Both these articles were written in April 1999 for a (never-sent) application to EDGE magazine. They're short because they want 'em short, OK? Why did I think Strider 2 was a Naomi game? Dunno...


Some words on EDGE

"We know who you are" declared the front page of Issue One. When Edge first appeared on the scene in late 1993, it was immediately obvious that it was chasing an entirely different readership than the typical multi-format games mag. Glossy, expensive and stylish, it rejected the standard personality-driven, cartoonish template in favour of a more sophisticated voice. For myself, a sixth-former growing increasingly tired with the puerile style of established tomes such as CVG and Mean Machines, Edge was a welcome affirmation that games weren’t just for kids, that the industry I had grown to love was willing - and capable - of catering for adults.

Edge pledges to cover the future of the interactive entertainment industry – and with the mass-market ‘next-generation’ machines of a few years ago rapidly becoming yesterday’s news, Edge faces a period in which it must rise above the feeding frenzy of hype that surrounds the genesis of new hardware. With a new crop of machines giving developers more possibilities than ever before, the magazine has a duty to peek behind those mind-boggling polygon counts and make sure there’s a game lurking in there.

Edge’s features are its primary strength. Recent articles on AI, the dearth of 2D games, realistic physics and internet play have all proved infinitely more interesting and worthwhile than obsessing over a list of specs. Besides the technical stuff, well-judged pieces on wider gaming culture also make for a fascinating read, and regular interviews with the world’s top developers reflect the reputation Edge has garnered globally. Although not the focus of the magazine, its considered reviews also make a welcome change from rushed coverage of dodgy beta versions.

This is not to say that Edge is without its problems! The magazine has a tendency to respond over-enthusiastically to certain titles – particularly those that have captured the imagination of the editorial team. Nobody who remembers their first time with Mario on N64 can have anything but academic quibbles with that game’s 10/10 score, but awarding an identical mark to the excellent (but by no means landmark) Gran Turismo was a surprising decision. Still, such minor matters of point-scoring only emphasise the benefits of a ‘scoreless’ reviews policy, a move it is difficult to imagine any magazine other than Edge willing to consider.

Edge is written for the industry and not the general public, but for those interested it provides a fascinating insight into the business. It may have one of the smallest readerships of any major games publication, but those readers are key decision-makers and trend-setters. Industry evidently recognises Edge’s influence - witness the huge recruitment section it carries.

Is Edge in a suitable position to survive the future? I believe so. With the impending launch of Dreamcast in the West, a string of exciting N64 releases, eternal evolutions in the PC market and the staggering potential of PlayStation 2, we remain as enticingly near and far from ‘the future of interactive entertainment’ as ever...



Retroview: Strider

With a long-anticipated sequel waiting in the wings, Capcom’s original Strider looks set for a new wave of deserved recognition.

Arcade regulars might have noticed the character Strider Hiryu lurking on the selection screen of recent fighter Marvel Vs Capcom Heroes. This cameo appearance marks a welcome return to the coin-op domain for the nimble hero, who amazed with his appearance in the stunning late 80’s arcade platformer, Strider.

In an era when arcades were clogged with derivative, uninspired genre clones, Strider was a blast of originality. In the none-too-distant future, armed with his trusty energy blade, an assortment of inventive power-ups and breathtaking athletic ability, Strider Hiryu carved a graceful path through some of the most imaginative environments ever realised onscreen.

The brilliance of the game’s design became most evident in the many set-pieces, including what remains the most subtle indictment of Communism in a video game; as Hiryu barged into a meeting of Politburo ministers, they leapt together to form the first end-of-level boss! The Soviet theme gradually fell away as players fought in giant airships and anti-gravity drives against a bizarre array of assailants, from hulking robotic apes to boomerang-wielding Amazonians.

More than anything else, Strider provided a potent mixture of heavy atmosphere and simple thrills. It was spectacular enough to draw the crowds, plus the varying tempo of play gave it excellent replay value. Many players will be familiar with the excellent Mega Drive conversion (rather than the poor Amiga version). This near-perfect port preserved the brilliant dynamic music and gigantic bosses of the arcade, and remains one of the best titles available on the system.

Not long after Strider, Capcom’s arcade output focused on the hugely successful Streetfighter II series. Somewhat short at only 5 stages, Strider’s inspired design and epic scope left players desperate for more, but a worthy sequel was never forthcoming (the appalling Mega Drive Strider 2 - developed externally - doesn’t count). Finally - ten years later - the Naomi-powered follow-up is due to test in Japanese arcades this month. Dreamcast owners: wait with bated breath.

Nick Ferguson

Return to Game Design page?

© 1999 nickf@saqnet.co.uk