Strength of character is carrying Crystal Dynamics’ ensemble adventure
The optics of Marvel’s Avengers have so far crumbled under the weight of scrutiny, but behind the scenes things are looking quietly confident. Yes, the singleplayer demo does look overly choreographed, stuffed to the gills with quicktime events. But amid it all, there are brilliant flashes of the fastidious and creative individuals behind it all.
After watching Thor’s hammer and Captain America’s shield bounce around rooms at their beck and call, we’re not entirely surprised to find ourselves shaking hands with Vince Napoli, the designer behind Kratos’ weighty, recallable Leviathan Axe. Next, we’re introduced to Shaun Escayg, previously creative director on Uncharted: The Lost Legacy. These are people with a track record of meticulousness, and Marvel has been all too keen to work with them, not against them. “We wanted to tell an original story, and they were in sync with us on that.” Escayg says, “I draft; I send to my team; my team drafts; we go back and forth with Marvel – it’s been very collaborative. And Bill [Rosemann, Marvel Games vice president] is always on my shoots, he loves to see the actors bring stuff to life.”
Denne historien er fra October 2019-utgaven av Edge.
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Denne historien er fra October 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
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart