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Stuntman Series Returns Featuring Knight Rider, Back To The Future, And More

Stuntman Series Returns Featuring Knight Rider, Back To The Future, And More https://ift.tt/fPnWUMs The PlayStation State of Play broadcast today included the announcement of a game no one saw coming. Stuntman: Hollywood, the first new entry in the racing game series since 2007's Stuntman Ignition, is on the way for PlayStation 5. It looks like it retains the franchise's penchant for over-the-top action, and this time, it'll feature licensed content from popular Hollywood franchises like Back to the Future, Fast & Furious, Miami Vice, Death Race, and Knight Rider. "Stuntman: Hollywood is built on the speed and control of an arcade racer, the spectacular chaos of crashes and destruction, and the precision a difficult stunt demands. And then comes that short, exact call: 'Cut!,'" reads a line from the game's description. Burnout and Split/Second were cited as inspirations for Stuntman: Hollywood. The game plays out through a narr...

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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