EDGE

The message is the medium

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To give a game the best possible start, developers and publishers must consider how to put their best foot forward long before its actual release. Communicat­ion has never been more crucial: at the concept stage, creators can no longer simply consider how to explain their game to players via tutorials and such like; the messaging surroundin­g it is equally important, if not more so. It says much that a lot of self-styled ‘indie’ games – and we continue to think carefully about how we use that term – now have publishers attached. Even if they’re not blessed with the resources of an EA or a Ubisoft, there are more people involved in telling you what a game is than ever before. (We recognise our own role in that process, of course.)

One way to manage expectatio­ns is to let players in long before a game is finished. Early Access has transforme­d the way many of us experience videogames, and how developers shape them. Dubium (p40), a sciencefic­tion social-deduction multiplaye­r game, is pitched as Among Us meets Dead By Daylight: a combinatio­n that sets certain expectatio­ns, and the game is generally happy to meet them. To attract a healthy userbase, Korean developer Mumo Studio has a few tricks up its sleeve; to sustain it, the studio will doubtless scrutinise how players respond to its less familiar elements.

We stay in Korea for Little Devil Inside (p34) – a surprise choice to close a State Of Play showcase, certainly, but what a delight to see this offbeat adventure resurface after a year. Rather than focus on its action elements, developer Neostream opted to highlight the game’s tilt-shifted world map segments – and we catch up with the studio to find out why that was so important.

Few developers understand the value of communicat­ion as keenly as FromSoftwa­re. Elden Ring brings back the messaging system from the Dark Souls series, while offering so much more besides. Our impression­s, based on more than 20 hours of play, begin over the page.

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