Adventure

The Unfinished Swan gallery

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at 12:00pm October 17 2012

Supermassive’s Until Dawn brings Hollywood-style teen-horror to videogames

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at 10:05am October 11 2012
Until Dawn

When you consider the legacy of survival-horror in videogames and the fervency with which contemporary game developers look to Hollywood for inspiration, it’s surprising the teen-horror genre hasn’t spawned many modern gaming counterparts. The recently announced Sony exclusive Until Dawn, developed by Guildford-based Supermassive Games, is one step towards correcting this oversight. The game’s plot follows the exploits of eight teenagers over the course of a single night spent on Mount Washington in British Columbia, Canada, during an ill-fated visit to a luxury ski lodge belonging to one of the group’s parents.

Resident Evil 6 review

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at 04:03pm October 1 2012
resident_evil_6_top

Resident Evil 6 finishes the grisly job started by Resident Evil 5, and completes the series’ protracted mutation into an all-out action game. The tank controls are out, replaced by a dual-analogue setup that’s ornamented with a set of evasive dives and rolls. After the intensely pressurised action of Resident Evil 4 and 5, it’s a change that feels overdue, but diehard advocates of clunkier-feeling Resident Evils can rest assured that playing this iteration still requires some wrestling, if not battling, with the controls.

Assassin’s Creed III: Inside Ubisoft’s biggest ever project

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at 01:51pm October 1 2012
Assassin's Creed III: Inside Ubisoft's biggest ever project

Assassin’s Creed III is the biggest game that Ubisoft, one of the world’s biggest game publishers, has ever attempted. That alone should convey everything you need to know about the scale of its ambition. At its conclusion, the project’s development cycle will have spanned three years. Roughly 600 members of Ubisoft Montreal’s staff will have worked on it, supported by numerous other Ubisoft studios around the world, including Quebec City, Bucharest and Singapore.

Assassin’s Creed III video: naval battles were almost dropped

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at 04:00pm August 31 2012
Assassin's Creed III video: naval battles were almost dropped

While the naval battles in Assassin's Creed III, the cover star of Edge 245, are some of the most riveting experiences we've had in the series to date, our exclusive video interview reveals that they nearly didn't make the final cut.[youtube:ap9z-T0mwcQ]

SCP Containment Breach: a new kind of horror

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at 04:45pm August 30 2012
SCP Containment Breach: a new kind of horror

 Joonas Rikkonen wants to scare you. But he doesn't have access to the traditional tools of fear. He doesn't work for a big development studio, he can't use a top-end game engine, and he won't use liberal jump cuts and scripted frights.

Assassin’s Creed III making of video

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at 03:39pm August 30 2012
Assassin's Creed III making of video

The cover star of our new issue, E245, is Assassin's Creed III, and as part of our in-depth coverage of Ubisoft's biggest ever project we've put together the below making of video.

Assassin’s Creed 3: “Our challenge was, ‘reinvent everything’”

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at 12:13pm August 30 2012
Assassin's Creed 3

Assassin's Creed III, the cover star of E245, is no mere sequel with a new setting, according to the team who've spent the past three years working on Ubisoft's biggest-ever project. Instead, it's intended as a reinvention, rather than mere iteration, of the multimillion-selling series.

Thirty Flights Of Loving review

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at 11:45am August 28 2012
Thirty Flights Of Loving review

There’s a rule in cinema – and in almost all good storytelling – that you enter late, exit early, and leave as much work as possible to your audience’s imagination. It’s a concept that most cinematic videogames tend to ignore.

Introducing Edge 245: Assassin’s Creed 3

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at 10:51am August 28 2012
Introducing Edge 245: Assassin's Creed 3

While Ubisoft's series has explored a number of different avenues since its second entry, the developer is now ready to push the boat out for Assassin's Creed 3. Quite literally in fact, as the action finds its way to not only America's frontier wilderness, but also the high seas. In our eight-page cover feature, we speak to members of the team behind the game and find out how they're tackling one of the most ambitious projects of this generation.

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