Playing any Draknek & Friends game, it’s common to find yourself scratching your head or frowning in concentration as you pause for thought, weighing up the conundrum before you. From Sokobond to Cosmic Express, A Good Snowman Is Hard To Build to A Monster’s Expedition (Through Puzzling Exhibitions), these are games that feel as if they have been plotted out with care, crafted and refined in accordance with some ingenious masterplan. Yet, just as the epiphanies required to solve them can sometimes arrive suddenly and unexpectedly, there is a surprising spontaneity to the various decisions that have led this tiny developer to today, recognised enough to air its own Direct broadcast and launch the Cerebral Puzzle Showcase, a Steam event designed to help players find their new favourite puzzle game.
In truth, there has never been any sort of grand plan for Alan Hazelden, down to the name of his company. “Draknek has been my personal username basically as long as I’ve been on the Internet,” he admits. “It was never really a decision to use that as a brand.” When he and Lee Shang Lun released Sokobond in 2013, his goal was a modest one. “I had a Web development job for a few years which I wasn’t enjoying, but I was enjoying game development. So it was a case of, ‘OK, well, I’ll quit my job and make games until I run out of money’.” Nine years later, he still hasn’t.
Diese Geschichte stammt aus der September 2022-Ausgabe von Edge UK.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent ? Anmelden
Diese Geschichte stammt aus der September 2022-Ausgabe von Edge UK.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent? Anmelden
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart