This Month On Edge

The things that caught our eye dur­ing the pro­duc­tion of E326


BOOK Ja­pan­soft: An Oral His­tory­pan­soft

For­mer Edge editor – and cur­rent Edge con­trib­u­tor – Alex Wilt­shire is au­thor­ing yet an­other book. Ja­pan­soft: An Oral His­tory charts the ex­pe­ri­ences of devel­op­ers work­ing at com­pa­nies such as Sega, Cap­com, Enix, Hud­son Soft and Ni­hon Fal­com, to name a few. It’s a com­bi­na­tion of Wilt­shire’s own in­ter­views, and se­lec­tions from the ex­ten­sive tran­scripts from videogame writer John Szczepa­niak’s 2013 re­search trip around Ja­pan. De­sign agency Julia is on board: il­lus­tra­tions from Yu Nagaba will add anec­do­tal charm to the book, as will never-be­for­e­seen pho­to­graphs and press ad­verts. Ja­pan­soft: An Oral His­tory prom­ises to be a rare and in­ti­mate look into some of the un­told sto­ries from Ja­pan’s game de­vel­op­ment his­tory – fin­gers crossed it reaches its £15,000 fund­ing tar­get.

VIDEO Get­ting Into The Game In­dus­try

As Peo­ple Make Games, for­mer Eurogamer video bod Chris Bratt high­lights the hu­man side of videogame de­vel­op­ment. The unas­sum­ingly ti­tled ‘Get­ting Into The Game In­dus­try’ tells the story of how Derek landed his dream job. The gor­geous an­i­ma­tion is the work of re­cent full-time hire Anni Say­ers, and beau­ti­fully en­velops you in the story. The sec­ond half is weaker thanks to a last-minute change of plans, the in­ter­view por­tion too brief – Bratt has promised more in an­other video. Still, this is an es­sen­tial, per­sonal look at an in­dus­try cri­sis.

WEB GAME I Want To Eat The Sun­sungame

Made by Ja­panese stu­dent de­vel­oper Raw Taka­hashi (aka Go­ril­lar­igo), this is a Kata­mari

es­que ar­cade game in which you must try to make your jaws large enough to swal­low the sun in un­der 60 sec­onds. It’s played with an Xbox con­troller – you move with the left stick, boost with the left bumper, and clamp your jaws to­gether over in­creas­ingly large pel­lets with the right bumper while avoid­ing bombs. Good­ness gra­cious, it’s sat­is­fy­ing. The qual­ity of the an­i­ma­tion makes ev­ery snap – pro­duced as your strange koi carp-es­que avatar rips its torso in half to sur­round a tar­get be­fore sav­agely en­gulf­ing it – de­li­cious, pel­lets burst­ing like juicy salmon roe filled with points and par­ti­cle ef­fects. The mu­sic is de­light­ful, the premise com­pul­sive, and the ex­e­cu­tion el­e­gant. We de­mand a Switch ver­sion this in­stant.

PE­RIPH­ERAL Cy­ber­shoes­ber­shoes

Not a joke, ap­par­ently. You might look like a berk on but­tered roller­skates while us­ing Cy­ber­shoes, but they’re ac­tu­ally rather ef­fec­tive for get­ting around in vir­tual re­al­ity. Sit down, strap them on, and the rollers in the soles track the move­ments of your feet against car­pet. Ac­cord­ing to the Kick­starter page, the rea­son why Cy­ber­shoes help pre­vent nau­sea is that when you walk in real life, your head (and in­ner ear) nat­u­rally moves too. “These are ex­actly the same move­ments that you per­form when us­ing Cy­ber­shoes,” it claims. One look at any of the hi­lar­i­ous pro­mo­tional videos is enough to tell you oth­er­wise – nonethe­less, the thought of be­ing able to heelie around Whiterun is tempt­ing enough to make us con­sider tak­ing the op­tional Cy­ber­car­pet se­ri­ously, too.

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