Sie sehen gerade die Germany Version der Website.
Möchten Sie zu Ihrer lokalen Seite wechseln?
4 MIN LESEZEIT

Post Script

The Finals reawakens an appetite for destruction

Levels, stages, maps: we have many ways of referring to the virtual spaces presented by videogames, each term loaded with connotations. Often, though, it feels like we might as well just borrow from the vocabulary of theatre and cinema, and call them ‘sets’: backdrops designed to support the story and bolster its illusion of reality, but not to be prodded at or even seen from any angle other than those chosen by the cinematographer or set designer. There are good practical and aesthetic reasons why technological advances might have prioritised visual fidelity over reactivity. Yet, on the occasions when we are presented with worlds that we can mould and reshape using our own hands, we can’t help but wonder if something might have been lost here.

There’s the simple power-fantasy aspect, of course. All that buckling architecture and flying masonry makes The Finals’ action immediately exciting, and lends extra heft to every weapon, their fire not only able to eliminate rival players but punch holes in the scenery. It’s something the developers at Embark Studios have had in their sights since their days at Battlefield studio DICE. Indeed, many of the dynamic environmental features once touted as ‘Levolution’ in that series are on show here: buttons that raise bollards or lower blast doors; pressurised containers that throw up clouds of obscuring smoke when shot; shifts in weather and time of day that alter the rules of engagement. These small touches might lack the flashiness of the game’s more destructive tendencies, but they get at the real opportunity of reactive levels: as a game design tool.

Schalten Sie diesen Artikel und vieles mehr frei mit
Sie können genießen:
Genießen Sie diese Ausgabe in voller Länge
Sofortiger Zugang zu mehr als 600 Titeln
Tausende von früheren Ausgaben
Kein Vertrag und keine Verpflichtung
Versuch für €1.09
JETZT ABONNIEREN
30 Tage Zugang, dann einfach €11,99 / Monat. Jederzeit kündbar. Nur für neue Abonnenten.


Mehr erfahren
Pocketmags Plus
Pocketmags Plus

Dieser Artikel stammt aus...


View Issues
Edge
March 2024
ANSICHT IM LAGER

Andere Artikel in dieser Ausgabe


Edge
The forecast: heavy rain, with risk of exo-rig conflict
Why don’t we see more weather in games?
EDGE
EDITORIAL Tony Mott breeze chaser Chris Schilling
Knowledge
Power and responsibility
Is the industry heading for a crash? And, if so, who’s going to do something about it?
Taken to Task
How opportunity for improvisation is helping TV’s most beloved gameshow work in VR
Recalibrating PlayStation 5
How Sony’s PlayStation Access makes its flagship console friendlier to more players
FEAT OF CLAY
Plasticine stop-motion horror adventure Visceratum promises to disturb and delight in equal measure
Soundbytes
Game commentary in snack-sized mouthfuls
THIS MONTH ON EDGE
Some of the other things on our minds when we weren’t doing everything else
Dispatches
Dialogue
Send your views, using ‘Dialogue’ as the subject line, to edge@futurenet.com. Our letter of the month wins an exclusive Edge T-shirt
Trigger Happy
Shoot first, ask questions later 
The Outer Limits
Journeys to the farthest reaches of interactive entertainment
Narrative Engine
Write it like you stole it 
Giving the game away
Often, a player’s relationship with a game begins
Hype
ONCE HUMAN
Surviving the new weird
LOST RECORDS: BLOOM & RAGE
Life is strange, but the past is stranger
NIRVANA NOIR
All in all is all we are 
THRASHER
This serpentine successor is a slipper y beast indeed
CHASING THE UNSEEN
Standing on the shoulders (and various other parts) of giants
DARKWEB STREAMER
Creating a fame monster
TOTAL FILM
ON SALE NOW
Features
APOCALY PSE NOW
How Sharkmob plans to shake up the extraction shooter with the help of Mother Nature
FLYING SOLO
Going it alone in modern game development
IKUMI NAK A MUR A
From artist to studio head, how Unseen’s CEO is breaking boundaries and borders
HALO WARS
How Ensemble’s final game went from skunkworks experiment to part of Microsoft’s biggest series
FOOL’S THEORY
How a studio in Poland’s secluded south caught the eyes of Larian, 11 Bit and CD Projekt Red
PLAY
REVIEWS. PERSPECTIVES. INTERVIEWS. AND SOME NUMBERS
Rock Band 4
Harmonix’s swan song for the plastic-instrument era lives on
THE LONG GAME
A progress report on the games we just can’t quit
Play
The Finals
Developer/publisher Embark Studios Format PC (tested), PS5 (tested),
Prince Of Persia: The Lost Crown
Developer/publisher Ubisoft (Montpellier) Format PC, PS4, PS5
Asgard’s Wrath 2
Developer/publisher Oculus Studios (Sanzaru Games) Format Quest 2, 3
Another Code: Recollection
Developer Cing, Arc System Works Publisher Nintendo
Go Mecha Ball
Developer Whale Peak Games Publisher Super Rare Originals
Home Safety Hotline
Developer/publisher Night Signal Entertainment Format PC Release Out
Raindrop Sprinters
Developer Room 909 Publisher Mediascape Co Format PC
Chat
X
Pocketmags Unterstützung