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Indivisible

Edge

|

February 2018

A Metroidvania RPG shows Lab Zero branching out from its fighting game roots

Indivisible

We expect certain things from Lab Zero Games. The studio behind Skullgirls knows how to unpack a virtual punch. It’s also very good at designing memorable characters (we still can’t unsee demon nun Double unpeeling herself into a pulsating mass). It’s fiercely detail-oriented, each fighter in Skullgirls’ small roster a technical labour of love. Sprawling Metroidvania RPG Indivisible, then, is something we weren’t expecting from this studio: when you’re used to focusing on individual frames on single screens, creating an entire world must be quite a culture shock.

“I’m starting to realise why RPGs have so many bugs,” says Mike Zaimont, lead design director and programmer. “In a fighting game, you spend months looking at the same character: you implement a thing, you try all the edge cases you can think of, you find bugs. You’re staring at the same part of the game for a long time, so you find a lot more of the problems. But in an RPG, or something with a giant world, you test every edge case you can think of in 15 minutes, and then have to move on. It’s a lot of work – I slept some time last year – but it’s something we want to be doing.”

MÁS HISTORIAS DE Edge

Edge UK

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.

time to read

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January 2026

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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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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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Fittingly, each stage in Once Upon A Katamari takes place in the past.

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The industry's finest sustainable storyteller shifts towards 'fireside menace'

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Can a serious makeover preserve the original's identity?

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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

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