hand you a single location and a dossier of facts, and leave you to deduce who did what and where. There is BAKER SKEET Firefights attempt to tap into simple pleasure in unpicking a sequence of events based Holmes’ advanced perception as on testimony and environmental storytelling. Though you use slow-motion aiming to pick off armoured plates before even this can be hobbled: crime reconstructions ask you to position models made of blue light that often attacking props – steam vents and lamps – to stumble goons, obscures the character detail and makes it hard to parse opening them up for an arrest. what you’re actually proposing. If this is another riff on In practice, it devolves into a laughable Benny Hill pursuit as a Holmes out of his depth, it’s a frustrating one. Between the bagginess of the central mysteries and you try to lure brigands towards the bag of flour you want to the struggle to fill the open world, it’s difficult to detect explode in their face. Guy the spirit or appeal of the consulting detective in Ritchie’s films have a lot to Chapter One. Were he consulted, the verdict is answer for, but at least these 4 easy to predict: Watson, the game is a muddle. scenes are mercifully rare. Developer/publisher Frogwares Format PC, PS4, PS5 (tested), Xbox One, Xbox Series Release Out now 119 PLAY O f all human desires, it’s perhaps the most universal to crave a little more time. An extra hour to finish a task at the end of a working day, perhaps, or another Sunday to make up for frittering away the previous one. Rarely, however, have we felt so acutely aware of time’s passage in a game as in Unsighted. It begins with protagonist Alma awakening in the aftermath of a brutal war between humans and automata, where life-giving Anima is locked away from robots, leaving them running on dwindling internal supplies until consciousness fades. This is far from narrative set dressing: a clock ticks down in real time for all automata, Alma included, as you explore this colourful postapocalyptic world, retrieving meteor fragments to craft a weapon powerful enough to reclaim your life source. Yet there are ways to tip the scales in your favour. Deposits of life-extending meteor dust are squirrelled away throughout levels, free for you to hoard for yourself or give away to a diverse – albeit under-written – roster of NPCs. While the clock can be turned off for less stressful adventuring, its presence lends a thrilling sense of urgency to exploring these levels, which spiral out from central hubs before looping back via well-placed shortcuts – particularly useful when dallying can have Beyond the campaign, Dungeon Raid turns Unsighted into a full-blown Roguelike, where you build your character out while fighting through randomised levels. There’s a genre-standard Boss Rush mode, too 120 Unsighted Developer Studio Pixel Punk Publisher Humble Games Format PC, PS4, Switch, Xbox One (tested) Release Out now BREAK THE LOOP Boss fights are highlights, pitting you against aggressive mecha as smaller enemies keep you on your toes. While there’s a recommended order to tackling them, subsequent playthroughs encourage you to experiment – whether by starting afresh with all items intact, sequence-breaking using your knowledge of Arcadia’s shortcuts, or tackling late-game enemies right away. Combined with hidden movement and combat mechanics revealed via experimentation, secretive text logs or in one case via an Achievement hint, it’s flexible enough to reward return visits. dire consequences. Light puzzles from the Zelda playbook are facilitated by a steady drip-feed of new traversal tools. Whether you’re zipping between explosive airborne crates using a hookshot, or creating tenuous frozen footholds with an ice grenade launcher, they add a sense of novelty to exploration, while expanding the borders of this cleverly interconnected overworld. Alma flows effortlessly between abilities and platforming, setting the stage for a hack-and-slash combat system inspired by the likes of Hyper Light Drifter. You duck and weave through dense but readable patterns of projectiles, while a combo system incentivises foot-forward combat in the vein of Doom, encouraging you to go for broke with parries, dodge rolls and ranged attacks. Further embellishments, such as a timed-reload mechanic lifted wholesale from Gears of War, add layers of depth to tempt you into a second playthrough, while collectible combat chips serve as impactful and malleable stand-ins for a lack of traditional character progression. With so many ideas, it’s inevitable that some are underbaked. Crafting feels redundant, while the lack of quick weapon-swapping is frustrating. Still, this is an invigorating shot in the arm for the Metroidvania genre, and all the more remarkable an accomplishment given its core development team of just two people. Credit, then, to Tiani Pixel and Fernanda Dias for a journey that 8 feels deserving of your precious time. PLAY R Cruis’n Blast aw thrills, indeed: Eugene Jarvis’s Midway arcade series returns to consoles with a game that’s more high-speed rollercoaster than racer. The pace simply doesn’t let up – tracks are full of long straights and extended, wide bends made for drifting. Any sharper corners can usually be cut, while obstacles can frequently be ploughed through. After a while, we wonder why there’s a brake button at all. Each course is built around a succession of set-pieces so wildly overblown that it makes the increasingly preposterous Fast & Furious films seem like the model of restraint. Vehicles – and frequently environments – are decked out in retina-scorching colours, dazzling lights and shimmering surfaces. Playing on an OLED Switch, it has our eyes watering far more than any indie tearjerker about grief and loss. It’s much more Mario Kart than Forza, in other words – and for a while, at least, its decision to trade entirely in excess pays off. The total lack of taste and self-moderation is refreshing; it’s hard not to laugh when in Rio you find yourself somersaulting past Christ The Redeemer, set against a purple moonlit sky filled with a nebula of stars, plummeting past hanggliders and hot-air balloons before somehow hitting Online multiplayer is absent, but there is support for splitscreen play – and the action is busy enough and moves at such a clip that you don’t have time to notice visual shortcomings that seem obvious in static shots Developer Raw Thrills Publisher GameMill Entertainment, Raw Thrills Format Switch Release Out now TOUR DE FARCE On top of the five tracks from the arcade version are six tours with a loose unifying theme: some take place at night, others during storms and so on. Cash rewards incentivise risky driving, with stunts, pickups, air time, drift time and takedowns all factored into your total pot – this can be spent on single-use boosts (or ‘blasts’, in the game’s parlance) and new vehicles. The fact that a fire truck is one of the earliest, most sensible additions says a lot. the ground with no loss of momentum, pulling up on to two wheels to leave a blazing trail in your wake and vaulting off the front-runner to take first place. Elsewhere, an entire airport of planes is swallowed up as a fault line suddenly cracks open while your car is in mid-flight; the London Eye breaks free of its moorings to roll across the track; crocodiles the size of blue whales snap at your vehicle as you soar across a magichour savannah. Smash into anything and if it doesn’t disintegrate as if made of tissue paper or balsa wood, you’re likely to simply spin off it and boost away – which is only right and proper with such obvious AI rubber-banding, designed to keep the pack close so you can boost off them or else shunt them aside, Burnout style. Wherever you end up placing, if your car is horizontal as it crosses the line, you must be playing it wrong. As with any rollercoaster, you can never quite recapture the giddy pleasure of that first ride, even as the developer does its best to keep you coming back for more via themed grand prix and gleefully daft unlockables (see ‘Tour de farce’). If its shallow glitziness ultimately palls, however, this was never a game intended to be played for hours on end. Cruis’n Blast ultimately proves its worth as an arcade game that fits in your hands – and in short bursts, it lives 6 up to both its own name and that of its maker. 121 PLAY W ith Nintendo seemingly reluctant to make a proper Pikmin sequel (gentle AR spin-off Bloom doesn’t count), indie studios are clearly keen to fill in. The Wild At Heart left us underwhelmed earlier this year, but Melting Parrot’s debut game is more like it. Miyamoto’s arboreal RTS always carried an undercurrent of horror, with its menagerie of strange, hungry monsters and the frequent, upsetting deaths of those adorable vegetable people. Dap simply brings that darkness to the fore, and then cranks up the dial. The goal of your pale, blank-eyed avatar is to lead their fellow daps through a corrupted forest that combines the geometric with the organic: it’s rendered in pixel art with fuzzy edges that lend it a painterly feel, yet amid the vegetation you’ll see tangled, maze-like patterns of straight lines. Within the darkness you’ll find glowing fungi, harvested with a melee attack or a brisk dash, that can be synthesised into health potions by campfires, which in turn require a separate resource to light. Position one by a rafflesia and its pollen will transform, spawning more daps. They follow you like mindless drones, stepping on pressure plates and affording you extra firepower against the threats that lurch from the shadows, shrieking and yelping. And you With no direction, using your little daps effectively and overcoming the set-piece puzzles and boss fights requires some trial and error. As in so many games, a good rule of thumb is: if you’re in any doubt, run away 122 Dap need to keep one eye on your allies: tarry in an infected area and they, too, will become shadowy aggressors. Dap sustains its menacing atmosphere, punctuating nervy exploration with short, sharp bursts of action. The percussive soundtrack increases in pitch and tempo, with industrial clanks soundtracking these skirmishes – giving you just enough time for your heart rate to return to normal before jolting you once more. Combat is messy and intense, almost like a twin-stick shooter with limited ammo, your firepower dependent on the number of daps accompanying you. While the brief cooldowns can feel like an age, in the mid-game you gain the ability to charge up more powerful shots with buckshot-like spread, thus encouraging you to wander down every ASTRAL GAIN pathway to seek out more daps. Dap’s story elements are deliberately abstruse: between It’s rather too easy to get turned around, though levels you see cutscenes where that’s surely deliberate: the sensation of being lost a large cloaked figure wearing makes it more unsettling. And when it threatens to get a deer skull apparently plots against you. Meanwhile, you’re too one-note, there are macabre flourishes to keep spirited away to the safety of a things interesting: a sequence where dozens of red eyes celestial hub, where you can use loom from the darkness as you edge nervously down a the resources you’ve gathered narrow path, for example, or where several threats burst to plant and grow trees. Once forth and your daps must race to an strange protrusion they’re large enough they can be pollinated by dap spirits, to purge them with fire. Dap runs out of steam some way with a strange, horned ally encouraging you to grow them before it wraps up, but this abrasive, distinctive game lingers in the mind, haunting you like the ghosts all – this seems, indeed, to 6 factor into the ending you get. of so many fallen Pikmin. Developer/publisher Melting Parrot Format PC Release Out now PLAY T iming is a funny old thing. In any other year, Toem would be the pre-eminent monochromatic indie adventure game about the creation of visual art. However, in 2021, those qualities make the comparison to Chicory inevitable – and it’s a little like holding up a single well-composed Polaroid next to one of those oil paintings that dominates an entire wall of a gallery. This is not necessarily a weakness, however. Toem is small by design, a two-hour bus tour that takes you from your home to the mountaintop natural wonder that lends the game its name. Along the way, there are just four stops – woodland, sea port, big city and ski resort – each constructed from a cluster of singlescreen dioramas that can be taken in from a God’s eye view or, with a pull of the trigger, studied close-up enough that you can pick out every little line on the faces of residents. Already you’re being primed to think in terms of zoom and framing, which will be your primary interaction with Toem’s world as your character is given their own camera to take on the journey. Each destination has a handful of tasks to offer, from monster hunting to identifying lost property, almost all of which can be completed through judicious Your wanderings are accompanied by a gentle soundtrack from Jamal Green and Launchable Socks, tracks from which can be unlocked by finding cassettes and cued up using your portable ‘Hikelady’ Toem application of this one tool. Each task grants you a stamp on your passport; collect enough and you can catch the bus to your next stop. Self-expression is an optional extra here – only the content of your photo matters, not how it’s presented – but with no limit on time or film, and each snap gradually filling a photo album, it’s difficult to resist framing each shot just so. Best of all is when something catches your eye and you naturally reach for the camera, only later realising that you already have the exact picture an NPC is asking for. (Sometimes in slightly obtuse terms – an early request to photograph “a tiny army of soldiers” has us CAMERA SHY groaning when we finally stumble on the answer.) Toem’s camera is nowhere Before you know it, you’ll be at the top of that near as sophisticated as the one offered by Umurangi mountain – and you can call that the end of your Generation but – like jumping trip and be done with it. But to really get the most from a good SLR to a cheap disposable camera – the results out of Toem, you’ll want to hop back across those destinations, filling your card with stamps and your hit a much more consistent baseline. There are a mighty album with memories. It doesn’t have much to offer two camera attachments to unlock here: a horn for getting for doing so: a smattering of achievements and the odd subjects’ attention, and a tripod special photo that, once taken, magically transforms into a hand-illustrated piece of art in the pages of your that opens up the kinds of photos you can take. The latter album. Like playing with a good camera, though, this is one of the most gratifying unlocks we’ve encountered this is really its own reward – something that’s a joy to fiddle with for hours at a time, even if no one but year; a couple more wouldn’t 7 you is interested in the results. have gone amiss. Developer/publisher Something We Made Format PC, PS5, Switch (tested) Release Out now 123 + + + + + + + TIME EXTEND + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + By Caelyn ellis + + + + Mecha and fantasy mix in a forgotten but vital chapter of FromSoftware’s history + + + + Developer/publisher FromSoftware Format Dreamcast Release 1999 (Japan) 124 + + + + + + + + + + + + + + + + genre is what makes Frame Gride such a fascinating artefact, even 22 years after its release. If you’re looking for a fantasy mecha game, especially an action-oriented one, you’ll be hard pressed to find any other examples. The venerable Super Robot Wars features mecha and characters from a number of fantasy mecha anime series, but it’s a turn-based strategy affair. If you want to get in the robot, Frame Gride is all there is. Fortunately, it’s not a difficult or even particularly expensive game to get hold of, thanks to the secondhand market. The intrepid mecha pilot will also be able to find a full English fan translation patch and manual translations, guides and FAQs online. Not that the script really matters – the plot is perfunctory, something about an emperor and knights, relayed via brief screens of text. Even playing in Japanese without being able to understand a word, you’re neither missing out nor hampered in your understanding and enjoyment of the game. It’s worth noting that the translation on occasion deviates from the original. For example, the first step in your journey involves answering questions to determine the starting armour and weapons of your knight. You proceed down a stone corridor viewed from a firstperson perspective, the questions flashing up in turn, accompanied by stylised images of armoured knights. In the original text, the questions take the form of a personality quiz, reminiscent of the Elder Scrolls or Ultima series. Sadly, the English translation has replaced that with simply asking you to select each component from a list of three. It’s a somewhat puzzling + + + + This careful handling of such a niche + + + + of putting giant swords to giant, armoured faces, but the influences are still clear. The mecha are chunky, powerful-looking beasts, but rendered in curves that appear elegant even on the console hardware of 1999. The texture work on the knights is nothing short of exquisite, with a painterly quality to even the plainest of armour plates that reinforces the fantasy feel. The combination of latemedieval European plate-armour aesthetics with Japanese mecha design sensibilities results in machines that are clearly, in-universe, works of art created for the nobility to engage in honourable combat, rather than functional weapons of war. + + + + T he satisfying clang of sword on shield. The deliberate pace of battle. The unintuitive yet thoughtfully crafted control scheme. Elements familiar to fans of Dark Souls, the game that cemented FromSoftware’s position as a top-flight developer worldwide – and all present, too, in one of the studio’s lesserknown titles, a Japanese Dreamcast exclusive that never had its planned official English translation and North American release. Those who fancy themselves scholars of videogame history will most likely point to the King’s Field and Armored Core series, some entries in which received worldwide releases, as the standout examples of From’s earlier output. Together, they’re indicative of the two major strands that run through the studio’s back catalogue: fantasy with heavy doses of knights and magic, and mecha. Frame Gride is notable for blending the two. Its world is one of armoured, magic-wielding knights locked in duels across a medieval fantasy mélange. The twist is that these knights are fighting machines with guns and artillery as well as blades and bucklers. Giant robots with melee weapons is hardly an original concept – check out just about any mecha anime and you’ll be bombarded with beam sabres and vibroblades. However, these are invariably science-fiction settings with appropriately hi-tech weapons. Fantasy mecha, where the robots, rather than the close-combat weapons, are the anachronism, are much rarer. Two works stand out as the pillars of the genre: Magic Knight Rayearth and The Vision of Escaflowne, both released in the mid-’90s. Rayearth was originally a serialised manga first published in 1993, with an animated series debuting the following year, while Escaflowne was an original animated work released in 1996. Both feature female teenage protagonists travelling from our Earth to fantasy worlds, making them examples of the isekai (different world) genre, long before its popularity exploded in the 2010s. Notably, the most prominent fantasy mecha work of the 21st century, 2010’s Knight’s & Magic, is also an isekai. Frame Gride disposes of these dimensionhopping trappings to focus on the business TIME EXTEND + + + + + + + + + + + + + + + + + + + + + + + + + + + + decision, as it instantly removes a little of the game’s mystery while not adding much in the way of clarity. A new player is hardly going to be able to tell their Answera and M Blood from their R Mace and F Leaf. At the end of this process, you arrive at a more mundane menu screen, which offers you the ability to train, jump into battle or access the various crafting and customisation mechanisms. The training option is welcome, since the game’s control scheme is nigh-on impenetrable. Frame Gride is a child of the lawless days between 3D games becoming commonplace and developers agreeing on the now-ubiquitous dual-analogue stick-based control schemes. The Dreamcast’s controller’s lone analogue stick is relegated to camera control, while the D-pad is used for movement. Face buttons are used for various actions, with the triggers providing strafing sword slash, for example, with the push of a button. However, performing an extended combo requires that button press modified with the pulling of both triggers. Such an action could be accomplished with repeated button presses, but that would be too easy. One of the greatest challenges facing the designer of any mecha game is conveying the sensation of controlling a massive war E V E R Y AVA I L A B L E I N P U T I S U S E D , W I T H MULTIPLE COMBINATIONS REQUIRED FOR SOME OF THE KNIGHT’S FUNCTIONS While functionally just a stage select screen, the world map gives a welcome sense of place to your duelling adventures 126 movement and doubling as modifiers for the face buttons. It gives you the sense that it demands more than the humble Dreamcast pad can possibly deliver. Every available input is used, with multiple combinations of two or more required for some of the knight’s functions. Several actions involve pulling both triggers while pushing face buttons. The controls are further modified by the knight’s proximity to the opponent, as drawing close zooms the camera from an over-the-shoulder position to a closeup, switching several of the inputs to more melee-oriented functions in the process. While much of the control scheme can be attributed to the limitations of the controller it was designed for, several elements stand out as unnecessary – from a technical point of view, at least – suggesting deliberate design choices. You can execute a single machine, as opposed to a human on foot – a task rendered even more difficult when the robots in question are not lumbering tanks on legs but relatively nimble duelling machines. Fantasy mecha take this one step further, stripping the machines of the benefits of modern technology. Magic may be doing the literal and figurative heavy lifting here, but there’s still a person inside operating the robot, and many examples of the genre emphasise that this is hard, physically demanding labour. It’s that physical effort which From conveys so well through the control scheme. Even with emulators and modern controllers allowing a great degree of customisation, handling the knights is still something of a workout. Remembering exactly which combination of buttons and triggers will produce the desired outcome creates distance Red targeting triangles automatically lock on to your foe, prioritising the opposing knight over its much less dangerous squires + + + + + + + + + + + + + + + + + + + + Choice of gear is important – almost as important as the opportunity to admire the lovingly textured armour + + + + with the original text or differences between the translations used for the Englishlanguage patch, the manual and the various guides, terminology in Frame Gride can be inconsistent. While the mecha are usually referred to as knights, there are several places in the fan-created patch where ‘knight’ is used for the player and the mecha is called a squire – a term that is more typically used (including in the patch) for the independent support drones that can be summoned during a duel. While not much of an issue in the long run, it does highlight the importance of good localisation work, even in games with little text. Just one or two vital phrases being mistranslated can create headaches. + + + + CROSSED SQUIRES Whether due to issues Closing with your opponent shifts the camera angle, signalling that the context-sensitive controls have switched over to melee mode between you as the pilot and the knight itself, reinforcing the idea that the fighter on the screen is not your avatar, but a machine that requires skill and training to control. While grappling with the controls, and slowly mastering the art of robotic knight duelling, the From lineage becomes clear. Though the knights move surprisingly quickly, especially when under the power of their boosters, attacking is ponderous. The resulting combat is thoughtful and strategic, relying more on careful timing than twitchy reflexes. It’s here that the Soulsborne comparisons are the most apt, as desperate charges marked by panicky button mashing are slowly replaced by considered defence and cunning counterattacks. As the wins gradually begin to outnumber the losses, the causes of defeat becoming more apparent with experience, the realisation dawns that the game isn’t too hard, or too old, or too unfair. It’s just demanding more of the player than is usually expected, and there is great satisfaction in rising to the challenge. If From possessed a motto like the knightly houses of old, it would surely be ‘Knowledge is power.’ It is through knowledge that you are empowered to progress through its games – knowledge that is frequently obtuse and arcane, secreted away within the bowels of the worlds it creates and whispered from player to player across time and space. It’s fitting, then, that knowledge of an obscure treasure such as Frame Gride should propagate in similar fashion, with importgame aficionados of decades past spreading word of its delights and working to translate its mysteries as a gift to future generations. It also seems appropriate, with From at the height of its power, that the fantasy mecha genre that inspired Frame Gride is becoming more prominent once again. Both Magic Knight Rayearth and the Vision Of Escaflowne have received high-profile merchandise releases over the past couple of years, including model kits from GoodSmile’s Moderoid line, while the ongoing Knight’s & Magic had an anime adaptation in 2017. All three have featured in recent entries in the Super Robot Wars series. Perhaps it’s time for From to take the task out of connoisseurs’ hands and reintroduce Frame Gride to modern audiences. 127 PREFER THE PRINT EDITION? 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Any unused portion of a free trial period, if offered, will be forfeited when you purchase a subscription. 128 T H E L O N G G A M E A progress report on the games we just can’t quit O Valheim Developer Iron Gate Studio Publisher Coffee Stain Publishing Format PC Release 2021 (Early Access) n some occasions, a legendary quest begins with a heroic call to arms: a quest to slay a beast, or retrieve a long-lost treasure. On others, it may be the urgent need to craft a new hat. Such is the case in Valheim, the popular Viking survival game encouraging exploration with every fibre of its being. With its dappled glades and misty forests, ruins that promise reward and refuge, and mysterious creatures hidden in its depths, Valheim invites you to discover near-endless horizons. Yet venturing through this Viking afterlife is not a totally unstructured experience. Valheim leads you through its world in a particular order, weaving an epic tale in the process. Five boss enemies function as chapters in this story; indeed, they’re literal milestones, as you must place their severed heads on sacrificial stones to unlock their powers. The biomes over which these enemies preside are defined by unique creatures, colour palettes and musical themes. On crossing into the Black Forest, the soothing melodies of the Meadows are replaced by menacing strings, signposting both your progress and a new level of threat. Once defeated, a boss drops the keys to the next biome in the form of crafting ingredients – the beginning of a process in which you must master an environment before taking on its boss. Between these significant events are smaller moments of celebration: the feeling of a first boat voyage can be a euphoric experience, particularly when shared with fellow sailors. Within this overarching narrative, Valheim gives you plenty of creative freedom through its build pieces, and actively encourages moments of silliness. Constructing a hot tub doesn’t help you defeat Yagluth, but it certainly spices up your Viking spa. The crafting of each item, no matter how trivial, requires you to return to the wilderness, opening up further opportunities for adventure – or rather misadventure. A voyage to find thistles can easily turn into an hour-long saga to retrieve armour from the jaws of a sea serpent. Valheim’s story is not yet complete. With the game still in Early Access, some of its lands remain barren and shrouded in mystery. Hearth And Home, its first major update, has introduced new reasons to return to the lands we already know in search of materials for ever-more-elaborate structures. The food system has been recalibrated to support different combat styles, while yet another murky creature has been added to the Swamp. Further improvements to existing biomes are in development, but the update we’re truly anticipating is the completion of the Mistlands region. This will form the next full chapter in Valheim’s narrative, but it’s an epic fantasy we’re already struggling to put down. 129 #368 January 27 130