Magzter GOLDで無制限に

Magzter GOLDで無制限に

9,500以上の雑誌、新聞、プレミアム記事に無制限にアクセスできます。

$149.99
 
$74.99/年

試す - 無料

DISPATCHES JANUARY

Edge

|

January 2022

Dialogue Send your views, using ‘Dialogue’ as the subject line, to edge@futurenet.com. Our letter of the month wins a 12-month Xbox Game Pass Ultimate membership

DISPATCHES JANUARY

If you say the word

Stuck with my PS4 for now, I have been heartily enjoying Hades and its wonderful narrative system – which is largely thanks to the Odyssean scale of its writing as much as the technical marvels that keep it humming. But ultimately, even though each time I’ve spoken to an NPC it feels special and relevant to my playthrough, it’s held together by what I imagine is a massive spreadsheet keeping track of every variable imaginable and matching this unique fingerprint to lines of pre-written dialogue.

It got me thinking about whether the sheer computing power in next-gen consoles could be harnessed not just for prettier reflections, but for prettier interactions. Am I being fanciful to imagine an RPG in which NPCs genuinely respond to your actions in the world, based on everything they know about you? Might there be a future in which we never again hear the repeated ‘it’s the end of the quest, move on’ bark, and instead have NPCs that ask – gently at first, then with increased annoyance – why you are still talking to them?

Perhaps I’m just hankering for the perfect Deus Ex game that seemed to exist in my teenage mind when I played the original; that feeling that the game was watching you, judging you, rewarding you with bespoke responses to situations of your own making, ostensibly unique to you as the player. Of course, the classic example was Manderley’s castigation of JC Denton’s lavatorial adventures, but I also recall the anecdote of using a cheat code to skip one of the game’s early levels resulting in a character in the next map asking why you, as a highly trained professional agent, sacked off an entire mission. It’s that sort of magic that sometimes still feels lacking in games with dialogue systems. James Highmore

Edge

このストーリーは、Edge の January 2022 版からのものです。

Magzter GOLD を購読すると、厳選された何千ものプレミアム記事や、9,500 以上の雑誌や新聞にアクセスできます。

すでに購読者ですか?

Edge からのその他のストーリー

Edge UK

Edge UK

Tales Of The Shire: A Lord Of The Rings Game

Making a game about being a hobbit — inviting friends over for meals, gardening and farming, wandering the woods in search of mushrooms — would seem a natural fit with the proliferation of slice-of-life farming games hanging on the coattails of Stardew Valley. And in some ways, it is. Tales Of The Shire is buoyant and brisk. It has just enough subsystems to tickle the mind, while mostly abstaining from the deep economic systems that have defined the genre of late. But given the game's rich source material, and developer Weta Workshop's hands-on experience with the Lord Of The Rings films, it's a shame it doesn't differentiate itself more from others of its ilk. Like a hobbit, it rarely leaves its comfort zone.

time to read

3 mins

October 2025

Edge UK

The Wandering Village

Typically, city builders find fascination in the way layers of infrastructure depend on and support each other, in such a way that after a few hours playing Tropico or Cities: Skylines, you feel a sense of wonder that there’s water flowing readily from your taps when you pause for a bathroom break. Some of that’s true of The Wandering Village: there’s an inherent stress in juggling the constant and escalating needs of a growing population in an expanding settlement. But where usually the payoff in such games lies in observing a ruthlessly efficient road network or particularly cost-effective piece of sewage management, here it’s about imposing order upon a different kind of chaos not only the manmade kind, but the chaos of symbiosis, eking out existence on the back of a giant living being.

time to read

3 mins

October 2025

Edge UK

Edge UK

Donkey Kong Bananza

Everybody knows the smart move when they begin a platform game: turn away from the adventure to check for secrets in the opposite direction. Not so in Donkey Kong Bananza. Placed on its first screen, you’ll instead stop to smash it all to pieces. Straight jabs with the Y button knock dents, then holes, into walls and lumps of gold cascade out, which DK (as folks here call our simian hero) collects. It’s a beautifully feral and gratifying action, placed exactly where you'd expect it on the controller. Yet the same can’t be said of jumping, the platforming fundamental that normally occupies the B button by default. Tapping B here takes you down instead of up, DK pounding at the floor until it gives way. In a stroke, Nintendo thus reconfigures the genre it all but invented, removing the ground beneath our feet.

time to read

6 mins

October 2025

Edge UK

Edge UK

RoboCop: Rogue City - Unfinished Business

Teyon had a rock-bottom moment with its licensed Rambo game in 2014, which disappointed in part because it was a rail shooter, not the FPS players expected.

time to read

2 mins

October 2025

Edge UK

Edge UK

AWAYSIS

What's the story? Brawling glory

time to read

3 mins

October 2025

Edge UK

Edge UK

Wuchang: Fallen Feathers

There’s a phrase you'll get used to seeing in Wuchang: Fallen Feathers, aside from the obligatory notification of failure whenever the titular hero meets her demise. It occurs after a successive number of reawakenings, displayed below a flashing red seal: ‘Madness Descends’.

time to read

4 mins

October 2025

Edge UK

Edge UK

ICHIGOICHIE

Getting back into the groove of making music games, and staying the course

time to read

7 mins

October 2025

Edge UK

Edge UK

DYNASTY WARRIORS: ORIGINS

Going all the way back to the beginning for a fresh start

time to read

8 mins

October 2025

Edge UK

Edge UK

DISPATCH

Trading the cowl for a telephone headset in a superhero call centre

time to read

5 mins

October 2025

Edge UK

Edge UK

The Drifter

Fate could have dealt Mick Carter a kinder hand. An unexpected catastrophe prompts him to abandon what remains of his family and start wandering a dystopian, near-future Australia, as if grief is something he can simply outrun. This muddled attempt at reprieve then stretches into weeks, months, years, with no word of explanation to his wife, Sarah, who's left to grapple with both their son's death and Mick's disappearance. That is, until a message from his sister, Annie, informs him their mother has passed away. Determined not to miss another funeral, Mick hops onto a freight train headed for his home town. But when he's discovered by a belligerent security team, our stowaway dies for the first time. Then he returns and the hallucinations start.

time to read

1 mins

October 2025

Hindi(हिंदी)
English
Malayalam(മലയാളം)
Spanish(español)
Turkish(Turk)
Tamil(தமிழ்)
Bengali(বাংলা)
Gujarati(ગુજરાતી)
Kannada(ಕನ್ನಡ)
Telugu(తెలుగు)
Marathi(मराठी)
Odia(ଓଡ଼ିଆ)
Punjabi(ਪੰਜਾਬੀ)
Spanish(español)
Afrikaans
French(français)
Portuguese(português)
Chinese - Simplified(中文)
Russian(русский)
Italian(italiano)
German(Deutsch)
Japanese(日本人)

Translate

Share

-
+

Change font size