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LOOK FORWARD

THE GAMES, TECHNOLOGY AND TRENDS


THAT WILL SHAPE 2021 AND BEYOND

SPECIAL EDITION

#355
M A RC H 20 21
Hope for the future, it’s
coming soon enough
One of the best things about games is that, even now, nearly 50 years on
from the release of the first commercial example, Computer Space, it feels
like we can still see them evolving in front of our eyes. The difference
between console generations may not be as stark as it was when the ’80s
gave way to the ’90s, but anyone who doesn’t see the benefit in
upgrading, say, Destiny 2 to 60fps in 4K on PS5 cannot be paying
enough attention. Sure, it felt like you were managing just fine on your
wheezing PS4 during all those long evenings online, didn’t it? But when
you’ve made the transition, it’s awfully difficult to go back. What was once
normal soon becomes the old way, discarded for a better future.
And, you know, at the moment we’ll take whatever improvements we
can get our hands on, however small. Because, in a strange turn of events,
the arrival of a new year didn’t instantly fix all of the world’s problems. But
we’re determined to be optimistic about 2021, to focus on brighter times
ahead, and with that in mind we’ve assembled this special edition.
In 2020’s Feel Better issue, we focused on certainties, because when
you’re suddenly faced with having to traverse a world turned upside down
it’s just sensible to pick out the most reliable footholds. Today, we have at
least a handful of reasons to be less anxious, so for this companion edition
we’re casting our gaze beyond known quantities.
Of course, we’re looking towards particular games across all formats,
from indies and behemoths alike, but we’re also identifying a selection of
studios whose track records have us itching to see what’s coming next.
We’re looking at hardware and services, including technology we expect
to be playing with a lot over the next few years, but also other projects
and initiatives whose future isn’t quite so predictable. And we’re looking at
topics and trends with broader bearings on how the videogame landscape
is evolving. Yes, we still need our comfort games, and we have them on
standby, but let’s get going on finding some new ones to add to the pile.

3
24 110

90

50

10

70
Edge 355 March 2021

38

32

64

contents Games
8 Deathloop
66 Kaizen Game Works
72 Dreamfeel
105 Bokeh
12 Twelve Minutes 110 Echodog Games
16 Returnal
62 18 Season
22 UFO 50 Hardware
24 It Takes Two
40 The Artful Escape 64 SSDs: the real game-changer
42 We Are OFK 70 Getting to grips with DualSense
46 Open Roads 81 Playdate
53 The Good Life 102 Intellivision Amico
54 Baldur’s Gate III
60 Horizon Forbidden West
68 Ghostwire: Tokyo Trends
76 Resident Evil Village
78 Zelda: Breath Of The Wild 2 10 The return of social gaming
82 Monster Hunter Rise 26 A new wave of Roguelikes
86 Halo Infinite 32 Detective games
90 Lego Star Wars: 36 The rise of the indie
The Skywalker Saga immersive sim
94 Happy Game 48 VR’s coming of age?
108 108 Fights In Tight Spaces 84 Metroidvanias galore
106 Sable 88 Recursion
112 Yakuza 3–6 92 The evolution of Spirelikes
96 Road trips
98 The shifting landscape
Studios of live-service games

14 Enhance Games
28 Double Fine More
34 Remedy Entertainment
44 Inkle 30 Game Pass
58 InnerSloth 38 Amazon Luna
62 Simogo 50 Super Nintendo World
100 Itch.io

5
EDITORIAL
Tony Mott acting editor Chris Schilling contributing editor
John McAllister acting art editor Miriam McDonald operations editor

CONTRIBUTORS
Warren Brown, Matthew Castle, Edwin Evans-Thirlwell, Alex Spencer, Abbie Stone, Alex Wiltshire

COVER ILLUSTRATION
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Kevin Stoddart account manager (+44 (0) 1225 687455 kevin.stoddart@futurenet.com)

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MANAGEMENT
Aaron Asadi chief content officer Matt Pierce MD, games, photo, design & video Dan Dawkins content director, games
Tony Mott editorial director, games Warren Brown group art director, games, photo & design
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6
DEATHLOOP

Developer Arkane Studios Lyon Publisher Bethesda Softworks Format PC, PS5 Origin France Release May 21

Arkane Studios has spent the the clock strikes midnight. How But for now, what really matters
past few years establishing itself you do it, naturally, is up to you. is that Deathloop’s trailers have
as one of the most consistent and The setting works like one huge attracted a lot of eyes. The game’s
fascinating triple-A developers Hitman level, extrapolating the distinctive ’60s pop-art-meets-
around – but in that time, its delicate clockwork of that series to grindhouse style is the kind of
games haven’t quite managed to an entire island. Learn the quirks thing that people who care about
find an audience commensurate and schedules of each target and Arkane games care about. But we
with the label. Its flagship series, you might be able to massage suspect it’s the promise of slick,
Dishonored, is currently “resting” circumstances to put two of them stylish action that really turned
after the sequel’s sales dip – and in the same spot at the same time, heads during Sony’s Future Of
that has cleared the floor for its for a more efficient kill. Gaming PS5 reveal. Deathloop is
latest, and most convincing, effort Complicating this, though, is putting guns front and centre in a
at breaking into the mainstream. Deathloop’s big new idea: Julianna way Dishonored and Prey never did.
Deathloop spans many of the Blake. She’s a second playable So with the marketing budget
themes we cover elsewhere this character, and Colt’s adversary. So of Microsoft now behind it –
issue. Arkane has taken its as you act out plans and attempt a provided the company is willing to
immersive-sim heritage and clean run, Blake may be hunting push a game that, through a quirk
applied a Roguelike twist to it, you across the island. Or perhaps of its acquisition of Bethesda
courtesy of the game’s time-loop you’re the one doing the hunting, parent ZeniMax Media, will be
plot – please mark your 2021 frustrating Colt’s efforts in the releasing as an exclusive on its
bingo card accordingly. In practice, most elaborate bit of developer- rival’s console – could this be the
this means playing as Colt, an authorised griefing since Dark smash hit that Arkane deserves?
assassin blessed with supernatural Souls’ invasions. Whether this is a Whether or not that comes to pass,
abilities but doomed to live out revolutionary feature or one most Deathloop is shaping up to be a
the same day until he can eliminate players will opt to switch off – it’s very welcome addition to the FPS
eight targets in a single run, before optional – remains to be seen. landscape in 2021. n

9
SOCIAL GAMING

By now, we’re all well used to shifting release


dates. No doubt some of the titles featured in
Even after a studio behind Overcooked. “And even less you
can play with them as a parent and feel equal.”
these very pages will be delayed, as the long- tough year, Still, there’s a certain degree of unsporting
term effects of COVID-19 continue to be felt. Of Loading Bar conduct that won’t fly in a family environment
all the pleasures we’re looking forward to, though, (at least, if you want to preserve some level of
this one might be the hardest to pin down a date is looking to harmony). And a single household is unlikely to
for. Nudging a friend on the sofa at exactly the open more buy multiple copies. “Couch games spread by
wrong moment, just as they approach that vital word of mouth,” Kopetko says – and who hasn’t
final bend in the track. Standing shoulder-to- venues in texted a friend to ask what that game was last
shoulder at a cabinet, trying not to rattle a the future night, then immediately typed the reply into
carefully-balanced plastic pint cup. Crowding their storefront search bar of choice?
around a screen, not-so-quietly hoping that
victory that doesn’t go to the person who You don’t even need to play the game
knocked you out two rounds ago. Looking at yourself. Seeing a group of strangers enjoying
recent data, it’s hard to be optimistic that these themselves can be enough. “That’s definitely
kinds of experiences will be part of our gaming something I’ve been missing the past year –
life again any time soon, though we’re trying. the chance to bump into something new while
We’re not the only ones who miss them. “I you’re getting a coffee,” Loading Bar founder and
dearly miss having my friends over to my place CCO James Dance says. And Loading Bars’
for games so we can trash-talk, give dirty looks gaming pubs are exactly the kind of venue where
and shout over one another, the way nature this non-algorithmic discovery can take place.
intended,” says Paul Kopetko. “Some games When we’re able to comfortably step out into
really work best when played in the same room the world again, there are plenty of games we’re
together.” Like Kopetko’s own Boomerang Fu, for eager to start talking about, and put through
example, a knockabout party game in the style of their paces. “I think local multiplayer games
Bomberman and TowerFall. shared with old friends are timeless,” Kopetko
His wasn’t the only local multiplayer game says – and he’s hopeful that games such as
which had the misfortune of arriving in a Boomerang Fu will enjoy a second life.
locked-down world. “We started dev long before Even more exciting are the seeds planted
there was any hint of a pandemic,” Catastrophic_ during the past year. The success of titles such
Overload director James Letherby says. The as Among Us, Fall Guys and the Jackbox Party
Bristol studio put out its first game, Drink More Packs has introduced new audiences to pleasures
Glurp (left) – a slapstick sports game that really traditionally reserved for in-person meetups.
comes to life in its 20-player Hotseat Mode – in That’s fertile soil for the next wave of in-person
August 2020. “We had always planned to release social games, which will grow into new shapes
in the run-up to the Tokyo Olympics. So when because they were conceived in this period.
they were postponed, along with a lot of our The same, it seems, goes for the spaces they
coverage and conventions getting cancelled, it will be played in. We return to Loading Bar
made for a pretty tough decision to release.” which, even after a tough year, is looking to open
But release they did, and these games found more venues in the future. “I think it’s a very
a slightly different audience to the one the devs different type of growth,” Dance says, than what
had anticipated. “I didn’t appreciate how many might have originally been planned – something
families were also in lockdown,” Kopetko says – more local, less reliant on artificial scarcity to
something that also benefitted Moving Out, an draw a crowd, and designed to appeal to a
Overcooked-style couch co-op game specifically community broader than self-identified ‘gamers’.
designed to cross the generations. “There are so In other words, the kind of principles we’d love
few games for the five-to-ten-year-old player to see local play rebuild itself around. That and
these days,” says Ashley Ringrose of SMG, the a bit of sofa-nudging catharsis, naturally. n

11
TWELVE MINUTES

Developer Luis Antonio Publisher Annapurna Interactive


Format PC, Xbox One, Xbox Series
Origin US Release 2021

If you’ve played The Witness, you’re


already acquainted with Luis Antonio’s
work. As an artist on that game, he
helped shape an entire island, modelling
ruins and planting carefully-chosen
vegetation to create one of the most
memorable locations in videogames. In
his new game, his first as lead designer,
he’s working on a much smaller canvas.
Twelve Minutes takes place in and
around a single apartment, within the
narrow timeframe suggested by the title.
The cast is similarly compact: just your
character, his wife, and the intruder who
bursts into their lives a few minutes into
the game, claiming to be working for the
police and accusing the wife of murder.
Out of these sparse elements, though,
Antonio appears to be creating a sprawl.
He started work on Twelve Minutes in
evenings and at weekends alongside The
Witness, some seven years ago; a playable
version was first sighted in 2016.
It’s tempting to compare the
developer’s situation to the one presented
in his game. Because, yes, this is a time-
loop story. As things escalate with the
intruder, you pass out – or worse – only
to find yourself right back at the
apartment’s door, a dozen minutes before
your seemingly certain fate.
Time loops have come into vogue
since the project began, and Antonio has
been able to capitalise on that to attract
Hollywood talent in the form of James
McAvoy, Daisy Ridley and Willem Dafoe.
We can certainly see the appeal. Breaking
out of an endless time loop that strands
you in your own home? As we look
forward, that particular fantasy is at the
forefront of our minds. n

13
ENHANCE GAMES

People. Crowds of them, walking up different to Tetris Effect. For a start,


escalators, flowing around giant it lacks a direct inheritance from
blocks, climbing up walls, falling Rez and Lumines. It was inspired by
from platforms. Then fighting: Boids, an algorithm developed by
thousands of figures forming battle computer graphics theorist Craig
lines, shooting into opposing masses. Reynolds, which seeks to emulate
And then some form of ascent, as bird-flocking behaviour. It led
a stream of figures walks into a thin Nakamura to think about how we
strip of blinding light. The trailer don’t understand how birds think,
for Humanity (pictured), first shown and yet can understand how they
at E3 2019, holds in today’s Covid- move. “The inspiration for our game
laced world a kind of strangeness – Humanity came from thinking of
so many people, so close to each how a transcendental being would
other – but that only amplifies its interpret ‘human-like’ behaviour, in
power. Its surreal representation of, the same way we humans interpret
well, humanity sits squarely in the bird flocking with Boids,” he wrote.
uncanny as crowds flow together at But what kind of game is
such scale in stark environments, Humanity? A Chu Chu Rocket-like
counterpointed by the plain details puzzle game about directing flows
of their casual clothes and the of people? That still remains to be
brutal simplicity of their violence. seen, but Nakamura is clear about
Described as a “crowd action the importance of Enhance’s input,
game”, Humanity is being developed which comes as an assurance that it
by Japanese digital design studio will be a game, not some digital art
Tha, but it’s being published and installation. Enhance, after all, has
supported by Enhance Games, the only continued to demonstrate its
studio headed by Sega Rally and Rez sterling game design imagination
creator Tetsuya Mizuguchi and with the release in late 2020 of
longtime Japanese-English game Tetris Effect: Connected, which
translator and Metal Gear Solid V added transformative multiplayer
project lead Mark MacDonald. which includes a cooperative mode
Humanity is an ideal project for in which three players fight
Enhance, a combination of striking together against a boss.
visual design and large-scale And then there’s whatever
profundity. For comparison, just Mizuguchi himself is working on,
look to the studio’s debut, Tetris which he tweeted last year as being
Effect, which explored the idea that a “new adventure with synesthesia”.
the sense of flow a Tetris player can It’s thrilling to have the opportunity
plug into is a kind of shared to follow and play the creative
experience, something deeply ventures of developers with such
human which connects us all. singular vision, and Mizuguchi’s
journey from rally course to
Led by Tha’s founder and audiovisual experimentalism has
creative director, Yugo Nakamura, been one of the most fascinating.
Humanity’s tone and form is quite In 2021, it’s only set to continue. n

15
RETURNAL

Developer Housemarque Publisher SIE Format PS5 Origin Finland Release March 19

Few developers make things explode with less of a maternal instinct


as spectacularly as Housemarque, towards her enemy) is extremely
and the Finnish studio has form for nimble. And she needs to be to
this on PlayStation. The fizzy dodge the projectiles, splatters of
pyrotechnics of Super Stardust HD luminous sap and flailing tentacles
lit up PS3, while the cascading aimed in her direction.
voxels of Resogun gave PS4 an
opening-day indie showcase that In other words, despite the
didn’t look out of place next to the darker tone and psychological-
expensive blockbusters. And if horror theme of the story – for
we’re generous enough to class four which Housemarque has drafted in
months as a launch window, it’s no a specific narrative team – there’s
doubt hoping Returnal will do plenty of the studio’s arcade style
similar for PS5 (though the studio here. But while Returnal remains
has grown since the PS3 days, and it’s somewhat faithful to the studio’s
now making a game with triple-A heritage, this is no leaderboard-
looks and a price tag to match). chasing credit-muncher, and there
The big question is whether its are no extra lives this time. This is
brand of hectic arcade action, which a Roguelike, with the alien planet
in places veers close to bullet-hell you’re on rearranging itself for your
territory, can translate to an over- next visit, forcing you to adapt to
the-shoulder thirdperson your enemy and environment rather
perspective. The signs so far are than relying on pattern recognition.
promising: the environments may Beyond its obvious technical
be more complex, with greater accomplishments, it’s exploring
verticality, but the action remains PS5’s hardware in other ways:
frantic, fast and, crucially, responsive. squeeze the DualSense controller’s
“Generally with all our games, we adaptive triggers gently for regular
have strived to make the controls fire, or press them in all the way to
feel as tight as possible,” creative activate your weapon’s alt mode. But
director Harry Krueger (director of the studio understands that controls
Nex Machina and lead programmer should be intuitive, so you’ll be able
on Resogun) has said. “There is a to customise them. Krueger: “A
sacred and unspoken bond between good control scheme is like a good
the player and the controller, and camera: if it’s working well, it’s
that is something that always entirely invisible.” The same can’t
demands reverence.” With a grapple be said for Returnal, which might
and a mid-air dash, our protagonist offer more bang for your buck than
(think a middle-aged Samus Aran any other PS5 game this year. n

16
SEASON

Developer/publisher Scavengers Studio Format PC, PS5 Origin Canada Release TBA

Amid the marketing maelstrom of from it, that might linger when you
December’s Game Awards, the move on to the next thing and,
Season announcement trailer was a ideally, might stay with you as you
halcyon moment. That twinkling get older.” That’s a rather lofty
Studio Ghibli piano. The wide-open promise. In terms of actual play,
watercolour sky, clouds sketched in this translates into exploring the
with visible brushstrokes. world on a slightly battered bicycle,
Sketchbooks and tape recorders and using the aforementioned tools to
the shifting focus of a camera preserve any elements that catch
viewfinder as it’s trained on a your eye or ear, whether they’re
twitching lemur. animals or buildings or even your
It’s a bewitching minute, dense fellow human beings.
with images that demand careful
study and, ideally, framing on a wall. The game draws on the team’s
But the game itself remains own experiences of travel – its
enigmatic, by design. For its prior development blog is filled with
game, Darwin Project, Scavengers stories of hitchhiking across Europe
Studio threw the doors of its and biking into the Canadian
Montréal studio wide open, with a wilderness. They want Season to
two-year early access period that communicate the feeling, Sullivan
saw it change tack multiple times in says, “of being lost in the world, of
the face of the dwindling player getting a glimpse of something
numbers. For this one, the team is beyond what we know.” Which is
understandably keeping its cards how you end up with the click and
much closer to the chest. whirr of chunky 20th-century
That’s not the only thing that’s technology being used to record
very different this time round. ancient ruins which gesture toward
Darwin Project was a muscular a civilisation far more advanced
hybrid of battle royale and survival than our own.
game, but Season is, as creative The suggestion is of a rise and
director Kevin Sullivan tells it, “the inevitable fall, and as you begin
story of a young woman leaving her Season, the latest cycle is about to
home for the first time to record come to an end. The cultures you
and take measure of the wider move between are “on the cusp of
world before it’s gone.” some great change,” Sullivan says.
“Both projects came out of the What exactly that means remains
desire to reimagine some aspects of enigmatic but, with all of the talk of
what a videogame can be,” he says. collapses, don’t expect it to be an
“Darwin Project did it with the form, entirely positive development. This
with this new frontier of streaming doesn’t seem like the kind of game
and spectator interaction and the where you’ll be tasked with saving
idea of an online videogame as a the world, so much as savouring it
show. Season is doing it more with while you have the chance. “The
content, tone, meaning, with the forecast is bleak,” Sullivan says,
overall experience you take away “but the moment is beautiful.” n

19
UFO 50

Developer/publisher Mossmouth
Format PC Origin US Release 2021

We’re long overdue a catch-up with


Mossmouth’s compendium of 8bit games
made with contemporary sensibilities; we
first featured it in E312, more than three
years ago. “There’s been a lot of progress
on UFO 50 since we last spoke,” studio
founder Derek Yu tells us. “Eirik
[Suhrke] and I took a year off from it to
release Spelunky 2, but the rest of the
team has continued working hard.”
That team includes a new addition to
this indie dev supergroup, in the form of
Catacomb Kids creator Tyriq Plummer.
“He brings a lot of art, design and coding
prowess to the project, which we’re
thankful for as we eye 2021 as our release
year.” So how’s it currently shaping up?
we wonder. Pretty well, Yu reckons: “All
50 games are very much playable now,”
he tells us, “with over half of them in
near-final condition.”
Spelunky 2’s release – not to mention
making the Switch ports of both that
game and the original Spelunky – partly
explains the delay, but what else is
behind the long wait? “To be perfectly
honest, the scope of a lot of these games
has increased since we last spoke – it’s
easy to want to give all of them the
utmost love and care.”
The response to UFO 50 at pre-
pandemic conventions has encouraged
the developer to add multiplayer support
to at least half of games in the collection,
while one of the more substantial
offerings, Godsblood, has been replaced by
cutesy arcade game Magic Garden. “We
had another large RPG in the collection
already – and enough work on our plate
as it was!” Yu says. Whatever Mossmouth
serves up, we’re sure to devour it. n

22
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IT TAKES TWO

Developer Hazelight Publisher EA Format PC, PS4, PS5,


Xbox One, Xbox Series Origin Sweden Release March 26

Having followed the delightfully dark


fable that was Brothers: A Tale Of Two
Sons with the entertaining but uneven
prison-break adventure A Way Out,
maverick creator Josef Fares returns to
more fantastical surroundings with his
latest co-op adventure. You and a friend
play as May and Cody, who, in the midst
of divorce proceedings, are mysteriously
transported into the bodies of two dolls
made by daughter Rose. To return to
human form, they’ll need to fix their
relationship, working together to
overcome a variety of offbeat challenges.
As with A Way Out, because it’s co-op
only, a Friend Pass lets you invite a pal
who doesn’t own a copy of the game to
join in for free.
If its predecessor’s attempts at
gritty drama sometimes lapsed into
unintentional comedy, It Takes Two
would seem to find Fares on a surer
footing. This is a more vibrant world than
the grim fairytale setting of Brothers, too,
with its oversized anglerfish, rampaging
moles, rideable spiders and hopping
frogs. You’ll blast a tentacled beast on a
paddle steamer, which you will work
together to steer by running in giant
hamster wheels, one on either side of the
boat. You’ll pump a handcart to accelerate
down a narrow railway track as lava
bubbles below. And you’ll run across the
top of a giant mirrorball as it rolls across
a bridge, while trying to avoid the holes
in its surface. With platforming,
shooting, rail-grinding, sledging and
rafting interludes, It Takes Two certainly
has the variety to match its visual
invention. Fingers crossed, it’s equally
smooth in the storytelling department. n

24
ROGUELIKES

In case there’s any doubt that 2020 each run in Curse Of The Dead Gods
was the year Roguelike domination until it spills over into one of the
become total (at least within in the titular jinxes. Then there are games
indie sphere), it bears repeating that attacking on both fronts, such as
Spelunky 2 and the full release of Endless Dungeon, which follows
Hades arrived in the same week. Along Hades’ lead in making the Roguelike
with the likes of Noita, ScourgeBringer death-rebirth cycle part of its story,
and Risk Of Rain 2 – sticking within while building on the tower defence
the bounds of action Roguelikes – and co-op multiplayer elements of
it was an embarrassment of riches its forebear, Dungeon Of The Endless.
for fans of procedural generation.
For games taking a fresh run at Name recognition is another
the genre in 2021, then, the bar has potential route to success. Rogue
been set very high indeed. Crisp art Legacy 2 (pictured) is resurrecting a
and responsive action are no longer founding title of the early-2010s
enough to guarantee an audience. action Roguelike boom, while
Any new entrants who decide to Ultimate ADOM takes things back
throw themselves at this particular even further. It’s a sequel 25 years
gauntlet need their own sharply- in the making that offers an optional
defined take on the format. ASCII graphics mode for players
For Hades, this was the novel who prefer their Roguelikes, well, a
concept that Roguelikes could tell a little more like Rogue. For these
story. We’re already seeing the first games, it’s precisely this stubborn
successors to that approach. Going traditionalism – a lack of interest
Under brought a satirical edge to the in “what have now become the
template, while the just-launched standard Roguelike expectations,” as
Gods Will Fall attempts something Rogue Legacy 2 designer Teddy Lee
closer to the XCOM model by puts it – that helps them stand out.
generating a band of warriors with Still, there’s one way the pair are
procedural personalities for you to bending to modern orthodoxy: as
grow invested in and, inevitably, with almost every game mentioned
mourn. (An approach that might here, they’re being released in early
sound familiar to fans of Roguelike access. Supplementary content
tactical RPG Darkest Dungeon, set to updates have become practically
return this year with a sequel.) mandatory for Roguelikes at this
There are some neat mechanical point. At least, until someone finds
twists on offer too, from the a compelling reason to ditch that
Resogun-style circular floors where approach, and rewrites the rules
Orbital Bullet’s shootouts take place again. It’s happened enough times
to the corruption that builds over in the genre’s history. n

27
DOUBLE FINE

The star item in Microsoft’s recent creative process. As Psychonauts 2


studio-buying spree was Double has neared completion, his updates
Fine, one of the oldest and greatest have talked about crunch, admitting
independent game developers. Over how Double Fine has struggled with
its 20-year history it has produced it in the past and how it’s avoiding
a wild array of games spanning it today, and how difficult it is to
different genres, platforms and agree whether to cut features that
scales, but they’re all very Double need time the studio doesn’t have,
Fine, united by a weird sense of fun. or whether to release them in a
As studio head Tim Schafer lower-grade form. Double Fine’s
described its output: “I think our fans only appreciate the openness.
whole thing is making stuff up.” Indeed, for many years, Double
So it’s exciting to have a new Fine has been one of game
release for 2021 – Psychonauts 2 development’s best ambassadors,
(pictured), sequel to the 2005 game sharing its processes in 2 Player
about an eccentric mind-explorer – Productions’ documentary series
which for over a decade looked Double Fine Adventure. Its regular
unlikely to be possible. Frankly, it’s Amnesia Fortnights popularised a
looked fairly shaky since its 2015 now-common studio practice of
crowdfunding campaign. It was suspending normal work so staff
originally planned for a 2018 release can split into small groups to
but has been plagued with warnings develop prototype games, a way to
about budget issues threatening to revitalise creative juices while
force boss fights to be cut. generating seeds for new projects.
Microsoft’s acquisition was a salve, It’s pioneered various forms of
injecting funds which have saved crowdfunding. It’s also behind Day
the bosses, and every new glimpse Of The Devs, an egalitarian annual
suggests the game will surpass the festival of indie games which we’re
inventiveness of its predecessor. assured will continue.
In fact, it’s hard to find an area of
Schafer has been adamant that indie game development in which
life under Microsoft will be just as Double Fine hasn’t been a
creatively free as when the studio trailblazer and advocate. It will be
was independent, but without the fascinating, then, to watch the
constant financial pressure. Schafer studio through 2021 as it reflects
remains a delightful leading figure the reality of working under
for the studio, having honed over its Microsoft. Will it maintain its
many crowdfunding updates a restless approach to IP and genre?
charming and honest approach to Will it remain so open to fans and
communication that’s spiced with supportive of the wider industry?
warts-and-all insights into the Will it remain weird? n

29
GAME PASS

Approaching its fourth year, comes to getting indie games on eventually growing into a
Xbox Game Pass continues to its consoles. The financial heft centrepiece of the library. (A
tighten its grip on the title of of Microsoft being pointed at trick that last year’s Bleeding
Best Deal In Videogames. smaller developers, including Edge was unable to replicate.)
Provided, of course, that you’re deals that fully cover production And then there are those
a very particular kind of player: costs without demanding tentpole games which draw in
hungry enough to justify the platform exclusivity, according players in the first place. The
monthly subscription, unfussy to Xbox head Phil Spencer, is an idea of being able to sample a
enough to accept whatever’s on appealing prospect. new Halo game on day one
the buffet. But even if you don’t We’ve no doubt that Game without paying the full price of
fit the profile, there are still Pass has given a second chance entry, let alone the long-term
indirect benefits to the ways to some games, not least effects of Microsoft’s recent all-
Game Pass is rewriting Microsoft’s own. After a you-can-eat acquisition spree, is
Microsoft’s strategy. somewhat choppy launch, Sea Of dizzying. For good and ill – our
For one, it’s finally given the Thieves was granted the time to to-play pile is already groaning
company a means – and a find its audience in the rough under the weight. n
motivation – to catch up with waters of premium multiplayer,
Sony and Nintendo when it

30
DETECTIVE GAMES

Most games tap into our inner You could even throw the cyber-
detective in some way. Who hasn’t sleuthing of Hypnospace Outlaw into
pushed against the boundaries of that mix; indeed, one of next year’s
even the most linear game to see most intriguing detective games
what they might discover? Who will likely involve a bit of Internet
hasn’t wandered off the obvious study. Chinatown Detective Agency,
critical path to investigate something inspired by one of the most iconic
curious, lured by an intriguing sight investigators in all videogames,
or sound, or simply following a Carmen Sandiego, sees you embark
whim to uncover a new mystery? upon a globe-trotting near-future
The medium is inherently suited to trip in which your research will take
indulging our nosiness, and using it you outside the game. You’ll need a
to deliver stories in unique ways: pen and paper to hand, with puzzles
think of how Dark Souls parcels out that require knowledge – or at least
its lore in fragments that only the a Google search – to solve.
dedicated will assemble into a
cohesive whole, or the way chipping Meanwhile, Eggnut’s Backbone,
away at the walls in Hollow Knight the first chapter of which is already
yields optional encounters and playable via Steam, puts you in
hidden secrets that reveal more control of raccoon gumshoe
about its enigmatic cast. Howard. Its crisp pixel-art setting
Games in which you assume the and anthropomorphic cast set it
role of detective are often more apart, while its story gives you a
restrictive in how their mysteries web of potential leads to untangle.
are constructed and the processes Annapurna Interactive’s gorgeous
by which you solve them. Yet in Stray (pictured) offers a bit of both:
recent years the genre has undergone in a sleazy cybercity populated by
something of a creative renaissance. robots, you play an inquisitive cat
Return Of The Obra Dinn required hoping to solve a strange riddle that
careful investigation to identify the will let them find their way home.
grisly fates of a ship’s crew: a Talking of the squalid, there’s
detective game, in other words, that the return of Disco Elysium, set to be
required actual deduction. Paradise re-released on PC with full voice
Killer’s total lack of handholding, acting to coincide with its console
meanwhile, felt equal parts debut. Here, the most important
exhilarating and overwhelming – threads you unpick are inside the
here was a game as content to let protagonist’s mind as they undergo
you stumble across mysteries by an existential crisis. If you’re looking
happy accident as it was to allow for a game where the biggest
revelations to emerge organically mystery is the human condition,
through observation and analysis. Revachol is the place to find it. n

32
REMEDY ENTERTAINMENT

When Remedy Entertainment with Remedy’s singleplayer


celebrated its 25th anniversary in campaign for CrossfireX –
2020, the Finnish studio was able to something of a lateral step, as the
boast one of the most consistent studio applies its trademark
back catalogues in videogames, if superpowered action and esoteric
not, necessarily, one of the most storytelling to a firstperson shooter
well-stocked. It’s produced seven in the mould of Modern Warfare. We
titles in that quarter-century, with can likely also expect to hear more
stretches of five years and more on the two unannounced titles
passing without a single release. being published by Epic Games: a
But no longer. large-scale project that Remedy
“The last few years have been claims is its most ambitious yet,
about a lot of change at Remedy, plus a smaller game that shares the
becoming a multi-project studio,” same setting. This, surely, is the
communications director Thomas next step in the ‘Remedy Connected
Puha says. The company’s attention Universe’ which started last year
is now divided between multiple with the Alan Wake crossover of
games, letting Remedy close the Control’s AWE expansion.
gap between releases without Along with Remedy Vanguard,
having to sacrifice its perfectionist a corner of the studio dedicated to
tendencies. “I think the times when experiments in multiplayer and live
Remedy was quiet for years on end games, outside its usual territory,
are gone,” Puha says. “It will not be it’s not hard to see why Puha argues
a quiet year for us.” that, “in many ways, despite being a
Confirmed for 2021 is the 25-year-old developer, it feels like
new-gen version of Control, along we’re only getting started.” n

35
INDIE IMMERSIVE SIMS

Reports of the immersive sim’s death have been


around almost as long as the term itself. And we
“We want to happen,” he says. Rogers is part of New Blood, a
collective that made its name with Dusk and
can’t say they have been greatly exaggerated. capture that Amid Evil, games that sat at the forefront of the
From Deus Ex to Dishonored, these are games feeling people recent retro shooter boom. “It was only a matter
which operate like a good dungeon master, their of time before those developers would turn from
fingers steepled behind a cardboard screen. get the first making games like Doom and Quake to trying to
You’re presented with a set of tools, encouraged time they make the more complicated games that followed,
to improvise and, at their best, your game like Deus Ex, Thief and System Shock 2.”
master rolls with the punches – or lack thereof, play a game
as the case may be – to tell a collaborative story. like Thief” But does that risk trapping the genre in
And yet, for all this focus on breadth of another dead end? Shadows Of Doubt lead Cole
approach, the lineage of immersive sims has Jefferies hopes not: “I think it’s pretty clear
remained narrow – a heritage passed down from there is a demand for smart, intelligent – and
Looking Glass Studios to Ion Storm to Irrational occasionally ridiculous – immersive sims that
Games to Arkane Studios, constantly threatening hasn’t really been catered for yet. Perhaps
to disappear as it changes hands. With the initially by the fans of the originals, but hopefully
status of System Shock 3 less clear than ever, and by a whole new generation of gamers also.”
the latest keeper of the light seemingly exploring For all that Gloomwood wears its inspirations
different avenues with Deathloop, it’s tempting on its sleeve, Rogers agrees. “While we do throw
to write the genre’s obituary once more. around slogans like ‘it’s Thief but with guns’, it’s
“I think immersive sims are harder to make actually important to me that we don’t just make
than ever,” says Raphaël Colantonio, creative Thief again. We want to capture that feeling
director of Weird West (pictured left), “because people get the first time they play a game like
they have to compete on all fronts with triple-A Thief.” To that end, Gloomwood is also drawing
games that are constantly raising the bar.” He inspiration from Bloodborne and early Resident
should know: as the director on Prey and Evil. The result couldn’t feel much more distant
Dishonored, Colantonio has plenty of experience from Shadows Of Doubt’s detective story, where
with big-budget takes on the genre. But now, combat is something to avoid at all costs, or the
with the freshly-founded WolfEye Studios, he’s revolvers-and-spells RPG action of Weird West.
trying something different. Notably, something It’s a welcome broadening of approach – and
smaller, placing the studio’s debut neatly within of personnel, with only Colantonio’s team
a new wave of indie immersive sims such as coming out of that tight pre-existing lineage.
Gloomwood and Shadows Of Doubt. The only thing the three games really have in
Weird West is untethering the immersive sim common is a shared set of design tenets. As laid
from the firstperson presentation it’s generally out by Rogers: “the deep atmosphere, the sense
been associated with, in favour of a top-down of place, the feeling that the world is alive and
perspective more akin to Diablo. This lets full of interlocking systems.”
WolfEye compete on all those fronts Colantonio “Something that happens organically as a
mentions – “story, physics, quest design, action, result of game mechanics interacting with each
RPG systems” – with a fraction of the staff. other is ten times more joyous than if that event
Shadows Of Doubt’s voxel-based world and was scripted,” Jefferies adds. “Although that
the throwback style of Gloomwood are different design philosophy has become part of the
ways of achieving the same goal, trading visual modern open-world blockbuster game to some
fidelity for systemic. In Gloomwood’s case, the extent, I don’t see why it should be limited to
simple graphics are also a hint to the origins of just that. I think there’s a whole bunch of us out
the game – and, developer Dillon Rogers there who have been missing that a little, and
believes, this new wave as a whole. “We’ve had now the tools are out there that allow us to
a hunch for a little while that this was going to carry the torch, so to speak.” n

37
AMAZON LUNA

Among today’s swathe of cloud gaming


platforms, Amazon’s Luna doesn’t have
many ideas of its own. That’s especially
when you compare it to Google’s Stadia,
from which Luna has taken the concept of
connecting an official (albeit optional)
Luna Controller (pictured) directly to its
server, rather than to the device you’re
using to stream the game, to reduce
latency issues. Similarly, Ubisoft is
offering its games on Luna (what new
gaming platform is complete without
day-one support from Ubisoft?). And
then there’s Twitch, which is integrated
into Luna so that you switch from
watching a game being played to playing
it yourself instantly, rather like Stadia’s
mooted State Share feature, which does
much the same with YouTube.
But just as Google’s global
infrastructure and ownership of YouTube
is the reason why Stadia remains worthy
of attention, Amazon’s clout as one of the
world’s biggest providers of Web services
and the owner of Twitch makes Luna one
to watch this year. Amazon’s server farms
are huge and they’re everywhere, which
means the potential for its quality of
service is as high as any firm can currently
manage. Early reports from its US-only
beta suggest it’s happily churning out
action at 1080 resolution. Not 4K yet:
one thing in Luna’s favour is its lack of
promises. Stadia has been guilty of
underdelivering on Google’s pre-launch
claims, and Amazon is in a good position
to overdeliver. With the success of the
new-generation consoles revealing how
far cloud gaming still has to go to prove
itself, solid performance from proven
industry leaders is its best hope. n

38
THE ARTFUL ESCAPE

Developer Beethoven & Dinosaur Publisher Annapurna


Interactive Format iOS, PC, Xbox One, Xbox Series
Origin Australia Release 2021

Two things stand out about The Artful


Escape: the sensationally rock’n’roll name
of Beethoven & Dinosaur founder Johnny
Galvatron, and the game’s sublime E3
2017 demo that still reverberates in our
ears three years on. That’s rather apt
given this is a tale of a young musician
out to cement his place in rock history by
embarking on a cosmic quest to discover
his musical identity. Think Bowie
between personas, with a bit more
double-jumping involved.
Francis Vendetti’s journey manifests
as a mix of 2D platforming and chattier
encounters in the vein of Kentucky Route
Zero in the way they encourage expression
without derailing a linear tale. But it’s the
instrument-powered athletics that stick
with us, as Francis shreds his guitar to
pull off a Yoshi-like flutter jump, if Yoshi
were into arena rock instead of fruit
picking. Around him the extraterrestrial
flora and fauna harmonise with his music
and burst to neon life. This is world
design as concert choreography, even the
simplest stretch of path firing
pyrotechnics and spotlights into the sky.
Instead of combat – Vendetti is not
destined to become a bat-head-chomping
shock merchant – you negotiate with
galactic beasts through miniature
concerts that channel the call-and-
answer of Spielberg’s Close Encounters.
It’s a simple Simon Says exercise that
again rewards audio and visual excess
worthy of the gaudiest rock opera. As
Galvatron says, “We want the shredding in
the game to feel powerful and effortless.”
After the past year, consider us at the
front of the ticket line (respecting social
distancing, naturally). n

41
WE ARE OFK

Developer/publisher Team OFK Format PC Origin US Release Spring

Teddy Dief, director and co-writer them,” Dief says. “I think there was
of this forthcoming interactive some trepidation about telling
series, first met two of indie-pop personal stories.” But Dief promised
band OFK at GDC in 2018. Keyboard to work closely with the band to get
player Itsumi Saito and vocalist all of their perspectives and make
Luca Le Fae were both working in sure it wasn’t too invasive. “We did
the game industry at the time, they sit down with each of them
say. “I met with them shortly after individually. I know Jey and Carter
I had left Square Enix, when I was both value their privacy in certain
trying to figure out what my next ways, so it was important to get
project would be,” they elaborate. them one-on-one and to get their
Hoping to tell a human story about sign-off and their feelings about
the creative process, Dief realised how things came together.”
they’d found the ideal subject when
Saito and Le Fae formed OFK with How, then, does the series
producer Jey Zhang and visual artist work? Dief says that each episode
Carter Flores. “It just really felt like will focus on one band member,
a really serendipitous fit.” with the tone shifting in accordance
“What we then ended up doing with their perspectives. The studio
is talking to the band, casting has worked with the band “to
performers who could meet each structure a set of singles that felt
member of the band and portray aligned with the emotions of the
them accurately and just hear their story,” they say, with both parties
story and recount it,” they continue. agreeing that Follow/Unfollow was
The five-part episodic series that the ideal debut release. “There is an
Dief and their team is making, then, optimism and a positivity to it, but
will be a retelling of the band’s there is also a frenzy and a bubbling
story – “but with their blessing in anxiety that they felt like was a
terms of the accuracy and good introduction to the music, and
[depicting] the complicated shit we felt like was a good introduction
that they went through in getting to the type of story we’re telling.” A
the music out,” they add. combination of interactive pop
So was there any pushback from videos and choices made through
the band when it came to retelling face-to-face and text conversations,
the story of their formation and meanwhile, are how the player/
industry breakthrough? “Itsu took viewer will be able to experience
on a managerial role, and I think OFK’s rise to glory. We’ll bring you
that the others sort of trusted her more about this fusion of art, music
instincts on what could be good for and game next month. n

42
INKLE

Game concepts can come from the unlikeliest of


sources, and Inkle’s next release (pictured left)
“We’re that this gap appears between the players who
get what we’re doing or are open to a new way of
definitely has a unique origin. “It’s something learning that something familiar working and people who are
I’ve been prototyping and vaguely thinking we keep very much, ‘I don’t like this, I don’t understand
about for around four years,” studio co-founder it, it’s different to what we’re used to.’” Rather
Joseph Humfrey tells us. “My mum gave me a making games than change its way of making games, then, it’s
book about bothies – these shelters that you get that don’t work a matter of getting in front of the game to
in the Highlands – and she said, ‘Oh, maybe you ensure that players know exactly what they’re
could make a game about Scotland?’ Because I like games getting into, he adds. “Because we’re not going
grew up in Scotland.” His first instinct was to are supposed to start making games that play like clones of
roll his eyes. “I thought, ‘Oh god, mum, don’t other people’s games. But that comes with this
start trying to give me game ideas.’ And then it to work” cost. Even with 80 Days, there were still reviews
was like, ‘Hang on a minute…’” that said, ‘Well, it’s a strategy game, and I don’t
Humfrey and fellow co-founder Jon Ingold find it very strategic’. But that’s like saying, ‘As a
aren’t saying what the game’s called yet – both potato, this lemon is rubbish.’ I don’t know what
refer to it as “Untitled Highland Game” and to do with that.”
“Highland Run” – but they assure us they do
already have a name in mind. Ingold admits You can expect a steady drip feed of
they’re still figuring out “the right order to information about Untitled Highland Game in
explain it in”, having decided to be more open the coming months, then. For now we know it
about the game’s development. What prompted incorporates a side-on perspective with 2D
this change of approach? It’s partly about platforming elements, but also that players
visibility, Humfrey explains: in an increasingly shouldn’t read too much into that. There is a
competitive market, it seems you now need to significant musical element that hasn’t been
create awareness over time. He concedes it’s not discussed publicly, but will come as a big
been a natural process for Inkle. “Previously the surprise – to anyone who hasn’t read the
best advice in the industry – and what’s suited aforementioned profile, at least. “There are
us in the past – has been to secretly work on a elements of Breath Of The Wild in that you can
thing and only announce when you’re absolutely look at this open landscape and traverse it and,
sure you’ve got something ready to show. as you go from place to place, there are these
Because you don’t really want to show it in its small narrative reveals that bind the world
rough state.” But there’s now a theory, he says, together,” Humfrey says, also noting that it
that in an age where we’re constantly bombarded shares some similarities with both 80 Days and
with information, people only become truly Death Stranding and yet is simultaneously very
consciously aware of the existence of something unlike either of those two games. Like we say,
when they’ve seen it several times. “But it’s also they’re still figuring out quite how to explain it
a joy to be able to talk about it, because it’s also – though we’re fascinated to learn more.
difficult when you’re in secret mode to contain One game that should need less explanation
your excitement.” Hence, presumably, Edge is the Switch port of Heaven’s Vault (inset),
getting the scoop on the game when we spoke to available as this issue hits newsstands. “When
Inkle for E342’s Studio Profile. you’re curled up on the sofa with it, everything
But that’s only half the story. The response to just comes together,” Ingold says, and he’s
Pendragon, its fascinating narrative-led strategy right – we’ve played it, and this quiet, intimate
game, made Inkle realise that it perhaps needed tale feels especially at home in handheld mode.
to work on managing expectations. “We’re 2021 is off to a stellar start for Inkle, then.
learning that we keep making games that don’t We’re confident that, with a fair wind, its hike
work like games are supposed to work,” Ingold around the Highlands will have given us an
says. “And when we launch them, we often find unforgettable journey by the year’s end. n

45
OPEN ROADS

Developer Fullbright Publisher Annapurna Interactive Format PC (consoles TBA) Origin US Release TBA

No road is long with good company, had since before the studio was
as they say, and so it’s fitting that founded. “We wanted to make a
Fullbright should be riding shotgun Fullbright game where you had
with Annapurna Interactive for its another character in the room with
third game. Open Roads tells the you,” he explains. “We went from
story of Tess Devine and her audio diaries in Gone Home to
mother Opal, beginning just after Tacoma, where I was able to write
Opal’s mother has died. As they’re these sort of ensemble scenes, but
sorting through her belongings, where you’re still an observer. And
they stumble across something that now I’m able to write a game where
stokes their curiosity. the player is directly involved with
“There’s evidence of this episode the dialogue. Having to write a lot
in the grandmother’s life that of branching that’s based on the
neither of them ever knew about choices you make in dialogue was
and that obviously she had kept also a really exciting new space to
hidden,” writer/director Steve get to work in for myself.”
Gaynor says. “And so it sends them Or spaces, plural. The beauty of
on this journey to a summer home the road trip format – and the extra
that Opal had spent a lot of her resources that a publisher can
youth in.” It’s partly inspired, he afford it – is that Fullbright is no
says, by an episode of This longer limited to a single location.
American Life called The House On Though you’ll be on the road for a
Loon Lake, in which a group of kids relatively small percentage of the
find an old, abandoned house and game (Gaynor points out that very
discover a treasure trove of secrets few classic road-trip movies spend
that leads them on a decades-long much time inside cars), the journeys
mystery. It’s worth a listen for hints will give a sense of time and
as to where the game might end up. distance. From Tess’s passenger
seat you’ll get to look out of the
The most obvious benefit of window, fiddle with the radio, and
the publisher’s involvement is right talk to Opal. “Having someone that
there in the cast list. Booksmart’s knows maybe more about the places
Kaitlyn Dever will play Tess, while and the implications of what you’re
The Americans’ Keri Russell is finding than you do and maybe
Opal, with Annapurna’s extensive raises that question of how reliable
contact book ensuring it could a narrator they are – that’s really
secure the first names on Gaynor’s interesting to explore as a player,”
wishlist. But it’s also helped Gaynor Gaynor says. We’ll unearth more of
and his team realise a goal they’ve Open Roads’ secrets next month. n

46
VIRTUAL REALITY

Virtual reality’s growing pains are the 26 million units shifted by


still uncomfortably apparent. Just Nintendo’s Animal Crossing: New
when it seems to be hitting its Horizons and it’s clear that VR is
stride, with games such as still some way off being a truly
Phasmophobia, Paper Beast and The mainstream concern.
Room VR, it trips over its own feet Had it launched on any other
with disappointments such as format, you sense, Alyx would
Medal Of Honor: Above And Beyond probably have swept the board
and Oculus Quest 2’s mandatory during last year’s awards season.
Facebook connectivity. Not to Then again, it wouldn’t have
mention Sony’s apparent step back worked on any other format, and
from the technology with PS5: a therein lies the beauty of VR – it
new headset may well be in the continues to deliver experiences
format-holder’s plans for this that simply aren’t available
console generation, but not in the anywhere else. And the coming year
immediate future. promises plenty more of those.
VR cheerleaders will point to There’s Hitman 3, which proves
the two-million-plus sales transformative when you’re looking
of the outstanding Half- at the world through Agent 47’s
Life: Alyx – a number steely blue eyes. Enhance is
that certainly isn’t continuing its VR love affair with
bad given the system the arty strangeness of Humanity,
requirements of the while The Climb 2, MaskMaker,
flagship title for and offbeat air-guitar strummer
Valve’s Index Unplugged all suggest this might be
headset. However, the year in which VR finally escapes
compare that to its awkward adolescent phase. n

49
SUPER NINTENDO WORLD

Bringing the Mushroom Kingdom description, while the bands retain


into the real world always seemed their NFC functionality beyond the
like a matter of ‘when’ rather than park’s boundaries, doubling as
‘if’, and after a few delays and false Amiibo for the six Mushroom
starts, that ‘when’ is now pretty Kingdom favourites they represent.
much upon us. Super Nintendo With a restaurant serving Mario-
World opens its doors at Universal themed dishes, and a Mario Kart AR
Studios Japan while this issue is on ride, it’s a reminder of the longevity
newsstands, and it promises to be of the company mascot. A Super
gaming’s equivalent of Disney’s Mario movie on the way in 2022,
Magic Kingdom, to which millions meanwhile, demonstrates how far
are likely to make a pilgrimage – Nintendo is looking to take its
once travel restrictions are lifted. brands beyond games. Though we’ve
Nintendo has already offered an been reminded lately how tightly it
early look, via a Nintendo Direct keeps those brands on a leash: the
hosted by Shigeru Miyamoto, cease-and-desist for an unofficial
grinning as he introduced himself Smash Bros tournament is one of
as “Mario’s dad”. From a warp pipe several incidents that seem to fly in
entrance into Peach’s castle lobby to the face of Satoru Iwata’s insistence
a recreation of Super Mario 3D that “it would not be appropriate if
World’s Mount Beanpole, complete we treated people who did
with animatronic Thwomps, something based on affection for
Goomba towers and Yoshis, Nintendo as criminals”.
everything seems precision-tooled Indeed, with Nintendo’s mobile
to evoke a combination of childlike output leaning into more suspect
wonder and nostalgia. monetisation practices, it’s a
reminder that there’s a ruthless
Exploring the park has been streak behind that friendly exterior.
gamified, with a series of activities The Direct was also a reminder
that involve interactive elements. that, as he prepares the ground for
Triggered by a wearable band that his retirement, there’s no current
connects to a smartphone app, Nintendo figurehead as personable
you’ll punch a ?-block to earn a and charismatic as Miyamoto. Yet,
coin, or complete a minigame by in a rare interview with the New
activating a POW block at the right Yorker, he noted that the company
time to knock over a patrolling is working hard to “ensure the spirit
Koopa Troopa. Your progress will of Nintendo is passed down
be tracked by a smartphone app, successfully”. Super Nintendo World
leading to a boss battle of some proves the magic is still there. n

51
M I S S ED O U T O N T H E F EEL B E T T ER
I S S U E ? G E T YO U R D I G I TA L CO P Y
TO D AY V I A P O C K E TM AG S, Z I N I O
O R T H E ED G E A P P

52
THE GOOD LIFE

Developer White Owls Publisher White Owls, The Irregular Corporation Format PC, PS4, Switch, Xbox One Origin Japan Release Summer 2021

After the lovable disaster of but we’re more intrigued by why The threat of yet another
Deadly Premonition 2, a game that the town’s inhabitants turn into farming game is enough to have
made Cyberpunk 2077 look cats and dogs at night. You’ll use us pouring salt on Swery’s soil,
polished, Hidetaka ‘Swery’ your feline/canine powers to aid but Deadly Premonition was never
Suehiro’s typically bizarre take your investigation, jumping better than when you were
on country living has the around the rooftops or sniffing chatting with its cast of oddballs,
potential to be an irresistible out residents. Animorphing so a life sim might be his true
return to form. aside, taking photos for the calling. Despite recent footage
You’re Naomi Hayward, a paper is your main source of threatening another zoetrope-
New York photojournalist and income, which Naomi appears to like framerate, there’s also
aspiring alcoholic who’s been enjoy disbursing at the local pub. rideable sheep, a berserk badger,
sent to the rural English town of While we’re enthusiastic and a deerstalker-sporting
Rainy Woods to investigate a about a drunken Pokémon Snap, detective with the wonderfully
mystery. (The notion of an much of the focus seems to be lawyer-baiting name of ‘Norlock
American newspaper with the on the more mundane side of Homeless’ – enough to make us
budget to do that is a puzzle country living, such as growing cautiously optimistic that Swery
itself.) There’s murder afoot, vegetables and learning to cook. will deliver the goods. n

53
BALDUR’S GATE III

Developer/publisher Larian Studios Format PC, Stadia Origin Belgium Release TBA

If life were a D&D campaign then set on turning you into a Mind
2020 would’ve rolled a one: a critical Flayer. It grants you the power to
miss. But for those playing Baldur’s telepathically dominate others, but
Gate III the year didn’t seem that the more you engage it, the stranger
bad. Not only did this chunk of your dreams become, with violent
early-access adventure provide a new powers manifesting when you
distraction from the outside world, wake. If you won’t deal with your
it also gave a lesson in its unfair personal demon, others will: druids,
hardships. Rare is the encounter in witches, devils and healers propose
which you aren’t required to throw a fixes, turning this part of the game
die to pass a skill check. The rolls into a gauntlet of temptations. And
are cruel, the results often worse: who’s to say your companions aren’t
children killed by snakes, friends making pacts of their own, especially
driven mad, and one exceedingly if controlled by fellow humans? As
unpleasant moment of foot kissing. an engine for confrontations we can
Did 2020 ask you to suck a goblin’s name few more exciting.
toe? No? Consider yourself lucky. Larian is in familiar territory
Larian’s decision to show the roll when things do get physical, with
on screen taps into the clattering the turn-based tactical combat of
drama of tabletop games. And if the Divinity: Original Sin providing solid
temptation is to save scum, such foundations for D&D rules. Baldur’s
do-overs only serve to skip the work Gate III has simpler movement/
of writers striving to make failure as action delineation, but even the trip
interesting as success. Where many to level four (the maximum in early
RPGs follow branching dialogue to access) sees the clear-cut classes
similar destinations, the Heartlands blossom. And if there’s less room
of Faerûn are stuffed with reactive for battlefield alchemy, it’s made up
tissue. Whether settling territorial for with deeper stealth. In fact,
disputes or placating opposing avoiding combat demonstrates one
allies, consequences snowball. beneficiary of the game’s time in
Consider how one act might impact early access. A recent patch added
on future events and it’s dizzying. experience gain when negotiating
peaceful solutions. Throw in less
Then there’s the most pressing eye-rolling from one of your surlier
fate of all: your own. Devils can’t be companions and we see a game
trusted, but they are handy for a setting out its stall for 2021 in a
plot synopsis. Explains one: “One more flexible, kinder way. Just don’t
skull, two tenants.” Yes, your brain drop your guard around goblin toes.
has a housemate, an Illithid tadpole The dice aren’t done with us yet. n

55
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57
INNERSLOTH

You can cobble together a narrative right time is worth any amount of
of responses to the horrors of 2020 marketing money or self-consciously
from the games that shot to fame at topical framing. But its success isn’t
different times. Early on, we looked just about backstabbing the zeitgeist:
for games that helped us understand it’s a great example of a game in
the COVID-19 crisis – Ndemic’s which simple rules create endless
virus sim Plague Inc topped iOS opportunity for mayhem. Unlike the
charts in February, eight years after similar Unfortunate Spacemen, it
release. Then, as the lockdowns doesn’t emphasise manual skill –
kicked in, we sought out games that rather, strategy is about social
offered refuge. For a while, the dynamics. Some imposters throw
socially distant game of choice was off suspicion by leaping to the
Animal Crossing: New Horizons. We defence of others. Shy souls,
became more reliant on games as meanwhile, can’t help but look like
social spaces, and especially those they have something to hide.
that hinted at physical contact – Crucially, all this is as much fun to
see Fall Guys, in which players jostle watch as to play. Among Us remains
together like kids in a ball pit. a Twitch favourite months after its
Now, weary of government player count spiked in July last year,
failures and paranoid about whether with no less than Alexandria
our neighbours are following the Ocasio-Cortez streaming the game
rules, we seek consolation in games over the winter.
of treachery, where the disasters InnerSloth planned a sequel, but
without are mirrored by enemies is now updating the original instead
within. InnerSloth’s Among Us to avoid splitting its audience.
launched to zero fanfare in 2018 but We’re not sure much needs to be
is now one of the most-played added. Where the comforts of
games on Steam. Here, teams of ‘wholesome’ games ring hollow after
squishy astronauts carry out a while, Among Us offers a more
drudgework on claustrophobic maps complex and enduring catharsis. On
while trying to expose one or more the one hand: yes, there are people
bloodthirsty imposters. Whenever who are trying to end the world, but
a corpse is reported, a meeting is if we pull together we can flush
called, and players have 60 seconds them out. On the other: watching
to vote on a culprit for execution. imposters escape justice is a
powerful tribute to human ingenuity
The work of just three people, in adversity. It’s terrifying, but in a
Among Us is a reminder that the way reassuring, to realise just how
right concept at more or less the awful other people can be. n

58
HORIZON FORBIDDEN WEST

Developer/publisher SIE (Guerrilla Games) Format PS4, PS5


Origin The Netherlands Release Q3/4 2021

The new console generation has and ‘much’ sum up Forbidden West:
only just begun, but already Sony is using a souped-up version of the
ahead of the competition. PS5 studio’s Decima engine, its world
shifted around 2.5 million units on looks even more vibrant and
day one, putting it ahead of detailed than the original. It will,
Microsoft’s Xbox Series numbers. according to director Mathijs de
It was starting from a position of Jonge, be bigger, too, and deeper –
strength, having become the clear underwater exploration is one of
market leader during the PS4 era. many additions. Greater
The value offered by Game Pass climatological diversity is also
could yet be crucial over the coming promised, with Aloy’s journey
years, but for now Sony has stuck to taking her from post-apocalyptic
the approach that worked last time Utah through Nevada to coastal
around. Those early adopters have California. And, of course, she’ll
invested in PS5 because they want face off against a range of new
to play high-quality big-budget machines, ranging from giant
PlayStation-exclusive blockbusters. turtle-like Shellsnappers to
Between Demon’s Souls and Miles Sunwings: effectively mechanical
Morales (not to mention Astro’s pterosaurs. In other words, it
Playroom, and Bugsnax on PS Plus) sounds like exactly what you’d
PS5 had a robust day-one offering. expect from a sequel to Zero Dawn.
Plenty of timed- and console- Yet given the impact of Covid on
exclusives are coming throughout operations and the extra effort
2021, from Deathloop to Ghostwire: needed to realise larger worlds, and
Tokyo, Housemarque’s Returnal not forgetting that Guerrilla is
and PS Plus car-combat game making the game for PS4 too and
Destruction AllStars. But, perhaps will want to avoid the kind of
understandably given Covid’s headlines that Cyberpunk attracted,
impact, there are no dates on the we do wonder whether a 2022
potential system-sellers: Ratchet & launch is more likely. (Tellingly, at
Clank: Rift Apart appears to be the the June PS5 event, de Jonge only
closest, with God Of War: Ragnarok said the studio was “aiming to
and Gran Turismo 7 likely but not release the game next year, in
certain to launch this year. 2021”.) Either way, we’re confident
the wait will be worth it: if
That leaves us with Guerrilla exclusives are the most important
Games’ sandbox sequel, which is part of its arsenal, Sony will be
pretty much the epitome of Sony’s doubly keen to ensure its biggest
PlayStation strategy. Indeed, ‘pretty’ guns are firing on all cylinders. n

61
SIMOGO

The success of Sayonara Wild Hearts


must have been a double relief for Simogo
given the time it had taken to pull the
game together; it’s easy to forget this was
effectively the studio’s make-or-break
moment. It could have been forgiven for
keeping things simple for its next game,
then – but that was never really on the
cards. The Swedish duo has always
marched to the beat of its own drum, and
its next release, codenamed Project Fuzzy
Optics, is no different. Which means, of
course, it’s extremely different. If Sayonara
was an upbeat crowd-pleaser, this is its
more challenging counterpart.
It’s a response, the studio’s co-founder
Simon Flesser explains, to a growing
sensation that videogames are becoming
increasingly safe – “not made to express
a unique vision from creators, but instead
fulfilling needs of an audience which
already knows what it wants.” Though
we’re not sure we entirely agree with his
assertion that “the 2010s [have been] the
most culturally bankrupt decade for
mainstream culture as a whole,” he’s not
wrong when he says it’s been a good
while since mainstream games dared to
be genuinely odd.
So what’s on the developers’ mood
board this time? we ask. “I’ve been
replaying games like the first Silent Hill
and Resident Evil,” Flesser says, “thinking
about games like Sanitarium and Echo
Night, [while] absorbing other media,
such as The Book Of Illusions, Last Year
At Marienbad, 8 1/2, and They Live.
I think all of these will be apparent
influences on Project Fuzzy Optics once
we reveal the game with its real title in
2021.” We can’t wait to see it. n

62
From left: Simon Flesser and
Magnus ‘Gordon’ Gardebäck
SSDs

With the constant distraction of social


media and a seemingly ever-increasing
number of streaming services vying for
our attention, it’s no wonder that
Microsoft and Sony are prioritising speed
and convenience as a new console
generation begins. PS5 and Xbox Series
S/X may not revolutionise our free time,
but they’ll certainly let us squeeze more
into it. Which, ironically, should mean
less squeezing for videogame
protagonists: those narrow gaps (and, for
that matter, tedious elevator rides) that
have so often been used to mask load
times in blockbuster games should be
surplus to requirements from now on.
While Microsoft’s Quick Resume
feature is a godsend for those who like
to have several games on the go, PS5’s
solid-state drive certainly has the edge in
raw speed. That’s reflected in the loading
times of Spider-Man: Miles Morales,
where it’s a matter of seconds from
booting up the console to being ready to
swing into action. The times for
thirdparty games, such as Assassin’s
Creed: Valhalla, are less impressive –
if still appreciably quicker than their
prior-gen counterparts – but will reduce
as developers acclimatise. And it’s not
just big studios that will capitalise.
Ko-Op’s Saleem Dabbous, co-director
of Goodbye Volcano High, says PS5’s SSD
has allowed the studio to deliver “a
perfectly smooth, no-waiting experience
that emulates the preciseness of loading
up a Netflix TV series, choosing your
episode and just going [straight in].”
When that’s your competition, cutting
down the time barrier can only be to the
medium’s benefit. n

64
KAIZEN GAME WORKS

“We thought Paradise Killer glowing audience response meant me think we can definitely do
was going to be one and done,” that while, in Clarke Smith’s it – that our philosophy of
Rachel Noy, Kaizen Game Works’ words, “no one’s buying a yacht”, designing a game we love, and
art director, admits. Creative neither co-founder will have to then other people will like it
director Oli Clarke Smith and look for another job just yet. too… that feels good now.” At the
technical director Phil Crabtree Indeed, Kaizen Game Works is same time, it means a new kind of
exhausted their savings making already working on a new project. pressure: “There’s that difficult
the game, with Crabtree only Crabtree says Paradise Killer’s thing of, ‘Are they just expecting
half-joking when he says he success has been validating. “Way Paradise Killer 2?’ Is that what
expected “about ten people would more people have been into this we’ve got to make? Or should
play it”. Yet critical acclaim and a than I ever expected. It’s made we do something different?”

66
The studio chose the latter representation… we want to do playthrough.” But don’t give up
approach – “it’s very different”, that, and we can learn from this hope. “We had a cool idea for a
Clarke Smith says, adding that and hopefully do it better.” what-if scenario that would give
its next game will feature more Having already inked a deal us a way of revisiting Paradise,”
mechanics and be “more gamey” for its next game, KGW has had he adds. “It’s just finding the
than Paradise Killer (pictured). to shelve plans – temporarily – time to do it because we want to
“We managed to do this with for Paradise Killer DLC. “We make sure it’s substantial.” And
very little in the way of tutorials, haven’t got the bandwidth, and KGW isn’t done with the original
and let the player have that the other problem we’ve got is game either. “We had hoped to be
element of discovery. So that’s that doing Paradise Killer 2 is able to make an announcement
something we will push forward impossible in a lot of ways before the end of the year. But it
with.” He’s also keen to lean into because any character could be turns out getting dev kits around
positive character representation alive or dead,” Clarke Smith says. the turn of a new generation is
when it comes to sexuality: “We don’t want to pick what we pretty hard!” he says. No format
“If people can have a positive think the canonical ending is and details yet, then, but it’s safe to
experience, and if it can improve dismiss everything that other say that Paradise will welcome
their lives through seeing that people have done in their more visitors in 2021. n
GHOSTWIRE: TOKYO

Developer Tango Gameworks Publisher Bethesda


Format PC, PS5 Origin Japan Release October

When the godfather of survival horror


says he’s in love with an idea, you know
to sit up – or cower behind a pillow.
While his bloodied Resi fingerprints are
visible all over The Evil Within, Tango
founder Shinji Mikami told documentary
makers Archipel that for him the appeal
of Ghostwire: Tokyo was in stepping back
to support an original vision from his
younger staff: “It was love at first sight
and it didn’t come from me. I just want
to bring it out there.”
The world in question is Tokyo’s
Shibuya, where 99 per cent of the
population has vanished. Great news for
PS5 stock, less so for the ghostbuster
purging angry spirits from the district’s
landmarks. Instead of using traditional
weapons you summon spiritual shunts
and binds with Kuji-kiri hand motions,
making this effectively a firstperson
gesturer. Softening up ghosts to expose
their rippable cores feels like a blend of
Doom and Luigi’s Mansion, starring the
lank-haired frighteners who’ve been out
of work since the fifth Fatal Frame.
Despite drawing on Japanese folklore
and contemporary urban legends, this
isn’t the straight horror you might expect
from the house of Mikami. Director Kenji
Kimura calls it an action adventure, with
those combat tricks – including
elemental magics alongside telekinetic
punts – also used to explore and solve
puzzles. And far from the dank
slaughterhouses of its previous work,
Tango’s empty streets channel some of
the humdrum charm of Yakuza, albeit
with deceased salarymen to send packing.
Fighting invisible entities to return life to
town centres? It’s 2021 in a nutshell. n

68
DUALSENSE

Yes, some will dismiss it as nothing more


than force feedback with bells on. But
you only need look at the ecstatic
response to Astro’s Playroom to see how
many people have been bewitched by the
DualSense’s haptic-feedback qualities. As
a showcase for what the controller can do,
it sets a daunting standard for other
studios to live up to, however, and few
other launch games come close: the
combination of the controller’s speaker
and haptics adds subtle differences to the
likes of Dark Souls and Miles Morales, but
neither game suffers significantly for
their absence when you turn them off.
Yet the efforts of thirdparty studios
suggest that it won’t just be future
firstparty games that make meaningful
use of the tech. The implementation in
Call Of Duty: Black Ops Cold War might be
mixed: added trigger resistance and
feedback makes individual weapons more
distinctive, though competitive players
have complained it has a detrimental
impact on responsiveness. But in
WRC 9’s PS5 update, it strengthens the
connection between player, car and road,
with the tension of brake and accelerator
pedals clearly distinguished, and haptics
that reflect different surfaces and even
vehicular wear and tear. It’s not hard,
then, to imagine how Gran Turismo 7 –
not least given director Kazunori
Yamauchi’s famous attention to detail –
might take advantage. With indie game
studios also hinting at the potential of
DualSense, what could have been a flash
in the pan promises to have a life far
beyond the novelty factor. n

71
DREAMFEEL

A distinctive, intensely personal teaching a class of students to make


coming-of-age story about a trans games using physical materials. She
teenager growing up on Ireland’s wanted to bring a little spontaneity
Achill island, the award-winning If to game design, she says, and
Found (pictured) was 2020’s most created a six-minute game called
memorable breakthrough. “It’s been The Isle Full Of Noises, in which all
a hell of a journey,” Llaura McGee the art was made using marker
– who wrote, designed, directed and pens, within a self-imposed time
produced the game – tells us. After limit that encouraged her to
a whirlwind final year of repurpose and reuse those hand-
development, McGee has taken drawn assets. “I wanted to show
away one valuable lesson. “We that these were intentional choices,”
learned about the value of having a she explains. “I was using markers
tight script – of knowing the full as a decision and an expression
picture – as soon as possible.” rather than a limitation.”
Dreamfeel’s next game, she says, She released it alongside a
will be very different: “It’s partly a manifesto. A flatgame was a
response to If Found in that we’re handmade game created in limited
trying to create something that is as time with simple mechanics,
unlike it as possible.” Yet if designed to evoke a place or a
expectations of the studio have memory – typically one personal to
shifted in light of If Found’s critical its creator. Hackett asked if she
acclaim, McGee isn’t daunted by could create something along similar
them. “It’s often the case – say, like, lines, and the first Flatgame Jam
you made Antichamber and it’s like, was born, with Dreamfeel running
‘Oh, shit, I’ve been working on this it every year since (apart from 2019,
for seven years – how do I follow it when If Found was at a crucial stage
up?’ Whereas this is, like, a seven- of development). “Flatgames are so
year overnight success. So I’ve got accessible,” Hackett says. “Yeah, it’s
all these other game [ideas], and like punk music,” McGee adds. “It’s
they’re all ready to go.” shitty guitars and shitty amps, and
that encourages other people –
In the meantime, Dreamfeel’s they’re like, ‘Well, fuck, if they can
Breogán Hackett has developed do it, I can do it too.’” Whether or
Unity plugin Flatgame Maker, which not it results in other creators
is designed to encourage budding making their own industry
creators to make their own personal breakthrough, it’s more evidence
tales. The concept of flatgames goes that Dreamfeel sees the fuller picture
back to 2016, when McGee was with greater clarity than most. n

73
RESIDENT EVIL VILLAGE

Developer/publisher Capcom
Format PC, PS5, Xbox Series Origin Japan Release 2021

Elsewhere in this issue, Siren creator


Keiichiro Toyama suggests that large
budgets are at odds with what makes for
good horror – though there are always
exceptions that prove the rule. That said,
Resident Evil has been more of a horror-
inflected action thriller for a while; the
Southern Gothic-themed Resident Evil 7
was supposed to be a return to the series’
spine-chilling roots, but even that
couldn’t resist bringing out the big guns.
Capcom is taking that game’s
canonical ending (in which naïve
everyman Ethan Winters and wife Mia
both survive their ordeal at the Baker
plantation) as the starting point for this
new adventure. The couple aren’t able to
put their traumatic past behind them for
long, with the arrival of series regular
Chris Redfield – seemingly carrying
some extra lockdown weight – setting
Ethan on a path that sees him wind up in
a village in Europe. We all know what
happened the last time Resident Evil
began in a sleepy hamlet, of course – and
there’s an oddball merchant here, too.
Yet with a remake of Shinji Mikami’s
extraordinary Spain-set blockbuster
apparently already in the works, it’s no
surprise that Capcom is striving to set
Village apart. Early rumours hinted at a
swerve into folk-horror territory, though
its murky palette and vicious enemies
don’t exactly suggest Midsommar.
Rather, you’ll face off against groups of
werewolves that work together
intelligently to overpower you. Sounds
like we could do with those big guns,
after all, in what reports suggest is the
most substantial Resi campaign since…
well, take a wild guess. n

76
BREATH OF THE WILD 2

Developer/publisher Nintendo (EPD) Format Switch


Origin Japan Release TBA

Last year Nintendo coasted to record-


breaking Switch sales, largely off the back
of Animal Crossing: New Horizons
becoming the quintessential lockdown
game. Yet the COVID pandemic
otherwise contributed to surely its
weakest software lineup in many a year,
as it struggled to adjust its traditional
methods of operation to accommodate
working from home. Not that any Breath
Of The Wild sequel was ever seriously
likely to be released before the end of the
year (though, decent as it may have been,
a new Hyrule Warriors can’t have been its
original strategy to deal with the twin
threat of fresh, attention-grabbing
hardware from Microsoft and Sony).
While at the time of writing Nintendo
has yet to show its hand for 2021, there
are a couple of certainties: that it has
games in reserve, and that it will happily
revisit older ones to fill any gaps caused
by delays. Super Mario 3D World +
Bowser’s Fury, due a fortnight after this
magazine hits store shelves, is the latest
of those, and there’s even a suggestion we
could get a Skyward Sword remake –
though that game’s motion controls
would naturally need a total overhaul in
order for it to work on Switch. With all
this in mind, plus Monster Hunter: Rise’s
March release sure to shift units in Japan,
there’s no need to rush here.
Given that and the undoubtedly
enormous pressure of delivering the
sequel to one of the best and most
influential games of recent times, a late-
year release seems most likely for what
producer Eiji Aonuma has hinted will be
the darkest game in the Zelda series to
date. We’re happy to wait. n

79
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PLAYDATE

The little console with the crank up new forms of interaction in These, we’re told, will be
remains one of the most exciting the same way as the combination revealed soon, though Panic is
hardware developments in recent of stylus and touchscreen did in hoping to preserve a sense of
times – and we’re not just the mid-noughties. mystery by only announcing
saying that because it was It’s not that Playdate is a titles and genres until the
revealed via this very tome. return to more accessible controls console is released. The idea of
Rather, it’s the fact that it offers or simpler times – anyone with a new surprise each week is
something out of the ordinary: a phone or an Analogue Pocket, exciting, likewise the fact that
Panic is releasing a bespoke say, can experience that – but games can be sideloaded onto
handheld at a time when even that Panic’s approach feels truly the device, opening it up to
Nintendo is out of the portable- forward-looking. Games will be creators outside of the seasonal
only market. Indeed, Playdate released in ‘seasons’, the first structure. As a showcase for
promises to offer something akin promising new releases from the blossoming talent and the
to the creatively fertile period of likes of Keita Takahashi, Zach ingenuity of some of the
those early days of the DS, that Gage and Bennett Foddy, but also industry’s brightest indie lights,
little wind-up handle on the less familiar names, including Playdate may be diminutive,
right side of the console opening minority game developers. but its potential is massive. n

81
MONSTER HUNTER RISE

Developer/publisher Capcom Format Switch Origin Japan Release March 26

While World delivered Monster mounted. Rather than the usual


Hunter’s (and Capcom’s) biggest sales bucking-bronco minigame as you
to date, the series has always felt try to get in as many blows as you
most at home on smaller screens. can before being thrown off (a timer
Its own rise began, after all, on PSP, ticks down when you’re in the
when Japanese players would gather saddle, but slowly), you can now
in public for wireless co-op battles. assume a degree of control over
So it’s no surprise that Rise should even the largest beasts, the tensile
focus on mobility – your hunter has strength of the wire letting you
never been more agile, nor able to wrangle pretty much anything. As
get back to the front line so quickly. such, we end up bringing a Rathian
Still, it’s ironic that Capcom should to a Mizutsune fight, our light and
espouse the value of a wired strong attacks transferring from
connection. Yet your bond with the hunter to beast. This fills another
new Wirebug, a multi-faceted gauge that lets you pull off a
insectoid ally, is transformative. Mounted Punisher – alternatively,
When you’re exploring, it acts as you can launch your ride into a wall
a kind of grappling hook or web or obstacle and it’ll topple onto its
slinger – you can use it twice before side, letting you get in plenty of free
it needs to cool down, though if you hits (or regroup).
find more in the wild they’ll We’ve seen Monster Hunter’s
temporarily increase the gauge. You beasts fight before, but we’ve never
can use it to cross gaps, or latch on played such an active role in making
to walls to run up and along them it happen. And with the Wirebug
until your stamina meter is depleted. opening up acrobatic dodges and
It opens up a recovery move that collaborative plays – how about
gives you a softer landing when steering a wyvern into position just
you’re swept off your feet. You can as a fellow hunter is winding up a
perform a vertical or horizontal charge attack? – Rise’s combat feels
dash – the former ideal for leaping more satisfying than ever. With
over a swinging tail or a jet of water; many of World’s quality-of-life
the latter letting you close the space features retained, plus an added
between you and your quarry. focus on using indigenous life for
stat boosts, it’s also more accessible
But the most game-changing than Monster Hunter has ever been.
ability it delivers is Silkbind, which Naturally, it doesn’t have World’s
opens up weapon-specific gambits, spectacular looks, but what could
and with successive attacks can easily have been a downgrade might
leave a monster vulnerable to being just be a new series high. n

82
METROIDVANIAS

We’re not huge fans of the term


(‘Metroid-like’ would be our preference),
but we’ll recognise that ‘Metroidvania’
has long since passed into the gaming
lexicon. The fact that it’s so commonly
used and understood says a lot about how
many of the blighters there are these
days. But that underlying structure
continues to endure the test of time.
The gradual sense of empowerment.
The steady unfurling of a world as the
player character’s new abilities allow
them to see more of it. The opportunity
to face once-dreaded opponents with
the confidence of the overpowered.
The shortcuts and the secrets.
Little wonder, then, that we’re going
to be awash with them in 2021 – the
flipside, of course, being that the level of
saturation is such that some of these
games will struggle to set themselves
apart from their peers. High-quality pixel
art alone is no longer enough. Starsoft
Entertainment’s Savior has precise
parkour and Punch-Out!!-style pattern-
recognition combat to help it stand out.
Vernal Edge is as much a character-action
game (complete with a DMC-style
grading system) as a Metroidvania. The
aptly-named Grime, meanwhile, leans on
grisly body horror, as you use living
weapons to defeat enemies before
consuming them to mutate into new
forms. Surely the two most exciting
propositions, however, are Tom Happ’s
Axiom Verge 2 and last month’s cover star
Hollow Knight: Silksong (pictured), both
games refining originals that themselves
managed to reinvigorate those old
standards. By the time Metroid Prime 4
gets here, the series that gave the genre
its name may well have been gazumped
by the games it has inspired. n

85
HALO INFINITE

Developer 343 Industries, Skybox Labs, Sperasoft, Certain Affinity Publisher Xbox Game Studios
Format PC, Xbox One, Xbox Series Origin US, Canada, Release Q3/Q4 2021

Microsoft made one of the boldest than two months after the
decisions of the new console departure of creative director Tim
generation by choosing to delay its Longo. With studio director Chris
most obvious launch-window Lee taking a step back following the
system-seller. In light of the outcry July backlash, series veteran Joseph
surrounding Cyberpunk 2077, that Staten has been brought back on
seems a smarter move than it did in board to steady the ship. Given the
August. Yet a delay of a year for extra year of development will mean
such a flagship game, if not another 12 months of escalating
unprecedented, is certainly unusual. player expectations, Infinite will
Covid has, the publisher admits, need a reliable hand on the tiller.
“contributed to development Its problems raise questions
challenges”, but it’s not the only about the sustainability of the
explanation for the postponement. modern blockbuster, particularly
The response to its gameplay given Infinite will be available to all
showcase at Xbox’s July event will Game Pass users at launch. Granted,
certainly have been one reason; it’ll sell plenty of subscriptions on
Infinite’s visuals, largely thanks to its own, but can it hope to make its
some poorly-chosen screenshots, development costs back? Perhaps
but also Microsoft’s decision to the answer lies in its 120fps-
prioritise performance over fidelity supporting multiplayer component,
for the event, were immediately which will be released as a free-to-
subjected to online ridicule. A play affair, letting those who aren’t
paused frame of footage, meanwhile, fussed about the campaign jump in
led to one Brute – dubbed Craig – without paying a penny. That might
becoming a meme in his own right. seem an unlikely way to claw back
that budget, but no doubt Microsoft
To its credit, Microsoft has will have been learning from Call Of
responded in good humour, with Duty: Warzone, which contributed a
Phil Spencer claiming 343 Industries large chunk of the $1.2bn Activision
has had Craig T-shirts printed. made from microtransactions
Nonetheless, it’s a costly delay, not between July and September 2020
only since it leaves Xbox Series alone. Whether or not that gamble
without a potential killer app, but pays off, Infinite remains one of
because an extra year of development 2021’s most fascinating triple-A
won’t come cheap. 343 issued games – not just for what it is, but
denials of any creative difficulties what it means for the future of its
in 2019, when executive producer publisher, the Halo series, and the
Mary Olson left the project less firstperson shooter in general. n

86
RECURSION

As a component of fractal geometry and


a programming technique, recursion has
been a fundamental part of games for
a long time – though it’s only in the past
few years that creators have started to
really explore how it might work as a core
mechanic. Manifold Garden’s infinitely
repeating architecture is one striking
example, while Innerspace VR’s escape-
puzzler A Fisherman’s Tale presented
worlds nested within worlds, like a
particularly complex Russian doll. The
concept was recently explored by game
developer and YouTuber Sam Hogan, who
released free 16-level puzzler Game Inside
A Game on itch.io (available at bit.ly/
hogan_recursive): here, you jump into and
out of square rooms to grow and shrink,
with gravitational twists, infinite
staircases and double recursion enabling
you to make multiple copies of yourself.
This year, the IGF-winning Patrick’s
Parabox will offer a similarly intricate
matryoshka of puzzles, its Sokoban-style
challenges requiring you to push entire
miniature worlds around – each
containing smaller versions of yourself –
or to squeeze your way into and out of
them. And Annapurna’s Maquette
(pictured) uses the concept to help tell a
love story. In it, manipulating objects
inside a scale model allows you navigate
the world beyond it, and vice versa.
The blockbuster space has so far
resisted the temptation to attempt such
Inception-style trickery, which is a
surprise given Nolan’s film’s obvious
debt to the medium. But at a time when
triple-A sandboxes are getting bigger and
their horizons more distant, it’s
heartening to see some game-makers
turning their gaze inward, and finding
creative magic within the very
foundations of videogames. n

89
LEGO STAR WARS

Developer/publisher Warner Bros Interactive


Entertainment (TT Games) Format PC, PS4, PS5, Switch,
Xbox One, Xbox Series Origin UK Release Spring

If there’s a common criticism levelled at


Lego’s world domination over the past
decade or two – the eco-friendliness of
its chosen medium aside – it’s that
creativity has been squeezed out in favour
of studiously following a template. And
the same has increasingly been true of
the videogame adaptations.
In 2005, Lego Star Wars: The Video
Game managed a minor miracle, spinning
family-game gold out of the prequel
movie trilogy. The formula was refined by
its followups, and has been adhered to
ever since, with each year bringing at
least one new Lego game. Until 2020, that
is, when the annual churn finally paused
to allow for a ground-up rebuild.
TT Games – formerly Traveller’s
Tales – certainly hasn’t lost the original
plans: all the series hallmarks, such as a
huge roster of switchable characters and
slapstick recreations of iconic scenes, are
present in Lego Star Wars: The Skywalker
Saga. But as the studio returns to its
roots, this time adapting the full trilogy
of trilogies, there’s a sense of renewed
playfulness too.
All nine films will be available from
the off, with an orrery of planets ready to
be dug out of the box and visited at any
point. So if there’s a particular set-piece
you’re eager to experience, you can hop
straight to it (all freshly reimagined for
this title), or you can see what awaits at
the outer reaches of the films’
storytelling. It’s an intriguingly ambitious
notion, and one that suggests The
Skywalker Saga might just be – dare we
say it? – a new hope for Lego games. n

91
SPIRELIKES

There aren’t many developers who another game that gets the
can say they invented an entire Giovannetti seal of approval. “It has
genre. Anthony Giovannetti, a neat endgame mechanic where
though, along with his Mega Crit you choose two of four mini-bosses
collaborator Casey Yano, can stake to fight to get various boss-specific
a claim. As Giovannetti points out, benefits,” he says.
Slay The Spire was predated by the
likes of Shandalar and Dream Quest, Most exciting to us, though,
but “we really popularised the are the games which push
melding of deckbuilding and Giovannetti’s genre alchemy with
Roguelikes, and became the formula a little melding of their own. Turn-
that other games seem to follow.” based tactics is an obvious lateral
That formula involves the player step, and one that’s working well for
picking a randomly-shuffled path Fight In Tight Spaces (see p108) and
through card-based battles, Trials Of Fire (pictured). The latter
interspersed with the option to gain combines a fantasy quest framing
new cards, until they either reach with hex-based battles, where
the finale or it all comes crashing success requires careful positioning
down. It’s a very specific itch but, as well as deck management.
since Slay The Spire brought it to Then there’s Klei’s Griftlands,
our attention, one that’s become which started life as an open-world
increasingly easy to scratch. sci-fi RPG. All the tropes you’d
“It has been wild watching the expect are still present in its
genre explode,” Giovannetti says. current early-access form, but it’s
“I have even seen a lot of people been rebuilt around two card games,
and some media outlets start each with its own deck – one for
referring to them as ‘Spirelikes’.” combat, one for negotiation, where
None of these games have quite each card represents an attempt to
managed to, ahem, slay the Spire, influence, intimidate or broker
though last year’s Monster Train peace with your conversational
came closer than most, iterating on sparring partner.
the ideas of its inspiration so well Giovannetti, who’s clearly been
that it can count Giovannetti among enjoying playing the games that
its fans. “Monster Train did some have followed in Slay The Spire’s
neat things with our Ascension wake, says he’s optimistic about the
system, by showing where your future of this hybrid genre. And with
friends are in their own Ascension Spire’s updates seemingly winding
climbs so you can kind of compete. down, he’s keen to get back to the
I liked that feature.” table himself. While Mega Crit is
Looking forward, the next also considering other projects
challenger for the throne could outside the world of Roguelike
be Vault Of The Void, a traditional deckbuilders, he says, “we are
card battler with presentation definitely not done experimenting
reminiscent of Hearthstone – and with it ourselves.” n

92
HAPPY GAME

Developer/publisher Amanita Design


Format PC, Switch Origin Czechia Release Spring

There’s something subversive about


Amanita Design announcing a psychedelic
horror game during a Nintendo Direct.
This is miles away from the gentle shivers
of Creaks: Jaromír Plachy’s follow-up to
Chuchel is gory and genuinely disturbing.
Was challenging expectations part of the
appeal of making it like this? “I’ve always
enjoyed the idea of making Happy Game
right after creating the poetic Botanicula
and cheerful Chuchel,” Plachy tells us.
We’ve had the chance to play roughly
two-thirds of an early build and it is
explosively weird. Happy Game tells the
story of a young boy whose pathetic
whimpers are unsettling even before we
get to the part where we’re dragging a
doll’s arms to detach its own head, or
using a guillotine on a rabbit we’ve lured
into position with a giant carrot. It’s
more point and drag than point and click.
That slight change makes you feel all the
more guilty as you grab this poor lad and
drag him towards a variety of horrifying
sights, or grip onto the limbs of mutated
versions of childhood toys and pull and
stretch until… well, that would be telling.
As ever, the joy (if that’s the right
word here) of an Amanita game is in the
surprising responses to your actions. The
key difference in Happy Game is that
they’re more shocking than amusing. “It
is really strange,” Plachy says with glee, “a
mix of absurd humour, weirdness, blood,
and death. I dare to compare it to my
favourite series, Twin Peaks – quite often
you don’t know what to think about it,
but that doesn’t mean you can’t enjoy it.”
As long as you’re above a certain age.
“Don’t give this to your kids,” Plachy
says, mischievously. “We warned you.” n

95
ROAD TRIPS

Games have long understood the appeal


of the open road. Often it draws us to
some important goal. But in 2021, it looks
like we’re due a rash of games more
interested in what happens along the way:
the unexpected stops, the detours, the
conversations that only start when there’s
a long, blank stretch of tarmac ahead.
This isn’t exactly new, of course. From
Jalopy to Final Fantasy XV, plenty of
games have decided it’s the journey that
really matters, not the destination, in
recent years – but when Open Roads,
Season and Road 96 (pictured) were all
announced on the same day in December
2020, it was clear that something was in
the air. All these games look wildly
different, which as it should be (the road
movie, after all, is less a genre than a
loose structure). There’s plenty of room
to accommodate grounded mother-
daughters, wistful fantasy and the more
action-oriented Road 96, with its
Tarantino- and Coens-inflected style, let
alone the monster hunters and posties of
Titan Chaser and Lake, and whatever form
Minskworks’ teased spiritual successor to
Cold War journey Jalopy ends up taking.
It’s incredible timing, given that most
of these titles’ development predates the
locked-in world now inhabited by the
players they appeal to. But most likely the
reason they’ve all come along is simple
recognition that games make a perfect fit
for road-trip fiction, which can smooth
anecdotal encounters and the lulls in
between into a semblance of story. Look
at any open-world game that gives you a
vehicle and a horizon to point it towards
and you’ll find players telling these kinds
of tales themselves. It’s only natural that
developers would want to take their own
turn in the driving seat. n

96
LIVE-SERVICE GAMES

Making it big in live-service games wheel method, adding more lumps


is one of the tallest orders in of gameplay clay over time, feeling
modern publishing, but when the its way towards the future, creating
rewards are so great, putting a work of complexity and scope that
literally billions of dollars in the can be daunting to newcomers.
bank, you can see why everyone Somewhere between them lies
wants a slice of the pie. Hit on a Destiny 2, launched as a traditional
formula that resonates and the game, transformed into an F2P
party need never stop – just ask experience in 2019, and then
World Of Warcraft, whose reworked massively with the release
Shadowlands expansion was released of Beyond Light in November last
in November last year on the 16th year, entire planets removed from
anniversary of the core game’s its universe in the process. It was a
release, or the even crumblier bold move necessitated by bloat –
Runescape, now 20 years old – and we’d very much like to see how
surely longer in the tooth than it’s affected player numbers.
many of its target players today. Given the scale of these games,
For new entrants – and there what happens next is a big deal for
will be a bunch of those in 2021 – the game industry as a whole. What
the market is particularly tough to will Fortnite become as it evolves
crack because there is no single closer towards what Epic boss Tim
established route to success to Sweeney envisions to be “something
follow. Two of the biggest players in like the Metaverse”? What happens
the mainstream space, GTA Online to GTA Online when Grand Theft
and Fortnite (pictured), sit at Auto VI arrives? (And how much is
opposite ends of the spectrum. GTAO’s ongoing popularity holding
Rockstar’s game, for all its excesses, back the arrival of a full-blown
looks positively conservative when sequel? It’s worth noting that the
you compare it to Epic’s approach. PS5 and Xbox Series versions of
GTAO’s map has barely changed GTAV don’t even arrive until later
since the game arrived two entire this year.) On a selfish note, will we
console generations ago, while ever get the chance to return to
Fortnite is defined by its desire to some of our favourite Destiny
reinvent itself completely on a hunting grounds? More importantly,
regular basis, tearing the map apart just how many live-service games
and throwing it back together in a can we possibly find the time to fit
new shape, discarding fan-beloved into our lives in a way that feels
fixtures along the way. Rockstar, worthwhile? We’re hoping that
meanwhile, maintains the potter’s 2021 will provide a few answers. n

99
ITCH.IO

In June 2020, Itch launched the are richer as a result. It’s a place
Bundle For Racial Justice And where tools such as ChipTone sit
Equality in support of protests alongside asset packs for
against police brutality in the GameMaker, entrants in a game jam,
United States following the death of and Among Us, Untitled Goose Game
George Floyd. It began as a pay- and Wide Ocean Big Jacket (pictured).
what-you-want bundle of 749
projects but more developers joined All take advantage of not only
during its ten-day run and by its Itch’s pay-what-you-want pricing
end it included 1,704 games, books, model but also its ‘open revenue
tools, soundtracks, comics and sharing’ programme, which allows
more, raising an astonishing $8.1 developers to set how much revenue
million. The scale and breadth of they share with Itch, from 30 per
the bundle was a snapshot of what cent to nothing at all. And while
Itch had become since it was Itch has expanded its externally
founded by Leaf Corcoran in 2013. facing storefront with features such
The places we can buy games as recommendation pages and an
have always played a central role in app, its real focus is on its
game culture, but in today’s developer-facing tools. Developers
distanced world, digital storefronts appreciate how easy it is to release
exert a greater dominance over our and update a game on Itch. There
attention, engagement and access. are rewards systems and ways to
Walled gardens such as Apple’s App open access to files depending on
Store and PlayStation Store maintain how much a purchaser has paid.
control over what’s published, while The sales page is customisable and
Steam and Epic Games Store fight flexible. It’s easy to manage and
over PC gaming’s mainstream. In promote game jams.
parallel, GOG and Humble aim for All these features serve Itch’s
a consumer-friendly approach, interest in indie developer culture,
assembling value-rich bundles. and it’s developed a universe of
You have to wonder where game small groups and special interests.
developers lie in a landscape defined In many ways it was inevitable that
by storefronts vying for platform something like the Bundle For Racial
control and player-first incentivising. Justice And Equality should come
Which of them is interested in the from it. After all, this egalitarian,
people who make games, hosting patchwork place for expression and
whatever they make, no matter how experimentation is ripe for raising
weird, unfinished or ungame-like? grassroots movements. In games,
Only Itch – and games as a whole there’s nowhere else like it. n

100
INTELLIVISION AMICO

Growing up in the ’80s, Tommy project, but importantly it delivers


Tallarico’s favourite console was on the Intellivision legacy. An
Mattel’s Intellivision. It was a obvious opportunity was to pull a
passion that never really went away, selection of the original console’s
to the extent that many years later most beloved titles back into the
he pulled a Victor Kiam (ask your workshop for a 2021 makeover,
parents) and bought the company. with reboots of games such as
The result is that now, in 2021, a Astrosmash, Night Stalker and Tron:
new Intellivision console, Amico, Deadly Discs on their way. Equally,
is preparing for lift-off. the hardware itself resonates with
Having worked as one of the the past by allowing its controllers
most prolific musicians in games, to ‘nest’ in the base console, just as
hosted fan-favourite TV shows they did in the original design –
including Electric Playground, and although nowadays this isn’t so
toured his acclaimed Video Games much about keeping a tidy play area
Live concerts around the world, as it is providing wireless charging.
Tallarico has a track record of
delivering the goods, so if someone Each controller is home to a
was going to resurrect one of the pressure-sensitive disc (as opposed
most fondly remembered brands to a D-pad or stick) and colour
from gaming’s formative years, why touchscreen, along with speaker,
not him? His starting point was to mic, gyro, accelerometer and force-
create something for a “forgotten” feedback functionality, plus four
gaming group: the family. physical shoulder buttons. The
Thus, all Amico games are design exceeds what you’d expect
designed to be accessible and easy from a platform that is simply not
to understand, and in 2D – or 2.5D intended to go up against the likes
in some cases. Importantly, they of PS5, but then Tallarico has never
emphasise multiplayer, attempting been short on ambition.
to bring players of all skill levels, “Why not tell myself we’ll sell
from multiple generations, around 100 million-plus units, like the Wii?
the same console. “We’ve done a lot It’s always good to dream big and try
of focus-group testing with casual to achieve the impossible,” he says.
gamers and non-gamers,” Tallarico In reality, Amico needs to shift more
says, “and they all said they’ve been like 200,000 units in order to break
waiting for something like this for a even. With 100,000 preorders and
long time, and that they typically retail purchase orders signed – more
still play the Wii.” refused because demand couldn’t be
Nintendo’s console may have met – the reborn Intellivision is off
influenced the vision for the Amico to a positive start. n

103
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104
BOKEH

Leave it to the director of Siren horror game design. Indeed, the that “the Japanese market
and the original Silent Hill to go likes of World Of Horror and remains incredibly important to
through 2020 and decide what Phasmophobia prove his point: us.” So, what changed? Given
the world needs is to be more low-budget horror is enjoying Toriyama’s previous project was
horrified. Keiichiro Toyama has something of a renaissance. a remake and Toyama’s a sequel,
left Sony Japan Studio to go We’re probably in for something perhaps a resistance to fresh
independent, founding Bokeh less esoteric here, with Toyama ideas at the start of a console
Game Studio with Junya Okura suggesting he’s focused on generation is off-putting to its
(lead designer on Gravity Rush) delivering “a broader most experienced creatives?
and Kazunobu Sato (lead entertainment experience, rather Still, maybe it’ll work out for all
designer on Edge favourite The than a hardcore horror game.” parties – Toriyama’s already
Last Guardian). A glimpse of Meanwhile, Sony Japan Studio stated his intentions are to create
some monstrous concept art is shedding talent elsewhere. new game IPs, while Toyama’s
appals us in a good way. Bloodborne and Demon’s Souls excruciating brand of creeping
For years Toyama’s been remake producer Teruyuki dread is always worth a petrified
saying spiralling development Toriyama has also departed, look. We’re shaking with… let’s
costs are antithetical to good despite Jim Ryan stating recently call it anticipation. n

From left: Junya Okura,


Keiichiro Toyama and
Kazunobu Sato

105
SABLE

Developer Shedworks Publisher Raw Fury


Format PC, Xbox Series Origin UK Release 2021

It captured us from its first appearance


in November 2017: a tweeted GIF of a
hovering craft kicking up a trail of dust
across green terrain under a purple sky,
all picked out in pastel planes and sharp
outlines. The tweets continued as the
game, which would later be named Sable,
took further shape: the craft became a
hover bike and gained a delicious sense of
momentum as it zoomed across expanses
of open land. A character wearing a
movement-expressing red cape was
added, expanding the game’s premise as a
thirdperson open-world adventure game.
Scenes followed of platforming and
exploring, all within a graphic world of
crashed spaceships and vistas punctuated
by weathered rock formations and giant
fossilised ribs, further building the
game’s promise. Sable wears its influences
(Moebius, Ico, Breath Of The Wild, Studio
Ghibli, Journey) on its sleeve, marks of its
creators’ excellent taste.
Perhaps the delays to Sable’s release –
the developers originally hoped to release
it in 2019 – are indicative of the
challenges of meeting expectations set by
citing such illustrious influences, but
during that extra time its visual appeal
has been steadily backed with greater
substance. Meg Jayanth, writer on Sunless
Sea and 80 Days, has been creating the
many stories you’ll uncover and unravel,
developing this sun-baked world and
your reasons to travel it. You’ll unlock
upgrades for your hover bike and discover
puzzles to solve in its ruins. Steadily,
Shedworks has filled in some of the gaps
between its beautiful GIFs, revealing a
strong foundation for a mystical world
that begs to be explored. n

106
FIGHTS IN TIGHT SPACES

Developer Mode7, Bithell Games


Publisher Ground Shatter Format PC, Xbox One,
Xbox Series Origin UK Release Early 2021

As any good action hero will tell you,


beating the bad guys is only half the battle.
Looking good while you do it? That’s how
you secure your place on the dorm-room
walls and DVD shelves and YouTube
compilations where real heroes are
remembered. And this is something that
Fights In Tight Spaces knows all too well.
Developer Ground Shatter is taking
cues from the likes of Mission:
Impossible, Oldboy and John Wick to
bring that brilliantly what-it-says-on-
the-tin title to life. Think lifts,
bathrooms, corridors, the back of a van –
any confined space just big enough for
the kind of tightly-choreographed
collisions of muscles and sweat that end
up clipped from their original context to
be admired like a butterfly preserved
under glass by action fans.
The way it realises these cinematic
ambitions, though, might come as
something of a surprise: turn-based
battles play out on chessboard grids,
with visuals that draw equally on
Superhot and Saul Bass. It’s also a card
game, of the Roguelike deckbuilder
variety where each fight rewards you with
a fresh selection of options to slot into
your deck. In this case, it might mean
choosing between a split kick, a throwable
tranquiliser dart or a manoeuvre to slip
past an opponent just in time to push
them in the path of a bullet that
originally had your name on it. Each card
triggers a beautifully crafted animation,
and by stringing together a few moves
you become the director of fight scenes
that feel worthy of admiring alongside
those of the game’s own heroes. n

109
ECHODOG GAMES

The LA-based studio behind last having already supplied the art for
year’s Edge Artisan Award winner these NPCs and with plotlines the
can reflect on a more successful studio was keen to develop further,
2020 than most. A card game about it made perfect sense to add them
communication – “not exactly a back in now Echodog had the time
deck-building game but a deck- and resources to do them justice.
developing game,” creative director “Part of it is about wanting to
Dyala Kattan-Wright says – Signs incentivise people to come back
Of The Sojourner was a triumphant and replay it,” Kattan-Wright says
debut for Echodog Games, albeit of a game that’s already very
one that didn’t quite reach the replayable. “Maybe we’ll get people
number of players it deserved on to pick it up who have been on the
PC. That should change in 2021: a fence so far. There are also quite a
Switch version was mooted last year, few quality-of-life updates that
and Kattan-Wright confirms it’s we’d still like to be able to do, and a
being brought to more formats lot of that is kind of dependent on
besides. “Yeah, it’s coming to current how the ports [perform].”
and next-gen – or is it current and
previous gen? – platforms, so PS4 The studio’s certainly
and 5, Xbox One and Series X. We hopeful that there might well be
don’t have an exact date yet, but it’s more Signs – and sojourners – to
going to be early this year.” come as it considers its next step.
Having self-published Sojourner “We’re in the early stages of
on Steam, Echodog is now working thinking about what the next game
with Digerati Publishing, which is might be – I’d say too early to really
handling PR duties. And we’re want to talk about it,” Kattan-
delighted to report that this will be Wright says, suggesting that if the
an enhanced version of the original console versions of Signs are well-
game, including new story threads received then it might not be quite
and several additional characters. ready to move on just yet. “Whether
(PC owners will get a free update.) we spend time on additional
Yet not all of the newcomers are, in features or even larger content DLCs
fact, new. “Some of these characters for Signs, possibly localisation and
we’d actually had in an earlier those kinds of things… a lot of it is
version, and then cut due to really up in the air at this point
resources and just deciding [we’d] whether we focus more on Signs or
rather have more fleshed-out but dive into a new project.” Wherever
fewer characters,” Kattan-Wright its cards may fall, we can’t wait to
tells us. But with Holly Rothrock see what the team does next. n

110
YAKUZA

Developer/publisher Sega (Ryu Ga Gotoku Studio) Format PC, Xbox One, Xbox Series
Origin Japan Release January 28 (3–5), March 25 (6)

Microsoft may have repeatedly series, you could conceivably


scotched rumours that its next big spend most of 2021 catching up.
acquisition would be Sega, but the Yakuza 3, 4 and 5 – bundled
two companies have certainly together as The Yakuza Remastered
become chummier of late. The most Collection – are due to launch on
eye-opening evidence of this the day this issue hits newsstands,
blossoming relationship came in while emotional finale Yakuza 6:
November, with Yakuza: Like A The Song Of Life is set for a March
Dragon making its new-generation 25 release. Could Microsoft’s
console debut on Xbox Series X commitment extend further still?
four months before its PS5 RGG Studio’s Kamurocho-set
counterpart. This was a startling detective game Judgment would no
development for a series with such doubt be welcomed by many, the
a long-standing association with zombie-centric Dead Souls rather
PlayStation, even given the prior less so. But English-language
arrival of Yakuza 0, Kiwami and versions of the frequently fan-
Kiwami 2 on Game Pass. By the requested samurai spin-off
end of March, the whole of the Kenzan and its Edo-era follow-up
mainline series will be available Ishin would leave Sony with
on the service – so whether you something of a bloody nose.
own an Xbox or PC, you will be able Which, given the punishment
to play through Kazuma Kiryu’s Kiryu dishes out to his many
story in its entirety. If Like A Dragon would-be assailants, would be
was your first encounter with the wholly apropos. n

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February 25

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