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Zelda Notes Lets Players Swap Items Between Breath Of The Wild And Tears Of The Kingdom

Zelda Notes Lets Players Swap Items Between Breath Of The Wild And Tears Of The Kingdom https://ift.tt/B5k6XhI Although Nintendo Switch 2 is launching without a new mainline Legend of Zelda game, it's coming alongside enhanced versions of The Legend of Zelda: Breath of the Wild and The Legend of Zelda: Tears of the Kingdom . One of the games' new mobile features, Zelda Notes , will even let players swap items between the two Zelda games or share them with friends. During Nintendo Treehouse: Live , the item-sharing feature was demonstrated when Link tracked down a rock monster to fight. Zelda Notes allows players to store items outside of the game and access them with the Nintendo Switch mobile app when needed. For the demonstration, Link was sent a war hammer from another player's inventory. While players will be to use Zelda Notes to move items between each game, there are limits to that ability. Items that only exist in Tears of the Kingdom will be converted to somet...

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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