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Xbox Game Pass Is Losing The Witcher 3 And Several More Games In August

Xbox Game Pass Is Losing The Witcher 3 And Several More Games In August https://ift.tt/VK6lmvP Another batch of Xbox Game Pass titles are on their way out at the end of the month, and it looks like the service will be losing some cool, cute, and critically acclaimed games. Listed on the "Leaving Soon" tab on the Xbox mobile app, the list includes the following five games exiting the subscription service on August 31: Another Crab's Treasure, I Am Your Beast, Neon Abyss, One Lonely Outpost, and The Witcher 3: Wild Hunt Complete Edition . As usual, you can save 20% on these games if you decide to buy them before they leave Game Pass. Another Crab's Treasure is a cute take on the souls-like genre, I Am Your Beast plays like a first-person version of Hotline Miami, and Neon Abyss is a slick, action-packed 2D roguelike platformer. The biggest departure here is The Witcher 3, as Game Pass subscribers will be losing access to CD Projekt Red's open-world masterpi...

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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