Está viendo la página Spain versión del sitio.
Le gustaría cambiar a su sitio local?
4 MIN TIEMPO DE LECTURA

Post Script

Not-so-hidden treasures

Could Id’s use of the word ‘secrets’, we wonder, be legally actionable? After all, every single optional pickup in The Dark Ages is marked on its map as soon as you’ve wandered even vaguely nearby – the sole concession to secrecy here is that some of the icons are kept as question marks until you get closer.

Admittedly, that’s nothing new. While this iteration of Id has proved a faithful student of its roots, one aspect it has never sought to replicate in these reboots is the original Doom’s approach to secrets. And understandably so, since a modern audience is unlikely to accept strafing along walls, tapping the interact button, figuring out the arbitrary timings that cause certain doors to open, or any of the other, rather arbitrary ways you access that game’s hidden nooks and crannies.

Still, there’s clearly some willingness to embrace secret-led design. Look at the successes of Animal Well and Blue Prince in the indie arena, and – to pick a bigger-budget example that’s obviously close to The Dark Ages’ heart, given the change in setting and adoption of parrying – of Elden Ring, where at least a segment of players are happy to tap on a wall 50 times to find out what’s behind it. There’s even the cult phenomenon of MyHouse.WAD, which begins with Doom II and takes it in the opposite direction to Id, offering an Escherian nest of secrets within secrets.

Desbloquea este artículo y mucho más con
Puedes disfrutar:
Disfrute de esta edición al completo
Acceso instantáneo a más de 600 títulos
Miles de números atrasados
Sin contrato ni compromiso
Inténtalo €1.09
SUSCRÍBETE AHORA
30 días de acceso, luego sólo €11,99 / mes. Cancelación en cualquier momento. Sólo para nuevos abonados.


Más información
Pocketmags Plus
Pocketmags Plus

Este artículo es de...


View Issues
Edge
August 2025
VER EN TIENDA

Otros artículos de este número


Edge
How can we turn a 6 into an 8 (and ideally not a 4)?
Videogame magazines and websites have always centred on
EDGE
EDITORIAL Tony Mott editorial director Alex Spencer deputy
Knowledge
State of Playdate
As its second season of games arrives, we catch up with the little yellow handheld that could
Holding on to the past
How is Japan’s Game Preservation Society doing in its mission to preserve its own future?
A comfortable niche
How five years of Wholesome Direct has crystallised a new genre
Changing tide
Develop prepares for celebratory looks at the past mixed with uncertain glances to the future
FRENCH FANCY
Bringing bandes-desinée style to life in The Explorator
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
Six million ways to kill
In deckbuilder Shroom And Gloom , you won’t
Hype
HELL IS US
Rogue Factor’s civil-war dystopia reveals inner struggles
DREAMS OF ANOTHER
Pondering existence with help from an assault rifle
SLEIGHT OF HAND
A stealth adventure that’s all smoke and murders
CLOUDHEIM
Fantasy plus knockabout physics equals pinball wizardry
ROBOCOP: ROGUE CITY – UNFINISHED BUSINESS
Prime Directives become secondary as Robo lets loose
SHROOM AND GLOOM
A delicious dungeon delve that plays with expectation
ROUNDUP
GRAND THEFT AUTO VI Developer/publisher Rockstar Games
Features
A NEW PEAK
Game Big Walk Developer House House Publisher Panic
COLLECTED WORKS
`DEATH RALLY Developer Remedy Entertainment
CREATING HAVOK
How a modest team of Dubliners elevated the art of game physics
THE MAKING OF . . .VENBA
How a small team of Canadian developers came together to cook up a storm
HEART MACHINE
Inspired by personal trauma, driven by early success, an indie gem searches for stability
PLAY
REVIEWS. PERSPECTIVES. INTERVIEWS. AND SOME NUMBERS
Kyoto drift
It’s entirely possible that, in order to read these words, you had to tear yourself away from a shiny new piece of Nintendo hardware. If so, we thank you. But that context might make the absence of any Switch 2 reviews in the following pages seem odd. It certainly does to us.
Concrete Genie
Filling in the gaps between art and puzzle design
Returnal
A progress report on the games we just can’t quit
Play
Elden Ring: Nightreign
That FromSoftware’s best-loved games are formulaic is a
Post Script
In Remembrance
Doom: The Dark Ages
Think of Doom , and UI design is
Blades Of Fire
M ercurySteam has long shown a knack for
Revenge Of The Savage Planet
Sometimes the blending together of art and life
To A T
There is something quintessentially Keita Takahashi about the
The Midnight Walk
Developer MoonHood Publisher Fast Travel Games Format
The Precinct
Developer Fallen Tree Games Publisher Kwalee Format PC
Monster Train 2
Developer Shiny Shoe Publisher Big Fan Games Format
The Siege And The Sandfox
Developer Cardboard Sword Publisher Plaion Format PC Release
Deliver At All Costs
There are no real repercussions for causing wanton
TMNT: Tactical Takedown
Developer/publisher Strange Scaffold Format PC Release Out now
Chat
X
Soporte Pocketmags