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After Blasphemous and its sequel, we didn’t expect The Game Kitchen’s next title to remind us of Commandos. For many Spanish developers, though, the Madrid-made stealth tactics series was a formative experience. “We grew up with those games,” Maikel Ortega, director of The Stone of Madness, tells us. “Almost everyone [in Spain] who had a PC at that time played Commandos. So it’s been on our minds since we were kids.” It was, however, a more recent entry in the genre, Shadow Tactics, that inspired the direction of Ortega’s game. Its sniper character, Takuma, has a wooden leg which makes noise when he moves. That got the team thinking, creative director José Antonio Gutiérrez explains: “What about, instead of a group of characters with super skills and special abilities, [we focus on] their fears and disorders? That was the foundation.”
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Esta historia es de la edición January 2025 de Edge UK.
Comience su prueba gratuita de Magzter GOLD de 7 días para acceder a miles de historias premium seleccionadas y a más de 9,000 revistas y periódicos.
Ya eres suscriptor? Conectar
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HENRY HALFHEAD
Where's your head at?
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CROTEAM
How a gaggle of football fans became the self-appointed national dev team of Croatia
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TEMPEST RISING
Heading to the future for a very '90s war
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Sid Meier's Civilization VII
Anyone who's engaged with Sid Meier's strategy series during its 34-year existence knows that the most exhilarating turns in a game are the initial ones. Sure, the mid-game can be an absorbing juggling act, requiring you to manage diplomatic crises and placate the citizens of a sprawling empire, while choreographing your battalions' advance into enemy territory.
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HEAVY HITTER
Doom looks to the past for its biggest and weightiest iteration yet
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Darkest Dungeon II
Having marvelled at Red Hook's leftfield approach to sequel-making in E385's review, Darkest Dungeon II's Kingdoms DLC was always going to pique our interest.
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ASSASSIN'S CREED: SHADOWS
Ubisoft's signature series finds itself at a crossroads. After Valhalla concluded Assassin's Creed's trilogy-length RPG pivot back in 2020, it was three years - which felt like an eternity for this once-annual series - before Mirage arrived, with its promise of a return to the concept's stealthgame roots, and no pretence to the scale of its immediate predecessors.
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THE MAKING 0F... ARCO
How a ramshackle gang of indie developers formed over three continents to produce an epic reverse western
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DEATH HOWL
A gloomy deckbuilding odyssey and an accidental Soulslike
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Sludge Life
Peer through the haze to discover a game that makes you ask some surprisingly sharp questions