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Trigger Happy

Edge UK

|

September 2025

Shoot first, ask questions later

- STEVEN POOLE

Trigger Happy

Randomisation is the enemy of artistic expression. Luke Rhinehart's cult novel The Diceman (1971) depicts a psychiatrist who outsources his life choices to the roll of a die, but the writer himself (real name George Cockcroft), who had experimented with the idea in his own life, didn't take random choices while composing the story itself. It mattered that one thing came before another, that the novel had a designed narrative shape.

Randomisation is also the essence of artistic freedom. The aural content of any given performance of John Cage's piano piece, “4'33”, is left entirely to chance. William Burroughs cut up pieces of writing and arranged the pieces in random new ways to create unforeseen texts. Composers of ambient or generative music may use pseudo-random pitch generators. To delegate some artistic choices to the roll of a metaphorical die can be a liberating route to new ideas.

The Janus-faced nature of chance is most clearly distilled in the videogame genre known as the Roguelike, which became fashionable again a decade or so ago and is still, alas, with us. I say 'alas' because I don't get on with Roguelikes at all. I once spent a very entertaining few weeks playing

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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.

time to read

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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.

time to read

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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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Fittingly, each stage in Once Upon A Katamari takes place in the past.

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Can a serious makeover preserve the original's identity?

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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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