CHALICE IN WONDERLAND

Ready? WALLOP! The first two words of a Cuphead battle say everything about the immediate and powerful impact of Studio MDHR's remarkable debut: a haymaker delivered through the combined force of its astonishing audiovisuals and equally eye-opening challenge. Here is a game that is old-fashioned in a very literal sense, its rubber-hose animation realised largely via traditional techniques, just as its run-and-gun mechanics lean on (and refine) ideas first introduced in the 8- and 16bit eras. The result is a captivatingly unlikely fusion of influences. Those vintage cartoons and video games may be writ large across it, but there was nothing else quite like Cuphead when it belatedly launched in 2017, and that's still the case as expansion The Delicious Last Course finally takes its bow five years on.
"A love letter to the early history of two mediums" is how we described it in E313's review: indeed, it's a letter that dates back to Chad and Jared Moldenhauer's childhood, and their shared formative experiences of the medium. "Chad and I grew up on a steady diet of retro games from the '80s and '90s," Jared says. "We probably lost the most hours to series like Gunstar Heroes, Mega Man, Street Fighter, Wonder Boy and Ninja Gaiden."
Diese Geschichte stammt aus der August 2022-Ausgabe von Edge UK.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 9.500 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent ? Anmelden
Diese Geschichte stammt aus der August 2022-Ausgabe von Edge UK.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 9.500 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent? Anmelden

Artificial hope
As the first demos of AI-generated games become playable, what's their purpose – and their cost?
Old Skies
Wadjet Eye Games certainly knows its way around point-and-click adventures, having steadily built a portfolio that's helped to prevent the genre fading from public consciousness.

Forever Skies
From its opening planetary descent to the near-identical voice of its virtual assistant, Forever Skies frequently evokes memories of Subnautica to propel its survival experience.
I, Robot
Despite being the first arcade game to offer realtime flat-shaded polygon graphics, and despite coming from Tempest creator Dave Theurer, I, Robot was a flop when it was released in 1984.
SPLINTER CELL: CHAOS THEORY
How missed opportunities and difficult conditions forged a stealth classic
Skin Deep
The ventilation shaft has an oddly prominent role in pop culture, or at least two particular strands of it.
Fatal Fury: City Of The Wolves
This long-awaited sequel is like the age-worn fighting champ coming out of retirement.
Ghost Town
Fireproof Games’ step outside of The Room retains many of the features that made those games sing.

HOLLOW PONDS
A meeting in a pub led to a decades-long conversation, and games unlike any other
Post Trauma
Things begin with a gunshot. Barrel to temple, a flash, darkness again, a flicker of every death yet to come.