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Themen | 008/2023 (27.06.2023)
  • DEEP TROUBLE
    The Chinese Room drills into a rich vein of ’70s horror in terrifying first person chiller Still Wakes The Deep
  • THE MAKING OF...
    A game made in the margins
  • All hands on Deck
    As the portable PC race hots up, we weigh up two rivals to Valve’s game-changing handheld
  • Creative crucible
    The creator of Shadowrun returns with Adventure Forge, an entirely code-free game-creation kit
  • Gathering of developers
    This year’s Develop conference in Brighton features an abundance of game-making talent
Themen | 010/2023 (22.08.2023)
  • S ABOVE SO BELO
    After 13 years, Remedy is ready to make the game of its dreams
  • SILENCE IS GORDON
    Why does the mute protagonist still loom large over the landscape of firstperson-viewed games?
  • DREAM TICKET
    As Media Molecule prepares to move on, we get the inside track on Tren, its spectacular swan song for Dreams
  • HARDSPACE: SHIPBREAKER
    How Blackbird Interactive cracked the formula for a sci-fi tale of dystopian deconstruction
  • Deal of the decade
    Microsoft’s Activision plan satisfies US courts and (most) third parties thanks to a series of ten-year concessions
Themen | 011/2023 (19.09.2023)
  • ANOTHER DIMENSION
    2D or not 2D: that is the question, in Nintendo-inspired storybook adventure The Plucky Squire
  • COLLECTED WORKS AARYN FLYNN
    How working on tools for Neverwinter Nights led the former BioWare GM to interfacing with the EA machine and grappling with the challenges of Anthem
  • THE CALL OF THE WEIRD
    The videogame influence of HP Lovecraft and the Cthulhu mythos is only growing. What does it mean to call on the ultra-traditionalist master of cosmic horror?
  • An Unreal opportunity
    As Epic positions Fortnite as the next big gaming platform, three studios outline the pros and cons of developing on UEFN
Themen | 012/2023 (24.10.2023)
  • THE 100 GREATEST GAMES OF EDGE’S LIFETIME
    No arguments – for once – just lots of votes, resulting in a countdown of the finest accomplishments across 30 years of game history
  • THE SHAPE OF THINGS TO COME
    Thirty years ago, in the very first issue of Edge, a selection of luminaries gave their predictions of how videogames would evolve in the coming years. In 2013, another group of industry professionals looked into their crystal balls to see what the future of videogames held. In 2023, we’re looking back at those predictions to see how they have fared in the cold light of reality. In addition, we’ve gathered a group of analysts, technologists and industry leaders to ask how videogames might evolve over the next ten years. As an added bonus, since this is Edge’s 30th anniversary, we’re also asking them what the far future might hold, 30 years hence. Considering just how much videogames have changed since 1993, the future world of 2053 could be a very different place indeed.
Themen | 001/2024 (12.12.2023)
  • THE MAKING OF . . . PENTIMENT
    How a palimpsest of ideas evolved into a singular work of art
  • COLLECTED WORKS MASAYA MATSUURA
    A lesson from teacher: PaRappa’s creator looks back on his transformative time in games
  • COLLECTED WORKS KEIICHIRO TOYAMA
    The creator of Silent Hill looks back on a long, horrifying career – and ahead to his big return to the genre
  • Shifting foundations
    Game engines are the bedrock on which the game industry is constructed. What happens when cracks emerge?
  • Mixed results
    Meta Quest 3 gives MR a platform on which to shine – but what can it offer to games?
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Porträt von Edge (UK)

Das Edge-Magazin ist der führende Name im Spiele-Journalismus und wird jedem echten Fan von plattformübergreifenden Spielen bekannt sein. Das Wunderbare an Edge ist, dass es im Gegensatz zu so gut wie jedem anderen Spielemagazin da draußen nicht an eine bestimmte Plattform gebunden ist, die PC-, PS3 Xbox360-, Wii-, PSVita-, DS- und sogar iOS-Spiele umfasst. Edge ist ein Mekka für Spielejournalisten, mit Beiträgen von führenden Autoren aller Formate, und enthält bekanntermaßen fachkundige und ehrliche Rezensionen, alle aktuellen Nachrichten, faszinierende Einsichten und Ansichten aus der Spieleindustrie und Features über die Natur des Spielens als Ganzes. Edge ist wunderschön gestaltet und produziert und ein Muss für jeden Gamer. Ein beständiger Lieferant von feinen Covern, obendrein.
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Die EDGE ist für mich eine der interessantesten Zeitschriften im Videogames Bereich - und auch die einzige, bei der es Sinn macht, sie auf Papier zu abonnieren. Das ambitionierte Layout, die gut recherchierten Hintergrundartikel, etwa zur Entwicklungsgeschichte einzelner Titel - und die unkonventionelle aber faire Weise, Spiele zu rezensieren macht die Edge zu einem besonderen Paket.

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In der aktuellen Ausgabe von Edge (UK)

  • Shifting foundations
    Game engines are the bedrock on which the game industry is constructed. What happens when cracks emerge?
  • Mixed results
    Meta Quest 3 gives MR a platform on which to shine – but what can it offer to games?
  • DISPATCHES JANUARY
    Send your views, using ‘Dialogue’ as the subject line, to edge@futurenet.com. Our letter of the month wins an exclusive Edge T-shirt
  • DISPATCHES CHRISTMAS
    Send your views, using ‘Dialogue’ as the subject line, to edge@futurenet.com. Our letter of the month wins an exclusive Edge T-shirt
  • WOMB WITH A VIEW
    El Huer vo takes us aboard Ultros’s ‘cosmic uterus’ to discuss the art of cultivating a more constructive variety of Metroidvania
  • COLLECTED WORKS KEIICHIRO TOYAMA
    The creator of Silent Hill looks back on a long, horrifying career – and ahead to his big return to the genre
  • COLLECTED WORKS MASAYA MATSUURA
    A lesson from teacher: PaRappa’s creator looks back on his transformative time in games
  • THE MAKING OF . . . PENTIMENT
    How a palimpsest of ideas evolved into a singular work of art
  • DECONSTRUCTEAM
    Jams, overdrafts and finding a voice: how a difficult decade turned into magic
  • A link between worlds
    As true section-intro connoisseurs will be aware, we often use this page to try to locate a common thread among the issue’s selection of review games. With Remedy’s Alan Wake 2 in mind, we could perhaps discuss the nature of shared or connected universes – a potential jumping-off point to discuss Call Of Duty: Modern Warfare III and Like A Dragon Gaiden: The Man Who Erased His Name, with The Invincible also teasing the tantalising notion of the Stanislaw Lem Expanded Universe. Or perhaps we could focus instead on metatextuality (though in calling attention to this process, we’re sort of doing that already).
  • Post Script
    Does Alan Wake 2 make a case for the connected universe in videogames?
  • Post Script
    To get COD out of this mess, Activision should listen to its own advice
  • WarioWare: Move It!
    Several firstparty Switch games advise using the wrist strap, but here it’s a necessity: some games require you to let go of the controllers, such as when dropping a fishing line into an ice hole, yanking it out when you get a nibble
  • Prey
    Arkane’s sci-fi immersive sim was a shock to the system, for players and its developer alike
  • THE LONG GAME
    A progress report on the games we just can’t quit