“Through many iterations, we tend to focus on removing any unnecessary fat and distilling the game down to its core essentials in every aspect,” says Harry Krueger, the director of Returnal (and Nex Machina before it). “It was very much about creating a pure experience and that everything would reinforce this synergy between gameplay and narrative we were aiming for.” The title screen was an inevitable casualty, “one of many decisions” made to maintain the flow of the game and the integrity of its world.
Denne historien er fra January 2022-utgaven av Edge.
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Denne historien er fra January 2022-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