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THE MAKING OF ... RETURNAL

Edge

|

January 2022

How a master of arcade-style action chiseled away the superfluous to uncover something new

- Jon Bailes

THE MAKING OF ... RETURNAL

Boot up Returnal and you’re already in its loop. It may seem a minor detail that there’s not so much as a title screen before you crashland on Atropos once again and wake up as protagonist Selene, but it’s a mission statement. Expect no smooth introductions, no compromise, and, most of all, no excess. Coming from Housemarque, with its reputation for fast, clinical action games, this ultra-streamlining feels both natural and experimental. It trims the player’s experience, while also binding it to Selene’s emotional state – a narrative undertaking that represented uncharted waters for the Helsinkibased studio. Yet it navigated them by staying true to its roots. Not by adding but cutting, until everything found its place.

“Through many iterations, we tend to focus on removing any unnecessary fat and distilling the game down to its core essentials in every aspect,” says Harry Krueger, the director of Returnal (and Nex Machina before it). “It was very much about creating a pure experience and that everything would reinforce this synergy between gameplay and narrative we were aiming for.” The title screen was an inevitable casualty, “one of many decisions” made to maintain the flow of the game and the integrity of its world.

Edge'den DAHA FAZLA HİKAYE

Edge UK

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.

time to read

6 mins

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Edge UK

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.

time to read

1 mins

December 2025

Edge UK

Post Script

Silksong turns up the volume on some of Hollow Knight's finest ideas

time to read

4 mins

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Edge UK

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.

time to read

2 mins

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Edge UK

Edge UK

MIO: MEMORIES IN ORBIT

Can tentacles and angry doors distinguish this Metroidvania?

time to read

3 mins

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Edge UK

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

time to read

7 mins

December 2025

Edge UK

Edge UK

LEGO BATMAN: LEGACY OF THE DARK KNIGHT

With Lego's parody treatment, everyone in Gotham is a joker

time to read

3 mins

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Edge UK

Edge UK

CINDER CITY

Only collective effort can save this futuristic Seoul

time to read

5 mins

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Edge UK

Edge UK

AGENT OF CHANGE

From 47 to 007: IO Interactive is bringing James Bond back to life

time to read

16 mins

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Edge UK

Edge UK

BLUE PRINCE

How Hollywood dreams and boardgames led to 2025's most fascinating puzzle box

time to read

8 mins

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