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Next Generation (magazine)
Next Generation (magazine)
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Next Generation
January 1995 cover
FrequencyMonthly
First issueJanuary 1995 (1995-01)
Final issue
Number
January 2002 (2002-01)[1]
85
CompanyImagine Media
CountryUnited States
Based inBrisbane, California
ISSN1078-9693

Next Generation was a US video game magazine that was published by Imagine Media (now Future US).[2] It was affiliated to and shared content with the UK's Edge magazine. Next Generation ran from January 1995 until January 2002. It was published by Jonathan Simpson-Bint and edited by Neil West. Other editors included Chris Charla, Tom Russo, and Blake Fischer.[3]

Next Generation initially covered the 32-bit consoles including 3DO, Atari Jaguar, and the then-still unreleased Sony PlayStation and Sega Saturn. Unlike competitors GamePro and Electronic Gaming Monthly, the magazine was directed towards a different readership by focusing on the industry itself rather than individual games.

Publication history

[edit]

The magazine was first published by GP Publications up until May 1995 when the publisher rebranded as Imagine Media.

In September 1999, Next Generation was redesigned, and its cover name shortened NextGen. A year later, in September 2000, the magazine's width was increased from its standard 8 inches to 9 inches. This wider format lasted less than a year.

The brand was resurrected in 2005 by Future Publishing USA as an industry-led website, Next-Gen.biz. It carried much the same articles and editorial as the print magazine, and reprinted many articles from Edge, the UK-based sister magazine to Next-Gen. In July 2008, Next-Gen.biz was rebranded as Edge-Online.com.[4]

Content

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Next Generation's content did not focus on screenshots, walkthroughs, and cheat codes. Instead the content was more focused on game development from an artistic perspective. Interviews with people in the video game industry often featured questions about gaming in general rather than about the details of the latest game or game system they were working on.

Next Generation was first published prior to the North American launch of the Sega Saturn and Sony PlayStation, and much of the early content was in anticipation of those consoles.

Apart from the regular columns, the magazine did not use bylines. The editors explained that they felt the magazine's entire staff should share the credit or responsibility for each article and review, even those written by individuals.[5]

The review ranking system was based on a number of stars (1 through 5) that ranked games based on their merits overall compared to what games were already out there.

Next Generation had a few editorial sections like "The Way Games Ought To Be" (originally written every month by game designer Chris Crawford) that would attempt to provide constructive criticism on standard practices in the video game industry.

The magazine's construction and design was decidedly simple and clean, its back cover having no advertising on it initially, a departure from most other gaming magazines. The first several years of Next Generation had a heavy matte laminated finish cover stock, unlike the glossy paper covers of its competitors. The magazine moved away from this cover style in early 1999, only for it to return again in late 2000.

Issue history

[edit]
Lifecycle 1 Lifecycle 2
Issue Feature
v1 #1 (January 1995) New game consoles
v1 #2 (February 1995) Online gaming
v1 #3 (March 1995) PlayStation
v1 #4 (April 1995) Atari Jaguar
v1 #5 (May 1995) Ultra 64
v1 #6 (June 1995) Crossfire
v1 #7 (July 1995) Wipeout
v1 #8 (August 1995) Sega Saturn TV Commercials
v1 #9 (September 1995) Destruction Derby
v1 #10 (October 1995) Madden NFL '96
v1 #11 (November 1995) Virtua Fighter's Sarah Bryant
v1 #12 (December 1995) 32-bit Videogame Report
v2 #13 (January 1996) Ridge Racer Revolution
v2 #14 (February 1996) Ultra 64
v2 #15 (March 1996) Next Generation 1996 Lexicon
v2 #16 (April 1996) How to get a job in the video game industry
v2 #17 (May 1996) Codename: Tenka
v2 #18 (June 1996) Microsoft future for gaming: DirectX
v2 #19 (July 1996) Past, present, and future of online gaming
v2 #20 (August 1996) Super Mario 64
v2 #21 (September 1996) Next Generation's Top 100 Games of All-time
v2 #22 (October 1996) Venture capital in game development
v2 #23 (November 1996) Artificial Life
v2 #24 (December 1996) PlayStation vs Nintendo 64 vs Sega Saturn
v3 #25 (January 1997) Net Yaroze
v3 #26 (February 1997) Videogame Myths
v3 #27 (March 1997) Top 10 online gaming sites
v3 #28 (April 1997) Retrogaming
v3 #29 (May 1997) Something is wrong with the Nintendo 64
v3 #30 (June 1997) Why does a game cost $50
v3 #31 (July 1997) What makes a Good Game
v3 #32 (August 1997) Video game packaging
v3 #33 (September 1997) Design documents
v3 #34 (October 1997) The future of game consoles
v3 #35 (November 1997) 25 Breakthrough Games
v3 #36 (December 1997) Independent game developers
v4 #37 (January 1998) The most important people in the American video game industry
v4 #38 (February 1998) hardcore gaming
v4 #39 (March 1998) How to get a job in the video game industry
v4 #40 (April 1998) What the Hell Happened?
v4 #41 (May 1998) The Fall of BMG Interactive
v4 #42 (June 1998) How games will conquer the world
v4 #43 (July 1998) The Licensing Game
v4 #44 (August 1998) The Console Wars of 1999
v4 #45 (September 1998) Dreamcast: The Full Story
v4 #46 (October 1998) A Question of Character
v4 #47 (November 1998) The secret of Namco's success
v4 #48 (December 1998) Do video games stand a chance in Hollywood
v5 #49 (January 1999) What did Super Mario 64 do for video games
v5 #50 (February 1999) Dreamcast Countdown
v5 #51 (March 1999) Physics Matters
v5 #52 (April 1999) Learning Curves
v5 #53 (May 1999) Man versus machine
v5 #54 (June 1999) Dreamcast versus PlayStation 2
v5 #55 (July 1999) Building the Future
v5 #56 (August 1999) Rare's Triple Threat
Issue Feature
v1 #1 (September 1999) Dreamcast Arrives
v1 #2 (October 1999) Hooray for Hollywood
v1 #3 (November 1999) PlayStation 2 arrives
v1 #4 (December 1999) The War for the Living Room
v2 #1 (January 2000) Crunch time
v2 #2 (February 2000) The Games of 2000 Will Blow Your Mind
v2 #3 (March 2000) Raising the Bar
v2 #4 (April 2000) PlayStation 2: Hands-On Report
v2 #5 (May 2000) Sega's new deal
v2 #6 (June 2000) Ready for war
v2 #7 (July 2000) Metal Gear Solid 2: Sons of Liberty
v2 #8 (August 2000) The Making of the Xbox
v2 #9 (September 2000) Dreamcast: The First Anniversary
v2 #10 (October 2000) Broadband Gaming
v2 #11 (November 2000) GameCube: Can Nintendo Compete
v2 #12 (December 2000) 2001 PlayStation 2 games
v3 #1 (January 2001) Got Talent: First Party Developers
v3 #2 (February 2001) Games Grow Up
v3 #3 (March 2001) Start your own game company
v3 #4 (April 2001) Field of Indrema
v3 #5 (May 2001) Old Systems, New Games
v3 #6 (June 2001) Sega's Next Move
v3 #7 (July 2001) Eidos on Edge
v3 #8 (August 2001) GameCube Exposed
v3 #9 (September 2001) Video Game U
v3 #10 (October 2001) 25 Power Players
v3 #11 (November 2001) Xbox arrives
v3 #12 (December 2001) Nintendo's GameCube is here
v4 #1 (January 2002) Xbox review

References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Next Generation was a monthly American video game magazine that ran from January 1995 to January 2002, published primarily by Imagine Media and focusing on in-depth coverage of PC and console gaming for mature enthusiasts and industry professionals. Launched as the U.S. counterpart to the United Kingdom's Edge magazine, it shared editorial content and was initially issued by GP Publications before transitioning fully to Imagine Media, which later became part of Future Publishing. The publication emphasized high-quality journalism, including detailed features, developer interviews, and critical reviews, distinguishing itself with a sophisticated tone amid the growing market of the . In 1999, with issue 57, it was rebranded as NextGen, continuing until its discontinuation after 85 total issues. Notable for its influence on gaming media, Next Generation/NextGen covered pivotal developments such as the rise of 3D graphics, CD-ROM technology, and early online gaming, often featuring exclusive insights from figures like Bill Gates.

Publication History

Launch and Early Years

Next Generation was founded in January 1995 by GP Publications, a U.S.-based company that had been acquired by Future plc in 1994 and was rebranded as Imagine Media in May 1995, as the American counterpart to the United Kingdom's Edge magazine, sharing content and an editorial affiliation to provide in-depth coverage of the video game industry. The magazine was launched under the editorship of Neil West, who had previously served as editor of MEGA magazine and brought a focus on professional, insightful journalism to the publication. It adopted a monthly publication schedule from the outset, aiming to fill a gap in the U.S. market for sophisticated gaming media amid the shift from 16-bit to more advanced systems. The inaugural issue, dated January 1995, centered its cover story on "The Looming Videogame Wars," exploring the transitions to next-generation hardware and profiling emerging 32-bit consoles such as the 3DO Interactive Multiplayer, , Sony PlayStation, and . This emphasis reflected the magazine's initial core focus on the technological and market evolution of interactive entertainment, distinguishing it from more casual gaming periodicals of the era. The publication established its as 1078-9693 and was headquartered in , at 150 North Hill Drive, operating from facilities that supported both print and emerging digital initiatives. Through its early years up to 1997, Next Generation maintained its monthly rhythm and affiliation with Edge, reprinting select articles while developing original U.S.-centric content on hardware advancements and developer interviews, solidifying its reputation among industry professionals and enthusiasts. Under West's leadership, the magazine navigated the rapid console launches of the mid-1990s, including the PlayStation and Saturn debuts, without major structural changes. This period marked a stable foundation, with the title gaining traction as a key voice in the burgeoning 32- and 64-bit gaming landscape.

Editorial Transitions and Redesigns

In May 1995, GP Publications, the original publisher of Next Generation, was rebranded as Imagine Media following its acquisition by the previous year, marking the beginning of deeper integration into Future's expanding portfolio of gaming publications. By 1998, this integration had solidified, with Imagine Media fully overseeing operations as part of what would later become , allowing for shared resources and editorial alignment with international titles like Edge. Editorial leadership underwent several transitions during this period, reflecting the magazine's evolution amid growing industry competition. Neil West served as from the launch in 1995 until around 1997, after which Chris Charla, who had joined as features editor in 1996, ascended to by early 1999. Tom Russo then took over as around 2000, guiding the publication through its final print years until late 2001, while Blake Fischer contributed as a key editor during the late 1990s and early 2000s. A significant redesign occurred in September 1999 with issue 57, shortening the title to NextGen and introducing an updated layout with enhanced visuals and a more streamlined structure to better compete with mainstream gaming magazines. This refresh, overseen by Charla, emphasized industry analysis while maintaining the publication's focus on in-depth features. In September 2000, under Russo's direction, the magazine widened its format from 8 inches to 9 inches to accommodate richer imagery and layouts, though this change was reverted less than a year later due to production challenges and cost inefficiencies. The magazine initially featured a distinctive matte cover stock, unlike the glossy finishes of competitors, before switching to glossy covers in the late . These adjustments highlighted ongoing operational shifts as Imagine Media navigated the volatile print gaming market leading into the magazine's eventual closure in 2002.

Closure and Post-Print Legacy

The final print issue of Next Generation, numbered 85 and dated January 2002, served as a special edition dedicated to the Xbox console launch, providing in-depth reviews and analysis of its 26 debut titles, such as Halo and Project Gotham Racing. Publisher Imagine Media ceased operations of the magazine with this issue, citing declining sales and subscriber numbers as the primary factors, alongside broader corporate cost-cutting initiatives at the company. In 2005, Future Publishing USA revived the Next Generation brand as the website Next-Gen.biz, which emphasized industry news, analysis, and job opportunities for gaming professionals. The site underwent a rebranding in July 2008 to Edge-Online.com, aligning it more closely with the established UK-based Edge magazine and expanding its focus on professional gaming content. By 2014, Edge-Online's digital assets were migrated into Future plc's larger platform, where Edge-branded content continues to reside as part of an integrated network of gaming media properties as of 2025. Preservation efforts have ensured the magazine's legacy endures digitally, with full issues accessible via archival platforms including the and Retromags, allowing enthusiasts to explore its historical coverage of the gaming industry.

Content and Editorial Approach

Core Focus and Format

Next Generation magazine distinguished itself through an industry-oriented editorial philosophy that prioritized in-depth analysis of game development, business trends, and artistic elements over consumer-oriented game reviews or buying guides. Launched in , initially by GP Publications and subsequently published by Imagine Media, the publication targeted mature gaming enthusiasts and industry , offering a professional perspective on the evolving landscape, including developer interviews and explorations of hardware innovations. This approach fostered a collective voice, with most articles published anonymously to emphasize institutional authority rather than individual authorship, except for dedicated columns. The magazine's format adhered to a standard 8.5 x 11-inch size, featuring a simple, clean design that highlighted high-quality images, screenshots, and diagrams alongside text-heavy features. Early issues utilized heavy stock paper with a durable matte laminated cover, setting it apart from competitors' glossy finishes and underscoring a focus on substantive content over flashy presentation. As the publication evolved through its run until 2002, it maintained this visual restraint, though a 1999 redesign under the NextGen branding introduced minor layout adjustments while preserving the emphasis on readability and professional aesthetics. Content was shared with its UK affiliate, Edge magazine, allowing for cross-pollination of in-depth articles on global industry topics. Coverage centered on "next-gen" themes emblematic of the 32/64-bit era, such as the emergence of online gaming via platforms like and XBand, and the intensifying console wars between , , and . Articles delved into business dynamics, like corporate rivalries and market projections for a $16 billion industry, alongside artistic analyses of elements, such as AI in simulations and creative breakthroughs in titles like . Hardware and software received dedicated sections, with anonymous pieces examining technological potential and developer insights from figures like . Reviews employed a star-based system rating hardware and software on a 1-5 scale, emphasizing innovative potential and long-term impact rather than immediate playability scores—for instance, awarding five stars to groundbreaking titles like Wipeout for their fusion of technology and gameplay. This method applied to both consoles, such as early evaluations of the PlayStation and Saturn, and PC peripherals, providing concise yet forward-looking assessments integrated into broader feature articles.

Signature Features and Reviews

Next Generation's reviews distinguished themselves through a focus on in-depth, developer-centric critiques rather than standard guides, often examining prototypes, beta builds, and specialized industry tools to assess technical merits and potential impact. Unlike typical gaming magazines that emphasized tips or screenshots, these evaluations delved into production challenges, hardware compatibility, and innovative techniques, using a compact 1-5 star to convey quality succinctly—typically within 100-word summaries for lesser titles or expanded one-page analyses for major releases. This approach allowed the magazine to cover up to 60 reviews across 12 pages in early issues, prioritizing insights over exhaustive walkthroughs. A hallmark annual feature was the "Next Generation 50" lists, which ranked the top developers, studios, and groundbreaking innovations shaping the industry, providing a snapshot of emerging trends and influential figures. For instance, these compilations highlighted key movers in and , such as pivotal hardware advancements and creative teams driving next-generation titles, often sparking debates among readers and professionals alike. Complementing this, the magazine spotlighted hardware in dedicated sections, including detailed dissections of the PlayStation development kit to reveal its engineering secrets and explorations of difficulties for the , which underscored the console's complex architecture and its hurdles for cross-platform adaptation. The publication also embraced humor through recurring satirical traditions, notably its April Fools' pranks beginning in 1996, which featured elaborate fake magazine covers parodying industry hype—such as absurd hardware announcements like impossible consoles or exaggerated tech specs—to poke fun at console wars and . These inserts evolved from early whimsical pieces into more pointed industry , including precursors to "The Way Games Ought To Be," a series that imagined absurd mechanics and development scenarios to critique common tropes and business practices. This blend of levity and critique reinforced the magazine's reputation for bold, multifaceted coverage that entertained while informing its audience of developers and enthusiasts.

Notable Contributors and Columns

Next Generation magazine featured a rotating team of editors who shaped its developer-centric perspective through in-depth interviews and industry analysis. Chris Charla served as from 1997 onward, renowned for securing exclusive developer interviews that provided rare insights into game creation processes, such as his discussions with industry pioneers on technical and creative challenges. Tom Russo, an editor during the mid- and later , emphasized business-oriented coverage, examining market trends and corporate strategies within the gaming sector. Blake Fischer contributed as reviews editor in the late 1990s. Recurring columns formed the backbone of the magazine's editorial voice, offering specialized commentary on game design and development. "The Way Games Ought To Be," launched in the December 1995 issue (Issue 12), was originally penned monthly by pioneering game designer Chris Crawford, delivering philosophical essays that critiqued conventional game narratives and advocated for innovative interactive storytelling. The column evolved over time, with contributors like Neil West continuing its tradition of exploring theoretical aspects of game design, such as artificial life simulations and career paths in the industry. The magazine also featured insider Q&As with developers in various sections, covering topics from production hurdles to technical innovations, such as interviews with teams from Origin Systems on Ultima IX and Sega on Sega Rally 2. Guest contributors from the industry enriched the publication with expert perspectives. of frequently appeared in features discussing technical specifications, such as engine optimizations for Quake titles and future hardware implications, influencing the magazine's coverage of programming advancements. contributed insights on narrative design through interviews, highlighting cinematic techniques in titles like Metal Gear Solid and their role in evolving . These contributions underscored Next Generation's collaborative ethos, where articles often blended staff writing with external expertise to cultivate a cohesive, authoritative voice on game development without rigid bylines dominating the narrative.

Circulation and Industry Impact

Sales Performance and Distribution

Next Generation achieved its commercial peak in the late 1990s, amid the surge in interest during the PlayStation and Saturn era from 1995 to 1997, when fifth-generation consoles drove heightened demand for industry-focused publications. The magazine was distributed primarily through U.S. newsstands and direct subscriptions, leveraging Imagine Media's established network for wide availability. International reach was enhanced through ties to Future Publishing's UK operations, including content sharing and exports linked to the affiliated Edge magazine. In 1998, Imagine Media's top six titles—including Next Generation, , and PSM—reported a combined circulation of nearly 1.3 million copies, with single-copy sales revenues surpassing $35 million, reflecting robust performance across the portfolio. Following Future Publishing's $25 million acquisition of Imagine Media in May 1999, Next Generation was integrated into the Future US division, benefiting from expanded resources and advertising support from console manufacturers like and , whose promotions appeared prominently in issues. Sales began declining post-2000 as the internet's rise offered free, real-time gaming news and previews, eroding print viability across the sector. By 2001, circulation had fallen below previous peaks amid broader industry shifts to . The magazine, which had been rebranded as NextGen in September 1999, was discontinued after issue 85 in early 2002 as part of Future's cost-cutting initiatives.

Reception and Influence on Gaming Media

Next Generation magazine received praise for its sophisticated, developer-oriented coverage that elevated beyond consumer previews to professional analysis and industry insights. Critics and industry observers lauded its in-depth interviews with key figures and feature articles on emerging technologies, which set a new standard for thoughtful discourse in gaming media. However, the publication faced criticisms for appearing elitist among some gamers, as its emphasis on technical and professional perspectives often overlooked casual play and broader accessibility. Its niche focus also contributed to low mainstream visibility, positioning it as a specialist outlet rather than a household name in gaming periodicals. The magazine significantly shaped "serious" gaming discourse by prioritizing developer interviews and hardware analysis, influencing subsequent outlets dedicated to industry professionals, such as Gamasutra (later rebranded as GameDeveloper.com). Alumni like former editor Chris Charla transitioned to prominent roles, including launching and later leading Xbox's ID@Xbox program, demonstrating the publication's role in nurturing gaming industry talent. As of 2025, archived issues of Next Generation remain valuable resources for studying 1990s console history, with scans frequently referenced in retrospectives on hardware launches and developer strategies. Its commitment to in-depth analysis inspired modern digital sites like , which continue the tradition of expansive feature journalism in gaming.

Issue Chronology

Issues 1–40 (1995–1998)

The first twelve issues of Next Generation, spanning January to December 1995, launched the magazine amid the burgeoning 32-bit console era, emphasizing hardware innovations, early developer insights, and a focus on game development from an artistic perspective over consumer previews. Issue 1 featured in-depth coverage of emerging systems like the Atari Jaguar and 3DO Interactive Multiplayer, highlighting their technical specifications and potential to redefine gaming beyond 16-bit limitations. Subsequent issues built on this foundation, with Issue 6 exploring Sony PlayStation prototypes alongside Jaguar CD add-ons and Nintendo's upcoming hardware, underscoring the competitive landscape of CD-ROM-based systems. By Issue 12, the magazine delivered a comprehensive 32-bit videogame report, testing available PlayStation titles and analyzing the era's shift toward polygonal graphics and multimedia integration. Throughout these issues, recurring developer roundtables provided conceptual discussions on transitioning from sprite-based to 3D environments, while hardware teardowns dissected components like the Jaguar's DSP chips for their rendering capabilities. Issues 13 through 24, covering , shifted to mid-generation analysis as 32-bit consoles matured in the market, with a focus on import trends and nascent online features. Coverage of imports gained prominence post its U.S. launch, including previews of Japan-exclusive titles like Virtua Fighter and , which showcased the system's dual-CPU architecture for arcade-accurate ports. Issue 21 exemplified early online gaming previews, detailing Sega's Net Link modem for networked play in titles like Virtua Fighter Remix and broader trends such as TCP/IP-based multiplayer in like . Developer roundtables in this period often addressed import challenges and localization, featuring insights into optimizing Saturn software for Western audiences. Hardware teardowns continued, breaking down Saturn peripherals like the Net Link for their 14.4K baud rates and implications for persistent online worlds. From Issues 25 to 40 (1997–1998), Next Generation navigated the transition to 64-bit systems, prioritizing 's architectural leaps and early speculation amid intensifying console wars. Coverage of the , launched in 1996, intensified in 1997, with Issue 29 questioning its software output and third-party support while praising titles like for its 3D platforming innovations. Rumors of Sega's surfaced in late 1997 and 1998 issues, such as Issue 44's discussion of its advanced specs including a 128-bit GPU, positioning it as a bridge to next-generation online capabilities. Issue 37 highlighted industry convergence, profiling key figures in PC and console development to illustrate blurring lines between platforms, such as shared for cross-genre titles. Persistent themes included developer roundtables on 64-bit optimization challenges and hardware teardowns of the N64's for advancements, providing readers with a technical lens on the era's evolution.

Issues 41–85 and Rebranding (1999–2002)

Issues 41 through 56 of Next Generation magazine, spanning May 1998 to August 1999, maintained the publication's focus on in-depth industry analysis during the transition to sixth-generation consoles. These pre-rebranding issues emphasized emerging hardware, with notable coverage of the 's announcement and development. For instance, issue 43 (July 1998) included early news on the alongside PlayStation and updates, highlighting multiplayer technology advancements like online capabilities. Issue 45 (September 1998) devoted a major feature to "Dreamcast: The Full Story," exploring 's strategy for the console's North American launch, including hardware specs and game lineup previews. Other issues in this range, such as 41 (May 1998), shifted toward developer interviews and post-mortems, like the initiative and the fall of BMG Interactive, underscoring business challenges in game publishing. In September 1999, with issue 57, the magazine underwent a significant to NextGen, featuring a redesigned layout, shortened title on the cover, and a refreshed to align with evolving market demands. This relaunch, published by Imagine Media, aimed to streamline content while preserving analytical depth, with the to NextGen continuing from issue 57. Issues 57 through 70 (September 1999 to October 2000) centered on the reveals of major consoles, with issue 57 debuting coverage of specifications and Sega's promotion efforts, including youth-targeted events. Subsequent issues tracked the PS2's buildup, such as hardware demos and developer insights, while introducing Microsoft's announcement in early 2000—issue 61 (March 2000) featured initial Xbox hardware breakdowns and comparisons to competitors. These editions balanced console wars analysis with features on multiplayer tech, reflecting the industry's pivot toward online connectivity. From issues 71 to 85 (November 2000 to January 2002), NextGen increasingly previewed next-generation trends amid a broader shift in gaming media. Coverage expanded to broadband gaming possibilities, with articles on high-speed internet's role in multiplayer experiences and digital content delivery, as print circulation faced industry-wide declines. Issue 85 (January 2002), the final print edition, served as a comprehensive Xbox launch guide, reviewing 26 titles including Halo and Project Gotham Racing, and evaluating the console's hardware against PS2 benchmarks. This swan-song issue also included PS2 updates, such as Spider-Man gameplay, and an editorial reflecting on the magazine's seven-year legacy, marking the end of its 85-issue run as digital platforms gained prominence.

References

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