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

LENS FLAIR

How developers are reinventing their worlds through the eye of a camera

The camera is just sitting there. Placed on a pile of rocks, its black plastic and dark glass are a perfect contrast to the white pebbles scattered all around, the pearly shore and the distant mountain dithering to grey. It would make a good picture, actually – and that’s the first sign that you’re going to enjoy this. If you noticed that contrast, you’re already thinking like a photographer. Now, pick up the camera. Advance along the shoreline. Wait for a shot to call out to you. The moment will be different for every player.

It was important for Matt Newell, the man who put that camera there on those rocks, that his game should not lead you towards each new picture. Rather than a work of concealed guidance, leaning on the tricks that decades of game development have honed, Lushfoil Photography Sim should unfold naturally – in just the formless way in which it was made. Before it was even a game, Lushfoil was a collection of places, modelled in Unreal Engine. “That was the base,” Newell says, speaking from his home in Japan. “I had a handful of environments, and it wasn’t necessarily a game at first.” Once it was, though, the central mechanic was obvious.

After all, it was a love of photography that got Newell into games in the first place. That led him to a passion for screenshotting games such as Star Wars: Battlefront. And, when getting the right shot called for an angle available only in a mod, to tinkering with Unreal Engine, which in turn led to working in development. Lushfoil marks the point where all those roads reconnect.

WITH CAMERAS FRONT AND CENTRE IN OUR LIVES, IT’S NO WONDER THAT MORE AND MORE GAMES ARE PUTTING ONE IN OUR HANDS

Matt Newell, designer of Lushfoil Photography Sim

However, when looking back at the path that led him here, Newell can’t remember a pivotal moment when photography itself first clicked. And while he still takes his camera everywhere, he can’t recall a shot that he’s particularly pleased with. He’s not that kind of photographer. Instead, photography is a continuum for Newell: an endless sweep of images, a way of being in the world.

“It’s a central part of the way I remember my life,” he says. “I always enjoy just looking back through photos, going back to a random date and seeing what I took that day. It really helps me recollect everything. That’s how I keep it close to me.” Photos as discovery and rediscovery. And inevitably that philosophy is reflected in Lushfoil, a game about patience and observation, about waiting and selecting moments. There’s no grade or score waiting at the end of it all. Instead, you work without knowing if your choices are right or wrong. Or, rather, you learn that there is no right or wrong here.

“I wanted to make it a priority to not force the player to do anything too specific,” Newell says, recalling playtests where people used to more traditional videogames sprinted through these environments without taking a single photo. “You’re welcome to play the game that way. The lack of guidance is what makes it work. It’s up to people themselves to find the perspectives. For the most part I wanted to capture the feeling you get from going to the real place.” That non-prescriptive approach is a reminder that even the most apparently freewheeling of sandboxes can quietly push you towards an intended destination. With a camera in hand, you don’t need any destination in mind.

Lushfoil may well be the purest photography game ever made. But it’s far from alone. In 2024, with cameras front and centre in our lives, it’s no wonder that more and more games are putting one in our hands, and inviting us to press our eye to their virtual viewfinders. As you do, this simple process can transform a videogame’s world, whether you’re looking through a lens that’s embodied within the game world, or in the paused abstraction of a Photo Mode.

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
December 2024
VER EN TIENDA

Otros artículos de este número


EDGE
Fidelity or Performance? Or how about just Fun?
There’s a bit in Astro Bot where you
EDGE
EDITORIAL Tony Mott editorial director Alex Spencer
Knowledge
Pro evolution
Sony’s latest console upgrade provides a smattering of embellishments – for a price
Double Dragon
Can Like A Dragon: Yakuza translate into another videogame-to-TV hit for Amazon?
Fantasy star
In the booth with Ralph Ineson, one of the biggest talents working in modern games
BEAR ARMS
An anthropomorphic historical fantasy made – but not actually played – in VR
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
DISPATCHES DECEMBER
Dialogue
STEVEN POOLE
Trigger Happy
The Outer Limits
ALEX SPENCER
Narrative Engine
JON INGOLD
Show and tell
Our demo session with Supermassive Games’ Little Nightmares
Hype
CRIMSON DESERT
Bloody battlegrounds set the stage for a mythic quest
LITTLE NIGHTMARES III
The smallest of horrors gets the Supermassive treatment
BEASTIEBALL
The Chicory team return for a whole new ballgame
AVOWED
Is Obsidian’s next RPG a little too by the numbers?
CAIRN
The mountain is the boss in this exacting ascent
TITAN QUEST II
The legend returns, in new hands
ROUNDUP
MARVEL RIVALS Developer/publisher NetEase Games Format PC,
Features
ESCAPC VELOCITY
How the creators of Journey To The Savage Planet emerged from Stadia’s rubble to start again
JUSANT
How the Life Is Strange team traded time travel for mountain climbing
Q- GAMES
How Dylan Cuthbert went from Nintendo and PlayStation to the Kyoto indie scene
Simple pleasures
Astro Bot’s aims are straightforward, even if
Grow Home
How a twisting fairytale beanstalk freed Ubisoft from its least playful impulses
Broken Sword – Shadow Of The Templars: Reforged
A progress report on the games we just can’t quit
Play
Astro Bot
To rework the classic football quote, Astro Bot
Post Script
The little robot that could
The Legend Of Zelda: Echoes Of Wisdom
Developer/publisher Nintendo Format Switch Release Out now
Post Script
Breath, Tears and Echoes: how Nintendo’s landmark series has forged a brand-new identity
Frostpunk 2
Developer/publisher 11 Bit Studios Format PC (tested),
Post Script
Alt-history or something closer?
Star Wars: Outlaws
Developer/publisher Ubisoft (Massive Entertainment) Format PC, PS5
Post Script
Nixing the project
The Plucky Squire
Developer All Possible Futures P ublisher Devolver
DeathSprint 66
Developer Sumo Digital Publisher Secret Mode Format
Warhammer 40,000: Space Marine 2
Developer Saber Interactive Publisher Focus Entertainment Format
Shadows Of Doubt
Developer ColePowered Games Publisher Fireshine Games Format
Wild Bastards
An alien named Roswell beams down to the
Bakeru
Better late than never for Bakeru, which was
Starstruck: Hands Of Time
An astronaut – that’s you – travels a
Caravan SandWitch
As well as being your mode of transport,
Selfloss
Alongside the sea life, various humanoid beings populate
Chat
X
Soporte Pocketmags