Ap­ply­ing Rem­edy to one of gam­ing’s favourite pur­suits

EDGE - - NEWS -

As Steven Poole notes else­where this is­sue, the drive to­wards pho­to­re­al­ism doesn’t have an in­trin­sic value that makes it ap­pro­pri­ate for all videogames. But when Rem­edy came up with the con­cept of blend­ing a story seam­lessly across ac­tors in live-ac­tion footage and 3D mod­els of them in re­al­time on an Xbox One, it had no other op­tion. In our cover story, the Helsinki stu­dio’s team, led by cre­ative di­rec­tor Sam Lake, ex­plain the in­no­va­tive tech­niques and tech­nolo­gies be­hind the unique amal­ga­ma­tion that is Quan­tum Break.

This blur­ring of lines echoes through­out the is­sue. In Knowl­edge, we look at how Ubisoft, a com­pany fa­mous for bankrolling some of the big­gest and most lav­ishly pro­duced games in history, woke up to the pos­si­bil­i­ties that ex­ist for smaller-scale in­ven­tion within its stu­dios, re­sult­ing in the cre­ation of a di­vi­sion ded­i­cated to ex­per­i­men­tal projects. Mean­while, In­side The Writ­ers’ Room sees Tell­tale Games ex­plain what it’s learnt from the world of episodic TV as it’s found mas­sive suc­cess with story-driven games such as The Walk­ing Dead.

And in our Play sec­tion, Su­per Mario Maker, Dis­ney In­fin­ity 3.0 and Vol­ume demon­strate how the player’s role within videogames con­tin­ues to change. In this DIY age, which can make celebri­ties out of peo­ple tit­ting about in front of we­b­cams in their bed­rooms, it’s no sur­prise to see con­sump­tion and cre­ation in­creas­ingly sit­ting side by side across var­i­ous gen­res of game, in in­die pro­duc­tions and mega-bucks fran­chises alike.

Sim­ply smash­ing stuff to­gether doesn’t work. These parts need to ex­ist as in­ter­lock­ing cogs. Rem­edy could have taken the easy op­tion years ago, es­tab­lish­ing it­self as the com­pany that turned out an end­less stream of se­quels to its 2001 hit, Max Payne, but it took a risk with Alan Wake, and again when it cooked up Quan­tum Break. As fond as we are of the Bullet Time pi­o­neer, these richer projects are con­sid­er­ably more in­ter­est­ing to write about.

But of course we need to kick back, too. In Hoard Mode, we fol­low one man’s quest to ac­cu­mu­late the world’s largest col­lec­tion of videogames, and man­age to avoid dis­cus­sion of chronon par­ti­cles for an en­tire af­ter­noon.

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

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