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Phantom Blade Zero Fixes The Struggle That Might Be Keeping You Away From Soulslikes

Phantom Blade Zero Fixes The Struggle That Might Be Keeping You Away From Soulslikes https://ift.tt/NPkvhOt There's a lot to love about soulslike games, but one of the things in the negative columns for a lot of players is how much time they can suck up. And while Phantom Blade Zero is an action-RPG that's not quite a soulslike, it's similar enough that some players might look at its super-fast combat and exceedingly tough boss battles and decide to take a pass. But if you're the kind of person who is souls-curious or looking for a soulslike game with a little less commitment, Phantom Blade Zero might be for you. It uses a number of elements of the genre's formula, with some key tweaks to make progress a little faster. The biggest one: boss fights that give you checkpoints in the middle. In lots of soulslikes, you'll face bosses who go through multiple phases. Beat them down enough, and they transform into something more hideous and deadly, usually...

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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