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The Making Of... Tetris Effect

Edge

|

July 2019

How Sunday drives, long baths and desert raves saw a classic puzzle game reborn

- Nathan Brown

The Making Of... Tetris Effect

The Eureka moment arrived, as Eureka moments must, in the bath. Tetris Effect’s first-time director Takashi Ishihara had known for a while that the project was in trouble. Games that bear Tetsuya Mizuguchi’s name are often narcotic experiences, but at this stage in development Tetris Effect caused some awkward side-effects: fatigue, difficulty concentrating and drowsiness. Ishihara himself woke up on more than one occasion from an unplanned nap, still wearing his VR headset. Even more worryingly, players were barely noticing the festival of sound and light kicking off around the field of play – the things that define a Mizuguchi game. After two years in preproduction, during which Ishihara had crafted a detailed VR design document for each of Tetris Effect’s 30 stages, showing how scenery and effects would build and swirl around the player in full 3D, he had accidentally made, well, Tetris.

This would not do. Ishihara’s career had been building towards this point ever since high school, when he first played Rez and suddenly knew what he wanted to do when he graduated. He studied graphic design and played a lot of games, but hadn’t planned a career in the game industry until he discovered, in Mizuguchi and his Sega division United Game Artists, a group of apparent kindred spirits. “They were even called United Game Artists,” Ishihara tells us. “Here was this group of people on the cutting edge, treating games and art as equally important. UGA were the only ones doing that kind of thing at the time. I knew I wanted to work there.”

FLERE HISTORIER FRA Edge

Edge UK

Edge UK

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.

time to read

4 mins

January 2026

Edge UK

Edge UK

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

2 mins

January 2026

Edge UK

Edge UK

GLOOMY JUNCTURE

Finding hope in seedy alleys and dive bars

time to read

2 mins

January 2026

Edge UK

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

6 mins

January 2026

Edge UK

Edge UK

Lumines Arise

The pacing melds with the music, each unique track on each level passing through phases of calm and ferocity.

time to read

4 mins

January 2026

Edge UK

Edge UK

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

time to read

13 mins

January 2026

Edge UK

Edge UK

Once Upon A Katamari

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

time to read

2 mins

January 2026

Edge UK

Edge UK

FAILBETTER GAMES

The industry's finest sustainable storyteller shifts towards 'fireside menace'

time to read

7 mins

January 2026

Edge UK

Edge UK

DRAGON QUEST VII: REIMAGINED

Can a serious makeover preserve the original's identity?

time to read

2 mins

January 2026

Edge UK

Edge UK

Wreckreation

It's easy to believe that Three Fields just wants you to enjoy driving at speed in its preposterously big open world

time to read

4 mins

January 2026

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