The authority on videogame art, design and play, Edge is the must-have companion for game industry professionals, aspiring game-makers and super-committed hobbyists. Its mission is to celebrate the best in interactive entertainment today and identify the most important developments of tomorrow, providing the most trusted, in-depth editorial in the business via unparalleled access to the developers and technologies that make videogames the world’s most dynamic form of entertainment.
Has ‘Made in Britain’ ever actually meant anything?
Edge
The winter of disc content • The death of physical games may be inevitable, but at what cost to consumer rights and cultural ethics?
One thing after another • In a crowded summer of game events, what can UKIE’s British-only showcase deliver?
Profile Meredith Gran • The creator of Perfect Tides on her successful journey from webcomic artist to solo game dev
CARRIAGE OF JUSTICE • A cramped journey into the dire rituals of a deadly cult, with the power – and paranoia – of the Inquisition behind you
Soundbytes • Game commentary in snack-sized mouthfuls
ARCADE WATCH • Keeping an eye on the coin-op gaming scene
THIS MONTH ON EDGE • Some of the other things on our minds when we weren’t doing everything else
DISPATCHES OCTOBER
Trigger Happy • Shoot first, ask questions later
The Outer Limits • Journeys to the farthest reaches of interactive entertainment
HYPE • THE GAMES IN OUR SIGHTS THIS MONTH
Controlled decline
THE BLOOD OF DAWNWALKER • An RPG with its eye on the past, present and future
OUT OF WORDS • A callow couple on a closemouthed co-op quest
HUNGER • Roleplaying and extraction collide in a bleak Napoleonic world
LUNAR STRIKE • A space allegory
KNIGHTS OF FIONA • Keeping the VR flame alive in a co-op action RPG
ASCENDERS: BEYOND THE PEAK • Forays into the white abyss
ROUNDUP
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SPECIAL DELIVERY • An epic journey across Tang dynasty China and all the way to the movies
PROCEDURAL GENERATION • The curious case of the indie detective game boom
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IN CASE I DON’T SEE YOU • Much of our time in games is spent surrounded by NPCs, but how did they get there? And what can we expect from the next generation lining up to replace them?
MAFIA: THE OLD COUNTRY • Searching for a new vision for Mafia’s future, Hangar 13 turned to the past
DIGIXART • How Montpellier magic and a touch of chaos led to some surprising stories
PLAY • REVIEWS. PERSPECTIVES. INTERVIEWS. AND SOME NUMBERS
Delight of the navigator
Big Walk
Post Script • Can Big Walk make its mark in an age of friendslop?
Assassin’s Creed Black Flag Resynced
Post Script • The tyranny of the checklist
Splatoon Raiders
Palworld
The Mound: Omen Of Cthulhu
Denshattack!
D-topia
Culdcept Begins
Veritas Tales: Witch Of The Dark Castle
Helix: Descent N Ascent
Tenchu: Stealth Assassins • Acquire brought stealth gaming into three dimensions, before slipping into the shadows
Grand Theft Auto Online • A progress report on the games we just can’t quit
#428 • September 3