
Amid the vast array of Japanese developers and publishers on the TGS show floor sat one small booth which seemed slightly out of place. FUZZYEYES, an Australian development studio, chose to debut its upcoming 2009 title, Edge of Twilight, at the show, and we were invited in for a private demo. The game captured our attention with its dichotomous day/night gameplay and intriguing combat.
Edge of Twilight is pegged as a steampunk fantasy title which is part Soul Reaver, part God of War. A lot of emphasis is placed on dark and light. Day and night have been split apart, each inhabited by a different civilization. As a half-breed outcast your character, Lex, is able to pass between the two at certain points. Not only does gameplay change in each realm, but your character will also drastically change appearance.
During the day Lex looks similar to Keats from Folklore, with a metal arm and a steampunky lancer-style gun. While in this realm you are able to affect machines, your character is too heavy to jump around, rendering platforming sections nearly impassable. At night he transforms into something a little more monstrous. Part Gollum, part Nightcrawler. In this realm machines are dead, but the emphasis is more on platforming.
Edge of Twilight is pegged as a steampunk fantasy title which is part Soul Reaver, part God of War. A lot of emphasis is placed on dark and light. Day and night have been split apart, each inhabited by a different civilization. As a half-breed outcast your character, Lex, is able to pass between the two at certain points. Not only does gameplay change in each realm, but your character will also drastically change appearance.
During the day Lex looks similar to Keats from Folklore, with a metal arm and a steampunky lancer-style gun. While in this realm you are able to affect machines, your character is too heavy to jump around, rendering platforming sections nearly impassable. At night he transforms into something a little more monstrous. Part Gollum, part Nightcrawler. In this realm machines are dead, but the emphasis is more on platforming.















