Edward Smith

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Stories By Edward Smith

  • The game that killed Free Radical

    Following the PlayStation 2 era, the transition to a new generation of hardware proved to be extraordinarily difficult for some development houses. In Britain, dozens of mid-range studios were shuttered once the PS3 became a market leader: Midway Newcastle, Pivotal, THQ Warrington, Rebellion Derby and others, all ceased operations. Unlike so many others in the region, developer Free Radical was able to survive and launched a seventh generation game – a PlayStation 3 exclusive. Founded in the PS2 era by the creative forces behind Perfect Dark and GoldenEye, developer Free Radical thrived, piecing together the superlative TimeSplitters series and beloved sleeper hit Second Sight. Despite its success, transition to a new generation was difficult, but Free Radical endured. Beyond survival, its next game had already become a hotly contested icon in a growing forum war, as the developer of a hyped shooter, exclusive to Sony's new hardware. Free Radical's next venture was dubbed, by press and fans alike, as game worthy of the moniker "Halo killer." That game was Haze.

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  • Stories we tell in quiet houses and alien invasions

    Video game experiences aren't wholly relegated to what designers have deliberately laid out for you; through gameplay, a unique narrative emerges. We all have our own stories: a car chase in Grand Theft Auto V, a battle within a hidden cave in Skyrim, an ore-rich chasm in Minecraft. These discoveries highlight the promise that, if we just keep looking and keep testing a game's boundaries, we might find something that's uniquely ours. Thanks to franchises like BioShock, Fallout and Grand Theft Auto, the idea of player-driven narrative is being explored in different ways. From collectibles to character customization and sprawling open-worlds, video games today are littered with tools people can use to manufacture stories that belong only to them. But that doesn't mean the role of the developer has been in any way diminished. On the contrary, designers now have more work to do than ever, subtly and precisely tailoring their games so that players can get a full experience without feeling like they're being led by the nose.

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