From the moment you pick up the controller, waking I up your diminutive vulpine protagonist on a quiet shoreline, you're entirely on your own. For all its soft-edged charm, the world of Tunic is hostile signposted in an unintelligible language, with only disordered pages torn from a manual to fill you in on the basics. Eventually one of those pages grants you a scrap of map, and the world unfurls before you. A world with such ominously named locales as Dark Tomb and Forbidden Pass, dotted with question mark icons and, most curious of all, a handwritten squiggle that points towards a building called the Old House.
The shadow of the original Legend Of Zelda falls heavily on Tunic. Two titles separated by over 36 years and six console generations, yet both drawing from a shared source of inspiration: the joy of childhood exploration. Growing up, Tunic developer Andrew Shouldice would map the woods near his grandmother's house, drawing everything from a hill of fire ants to a secret entrance to a waterfall. "It wasn't about being accurate, it was about understanding how the spaces were spatially related," he explains. "A map is a cool artefact to have."
Maps have long been an intrinsic part of video games, from old-school dungeon crawlers which forced players to draw their own by hand to strategy guides published in the likes of Nintendo Power. We primarily think of them as navigational tools, something to ensure the player doesn't stray too far from the beaten path. Yet our relationship with in-game maps is evolving, perhaps best illustrated by the heavily stylised maps of open-world luminaries Breath Of The Wild and Elden Ring, departing from traditions long established by their genre stablemates. Developers and fans alike are taking notes, exploring both how maps can be used to increase our immersion within a virtual world, and remind us of treasured journeys.
Denne historien er fra November 2022-utgaven av Edge UK.
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Denne historien er fra November 2022-utgaven av Edge UK.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
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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