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God Of War TV Show Forced To Recast Kratos After Serious Injury

God Of War TV Show Forced To Recast Kratos After Serious Injury https://ift.tt/u3WgNwZ Production has been underway on Prime Video's God of War TV show since late February, but it's come to a jarring halt as lead actor Ryan Hurst has suffered a serious injury while recording his role as Kratos. According to Deadline , Sony Pictures Television and Amazon MGM Studios have decided to recast the role after Ryan Hurst was injured on the set of the video game adaptation in late June. Hurst put on a huge 40 lbs of muscle for the role, and had been filming the show for months before he tore a bicep while performing a stunt. Following surgery, he is now in recovery, but an injury such as this projects a four-to-six-month recovery period. To get back to full strength could take as long as a year. Given the nature of the role of Kratos, it seems like it would not be safe for Hurst to resume filming until mid-to-late 2027 at the earliest. With tight deadlines to adhere to, the...

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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