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Halo: Campaign Evolved – Every Skull Location

Halo: Campaign Evolved – Every Skull Location https://ift.tt/YSgMKis Halo: Campaign Evolved is a faithful remake of the original 2001 shooter, but with a few added changes, including three brand new levels. One of the new additions is skulls. The original game didn't have them, and the Xbox 360 remaster had some, but this version has a whopping 39 Skulls to find--three per level. There are also three additional Skulls that are unlocked when you gain access to the Campaign Remix mode. This unlocks after finding three of the hidden Skulls, so if you're following this guide you'll get those rather quickly. This guide is in campaign order, with the three prequel missions at the end. This guide is a work in progress. In This Article The Pillar of Autumn Speed Limit Magnified Perspective Halo Give & Take Floor is Lava Grunt Funeral The Truth and Reconciliation Iron Endurance S...

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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