Poging GOUD - Vrij
The Making Of . . . ODE
Edge
|July 2018
Reflections on the art of noise and the pursuit of joy
There’s a harmonious magic in Ode’s landscapes. Its alien worlds, peculiar yet welcoming, double as giant, organic musical instruments, with flowers, strange growths and springy fungi becoming valves, frets and keys in a spontaneous, experimental performance. As a fallen star, you barrel around, drawn to tiny spheres that trail behind you once collected, ready to be cast out and gathered back up in an instant. Almost imperceptibly, the soundtrack builds with your own momentum until it reaches a rousing crescendo, a euphoric conclusion to your orchestral manoeuvres.
Like each of its stages, Ode gradually developed from modest beginnings. It’s a surprise, in fact, to discover that it all started with a simple piece of technology, created by one of Ubisoft Reflections’ programmers. “We had this concept, which was essentially what you see now as bubbles forming and taking shapes,” lead designer Dale Scullion tells us. “It was inherently fun and tactile to play with and so that led us to think we should try to do something with it.”
It’s less of a shock to learn that the studio’s principal aim was to capture a feeling of joy through curious exploration. But how to express that concept? As producer Anne Langourieux explains, it took some time to get right. “We spent approximately a year in conception,” she says – twice as long as the game was actually in production. “We wanted to solidify the pillars we identified in that initial prototype, and work on how to transcribe joy in the visual and the musical elements of the experience. All this took a lot of time. But then we knew what we had to do in production so it went quickly after that.”
Dit verhaal komt uit de July 2018-editie van Edge.
Abonneer u op Magzter GOLD voor toegang tot duizenden zorgvuldig samengestelde premiumverhalen en meer dan 9000 tijdschriften en kranten.
Bent u al abonnee? Aanmelden
MEER VERHALEN VAN Edge
Edge UK
Hollow Knight: Silksong
Hornet has fallen. Silksong’s opening cutscene reintroduces our heroine in captivity, being dragged away from Hallownest, where once she served the role of Hollow Knight’s most fearsome recurring boss.
6 mins
December 2025
Edge UK
Gears Of War: Reloaded
Something may be lost in the translation between the original 2006 version of Gears Of War and the considerably prettier, brighter and more sharply textured Reloaded. A solemn, grimy place, where endless battles over scarce resources have resulted only in ever-larger piles of corpses, the world of Gears is perhaps most suitably rendered via the fuzzier, grey-brown colour palette of the first Xbox 360 release. Especially for Marcus Fenix and co, war is hell. You might argue that it ought to look like it.
1 mins
December 2025
Edge UK
Post Script
Silksong turns up the volume on some of Hollow Knight's finest ideas
4 mins
December 2025
Edge UK
Post Script
Ezo was not yet part of Japan in 1603, when Ghost Of Yotei's story takes place, which feels an appropriate analogue for Sucker Punch acknowledging itself as a nonJapanese studio making a culturally Japanese game.
2 mins
December 2025
Edge UK
MIO: MEMORIES IN ORBIT
Can tentacles and angry doors distinguish this Metroidvania?
3 mins
December 2025
Edge UK
BLENDO GAMES
The one calm voice amid this fracas, he says, was that of Embark's owner. “Nexon were the ones saying, ‘Relax. Here's why this is happening, and here's what you need to do about it'.” The Korean gaming giant has form here: its 1999 title
7 mins
December 2025
Edge UK
LEGO BATMAN: LEGACY OF THE DARK KNIGHT
With Lego's parody treatment, everyone in Gotham is a joker
3 mins
December 2025
Edge UK
CINDER CITY
Only collective effort can save this futuristic Seoul
5 mins
December 2025
Edge UK
AGENT OF CHANGE
From 47 to 007: IO Interactive is bringing James Bond back to life
16 mins
December 2025
Edge UK
BLUE PRINCE
How Hollywood dreams and boardgames led to 2025's most fascinating puzzle box
8 mins
December 2025
Translate
Change font size
