Inside Edge 430: A journey this long requires a bit more gas in the tank

Edge 430
“When we were making it, one of the things I talked about – and thank god they didn’t give in to my idiocy – was, ‘Hey, we’ve got to make it interesting to drive four hours on a freeway and you have to stop to fill up on fuel’. And the team were like, ‘God, give it a rest, mate’.” This is Rockstar president Sam Houser in issue 187 of Edge, talking to us about the creation of Grand Theft Auto: San Andreas. Fast-forward 22 years from that instalment and a new GTA awaits, covering a vastly greater expanse of territory to traverse – and with the unforeseen inclusion of vehicles whose fuel tanks can run dry. Evidently the rules have changed as time has passed, and our expectations as a whole must shift in parallel.
It’s tempting to think that GTAVI might have the same sort of relationship with GTAV as Vice City had with GTAIII – it does, after all, feature the same location as the ’80s-infused PS2 classic. But we need to remember that Rockstar made Vice City in just nine months. In contrast, the new GTA – by some distance the most complex production in Rockstar’s history – has been evolving over the course of ten years. The result does not feel like the straight continuation that may be anticipated, for all sorts of reasons.
There are some considerable changes to the GTA formula in part six, enabled in part by an unusual degree of consistency and trust behind the scenes. Co-studio heads Rob Nelson and Aaron Garbut have long CVs: the former has been with Rockstar since 2005’s The Warriors, and the latter is credited on the very first GTA. Head of publishing Jennifer Kolbe’s track record includes 2000’s Midnight Club, while narrative chief Rupert Humphries and head of development Phil Hooker were part of the GTAIV team. And at the centre remains Houser, who co-founded Rockstar in 1998.
This is not the norm within the world of game production. But then so few other series offer the breadth of opportunity for expression – plus the cutting-edge tech and everything else – that is presented by the world of GTA. In Edge 430, we travel to Rockstar’s Edinburgh development HQ to discover the story behind the most ambitious production in the company’s history.

Inside issue 430:
The State That Never Sleeps
Rockstar takes us on an outlaw’s tour of Leonida and explains the story behind Grand Theft Auto VI.

An Audience With…
Warren Spector on Mickey Mouse, immersive sims, and his career-long quest to capture the magic of D&D.

The Meaning Of Death
If dying in games is inevitable, how can game developers make it feel like something that matters?

The Making Of…
How The Indie Stone’s Project Zomboid became a game, the sequel, and a sequel to the sequel.
Studio Profile
Tracking UK developer Bulkhead’s journey to the FPS big leagues with the military sandbox of Wardogs.
Time Extend
Once more through the cycle of Deathloop, the immersive sim that broke loose from expectations of the genre.
Previews
Rayman Legends Retold, Hello Sunshine, Gundam: Rogue Orbit, Warhammer 40K: Dawn Of War IV, Eternal Anima, and Mega Man: Dual Override.
Reviews
Gears Of War: E-Day, Order Of The Sinking Star, Ace Combat 8: Wings Of Theve, Final Fantasy Resonance, Star Wars: Galactic Racer, Valor Mortis, Castlevania: Belmont’s Curse, Minecraft Dungeons II, End Of Abyss, Planet Zoo 2, Hellraiser: Revival, Penguin Colony, and Silver Pines.
Plus:
Is discoverability an unsolvable problem in today’s overloaded game market?
Playing For The Planet’s Matt Anderson on the impact of AI in game production.
El Shaddai designer Sawaki Takeyasu on his new adventure at Poncle.
The art of Glee-Cheese Studio’s Mr Records.
Steven Poole on the new Tomb Raider, and why crafting leaves him cold.
Alex Spencer on Resident Evil’s translation to the cinema screen.
The Long Game: Expanding horizons in Dragon’s Dogma II with Dark Arisen.
Buy Edge 430 here. To take advantage of our current subscription offer, you can also get your first three issues for just £5.
