Accéder au contenu principal

Sélection

Final Fantasy Resonance Has More Going For It Than Just Its Impressive Cast

Final Fantasy Resonance Has More Going For It Than Just Its Impressive Cast https://ift.tt/0MFIBHA Ahead of its release in October, Square Enix has dropped several new details about Final Fantasy Resonance , its HD-2D reimagining of the mobile game Final Fantasy: Brave Exvius. Based on the first season of Brave Exvius, here's a closer look at the game's world, characters, gameplay, vision systems, and completionist content. Empires strike back The Zoldaad Empire has a few defectors. Two of the regions that players can explore include the powerful military nation of Zoldaad and the city of mages known as Mysidia. Just like in Brave Exvius, Zoldaad appears to be on the march as the home of the fabled Fire Crystal, and has secretly been building up a fleet of airships and mass-producing magitek as it expands its borders into neighboring countries. Considered to be a legend, the advanced magical civilization of Mysidia is home to some of the strongest magic-wielders i...

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

Commentaires