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T h e f u t u r e o f i n t e r a c t i v e E n t e r ta i n m e n t

INSIDE THE MOST AMBITIOUS PROJECT IN UNISOFT HISTORY

REVIEWS Darksouls 2 Final Fantasy XVI Child of light The last of us

WATCH DOGS $TEN

#265 May 2014

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Contents 06 Virtual Boys Indie developers talk virtual reality ahead o July’s Develop

07 Assassin’s Creed Unity Unisoft Montreal brings Unity and the French Revolution to PS4

08 The Last of us rematered 10

PS3 classic gets ambitious next gen makeover

10 Watch Dogs Revelead: the truth behind the wait for Ubisoft’s Watch Dogs

14 Dark Souls II Vision of tears ahead for our trophy hunter in Dark Souls II

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16 Final Fantasy XIV Next-gen upgade breathes new life into this brilliant MMO

17 Child of light Such beatiful whimsy, but oh so-Flimsy

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Hello.

Game of the Month Watch Dogs Fav London Landmark London

“ES 2014 is shaping up to be a real classic when it come to reveals”

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June is just around the corner, and as all PlayStation fans should know, that means we’re on the cusp of yet another ES. If you’re not excited about the global gaming showcase yet, let me be the firt to insist that you should be. I’ve spent the last few hours of the issue digging through invite for behind-closed-doors game demos so monumental I’m concerned my eyes have inflated to the sixe of beah balls, and though I’m forbidden from sharing any game titles this early, I will declare right now that ES 2014 is shaping up to be a real classic when it come to reveals. If everythin goes to plan we’ll be able yo bring you some of those goodies first, next issue, before the snow beginds - and we’ll be unveiling fro 9 June onwards. But before then? We’ve got the leap on everybody with bran new and exclusive access to some of PlayStation’s biggest icoming megastars, including Destiny, The Order: 1886 and Watch Dogs. Enjoy ythe issue!

EDITORIAL Tony Mott editor in chief Mark Wynne senior art editor Nathan Brown games editor Matthew Claphan production editor Michael Gapper news/features editor Ben Maxwell writer Helen Wilson Ipad prduction assistant Adrew Hind art editor Neil Ling editor, edge-online.com CONTRIBUTORS Jon Blyth, Ian Bogost, Martin Davies, Matthew Edwards. Steve Hogarty, Martin Holikamp, James Leach, Edward Lewis, Richard Moss, Steven Poole, Daniel Robson, Joel Snape, Chris Thusten, Alvin Weetman, Alex Wiltshire BUSINESS Steve Turner accouny magaer Jas Rai advertising sales manager Charlie Said sales director Adam Jones product manager Sam Wight marketing manager Tilly Mihell maketing executive Declan Gough head of creative and design Clair Porteous deputy MD, film and games Nial Ferguson managing, technology, film and games CONTACT US Editorial +44 (0)1225 442244 edge@futurenet.com Advertising +44 (0)20 7042 4219 jas.rai@futurenet.com UK print subscriptions 0844 848 2852 International print subscriptions +44 (0)1604 250145 Subscribe online at www.myfavoritemagazines.com FUTURE GAMES UK Tim Clark group senior editor Graham Dalzell group art director FUTURE UK Robin Abbott creative director Jim Fouglas editorial director CIRCULATION Matt Cooper trade marketin exectve Rachael Cock trade marketing director John Lawton international account manager PRINT & PRODUCTION Mark Constance rade marketing executive Frances Twetyman production controller Nathan Drewett ad production co-ordinator

Tony Mott Editor tony.Mott@futurenet.com

LICENSING Regina Erak senior licensing and syndication manager If ypu would like to purchase the images features in this publication, please visit www.futuremediastore.com Printed in the UK by william Gibbons. Covers printed by Philtone Litho Limited. Distributed in the UK by Seymour Distribution Ltd, 2 East Poultry Avenue, London, EC1A 9PT (+44 80920 7429 4000)



HYPE

VIRTUAL BOYS Four Indie developers set to feature at this year’s Develop tell us about the potential of a VR revolution.

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ith Oculus Rift, Sony’s Project Morpheus and Valve’s own experiments reinvigorating interest in virtual reality, much of the conversation at this year’s Develop will focus on the potential for new gaming experiences using the technology. And it’s indie developers, according to Sony, who will most benefit from the early scene of enthusiasm as they define the early scene and ‘hit big’ in a space relatively free from competition. But is VR really the golden oportunity that it appears to be? “There’s probably some truth to Sony’s statement,” says Thomas Was Alone creator Mike Bithell whose Develop talk will focus on the potential

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dangers of romanticising the based Lift realities if indie development. is London, shares less about the ingenuity of Ultimately, Bithell’s mix of enthusiasm an indie making a VR game isn’t as big and caution. “I’m ready torn on the a risk as adding VR to Watch Dogs.. VR issue,” he says. “VR is fantastic, “So, yes, I suspect that in the first and I think you can make some great the year, the cool stuff creative experiences will be coming from with it, but until it’s a “The cool stuff indies, just because completely worldwide we’re able and stupid will be coming consumer thing, it’s a lot enough to do it! But the from indies, just of work to make a game second any of us make that’s VR compatible. because we’re any money, that will “Unity’s made things able and stupid change very quicklt.” easier now with some “For Sony enough to do it!” exporting, it’s noy that specifically,” adds bad but VR is still a Nathan vella, president separete platform, a of Capybara Games, who’s keeping separate development cycle. I really the nature of his talk under wraps for hope it’s successful, bul because now. “I believe they can’t there’s some fantastic stuff out there help but see how Vita is for it, but at the same time, right now being pushed in the west it’s not viable for us to look at.” by smaller teams and ports NDreams has taken the opposite of great independent stance, focusing its efforts into a VRtitles. Dlala Studios CEO centered adventure game for Rift and Anthony James, whose Morpheus. CEO Patrick O’luanaigh talk will outline the will be using his Develop session to experience of being an show a little of the game and talk indie studio incubated about the challenges the team has within Microsoft’s Soho- faced desiigning for it.


Assassin’s creed Unity Unisoft Montereal brigs Unity and the French Revolution to PS4

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bi hasn’t been able to foil those of the AnvilNext engine and work pesky templars with more not without the shackles of previous gen so stealthy leaks from AC compatibility. 18th century Paris will Unity. A screen of our new hidden demand nothing less that eyeballblance wielder has been melting PS4 perfection to truly shine, with hundreds snapped from a now “The french strong crowds that would pulled Reddit video. Smilar revolution has make your PS3 weep to the streets of French Revolution era Paris from plenty of gore only possible on next-gen. the teaser and somewhat and intrigue.” Whispers of four player like Harry Potter’s Diagon co-op are also circulating.. Pro free runner Jesse Alley the screen blocks out the map and controls, but there’s La Flair has been talking about new no doubting the visual style. With its parkour skills, too. “What if I told you I shadowy lane an uneven cobbles it’s may or may not have worked on the a perfect tease of how Ubi can now next AC and they may or may not concentrate on the ‘Next’ aspect have added the ability to horizontal

wall run in the game,” he teases. We’re not going to, um, jump to any conclusiors here but recent images of La Flair dangling off a wall in a mocap suit might suggest he’s not making the whole thing up. This is fuel to the rumour of the controls overhaul with ‘Parkour Up’ and ‘Parkour Down’ buttons. Despite the smoothness of Black Flag’s rooftop clambering. a more interactive mechanic would benefit the series.

Fan Talk I’ m expecting greatt visuals, a massive story, hopefully an even more refined combat system, parkour to be made more flamboyant as it’s Framce.... Big equals quality most of the itme, so huge, detailed map. Most of all, a character who’s likeable like Ezio should be our main man. Conor was too rigid.

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Batman: Arkham Knight What’s the Caped Crusader got to play with this time?

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HYPE

Who is the Arkham kinight? Abo Nam vellibeat quam utatibu sdandit de volorem fuga. At volorrovitia veliasp erumquod quia voluptiate poris sequiae aut quatempos nihit lam, samus re nonsecti aut auda vellabo. Explabo. Namus sin resed ut amus aut porum faccusantio estiae sunt aut laborit aut faceaqu amendis ab il enissum fugias aut pratiat ersperum facipsant. Xerum eum quis et faccus enet, quuntibus, conseditae. Exerovid utae dolorem con reperun testem que volo beres volest porem ipsa a sapiendi odis ut optaquiae ium fuga. Coria si non nobis plibusa muscid molore cusciur? Quunt hit rercient es eni dolest, cullabo. Bus consequi apictatio bla quuntia sae nos esciustrum aliquis quunt magnatur asi volum nis modiae et enis sequaeri digniet voluptis vidusdaepero doluptatem. Odite doluptiandam aliquos et erciatem comnis dolore.

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EVERYTHING IS CONNECTED Even the star-packed sandbox genre has never seen a game like Watch Dogs. Dave Meikleham goes behind the scenes of PS4’s brightest prospect

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iden Pearce and PS4 share a deep philosophical bond. No, it’s not that they’d both like to secretly spy on you while you’re sprawled cut on the couch. Rath, both Ubisoft Montreal’s hackhappy vigilante and Sony’s developer friendly super machine are both focused on connection-whether that’s harnessing hte peeping power of an entire city’s surveillance sysyem or a Share button that will open up the possibilities of socially driven console

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gaming like never before. with watch Dogs on PS4, you really will be able to go everywhere and see everything any time you desire. ‘The biggest thing when we started is that we knew the evolution of gaming woul definitely involve connectivity and online in differet ways,” creative director Jonathan Morin reveals during an exclusive sit down. This is the ideology powering Watch Dogs’ second-screen support a feature that will enable you to connect to Pearce’s Big Brother aping Chicago wherever you go...well, provided you’re not hunkered down a well with nothing but EDGE network accessible on your phone, that is.


FEATURES

APP OF HONOR

SYSTEMIC SHOCK

“The idea has always been to allow players to take their phones or tablets anywhere in the world, use the Watch Dogs application, and then be able to play in real time with people on any console, or else we aren’t doing our jobs,” he says. Like PSN masterpice Journey, Ubisoft’s open-world espionage tale is pushing the online envelope, and being able to interact with other players while slouched on that number 37 to work is merely the hotdogh-stuffed pizza crust on this deliciously vigilant Chicago deep-dish pie. That game company’s disquieting desert pilgrimage blurred the lines betwen sngle and multiplayer when another hooded figure silently dropped in on your treck. In Watch Dogs, these barried will be similarly smeared, with Seamless Invasion mode giving other players the opportunity to silently mess with your hacking efforts by trying to complete tasks. “The big goal is to make sure that when you play an open world, the fun of it is the unpredictability”

“The strength of Watch Dogs from a gameplay standpoint is that over time you’ll never experience the same thing (twice),” says Morin. “When yo add in that Aiden can hack everything in his surroundinfs, you give the plater an unprecedented level of control.” These constantly fluctuating factor will also affect enemy Al, furthering the idea of an adaptable world built around Peace’s Rowdy Roddy Peeper sensibilities. “Say you’re chasing someone in a car explains Morin. “That character is able to make decisions based on everything in his surroundings to create an unprecedented amount of possibilities (for) what can happen in a single situation.” Wheter it’s using your smartphone, computer or tablet to obtain personal info on civilians or tampering with bollards during a high-speed chase, electronic inkering informs every aspect of the game: “You can use traffic, citizens or infrastructures as tools.” Hacking also provics you with a tremendous amount of freedom while explorinf the Windy City, a point Morin is eager to stress.

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FEATURES

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SMILEY VIRUS

KITTED OUT

Morin paints what would appear to be a dark picture of the narrative, but there wil be some laughs smuggled in there, too. One of the key areas where Grand Theft Auto has always stayed ahead of its competition lies in Rockstar’s scathing, genuinely chuckle-worthy humour. From radio stations peddling designer underwear aimed at infants, to working for a garage owner obsessed with bull shark hormones, the series remains one of the only franchises in games that can properly do funny. Watch Dogs´creative director assure us his title will also provide laughs depending on how you play. “There is a lot of humour in the game,” he confirns. “We want to paint a picture that makes sense for a human being when they’re watching an entire city unfold in front of them.

As our time wiht Morin winds down he also lets us in on how the progression system works. “You’ll start with a certain toolkit where you can access quite a few thing. There is a skilltree where you can unlock your tools, with an entire chunk of ir dedicated to hacking. Upgrades are also tied into a points system, as he explains: “Points are given and built inton the main path during dedicated activities, but also in free-roaming, as well.” Hardwired into that shared philosophy with PlayStation4, Watch Dogs is pushing the system in ways unlike any other next-gen title, and our hands-on (over the page) has assured us the core mechanics can match its ambitious online plans. If it can hack through th hype and realise its almighty potential in June, then this is one game you’ll feel connected to like never before.


FEATURES

THE LAST OF US SHOOTS FOR PS4 PS3 classic gets ambitious next-gen makeover

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ll the time we spent praying yo our Joel and Ellie golden effiegies has finally paid off: The Lasy Of Us Remastered is a reality anf it’s PS4-bound. And that word ‘Remastered’ hasn’t just been thrown in there to sound pretty, either. With Naughty Dog promising to harness the power of your sleek next-gen baby, it will deliver a thorough visual overhaul of what was already one of the best looking games on PS3. Due to lauch in the summer, the pandemic wonder is presented in 1080p, with the studio’s community

strategist Arne Meyer promising, “higher resolution character models, improved shadows and lightning and upgrade textures.” Naughty Dog is aiming to hit a tasty 60fps with The Last Of Us Remastered, wich would be a remarkable technical feat if the Californian studio can pull it off. The PS4 version has been in development for almost a year, with Naughty Dog co-president Evan Wells telling PlayStation Access in a recent interview that work began, “pretty much as soon as we finished with PlayStation 3.” He added: “when we saw the fans clamouring

for ir we doubled down and put more effort behind it.”

THE TALKING DEAD Remastered also lifts the lid on the creative process, as Meyer explains on the PlayStation Blog. “We’re including a director’s commentary for all in game cinematics featuring creative director Neil Druckman; who plays Joel; and BAFTA Award winning voice actress Ashley Johnson, who plays Ellie.” Who’s ready for another playthrough? We can’t think of a better way to kill time until Drake’s PS4 debut.

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DARK SOULS II

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e are among the first to set foot in Drangleic, and we are quite helpless. There are no wikis or videos to guide us when we hit a wall and no fellow adventurers with whom to exchange whispered guidance. It is a terrible and wonderful feeling to be this alone. After our first fatal mistake, when the screen goes dark and we see the words ‘You die’ for the first time, the trophy popup says it all: welcome to Dark Souls. Everythins in Drangleic i new, of course, but this world of endless blind corner is also familiar. The minute you set foot in Najula, a beautiful. sun parched coastal settlement with a conspicuously placed bonfire, you know you’re in this game’s Firelink. As such, your first hours in Dark Souls II are about indentifying, and adaptinf to, the subtle differences between it and its predecessor. Majula’s blacksmith, for instance, doesn’t carry an infinite number of the Titanite Shards you use to improve your gear. He has just ten, and upgrade materials reamin scarce throughout the early part of the game. Indeed, most merchants stocks are limited; you’ll wish you coul stock on

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REVIEWS

The only item available in unlimited Even the lowest ranks of enemy are a quatities from the outset is the good deal smarter now, and unless Lifegem, a new healing item whose you’re wielding a high stability shield, very existence cause concern among blocking an attacj won’t stop them the Soul series rabidly passionate in their tracks, but simply delays the community. Given out like candy next hit of their combo. If you try to in prearelease demos get a hit in, you’ll either and the network beta, get hit fist or hit each “It’s in combat it’s rarer commodity other simultaneously. in the final game: an that we find the The battle system uncommon drop and most apparent itself is harder to sold by merchants for exploit, too: the parry changes. Even 300 souls apiece. It’s window has been the lowest ranks and essential tool early tightened up, and if you on given that at the of enemy are try yo lure single enemy outset your Estus Flask away from the group can be used only once. a good deal with your bow, you’ll That meagre limit can be smarter now” aggro the lot of them. raised by finding Estus The backstab is still Shards locked in Drangleic’s darkest invicible, but starts with a whack on corner, just eight swings by the eand the enemy’s shoulder, during wich of the game. Lifegems are quicker to you’re still vulnerable get hi and use than you Estus, but they refill less of you’re knocked out of the animation your health bar and take significantly And that also applies to walking longer to do so. It’s just one more through fog doors, thwarting our thing to consider in a combat system attempt to dash through a room of that’s an endless procession of split- tough enemiesx on the run-up to a second life-or-death decisions. boss. If you die. It’s going to take And it’s in combat that we find a lot more than a healing item to the most instantly apparent changes. mitigat such profound change.

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REVIEW

FINAL FANTASY XVI A REALM REBORN Next-gen upgrade breathes new life into this brilliant MMO

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here’s one thing Final Fantasy XIV absolutely nails more than any other game on PS4, and that’s its intagible sense of adventure. A lot of taht’s down to the upgrade technical choops of this next-gen version. Textures are more detailed and the lighting is shaper, but it’s the improved draw distance and increased number of players that really makes all the difference. Look to hte horizon on the PS3 version and you’d see a murky wall hiding its technical modesty behind a foggy shroud. View the same scene on PS4 and Eorzea seems to strech

for miles. It’s a world th PS3 version could only hint at, laid bare before you teeming with monsters, loot, dungeons and of course other players. It’s here that FFXIV really sings. You notice it immediately in the three city hubs Gridania, Ul’dah and Limsa Lominsa particulary if you head towards the merchant stalls. You see players everywhere you look crowding around NPC quest givers, equipping newly purchased sets of amour, teleporting from goodness knows where, dancing, waving, yelling and partying a kaleidoscope of race, class and colour.

MM-OMG! In more good news the erratic servers that plagued the PS3 release have been completely tamed not once I experience any login issued or crashes. Buddying up with group of friends to tackle dungeors is also much friendlier, with ‘Duty Finder’ that automatically groups you with players of simiar level and complemeting class. And the best of it?. If you’ve already got the PS3 version then the PS4 upgrade is free, plus all your character data carries right over. This is essential RPG fare.


REVIEW

CHILD OF LIGHT Such beautiful whimsy, but oh so flimsy

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hild of light is a game with a dual personality. On the face of things, it’s a delicate, sweetnatured storybook tale of a girl, Aurora, who wakes up in a magical world missing its sun, moon and stars. Her job, naturally, is to retrieve them and reunite with her father, pining for his absent daughter in the real world. As with all good fairy tale, it has its darker moments, but it’s a story old exclusively in rhym, so while there may be the odd wonky couplet and questionable biy of scansion, its flow informs its tone; light and easy going. On her journey, sh meets several characters in need of assistance, and whom she recruits to her party, including a jester who does her level best to sabotage the rhyming

dialogue and a rodent maiden. Her most realiable ally, however, is Igniculus, a glowing blue orb with multiple purposes. These environmental conundrums are very simple, ad the platforming in this painterly world equally so indeed, it’s not long before Aurora gains a pair of wings to get aroung that much quicker. But when Aurora enconunters creatures in Lemura, we’re suddenly into JRPG territory and the tone shifts. In these turn based battles the game encourages the pushiness of queue jumper. Inspired by Final Fantasy’s Active Time mechanic, you see the portraits of all combatants two on your side, and up to three on the other pass along timeline at the botttom of the screen, accelarating according to their speed stats and any buff or debuffs. You can act as soon as you enter the red area at the end of the bar, but every action apart from an instantaneous defensive move takes time, and you want to make sure you get your move away before your opponents do, Land a blow on an enemy in the red are and they’re shunted back down the timeline. Similarly, if they land a hit first, your own turn will be shunted down the line In theory, it invites you to control the rhythm of the battle, using elixirs and buffs fro allies to lill enemies into slowing down, or speeding up you own characters to land blows at just the right time.

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REVIEW

donkey kong country: tropical freeze

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REVIEW

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