They say boredom breeds creativity, and two weeks before Wandersong came out, Greg Lobanov was very bored. The fun stuff had been over for a while; he’d spent the last few months working on important but dull jobs, from porting to bug fixing: “All kinds of horrible crap,” he laughs. With all that finally done, and nothing to do but wait for launch, he began experimenting with ideas for a follow-up. Again, he wanted to create an uplifting, happy, non-violent game; again, he wanted to allow players to express themselves. Rather than music, however, this new game would focus on art. And before long, Chicory was born.
Denne historien er fra November 2019-utgaven av Edge.
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Denne historien er fra November 2019-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