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SECOND LIFE

Edge UK

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November 2025

Remakes and remasters may seem like easy money, but just how difficult is it to get it right?

- JON BAILES

SECOND LIFE

William Pugh, director of The Stanley Parable: Ultra Deluxe, has a bone to pick with us. Chatting about the game, we mention that certain publications, Edge included, gave a slightly lower score to 2022's revamp than the 2013 original, despite all of its additions. “If the original was nine out of ten, and we have completely faithfully preserved that, how can it be docked points for four years of work?” he laughs. At face value, it's a reasonable question. But this also illustrates that the world of remakes and remasters often obeys a strange logic.

That it took four years to create Ultra Deluxe is further evidence. Initially, the plan was for Pugh and Davey Wreden (the creators of the original) simply to port The Stanley Parable to PS4, but since it was made using Valve's Source Engine, that became a problem. “We tried getting support from Valve to get the Source Engine version running on PlayStation, and that was a nonstarter,” Pugh explains. “So it needed an engine transplant.” Once that was under way, discussions began about new content, in the form of platform-specific endings for the PS4 and other console versions. A trickle of ideas became a flood, and a six-month project began to grow.

imageIt’s a story that Stephen Kick, head of Nightdive Studios, should be able to relate to. Starting 12 years ago with the rerelease of System Shock, Kick's aim was to rescue games from obscurity so that people not least himself could play them again. In time, plans for a more radical treatment of System Shock emerged, and a Kickstarter to fund the remake was successful, but “for better or worse,” Kick says, what had been mooted as a fairly faithful rebuild in Unity mutated as the money facilitated grander ambitions. Ultimately, “it abandoned a lot of what made

MÁS HISTORIAS DE Edge UK

Edge UK

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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.

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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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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

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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?

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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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