Like many space sims, Chorus is a feast for the eyes. Unlike many space sims, its astral vistas have a psychological undertow. Your enemies in the game, members of a religious cult known as the Circle, are partial to a spot of brainwashing. Their space stations are instruments of domination, red-on-black monoliths that impose on the viewer at any distance. As lead artist Kareem Leggett tells us, these structures take loose inspiration from fascist architecture in being designed “to affect the psychology of people who live in the area”. The Circle have more direct methods of mind control: they can paralyse vessels with psychic attacks, bloating their hulls with cuboid matter redolent of the Hiss in Remedy’s Control. Fortunately, your pilot, Nara, is touched by the eldritch herself: she can warp inside afflicted ships and blast away the ectoplasm.
The cult’s bullying aesthetic pervades what we’ve seen of the game’s broader environment design. Tumbling asteroid fields are brutally divided into light and shadow, and listing derelicts seem poised to roll over your craft. The atmosphere of threat coexists uneasily with the more innocent objective of giving you large, arresting objects to orient around as you rinse star systems of optional content. “The landmarks are there to really lead you through the space and tell the story of the world as you go,” Leggett says. “We spent a lot of time making sure that the asteroids and everything else set the paths up, and make it easy to discover things and get a really cool vista as you do.”
Denne historien er fra Christmas 2020-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
Denne historien er fra Christmas 2020-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