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Future Shock
November 2018
|Edge
How CD Projekt Red is making sci-fi real in Cyberpunk 2077, a game years ahead of anything we’ve ever seen before
We hardly know where to look. Every inch of Night City’s Watson district is alive with detail, denser and richer than anything we’ve ever seen in a videogame before. Normally in a scene like this there’s a particular focal point – in Cyberpunk 2077, everything is a focal point. Over to the left pedestrians pour over a crossing; in the foreground two tattooed Slackers lounge on a low concrete wall as the sun beats down. Hundreds more people, chattering, no single one the same, sweep past protagonist V as he pushes against the crowd. Blinking neon signs boast ‘live nude’ on the sides of skyscrapers; advertisements for NiCola soda blare out jingles. As V turns a corner into a bustling side street, what looks to be a religious group – cybermonks, if you will – shuffle past, hands tucked inside of billowing sleeves, heads threaded with glinting metal.
Said side street is flanked by stalls, their vendors loudly trying to catch V’s attention, the sizzle of pad thai in the air. As he reaches the entrance to a seedy back alley, something finally holds our gaze: a cherry blossom tree, growing impossibly out of the side of a building. It’s not real, of course – it’s a hologram, flickering almost imperceptibly as its pink petals fall and melt away into nothingness overhead. And in that moment we understand what makes Night City so alluring: we are entranced by a vision of a reality where the grass on the other side is so green it’s neon.
By all appearances,
هذه القصة من طبعة November 2018 من Edge.
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المزيد من القصص من Edge
Edge UK
Possessor(s)
After three rounds of layoffs this year and Hyper Light Breaker’s curtailed development in early access, a lot seems to rest for Heart Machine on this plucky Metroidvania side project. The studio has an obvious knack for conjuring up fascinating fantasy worlds, but since its compact debut, Hyper Light Drifter, it’s been less obvious whether it can manage projects of a larger scale. And perhaps, on that count, even the modest Possessor(s) isn’t quite modest enough — it feels as much a victim of the company’s production woes as a showcase for its creative talent.
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Street Fighter 6
Superstition might suggest that even numbers are more auspicious for the series, but it's fairer to say that Capcom learned from the mistakes of Street Fighter V and launched a fighting game that doesn't just feel like a full package, but one that has foundations to build on in future updates.
2 mins
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GLOOMY JUNCTURE
Finding hope in seedy alleys and dive bars
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The Outer Worlds 2
There's always a risk in imitating something regarded as a classic: if it offers a template for success, it could just as easily invite unfavourable comparison. Obsidian Entertainment's Fallout: New Vegas has gained that reputation in the 15 years since its release, and while the original The Outer Worlds, led by Fallout creators Tim Cain and Leonard Boyarsky, referenced that series without aping it, the sequel zeroes in on New Vegas as its direct source of inspiration. This explains both why The Outer Worlds 2 is a success and why it can't quite stand tall as a creation with its own identity.
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Lumines Arise
The pacing melds with the music, each unique track on each level passing through phases of calm and ferocity.
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STRONG MUDDY VIOLENCE
What happens when you mix the tech of SnowRunner and Space Marine 2 in a co-op shooter with '80s flavour to spare? Toxic Commando has the answer
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Once Upon A Katamari
Fittingly, each stage in Once Upon A Katamari takes place in the past.
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FAILBETTER GAMES
The industry's finest sustainable storyteller shifts towards 'fireside menace'
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DRAGON QUEST VII: REIMAGINED
Can a serious makeover preserve the original's identity?
2 mins
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Wreckreation
It's easy to believe that Three Fields just wants you to enjoy driving at speed in its preposterously big open world
4 mins
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