The coronavirus pandemic has sparked a surge of interest in wildlife poaching and conservation, with the UN suggesting that so-called ‘wet markets’ for illegally exploited wildlife may have facilitated the transfer of COVID-19 to humans. There’s no virus to contend with in Heart Shaped Games’ We Are The Caretakers, but it’s a timely project nonetheless – a story about interspecies empathy in an age of mass extinction. Set in the fictional realm of Shadra, the game puts you in charge of teams of rangers who explore regions confronting poachers and tending to the Raun, a sorcerous blend of rhino, elephant and walking energy resource.
It’s an easy game to break down by influence: XCOM’s army management layer (there are also alien visitors to wrangle with), a mission-based campaign reminiscent of Warcraft and a JRPG-style turn-based battle system. What makes it fascinating – art director Anthony Jones’ beautiful Afrofuturist character designs aside – is how it combines all this with research into real-life conservation. Among other things, the game draws on lessons from the WWF’s third Asia Poaching Prevention Conference in Nepal, where Heart Shaped Games not only interviewed rangers but followed them in the field.
Denne historien er fra July 2021-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 July 2021-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