We don’t feel fear. And we ab­so­lutely will not stop. Ever


In the early 1980s, own­ers of Sin­clair’s ZX81 mi­cro­com­puter had the op­por­tu­nity to ex­pand the ma­chine’s mem­ory to a hori­zons-shat­ter­ing 16K. Un­for­tu­nately, plug­ging in the RAM pack some­times re­sulted in the hard­ware over­heat­ing and shut­ting down. One so­lu­tion in­volved plac­ing a re­frig­er­ated car­ton of milk on top of the com­puter, cool­ing ev­ery­thing down to al­low the taut, di­nosaur-evad­ing ac­tion of 3D Mon­ster Maze to com­mence once more. A car­ton of milk. On top of your com­puter. To play a game.

In the 1990s, UK-based own­ers of Nintendo’s SNES hard­ware were given a proper treat, though, by hav­ing to wait six months for the hottest games from the US and Ja­pan to ap­pear on do­mes­tic shop shelves, and then get­ting the op­por­tu­nity to play them at a speed re­duc­tion of 17 per cent and with fat black borders taunt­ing them from across the top and bot­tom of their screens.

Then, in 2001, the en­tire world was blessed with the ar­rival of Nintendo’s Game Boy Ad­vance, a take-any­where de­vice whose screen was all but use­less in any sit­u­a­tion other than un­der the di­rect glare of an elec­tric lamp. Thank good­ness we’ve trav­elled so far since those crazy days, right? Ex­cept sum­mer game droughts still ex­ist. But at least we can keep our­selves di­verted with some graph­ics card driver is­sues. Or a tide of online abuse over Xbox Live. Some DLC non­sense, per­haps. DRM frus­tra­tion. Ex­ploita­tive mi­cro­trans­ac­tions. Lame free-to-play mon­eti­sa­tion schemes. On it goes.

Se­ri­ously, just how awe­some must videogames be that we put up with such a steam­ingly re­lent­less stream of ut­ter bull­shit? Per­haps this is why we can over­come any­thing Hide­taka Miyazaki throws at us. It’s in our blood now.

It’s what helps us get over our frus­tra­tions with Des­tiny. Its loot-drop sys­tem may be stingy. Its story may feel un­der­cooked and over told. And, when you get down to it, there’s not an in­cred­i­ble amount of things to do in the game. But still we keep com­ing back, ev­ery day. What is its magic? And how, in

The Taken King, is Bungie ad­dress­ing play­ers’ gripes? Our big­gest cover story of the year takes us on a far-reach­ing search for an­swers.

Sam­ple two free is­sues of our in­ter­ac­tive iPad edi­tion – search ‘ Edge’ in the App Store

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