The God Eater team gives the Soulslike genre a welcome shot in the arm
Well, this is embarrassing. Imagine you’re struggling to beat a Dark Souls boss. Sometimes, you run it close, and as you fail you get a sense that you’re gradually learning the fight, inching ever closer toward victory. Yet at others, you just make a mess of the battle and a fool of yourself. Imagine that this is one of those sessions where there’s far more of the latter than there is of the former. Then, imagine you’re playing it in the building where it’s being made, under the watchful eye of the game’s producer and director. As our character is dispatched, once again, to the afterlife, we briefly wish the world would open up and take us along, too.
Dark Souls runs vividly, obviously through Code Vein’s, well, veins. This is far from the first game to borrow from FromSoftware’s enthralling dungeon-crawling template, but it’s rare to hear a game’s creators be so open about their inspirations. It’s equally uncommon for developers to be quite so frank about the extent to which they have struggled to adapt to a genre which didn’t really exist, and certainly not on this scale, until a decade ago.
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Denne historien er fra Christmas 2017-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image