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Valor Mortis Is A First-Person Soulslike That Tries Too Much

Valor Mortis Is A First-Person Soulslike That Tries Too Much https://ift.tt/Xk2BUfe The soulslike genre has been around long enough now that it's easy to pick out its most recognizable traits. Whether it's managing stamina in combat, the risk of losing progression with each death, health items and enemies that respawn when you reach a bonfire, lantern, or some other recognizable checkpoint; all of the best in the genre adapt these in their own distinct ways.  Valor Mortis is no different, but attempts to stand out through its shift in perspective. By moving the action to a first-person view, Valor Mortis affords itself novelty, which works well with snappy and satisfying combat that rewards deft parries and patience in equal measure. But it's also marred by a weak story and sluggishly paced opening hours that betray the more captivating moments in its second half, where Valor Mortis' most interesting narrative beats and combat encounters finally deliver on some of ...

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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