E252: Inside Konami’s quest to create gaming’s most believable visuals

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In E252, which goes on sale March 14, we take a detailed look at Sony’s PlayStation 4 reveal, examining the specs, new controller and first wave of games. And we speak to SCE Worldwide Studios senior vice president Michael Denny about Sony’s next-generation bid and the timing of its announcement. On the cover, though, we feature Konami’s astonishing new facial rendering technology, highlighting our lead article on the company’s vision for the next Pro-Evolution Soccer.

You can expect much more besides, all of which is detailed after the cover image below.

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Previews

– Destiny
– Remember Me
– The Last Of Us
– Assassin’s Creed IV: Black Flag
– Command & Conquer
– Death Inc
– Tales Of Xillia
– Wildstar
– The 90’s Arcade Racer
– The Vanishing Of Ethan Carter
– Daylight
– The Castle Doctrine
– Amnesia: A Machine For Pigs
– New Game Plus
– Injustice: Gods Among Us
– Rayman Legends

Reviews

– Metal Gear Rising: Revengeance
– Tomb Raider
– Crysis 3 – Aliens Colonial Marines
– Luigi’s Mansion 2
– Lego City Undercover Wii U
– Castlevania: Lords Of Shadow – Mirror Of Fate
– Year Walk
– Anodyne
– Kairo

Knowledge

Sony reveals PlayStation 4: Sony unveils the games and tech behind its vision of the next gen
The game of life: Forget high fantasy – meet the devs mining their own lives for inspiration
Creature features: We discover the design vision that powers Capcom’s Monster Hunter
My Favourite Game: UK TV presenter Jonathan Ross on playing games in his pyjamas

Dispatches

– Your letters
Trigger Happy: The Room’s touchscreen design has Steven Poole in its thrall
Level Head: Leigh Alexander muses on the fading relevance of gaming terms
- You’re Playing It Wrong: Brian Howe shares a few examples of when reviews go horribly wrong

Features

Control: Can new tech and a design rethink save Pro Evolution Soccer?
Hideo Kojima: The Metal Gear Solid creator shares his plans for the next generation
To human: Are the stylised characters of gaming’s past gone for good?

Create

People: InXile Entertainment’s Brian Fargo on going back to the wastelands
Places: We go inside Fallout‘s underground sanctuaries, the Vaults
Things: Considering breasts, one of gaming’s most puerile fixations
Studio Profile: Yager Games, the Berlin studio behind Spec Ops: The Line
- The Making Of: How the two-man Dennaton Games made indie darling Hotline Miami
The Art Of: Minecraft, the world-building game that made a bold artistic step
What Games Are: Tadhg Kelly contests David Cage’s claim games need to grow up
In The Click Of It: Clint Hocking on the game he despises but can’t stop playing
The Possibility Space: Randy Smith on the virtues of right brain creativity in game design
Word Play: James Leach explains why endings are the hardest things to write
Region Specific: We return to Finland to see how the region is coping with its growth