The winged protagonist carefully places the orange orb, which instantly produces a rippling puddle beneath it. Trotting over to a second sphere – turquoise this time – our insectoid hero gently lifts it onto its back and carries it over to the first. What happens next is the most mesmerising three seconds of videogame you’ll see in 2023. Those wings flutter excitedly in anticipation, the puddle suddenly evaporating as the bug leaps and circles the central orb, like a satellite drawn into its orbit. The camera, positioned above, zooms in for a closer look as the orb opens up and the bug spirals into it, descending at great velocity until it touches down with a thump. You’ve entered one world, with another borne on your shoulders.
This exhilarating transition serves the central hook of Cocoon, from Jeppe Carlsen, lead gameplay designer for Playdead’s multiaward-winning Limbo and Inside (a fact shrewdly highlighted by publisher Annapurna Interactive in the game’s debut trailer). The idea originated once Carlsen’s work on Inside was over – before the game was shipped, but after it was content-complete. At the time, he was working on a small game called Thoth, but the concept for Cocoon was nonetheless firmly in his thoughts. “It was this idea of basically: what if levels were also objects that I could pick up?”
This story is from the August 2023 edition of Edge UK.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the August 2023 edition of Edge UK.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
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