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The Folding Stuff

Edge

|

June 2018

Will Labo be Nintendo’s biggest mainstream success since Wii Sports?

The Folding Stuff

Picture, if you will, an alternate reality where Nintendo had issued a press release before the Labo reveal video went live. Imagine for a moment that it had somehow tried to explain the precise nature of this strange new venture in words. We’d think this venerable company, having enjoyed the most extraordinary creative and commercial recovery during Switch’s first year, had suddenly lost its mind. You can imagine the tittering responses – indeed, there were still a few of those once Labo had been unveiled. This so-called ‘new way to play’ was all about cardboard? How wilfully obtuse. But then people lost their minds in a different way. Yes, it still seemed slightly silly, but it was also rare, strange and undeniably exciting. And categorically, unquestionably, a new way to play.

Labo is the kind of Nintendo project that comes along every so often and wrongfoots us all – the result of an unswerving internal focus on fresh thinking. As a publisher, it might lean (in some cases rather too heavily) on established brands, but as Arms producer Kosuke Yabuki explained in Edge 312, Shigeru Miyamoto always asks key staff to consider how the latest entry in a series is truly different from its predecessors. But it goes much further than that, extending to Nintendo’s recruitment policy. As Miyamoto recently explained to the New York Times, he prefers applicants with experience and interests outside games. Those with a broader range of passions, he reckons, are more likely to come up with new ideas. Hence the conceptual absurdity of something like Labo.

PLUS D'HISTOIRES DE Edge

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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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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?

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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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