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Helldivers 2 Is Teasing Something With A Mess Of Binary Code

Helldivers 2 Is Teasing Something With A Mess Of Binary Code https://ift.tt/gkElmDi Helldivers 2 doesn't give its players much of breather before throwing another invasion or intergalactic threat at them. Players across PlayStation 5, Xbox Series X|S, and PC have a new reason to be wary, now that Arrowhead Studios CEO Shams Jorjani has been teasing the potential return of an old enemy faction. On the Helldivers Discord channel, Jorjani wrote the following message in binary code: "01011001 01101111 01110101 00100111 01110010 01100101 00100000 01100111 01101111 01101110 01101110 01100001 00100000 01110011 01101000 01101001 01110100 00100000 01111001 01101111 01110101 01110010 00100000 01110000 01100001 01101110 01110100 01110011." According to GamesRadar , that code translates to English as "you're gonna s*** your pants," which is part of a long-running joke that Jorjani first used last year. Continue Reading at GameSpot

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

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