
On June 2, 2023, the Immaterial Plane ceased to exist. This wasn’t overly unusual by Blaseball standards: it had already been sucked into a black hole once. Yet this time was different, with the disappearance accompanied by a blunt message from its creators: “The cost, literally and metaphorically, is too high”. Blaseball was shutting down.
This mashup of videogame, spectator sport and collective storytelling project is so unusual that it could only have been created in response to the COVID-19 pandemic. Having released its debut, Where Cards Fall, in 2019, The Game Band was working on what studio founder Sam Rosenthal describes as an “atmospheric, singleplayer narrative game” before the onset of COVID led to that project’s cancellation. After downsizing and pivoting to contract work, they went all-in on Rosenthal’s idea for a Web-based idle game built around horse racing, intended in part as an alternative to the boardgaming meetups that were now impossible.
The horses were quickly traded for a baseball league, and just four months into lockdown, Blaseball entered the world as a free-to-play browser game. Matches were simulated every hour, with entire seasons taking place across a single week, while its cosmic horror elements – which Rosenthal credits to writer and narrative designer Stephen Bell – were built out through cryptic messages on the game’s website and via social media accounts. Although it was originally a sideproject for The Game Band, it quickly became the studio’s primary focus, as a community formed around teams such as the Baltimore Crabs and Kansas City Breath Mints, voting on in-game events and rule changes as well as generating vast quantities of fan artwork and lore.
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Denne historien er fra October 2023-utgaven av Edge UK.
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HENRY HALFHEAD
Where's your head at?

CROTEAM
How a gaggle of football fans became the self-appointed national dev team of Croatia

TEMPEST RISING
Heading to the future for a very '90s war

Sid Meier's Civilization VII
Anyone who's engaged with Sid Meier's strategy series during its 34-year existence knows that the most exhilarating turns in a game are the initial ones. Sure, the mid-game can be an absorbing juggling act, requiring you to manage diplomatic crises and placate the citizens of a sprawling empire, while choreographing your battalions' advance into enemy territory.

HEAVY HITTER
Doom looks to the past for its biggest and weightiest iteration yet

Darkest Dungeon II
Having marvelled at Red Hook's leftfield approach to sequel-making in E385's review, Darkest Dungeon II's Kingdoms DLC was always going to pique our interest.

ASSASSIN'S CREED: SHADOWS
Ubisoft's signature series finds itself at a crossroads. After Valhalla concluded Assassin's Creed's trilogy-length RPG pivot back in 2020, it was three years - which felt like an eternity for this once-annual series - before Mirage arrived, with its promise of a return to the concept's stealthgame roots, and no pretence to the scale of its immediate predecessors.

THE MAKING 0F... ARCO
How a ramshackle gang of indie developers formed over three continents to produce an epic reverse western

DEATH HOWL
A gloomy deckbuilding odyssey and an accidental Soulslike

Sludge Life
Peer through the haze to discover a game that makes you ask some surprisingly sharp questions