By
Edge_
posted September 6, 2004
To begin, a line of Lego trivia. The word Lego comes from the Danish 'Leg Godt', meaning to play well. That is the Lego philosophy - playing well - and that confident quality oozes from almost everything the Danish manufacturer has branded since its inception. To continue, a cheap shot. Lego videogames have not (traditionally) played well. Star Wars games, too, have forged an unenviable reputation recently, apart from a certain RPG. So, from an Edge reader's point of view at least, Lego Star
Following yesterday's , Rockstar have today revealed yet more about a selection of specific elements in the game, including tattoos, the camera system and, er, dirt on cars.TATS THE WAY I LIKE IT
As previously covered, main character CJ can change his body shape depending on what he eats and how much exercise he does. While it's also possible for him to visit the barber and alter his clothes, perhaps more significant is the array of tattoos that you can plaster him with."We wanted people to be
"Even before Prince of Persia was finished, we sat down and discussed what needed improving and how we could make this game even better." This is what we were told by Yannis Mallat, producer of Prince of Persia 2, during a recent visit. Three main areas were identified by Ubi Soft's in-house developers and we caught up with the game to see just how those improvements are coming along on Xbox and PS2.In particular, Ubi Soft highlighted the fighting system, replay value and longevity and, lastly,
It shouldn't really be a surprise. Thief has always been one of the scariest games of its kind. Why should the wait for the sequel be any different? It's genuinely nerve-shredding, for reason upon reason, from the superficial (the name), to the fundamental (the third-person option); from the technical (level size) to the communal (post-Invisible War fan cynicism) to the industrial (the steady disappearance of ex-Looking Glass staff from the project). When it is revealed that Project Director
By
Edge_
posted June 1, 2004
What would you do if you could turn back time? Fans of Prince Of Persia: The Sands Of Time, whether paying punters or industry insiders, have been agonising over that question in recent months. Ubisoft's game generated a great deal of affection as it neared completion and then reached market last autumn, but that never quite seemed to translate into a tangible mass market presence and popularity. If expectations of an instant Vice City-sized cultural impact were a little extravagant, it's still
By
PSM2_
posted May 20, 2004
Takedown! Oh, it was close. Trading paint and shedding sparks, we were shoving and bumping the muscle car for nearly two hundred yards Nearly won, too - or at least, we would've done if that bus hadn't decided to change lanes at the last minute. SMASH! In most games this'd be the end. But then you spot it - the cheeky bastard is actually trying to navigate underneath your airborne chassis for bonus points! Easing the stick left, you use the aftertouch to bring your crumpled bodywork down
Continuing our exclusive series of diaries written by developers Warthog throughout the making of Richard Burns Rally, here's part three from creative director, Dennis Gustafsson, who brings us up to speed with the AI drivers and Pace Notes... This month I'd like to talk about the season and the AI drivers. As this is what I am currently fine-tuning. The AI drivers are the computer-controlled competitors that the player is pitted against in the rally season. On our travels across the globe
It's been years in the making, it's been overseen by two different publishers but, in just over a month, Rockstar's third-person western shooter is finally due to hit PS2 and Xbox. To find out just why the game will be worth the wait, we caught up with the game's producer, Rockstar San Diego's Stewart Spilkin...When did development start on the original Capcom version of the game?
Around the turn of the century! No, seriously, it's hard to pin down because we made several prototypes for Capcom
ACTIONWe're looking down on a war-torn cityscape. The camera swoops to ground level, where we see rubble-strewn streets and, looming above us, once-great gothic structures: part cathedral, part factory, all flying buttresses and imposing porticos. Their once-grand facades are inscribed with the visual narrative of war: bullet holes, plasma burns, shattered brickwork. We prowl along the road a little further, then launch skywards to view the tableau from above once more. A unit of blue-suited
Red Dead Revolver has been a long time in the making. Originally conceived by Angel Studios, and due to be released by Capcom last year, development came to a standstill when developer and publisher couldn't agree on the direction the game should take. With the game having made a positive first impression way back at May 2002's E3 event, it was pleasing to see development of the dormant title revived when Rockstar snapped up Angel Studios (and subsequently renamed them Rockstar San Diego) 18