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Edge UK

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November 2025

Inkle's Overboard prequel offered ingenious innovations - but got a raw deal at launch

- Lewis Packwood

Tiny, Cambridge-based indie studio Inkle has been making narrative-focused games for well over a decade.

While the Jules Verne-inspired 80 Days and sci-fi archaeology title Heaven's Vault were both received with plenty of enthusiasm, it was murder-mystery visual novel Overboard that became one of Inkle's biggest hits.

Not every Inkle title has been so successful, however. Narrative director Jon Ingold says the studio rushed out Overboard because the company's previous game, 2020's Pendragon, had performed so badly. "People didn't like it," he says, "and so for the first time since 2012 or something we were genuinely worried about the company's future."

Nevertheless, when Overboard was launched in June 2021, having had no prior announcement, it went down like a tonic with players reeling from the misery of COVID lockdowns and in need of something funny and feelgood. "We'd never done a shadow drop before," Ingold recalls, "but we felt it would inject some joy into people's lives." Developed in just 100 days (see E369), Overboard quickly became Inkle's second-best-selling game. "So, I immediately started writing a sequel which was set directly after the events of Overboard," Ingold continues. "But it didn't go anywhere. I couldn't get beyond the opening beat."

Development on Overboard was fast, efficient and focused; considering the possibility of a followup, Inkle's art and code director Joseph Humfrey realised it was impossible to recapture the magic - the period detective game was lightning in a bottle. "Obviously you can't be going at that kind of speed for your entire career," he reasons. "You can't do that for more than one project at a time, really."

PLUS D'HISTOIRES DE 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.

time to read

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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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