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Videogames need to try something they haven’t done before

At a time when there’s a sense of genre fatigue for most commercial games, it’s titles exploring intriguing new themes that end up seeing the most buzz. We’re generally happy to be patient for...

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Why big-budget developers should pay attention to little games’ willingness...

You know what there’s an awful lot of on the Internet? I mean, obviously, apart from that. It’s little games that waste a few moments of your life, use up a few watts of precious, precious electrical...

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The importance of design documentation in videogame development, and keeping...

Over the years, I have had many discussions about the value of design documentation. Some developers dismiss it as designer busywork, while others give lectures about it. Some developers are openly...

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The Edge ExPlay Panel: Journey – how jumping can be emotional

The first of five articles in which members of the Edge team discuss examples of inspirational game design. Did you cry at any point while playing Journey? If so, you’re not alone. Upon the game’s...

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The Edge ExPlay Panel: playing in From Dust’s sandbox

Eric Chahi’s most recognisable game is a distinctly linear experience. Another World, the classic 1991 “cinematic platformer”, offers a couple of very short branches, but ultimately funnels you down...

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How Niko’s intrusive phone grounds Grand Theft Auto IV in the modern world

Anyone who makes the erroneous claim that videogames are all about ‘escapism’ probably hasn’t powered on their game console in several years. We’re always online now, our activities broadcast to...

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Videogames are fixated upon corridors, be they literal or otherwise. But why,...

As I wandered thirsty as a cloud round this year’s Eurogamer Expo show in London, I was struck by how many of the games on show were, fundamentally, games about moving successfully through corridors....

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Why we kill: what is it that makes us find videogame violence so entertaining?

After wrapping your fingers around his throat, you smash his face into a burning hot-plate and hold it firmly against the bright red steel while his skin chars and blisters. His screams hint that he’s...

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From Doom to Dishonored, considering the firstperson shooter’s various waveforms

Over the past several years, I’ve spent much of my professional life working on firstperson shooters in different capacities, and have spent a good deal of my gaming time playing them. In striving to...

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The Making Of: Wipeout

Wipeout is a central part of the easy answer of the PlayStation success story. Its licensed music and in-club promotion are held up as the keys to attracting the post-pub generation. Play it now,...

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