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Path Of Titans Players Say Goodbye To Sam Neill With A Dinosaur March

Path Of Titans Players Say Goodbye To Sam Neill With A Dinosaur March https://ift.tt/chW02oE Beloved actor Sam Neill sadly passed away on Monday, July 13, leaving many fans shocked about his untimely passing. Neill had recently made a full recovery from cancer, and the actor leaves behind a body of work that stretches across multiple movies and TV series. To many, Neill is best-known for his role as Dr. Alan Grant in 1993's Jurassic Park, and to celebrate his legacy, multiple players in Path of Titans embarked on a dinosaur migration to pay tribute to him. The turnout saw players transform into several signature dinosaurs from the Jurassic Park film series, including herbivores like the Triceratops and Brachiosaurus to carnivores like the infamous Spinosaurus from Jurassic Park 3. What makes the tribute extra-impressive is that isle servers in Path of Titans typically don't allow for so many mixed species to co-exist on them, and pulling off a migration of this magnitude ...

How Borderlands Ensures Character-Driven Storytelling Remains A Focus 14 Years Later

How Borderlands Ensures Character-Driven Storytelling Remains A Focus 14 Years Later https://ift.tt/GvgXNM4

The Borderlands franchise holds a peculiar place within the history of the gaming industry, kickstarting a genre that has gone on to become a different kind of beast. After all, though the concept of combining both RPG and first-person shooter mechanics was first seen in 2007's Hellgate: London, the loot-shooter genre owes its popularity to 2009's Borderlands. And yet, today, many of the most popular loot-shooters are also live-service games (like Destiny 2 and Warframe). Borderlands is not, having never adopted that format. It instead has multiple sequels--some of which diverge from the original game and don't feature any looting or shooting.

Like these other live-service game franchises, however, character-driven storytelling has been one of the main unifying pillars of Borderlands, which has been supported by a writer's room. "Gearbox is casually unique in the sense that we maintain a writer's room," Gearbox Entertainment associate director of narrative properties April Johnson told me. "So we don't just plunk you to work on a project and say, 'Okay, enjoy the two of you doing this--we have multiple things that we are working on, so we won't Voltron up as a full unit until later.'"

Having a constant writer's room is a strategy you usually see in story-driven live-service games where maintaining a narrative vision over multiple years--over a decade in the case of some games like Destiny--is important. It's not often seen in AAA franchises that feature several sequels and recruit a new set of writers from project to project. Gearbox Entertainment is not wholly unique in this strategy within the gaming industry, but it is a rare exception and the team points to this as one of the reasons for how the studio has managed to curate a specific narrative voice across all its projects.

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