The early days of the new console generation are in danger of being defined not by graphical leaps or new experiences, but by microtransactions 1 . The effects of free-to-play conventions on fullpriced games are explored on p10, from the way they compromise game design to the psychological dissonance they create. On p14, we crack open Valve’s Steam Machines 2 and explore the new Linux-based operating system powering them. Far from just a PC under your TV, Steam Machines represent a whole new platform in the videogame space, and their disrupting effect will either define 2014 or be an Ouya-sized disaster for Valve. To Japan on p16, and to Playism 3 , the Japanese company helping westerners bring their games to Japan, and Japan’s indies send their games west. On p18, developer Zoe Quinn discusses the abuse she faced for placing her game, Depression Quest 4 , on Steam Greenlight, and her reasons for tackling misogynists head-on. Mega Drive design documents are exposed on p20, as Read Only Memory’s Darren Wall reveals the follow-up to his Sensible Software art book, Mega Drive/Genesis: Collected Works 5 . Platinum’s Hideki Kamiya 6 explains why he rarely makes sequels in Soundbytes on p22, and finally Chronicle director Josh Trank 7 considers why Forza 5 might be Skynet in disguise in My Favourite Game on p24.
Explore the iPad edition
of Edge for extra Knowledge content