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TIN HEARTS

Edge UK

|

April 2023

Thinking outside the toy box

TIN HEARTS

We learn to play before we can walk in Tin Hearts. Staring down at a workbench, our task is to guide a string of marching windup soldiers from their box to a magic door. To make this happen, we need to alter the direction of their single-file striding, which involves the simplest of toys – a triangular block with a T-shaped hole bored through its centre. We rotate and slide it over a matching peg standing in the soldiers’ path. They bump off the 45-degree angle, diverting towards the exit.

Tin Hearts thus begins as a reworking of the classic Lemmings concept, but it doesn’t stay still for long. After a few levels, we do learn to walk, as we’re set free to wander around the attic room that houses the bench, fetching more blocks from faraway shelves to integrate into the latest puzzle. This is the first time that the parameters of Tin Hearts dilate just as they begin to feel familiar, but not the last. In many games, creative director Kostas Zarifis notes, “You play the first three or four hours and you feel like ‘OK, so this is going to be it’. That was something we wanted to address in this game.”

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Possessor(s)

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time to read

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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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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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Can a serious makeover preserve the original's identity?

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