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 <title>EDGE MAGAZINE</title>
 <link>http://www.edge-online.com/magazine</link>
 <description>Index page for magazine articles</description>
 <language>en-us</language>
<item>
 <title>Time Extend: Space Channel 5: Part 2</title>
 <link>http://www.edge-online.com/magazine/time-extend-space-channel-5-part-2</link>
 <description>&lt;img src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/E177-main-pic.jpg" alt="Time Extend: Space Channel 5: Part 2" title="Time Extend: Space Channel 5: Part 2"  class="imagecache imagecache-article_homepage_large_144x108" /&gt;&lt;br /&gt;&lt;!--paging_filter--&gt;Games are often condemned for being cases of style over substance. But as a criticism of an artistic endeavour, could this have any validity? Can style, sometimes, create substance? Such accusations are usually levelled at those games that feature a relatively basic form of player interaction plus a vivid and unique aesthetic treatment. And that&amp;rsquo;s why it&amp;rsquo;s a meaningless statement: among other things, videogames are a visual art, so the way they look is critically important in defining how their players derive interaction and meaning from them.&lt;br /&gt; &lt;p&gt;&lt;a href="http://www.edge-online.com/magazine/time-extend-space-channel-5-part-2"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/magazine/time-extend-space-channel-5-part-2#comments</comments>
 <category domain="http://www.edge-online.com/tags/sega">Sega</category>
 <category domain="http://www.edge-online.com/tags/space-channel-5">Space Channel 5</category>
 <category domain="http://www.edge-online.com/tags/time-extend">Time Extend</category>
 <pubDate>Mon, 08 Feb 2010 15:18:33 +0000</pubDate>
 <dc:creator>Edge Staff</dc:creator>
 <guid isPermaLink="false">23917 at http://www.edge-online.com</guid>
</item>
<item>
 <title>The Making Of: Colin Mcrae Rally</title>
 <link>http://www.edge-online.com/magazine/the-making-of-colin-mcrae-rally</link>
 <description>&lt;img src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/mcrae_1.jpg" alt="The Making Of: Colin Mcrae Rally" title="The Making Of: Colin Mcrae Rally"  class="imagecache imagecache-article_homepage_large_144x108" /&gt;&lt;br /&gt;&lt;!--paging_filter--&gt;&lt;em&gt;Format: PlayStation&lt;br /&gt; Release: 1998&lt;br /&gt; Publisher: Codemasters&lt;br /&gt; Developer: In-house&lt;/em&gt;&lt;br /&gt; &lt;p&gt;&lt;a href="http://www.edge-online.com/magazine/the-making-of-colin-mcrae-rally"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/magazine/the-making-of-colin-mcrae-rally#comments</comments>
 <category domain="http://www.edge-online.com/tags/codemasters">Codemasters</category>
 <category domain="http://www.edge-online.com/tags/colin-mcrae-rally">Colin Mcrae Rally</category>
 <category domain="http://www.edge-online.com/tags/making-of">Making Of</category>
 <pubDate>Fri, 05 Feb 2010 16:13:10 +0000</pubDate>
 <dc:creator>Edge Staff</dc:creator>
 <guid isPermaLink="false">23296 at http://www.edge-online.com</guid>
</item>
<item>
 <title>Review: Dante&#039;s Inferno</title>
 <link>http://www.edge-online.com/magazine/review-dantes-inferno</link>
 <description>&lt;img src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/dante_2.jpg" alt="Review: Dante&amp;#039;s Inferno" title="Review: Dante&amp;#039;s Inferno"  class="imagecache imagecache-article_homepage_large_144x108" /&gt;&lt;br /&gt;&lt;!--paging_filter--&gt;&lt;em&gt;Format: 360, PS3 (version tested), PSP&lt;br /&gt; Release: Out now &lt;br /&gt; Publisher: EA&lt;br /&gt; Developer: Visceral Games&lt;br /&gt; &lt;script&gt; 
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&lt;/script&gt;&lt;a href="javascript:cvg_screens(226235);"&gt;&lt;em&gt;Screenshot gallery&lt;/em&gt;&lt;/a&gt;&lt;br /&gt; &lt;/em&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/magazine/review-dantes-inferno"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/magazine/review-dantes-inferno#comments</comments>
 <category domain="http://www.edge-online.com/tags/dantes-inferno">Dante&amp;#039;s Inferno</category>
 <category domain="http://www.edge-online.com/tags/review">Review</category>
 <category domain="http://www.edge-online.com/tags/visceral-games">Visceral Games</category>
 <pubDate>Fri, 05 Feb 2010 12:32:28 +0000</pubDate>
 <dc:creator>Edge Staff</dc:creator>
 <guid isPermaLink="false">26083 at http://www.edge-online.com</guid>
</item>
<item>
 <title>What Economic Crisis?</title>
 <link>http://www.edge-online.com/magazine/what-economic-crisis</link>
 <description>&lt;img src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/uk_sales_1.jpg" alt="What Economic Crisis?" title="What Economic Crisis?"  class="imagecache imagecache-article_homepage_large_144x108" /&gt;&lt;br /&gt;&lt;!--paging_filter--&gt;Despite a sluggish start to the year, 2009 bucked both the ongoing economic slump and the concerns of uneasy British retailers to deliver unexpectedly positive results. Total software sales for the year generated &amp;pound;1.621bn, compared to 2008&amp;rsquo;s record total of &amp;pound;1.905bn. The &amp;pound;284m drop may seem like a significant one, but it&amp;rsquo;s against the backdrop of a rapidly growing second-hand market, and increasingly aggressive price-cutting policies among supermarket chains. &lt;br /&gt; &lt;p&gt;&lt;a href="http://www.edge-online.com/magazine/what-economic-crisis"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/magazine/what-economic-crisis#comments</comments>
 <category domain="http://www.edge-online.com/tags/sales">Sales</category>
 <category domain="http://www.edge-online.com/tags/uk">UK</category>
 <pubDate>Wed, 03 Feb 2010 17:00:37 +0000</pubDate>
 <dc:creator>Edge Staff</dc:creator>
 <guid isPermaLink="false">26047 at http://www.edge-online.com</guid>
</item>
<item>
 <title>Time Extend: Robotron 2084</title>
 <link>http://www.edge-online.com/magazine/time-extend-robotron-2084</link>
 <description>&lt;img src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/EDG174-main.jpg" alt="Time Extend: Robotron 2084" title="Time Extend: Robotron 2084"  class="imagecache imagecache-article_homepage_large_144x108" /&gt;&lt;br /&gt;&lt;!--paging_filter--&gt;The history of gaming is a history of ingratiation. It&amp;rsquo;s a trend that plays out on a number of fronts. Over three decades, consoles have wheedled their way into our lives and our living rooms, but the real change has taken place in the growing desire of games to win you over.&lt;p&gt;&lt;a href="http://www.edge-online.com/magazine/time-extend-robotron-2084"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/magazine/time-extend-robotron-2084#comments</comments>
 <category domain="http://www.edge-online.com/tags/eugene-jarvis">Eugene Jarvis</category>
 <category domain="http://www.edge-online.com/tags/robotron">Robotron</category>
 <category domain="http://www.edge-online.com/tags/time-extend">Time Extend</category>
 <pubDate>Mon, 01 Feb 2010 11:53:43 +0000</pubDate>
 <dc:creator>Edge Staff</dc:creator>
 <guid isPermaLink="false">23914 at http://www.edge-online.com</guid>
</item>
<item>
 <title>The Making Of: Gauntlet</title>
 <link>http://www.edge-online.com/magazine/the-making-of-gauntlet</link>
 <description>&lt;img src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/gauntlet_1.jpg" alt="The Making Of: Gauntlet" title="The Making Of: Gauntlet"  class="imagecache imagecache-article_homepage_large_144x108" /&gt;&lt;br /&gt;&lt;!--paging_filter--&gt;&lt;em&gt;Format: Arcade&lt;br /&gt; Release: 1985&lt;br /&gt; Publisher: Atari&lt;br /&gt; Developer: In-house&lt;/em&gt;&lt;br /&gt; &lt;p&gt;&lt;a href="http://www.edge-online.com/magazine/the-making-of-gauntlet"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/magazine/the-making-of-gauntlet#comments</comments>
 <category domain="http://www.edge-online.com/tags/atari">Atari</category>
 <category domain="http://www.edge-online.com/tags/gauntlet">Gauntlet</category>
 <category domain="http://www.edge-online.com/tags/making-of">Making Of</category>
 <pubDate>Fri, 29 Jan 2010 14:23:02 +0000</pubDate>
 <dc:creator>Edge Staff</dc:creator>
 <guid isPermaLink="false">23294 at http://www.edge-online.com</guid>
</item>
<item>
 <title>Review: Mass Effect 2</title>
 <link>http://www.edge-online.com/magazine/review-mass-effect-2</link>
 <description>&lt;img src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/mass_effect_1_1.jpg" alt="Review: Mass Effect 2" title="Review: Mass Effect 2"  class="imagecache imagecache-article_homepage_large_144x108" /&gt;&lt;br /&gt;&lt;!--paging_filter--&gt;&lt;em&gt;Format: 360&lt;br /&gt; Release: Out now (US), January 29 (Euro)&lt;br /&gt; Publisher: EA &lt;br /&gt; Developer: BioWare&lt;/em&gt;&lt;br /&gt; &lt;script&gt; 
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&lt;/script&gt;&lt;a href="javascript:cvg_screens(225883);"&gt;&lt;em&gt;Screenshot gallery&lt;/em&gt;&lt;/a&gt;  &lt;br /&gt; &lt;p&gt;&lt;a href="http://www.edge-online.com/magazine/review-mass-effect-2"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/magazine/review-mass-effect-2#comments</comments>
 <category domain="http://www.edge-online.com/tags/bioware">BioWare</category>
 <category domain="http://www.edge-online.com/tags/mass-effect-2">Mass Effect 2</category>
 <category domain="http://www.edge-online.com/tags/review">Review</category>
 <pubDate>Tue, 26 Jan 2010 14:16:55 +0000</pubDate>
 <dc:creator>Edge Staff</dc:creator>
 <guid isPermaLink="false">25933 at http://www.edge-online.com</guid>
</item>
<item>
 <title>Time Extend: Jet Set Radio Future</title>
 <link>http://www.edge-online.com/magazine/time-extend-jet-set-radio-future</link>
 <description>&lt;img src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/EDG172-main.jpg" alt="Time Extend: Jet Set Radio Future" title="Time Extend: Jet Set Radio Future"  class="imagecache imagecache-article_homepage_large_144x108" /&gt;&lt;br /&gt;&lt;!--paging_filter--&gt;The Skyscraper District is perhaps the highlight of all of &lt;em&gt;Jet Set Radio Future&amp;rsquo;s&lt;/em&gt; reimagined Tokyo; the pinnacle of a game so dazzlingly vertiginous it can make your ears pop. It&amp;rsquo;s a five-minute climb to the top of its highest peak &amp;ndash; an aeon in gaming terms, a period in which you could comfortably save the world in most other titles. But &lt;em&gt;Jet Set Radio Future&lt;/em&gt; is not most other titles, and the lengthy climb is more than worth the time it takes. &lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/magazine/time-extend-jet-set-radio-future"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/magazine/time-extend-jet-set-radio-future#comments</comments>
 <category domain="http://www.edge-online.com/tags/jet-set-radio">Jet Set Radio</category>
 <category domain="http://www.edge-online.com/tags/smilebit">Smilebit</category>
 <category domain="http://www.edge-online.com/tags/time-extend">Time Extend</category>
 <pubDate>Mon, 25 Jan 2010 15:54:50 +0000</pubDate>
 <dc:creator>Edge Staff</dc:creator>
 <guid isPermaLink="false">23913 at http://www.edge-online.com</guid>
</item>
<item>
 <title>The Making Of: Wipeout</title>
 <link>http://www.edge-online.com/magazine/the-making-of-wipeout</link>
 <description>&lt;img src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/wipeout_1.png" alt="The Making Of: Wipeout" title="The Making Of: Wipeout"  class="imagecache imagecache-article_homepage_large_144x108" /&gt;&lt;br /&gt;&lt;!--paging_filter--&gt;&lt;em&gt;Format: PlayStation&lt;br /&gt;Release: 1995&lt;br /&gt;Publisher: Psygnosis&lt;br /&gt;Developer: In-house&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/magazine/the-making-of-wipeout"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/magazine/the-making-of-wipeout#comments</comments>
 <category domain="http://www.edge-online.com/tags/making-of">Making Of</category>
 <category domain="http://www.edge-online.com/tags/psygnosis">Psygnosis</category>
 <category domain="http://www.edge-online.com/tags/wipeout">Wipeout</category>
 <pubDate>Mon, 18 Jan 2010 12:21:50 +0000</pubDate>
 <dc:creator>Edge Staff</dc:creator>
 <guid isPermaLink="false">23293 at http://www.edge-online.com</guid>
</item>
<item>
 <title>Time Extend: Speedball 2 - Brutal Deluxe</title>
 <link>http://www.edge-online.com/magazine/time-extend-speedball-2-brutal-deluxe</link>
 <description>&lt;img src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/EDG171-main.jpg" alt="Time Extend: Speedball 2 - Brutal Deluxe" title="Time Extend: Speedball 2 - Brutal Deluxe"  class="imagecache imagecache-article_homepage_large_144x108" /&gt;&lt;br /&gt;&lt;!--paging_filter--&gt;For Amiga gamers in 1990 the world was oval, its core a rectangle. Time existed as 90-second intervals, each announced and punctuated by an electric buzz, a pneumatic hiss and the sound of 36 fists and feet converging on a steel sphere. Zig-zagging sprints and hurdles were burned on to the eyes, the ears filled by a raucous metallic churn. Bodies were folded, flung, and sacrificed to hungry scoreboards and an insatiable crowd. &amp;lsquo;One day,&amp;rsquo; promised &lt;em&gt;Speedball 2&lt;/em&gt;, &amp;lsquo;all sports will be played like this.&amp;rsquo; But somehow, come the day, none of them were.&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/magazine/time-extend-speedball-2-brutal-deluxe"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/magazine/time-extend-speedball-2-brutal-deluxe#comments</comments>
 <category domain="http://www.edge-online.com/tags/speedball">SpeedBall</category>
 <category domain="http://www.edge-online.com/tags/the-bitmap-brothers">The Bitmap Brothers</category>
 <category domain="http://www.edge-online.com/tags/time-extend">Time Extend</category>
 <pubDate>Fri, 15 Jan 2010 15:29:49 +0000</pubDate>
 <dc:creator>Edge Staff</dc:creator>
 <guid isPermaLink="false">23910 at http://www.edge-online.com</guid>
</item>
<item>
 <title>Performance Art</title>
 <link>http://www.edge-online.com/magazine/performance-art</link>
 <description>&lt;img src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/perfomance_1.jpg" alt="Performance Art" title="Performance Art"  class="imagecache imagecache-article_homepage_large_144x108" /&gt;&lt;br /&gt;&lt;!--paging_filter--&gt;If you&amp;rsquo;d asked us back in September whether we cared about the death of the cinematic narrative in a non-linear, interactive medium, we would have probably shrugged pensively before going back to stroking our beards in front of &lt;a href="http://www.puzzle-loop.com/"&gt;&lt;em&gt;Slither Link&lt;/em&gt;&lt;/a&gt;. It took &lt;a href="http://www.edge-online.com/magazine/review-uncharted-2-among-thieves"&gt;&lt;em&gt;Uncharted 2&lt;/em&gt;&lt;/a&gt; to remind us that we don&amp;rsquo;t actually mind games that try to be films &amp;ndash; so long as those films are pretty good.&lt;p&gt;&lt;a href="http://www.edge-online.com/magazine/performance-art"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/magazine/performance-art#comments</comments>
 <category domain="http://www.edge-online.com/tags/audiomotion">Audiomotion</category>
 <category domain="http://www.edge-online.com/tags/image-metrics">Image Metrics</category>
 <category domain="http://www.edge-online.com/tags/imagination-studios">Imagination Studios</category>
 <category domain="http://www.edge-online.com/tags/motion-capture">Motion Capture</category>
 <pubDate>Tue, 12 Jan 2010 12:08:03 +0000</pubDate>
 <dc:creator>Edge Staff</dc:creator>
 <guid isPermaLink="false">25744 at http://www.edge-online.com</guid>
</item>
<item>
 <title>Time Extend: Ratchet &amp; Clank 3</title>
 <link>http://www.edge-online.com/magazine/time-extend-ratchet-clank-3</link>
 <description>&lt;img src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/ratchet.jpg" alt="Time Extend: Ratchet &amp;amp; Clank 3" title="Time Extend: Ratchet &amp;amp; Clank 3"  class="imagecache imagecache-article_homepage_large_144x108" /&gt;&lt;br /&gt;&lt;!--paging_filter--&gt;You&amp;rsquo;d be excused for having overlooked &lt;em&gt;Ratchet &amp;amp; Clank 3&lt;/em&gt;. The franchise has been set to automatic since its inception, with a new game being pumped out once every 12 months &amp;ndash; the kind of prolific visibility that can make a series all too easy to ignore. And, from a distance, it seems to sit happily alongside any number of other Star &amp;amp; Sidekick games out there, slightly in the shadow of the &lt;em&gt;Jak And Daxter&lt;/em&gt; games or as one-third of Sony&amp;rsquo;s first-party club of cartoon mascots that was completed by &lt;em&gt;Sly Raccoon&lt;/em&gt;.&lt;p&gt;&lt;a href="http://www.edge-online.com/magazine/time-extend-ratchet-clank-3"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/magazine/time-extend-ratchet-clank-3#comments</comments>
 <category domain="http://www.edge-online.com/tags/insomniac">Insomniac</category>
 <category domain="http://www.edge-online.com/tags/ratchet-clank">Ratchet &amp;amp; Clank</category>
 <category domain="http://www.edge-online.com/tags/time-extend">Time Extend</category>
 <pubDate>Mon, 11 Jan 2010 15:32:40 +0000</pubDate>
 <dc:creator>Edge Staff</dc:creator>
 <guid isPermaLink="false">23908 at http://www.edge-online.com</guid>
</item>
<item>
 <title>An Audience With: Yoichi Wada</title>
 <link>http://www.edge-online.com/magazine/an-audience-with-yoichi-wada</link>
 <description>&lt;img src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/yoichi_wada_0.jpg" alt="An Audience With: Yoichi Wada" title="An Audience With: Yoichi Wada"  class="imagecache imagecache-article_homepage_large_144x108" /&gt;&lt;br /&gt;&lt;!--paging_filter--&gt;In many ways, Square Enix could be considered the most unashamedly &amp;lsquo;Japanese&amp;rsquo; of Japanese game developers, with a long history of titles, created for the Japanese market first and foremost, which seem to have become internationally successful almost by surprise. Overseas releases have generally only come after months of slow localisation, with few changes to suit local tastes outside of bug and interface fixes.&lt;br /&gt; &lt;p&gt;&lt;a href="http://www.edge-online.com/magazine/an-audience-with-yoichi-wada"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/magazine/an-audience-with-yoichi-wada#comments</comments>
 <category domain="http://www.edge-online.com/tags/eidos">Eidos</category>
 <category domain="http://www.edge-online.com/tags/square-enix">Square Enix</category>
 <category domain="http://www.edge-online.com/tags/yoichi-wada">Yoichi Wada</category>
 <pubDate>Wed, 06 Jan 2010 12:06:41 +0000</pubDate>
 <dc:creator>Edge Staff</dc:creator>
 <guid isPermaLink="false">25680 at http://www.edge-online.com</guid>
</item>
<item>
 <title>Review: Bayonetta</title>
 <link>http://www.edge-online.com/magazine/review-bayonetta</link>
 <description>&lt;img src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/bayonetta1.jpg" alt="Review: Bayonetta" title="Review: Bayonetta"  class="imagecache imagecache-article_homepage_large_144x108" /&gt;&lt;br /&gt;&lt;!--paging_filter--&gt;&lt;em&gt;Format: 360 (version tested), PS3&lt;br /&gt; Release: Out now (Japan, US), January 8 (Europe)&lt;br /&gt; Publisher: Sega &lt;br /&gt; Developer: Platinum Games&lt;br /&gt; &lt;/em&gt;&lt;script&gt; 
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  } 
&lt;/script&gt;&lt;a href="javascript:cvg_screens(224307);"&gt;&lt;em&gt;Screenshot gallery&lt;/em&gt;&lt;/a&gt;&lt;br /&gt; &lt;p&gt;&lt;a href="http://www.edge-online.com/magazine/review-bayonetta"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/magazine/review-bayonetta#comments</comments>
 <category domain="http://www.edge-online.com/tags/bayonetta">Bayonetta</category>
 <category domain="http://www.edge-online.com/tags/platinum-games">Platinum Games</category>
 <category domain="http://www.edge-online.com/tags/review">Review</category>
 <pubDate>Tue, 05 Jan 2010 11:47:53 +0000</pubDate>
 <dc:creator>Edge Staff</dc:creator>
 <guid isPermaLink="false">25661 at http://www.edge-online.com</guid>
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<item>
 <title>Time Extend: Serious Sam</title>
 <link>http://www.edge-online.com/magazine/time-extend-serious-sam</link>
 <description>&lt;img src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/serious_sam.jpg" alt="Time Extend: Serious Sam" title="Time Extend: Serious Sam"  class="imagecache imagecache-article_homepage_large_144x108" /&gt;&lt;br /&gt;&lt;!--paging_filter--&gt;&lt;em&gt;Serious Sam&amp;rsquo;s&lt;/em&gt; plot is the stuff of early-era computer titles, generic in structure but footloose in detail. Selected by an alien race for his sheer awesomeness, &amp;lsquo;Serious&amp;rsquo; Sam Stone is flung back in time to save humanity from another galactic presence, cosmic terrorist and gigalomaniac Mental, perhaps the only bad guy around with a name ridiculous enough to make him a fitting nemesis.&lt;p&gt;&lt;a href="http://www.edge-online.com/magazine/time-extend-serious-sam"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/magazine/time-extend-serious-sam#comments</comments>
 <category domain="http://www.edge-online.com/tags/croteam">Croteam</category>
 <category domain="http://www.edge-online.com/tags/serious-sam">Serious Sam</category>
 <category domain="http://www.edge-online.com/tags/time-extend">Time Extend</category>
 <pubDate>Mon, 04 Jan 2010 10:35:41 +0000</pubDate>
 <dc:creator>Edge Staff</dc:creator>
 <guid isPermaLink="false">23906 at http://www.edge-online.com</guid>
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<item>
 <title>Time Extend: Guardian Heroes</title>
 <link>http://www.edge-online.com/magazine/time-extend-guardian-heroes</link>
 <description>&lt;img src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/guardian.jpg" alt="Time Extend: Guardian Heroes" title="Time Extend: Guardian Heroes"  class="imagecache imagecache-article_homepage_large_144x108" /&gt;&lt;br /&gt;&lt;!--paging_filter--&gt;Scrolling beat &amp;lsquo;em ups are one of gaming&amp;rsquo;s longest-serving genres &amp;ndash; not yet in retirement but teetering on the pensionable as each blundering &lt;em&gt;Final Fight: Streetwise&lt;/em&gt; turns up to undo the good work of an &lt;em&gt;Urban Reign&lt;/em&gt;. One-on-one scrappers have settled down into a stable domestic relationship with gamers, but the dedicated scrolling beat &amp;lsquo;em up still remain marginalised. The art of one-on-many thumping has moved on: absorbed into myriad action games, it&amp;rsquo;s always the bridesmaid and never the bride.&lt;p&gt;&lt;a href="http://www.edge-online.com/magazine/time-extend-guardian-heroes"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/magazine/time-extend-guardian-heroes#comments</comments>
 <category domain="http://www.edge-online.com/tags/guardian-heroes">Guardian Heroes</category>
 <category domain="http://www.edge-online.com/tags/time-extend">Time Extend</category>
 <category domain="http://www.edge-online.com/tags/treasure">Treasure</category>
 <pubDate>Mon, 21 Dec 2009 16:27:08 +0000</pubDate>
 <dc:creator>Edge Staff</dc:creator>
 <guid isPermaLink="false">23901 at http://www.edge-online.com</guid>
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<item>
 <title>The Making Of: MUD</title>
 <link>http://www.edge-online.com/magazine/the-making-of-mud</link>
 <description>&lt;img src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/mud1.jpg" alt="The Making Of: MUD" title="The Making Of: MUD"  class="imagecache imagecache-article_homepage_large_144x108" /&gt;&lt;br /&gt;&lt;!--paging_filter--&gt;&lt;em&gt;Format: DECsystem-10&lt;br /&gt; Release: 1978&lt;br /&gt; Publisher: MUSE (Multi-User Entertainment Ltd) &lt;br /&gt; Developer: Roy Trubshaw and Richard Bartle&lt;/em&gt;&lt;br /&gt; &lt;p&gt;&lt;a href="http://www.edge-online.com/magazine/the-making-of-mud"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/magazine/the-making-of-mud#comments</comments>
 <category domain="http://www.edge-online.com/tags/making-of">Making Of</category>
 <category domain="http://www.edge-online.com/tags/mmorpg">MMORPG</category>
 <category domain="http://www.edge-online.com/tags/mud">MUD</category>
 <pubDate>Fri, 18 Dec 2009 12:31:23 +0000</pubDate>
 <dc:creator>Edge Staff</dc:creator>
 <guid isPermaLink="false">23291 at http://www.edge-online.com</guid>
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<item>
 <title>Crackdown 2</title>
 <link>http://www.edge-online.com/magazine/crackdown-2</link>
 <description>&lt;img src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/crackdown1.jpg" alt="Crackdown 2" title="Crackdown 2"  class="imagecache imagecache-article_homepage_large_144x108" /&gt;&lt;br /&gt;&lt;!--paging_filter--&gt;This game shouldn&amp;rsquo;t exist. That&amp;rsquo;s a strange thing to write about the sequel to a critically lauded open-world shooter from the creator of &lt;em&gt;Grand Theft Auto&lt;/em&gt;. But it&amp;rsquo;s the truth. Kind of. &lt;br /&gt; &lt;br /&gt; Actually, the truth in this case is difficult to pin down. What&amp;rsquo;s clear is that Realtime Worlds spent over four years developing &lt;em&gt;Crackdown&lt;/em&gt; for Microsoft. Released in 2007, two years before &lt;em&gt;Infamous&lt;/em&gt; and &lt;em&gt;Prototype&lt;/em&gt;, it presented a huge futuristic city in which the player &amp;ndash; as an augmented supercop &amp;ndash; had total freedom. &lt;p&gt;&lt;a href="http://www.edge-online.com/magazine/crackdown-2"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/magazine/crackdown-2#comments</comments>
 <category domain="http://www.edge-online.com/tags/crackdown">Crackdown</category>
 <category domain="http://www.edge-online.com/tags/microsoft">Microsoft</category>
 <category domain="http://www.edge-online.com/tags/ruffian-games">Ruffian Games</category>
 <pubDate>Wed, 16 Dec 2009 12:14:28 +0000</pubDate>
 <dc:creator>Edge Staff</dc:creator>
 <guid isPermaLink="false">25570 at http://www.edge-online.com</guid>
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<item>
 <title>An Audience With Shigeru Miyamoto</title>
 <link>http://www.edge-online.com/magazine/an-audience-with-shigeru-miyamoto</link>
 <description>&lt;img src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/miyamoto1.jpg" alt="An Audience With Shigeru Miyamoto" title="An Audience With Shigeru Miyamoto"  class="imagecache imagecache-article_homepage_large_144x108" /&gt;&lt;br /&gt;&lt;!--paging_filter--&gt;In an expensively barren hotel room somewhere in one of the wealthier parts of Europe, Shigeru Miyamoto is meeting the press. Surrounded by a polite yet considerable gathering that includes translator, PR people and various product managers, he struggles graciously to navigate endless clusters of garbled, nervously phrased questions, all of which he has already heard and already answered in many of the great cities of the world; some of which he is seeing off only temporarily, knowing they&amp;rsquo;ll likely be back in some form on the next publicity tour, and probably the one after that too.&lt;p&gt;&lt;a href="http://www.edge-online.com/magazine/an-audience-with-shigeru-miyamoto"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/magazine/an-audience-with-shigeru-miyamoto#comments</comments>
 <category domain="http://www.edge-online.com/tags/new-super-mario-bros">New Super Mario Bros.</category>
 <category domain="http://www.edge-online.com/tags/nintendo">Nintendo</category>
 <category domain="http://www.edge-online.com/tags/shigeru-miyamoto">Shigeru Miyamoto</category>
 <pubDate>Mon, 14 Dec 2009 10:50:13 +0000</pubDate>
 <dc:creator>Edge Staff</dc:creator>
 <guid isPermaLink="false">25542 at http://www.edge-online.com</guid>
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<item>
 <title>Time Extend: R-Type Final</title>
 <link>http://www.edge-online.com/magazine/time-extend-r-type-final</link>
 <description>&lt;img src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/EDG165-main.jpg" alt="Time Extend: R-Type Final" title="Time Extend: R-Type Final"  class="imagecache imagecache-article_homepage_large_144x108" /&gt;&lt;br /&gt;&lt;!--paging_filter--&gt;Games always seem to end with three dots rather than one. A climax can be as decisive as the fall of a tyrant, or even an empire, but its last beat will suggest continuation rather than closure. The root of evil will always remain intact, poised to bring new troubles upon the world and new missions for the returning, cash-starved hero. In industry terms, it just doesn&amp;rsquo;t make sense to choke a potential revenue stream once it&amp;rsquo;s open. Yet while no one believed the PR back in 2003, Irem had that very goal in mind: to bring its flagship series to an end, full stop.&lt;br /&gt; &lt;p&gt;&lt;a href="http://www.edge-online.com/magazine/time-extend-r-type-final"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/magazine/time-extend-r-type-final#comments</comments>
 <category domain="http://www.edge-online.com/tags/irem">Irem</category>
 <category domain="http://www.edge-online.com/tags/r-type">R-Type</category>
 <category domain="http://www.edge-online.com/tags/time-extend">Time Extend</category>
 <pubDate>Fri, 11 Dec 2009 15:21:40 +0000</pubDate>
 <dc:creator>Edge Staff</dc:creator>
 <guid isPermaLink="false">23900 at http://www.edge-online.com</guid>
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