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How To Upgrade All Moonlight Peaks Tools

How To Upgrade All Moonlight Peaks Tools https://ift.tt/rWAfVEC When you begin your adventure in Moonlight Peaks , you'll have very basic tools with limited power. For instance, your pickaxe can only break small, standard rocks when you first set out, but after an upgrade, you'll be able to break up larger rocks that stand in your way. You'll need to upgrade all of your tools throughout your journey to continue progressing through the game's story and building bigger and better items. With that in mind, here's everything you need to know about upgrading your tools in Moonlight Peaks. In This Article How to upgrade tools in Moonlight Peaks All tool upgrades in Moonlight Peaks Axe upgrades Copper Axe Iron Axe Gold Axe Pickaxe upgrades Copper Pickaxe Iron Pickaxe Gold Pickaxe Scythe upgrades Copper Scythe Iron Scythe Shovel upgrades Copper Shovel Iron Shovel Gold Shovel Watering...

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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