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Intelligent design

Edge

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May 2020

How an R&D team at Google is using world-leading AI research to create and support the game devs of the future

Intelligent design

The launch of Stadia at the tail end of last year may have been – and let’s not mince words here – an unmitigated disaster. With only one exclusive title to tempt players who hadn’t already been turned off by reports of the technology’s myriad performance issues, there was scepticism about whether Google’s game-streaming service really did represent the future of play. But perhaps we haven’t been thinking broadly enough about the possibilities. With the muscle of Google’s world-leading infrastructure behind it, Stadia is capable of much more: of not just making playing games more accessible, but developing them.

Google has invested resources in setting up a specialised research and development team within its Stadia arm, composed of ex-game industry employees interested in figuring out how some of Google’s most powerful technology – most notably, machine learning – can be leveraged with regards to games. “The mission of our team is discovering what the data centre as your platform means for games, because it means so many different things,” lead prototype and game designer Erin Hoffman-John tells us. “And we have to start carving away and taking the risks for developers, and then giving them the best of what our risk-taking results in.”

MÁS HISTORIAS DE Edge

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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.

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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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The pacing melds with the music, each unique track on each level passing through phases of calm and ferocity.

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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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