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Nintendo's Extremely Rare FMV Arcade Game from 1974 Has Been Restored By A Dedicated Fan

Nintendo's Extremely Rare FMV Arcade Game from 1974 Has Been Restored By A Dedicated Fan https://ift.tt/HOoQlfD While Nintendo has been a prominent force in the game industry for decades, it took some time before they became the absolute powerhouse they are today. Long before their dominance in home consoles, Nintendo manufactured playing cards, toys, and various gadgets--and, during the 1970s and 80s, they invested heavily in creating coin-operated entertainment for arcades. Even years before Donkey Kong became a company-defining hit, Nintendo was doing some wild things in arcades. Wild Gunman '74, named such by gaming historian Kate Willaert to avoid confusion with other Nintendo products bearing the same name, was engineered by Nintendo's legendary creator and inventor Gunpei Yokoi. It was a massive lightgun game that used full-motion video to depict Wild West quick-draw shootouts with outlaws--an absolute technological marvel for the time that earned a lot of fawning...

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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