EDGE

Lifting the lid on the art, science and business of making games

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This issue’s People, Places, Things opens on p100 with influentia­l engine programmer Corrinne Yu revealing how high-school coding projects changed her career trajectory and took her from NASA to the videogame industry. On p102, we travel the delicate and dicey Rainbow Road , Mario Kart’s technicolo­ur test of handling skill, and explore the many shades it has adopted over two decades. The runt of GoldenEye 007’ s arsenal, the Klobb , is stripped down and rebuilt on p104, as we attempt to find the value in an oft-derided firearm. Joe Danger and No Man’s Sky creator Hello Games explains how it recovered from the Christmas floods in our Studio Profile on p106, even if it is making a whole universe in a box room. On p110, The Making Of… Die Hard Trilogy deals with another small team under pressure, this time at Probe Entertainm­ent, but one that would go on to beat its well-funded internal competitio­n, Alien Trilogy, in terms of critical acclaim. As always, our columnists round off the issue, with designer Tadhg Kelly (p114) cautioning against the bright lure of dark design practices for mobile and social games, and explaining why they tend to lead to fatalism. Clint Hocking (p116) counts the cost of games following the Hollywood blockbuste­r model, since predictabi­lity in budgeting will be all-important to that future. Finally, James Leach (p118) is afraid for women in games – specifical­ly that we’re too shy to make them flawed, engaging characters with different attributes to their many male counterpar­ts.

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 ??  ?? You’ll never forget your first Rainbow Road. On p102, we drift around the series to discover why it’s the pinnacle of every Mario Kart, and how it has become inextricab­ly linked with the kart racing genre’s king
You’ll never forget your first Rainbow Road. On p102, we drift around the series to discover why it’s the pinnacle of every Mario Kart, and how it has become inextricab­ly linked with the kart racing genre’s king

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