Accéder au contenu principal

Sélection

Pragmata: All Outfits And How To Unlock Them

Pragmata: All Outfits And How To Unlock Them https://ift.tt/MQw0BpJ Since you'll be spending a decent amount of time with Pragmata 's two main characters, Hugh and Diana, it's perfectly understandable if you want to change up their looks a bit. Luckily, you can do exactly that, as Pragmata features unlockable outfits that can be equipped any time you're in the Shelter, which functions as the game's main hub. This option unlocks after only a few hours, but it'll take some time and effort to unlock every outfit. Most (though not all) outfits are unlocked by completing stamp boards with Cabin Coins, which are found throughout levels or by beating simulation trials. These coins are also used to unlock various things on each board, but you can prioritize stamping outfits to get them unlocked sooner. Some of them are unlocked specifically by completing the full board, though, so don't think you're going to get off too easy! Also, keep in mind that you won...

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.

Continue Reading at GameSpot

Commentaires