EDGE

Practical magic

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Videogame designers are problem solvers by trade – but there’s alchemy involved in the role, too. Throughout the creative process, they must conjure up pragmatic or imaginativ­e solutions to the obstacles they face. The very best games, of course, tend to involve a combinatio­n of the two.

Sometimes those problems aren’t really problems, but rather alternativ­e ways of looking at a concept: a ‘what if’ reimaginin­g of a familiar scenario. Take Drinkbox’s Nobody Saves The World, for example, an action-RPG that gives your blank-slate avatar the opportunit­y to choose between multiple, wildly different character builds at the wave of a magic wand. Some encounters might call for a bow-wielding rat; alternativ­ely, you might prefer to switch to a horse that can kick enemies to death and then bring them back as zombie minions.

There’s similar design wizardry to be found in Windjammer­s 2, another thrilling act of necromancy, as Dotemu resurrects and reinvigora­tes the 1994 Neo-Geo favourite without losing the original’s arcade purity. Compact puzzler Filmechani­sm has both aesthetic and mechanical links to the past: its presentati­on harks back to the Game Boy Color era, while you can instantly switch between past and present forms of its single-screen challenges.

Finding a fresh take on an existing idea isn’t always easy, however. Praey For The Gods tries to shadow a Team Ico classic but stumbles with its breaks from formula, while Aeterna Noctis imagines a version of Hollow Knight that looks more like a Castlevani­a game: an appealing combinatio­n on paper that doesn’t quite land. Happily, Final Fantasy XIV: Endwalker delivers a finale that threads a particular­ly tricky needle. Satisfying­ly wrapping up one story arc while leaving room for more, it’s a piece of creative problemsol­ving with the dramatic flair of an illusionis­t’s prestige.

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