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Capcom Is Getting My Hopes Up For Devil May Cry 6 With Its Talk Of “Reactivating” Dormant Franchises

Capcom Is Getting My Hopes Up For Devil May Cry 6 With Its Talk Of “Reactivating” Dormant Franchises https://ift.tt/XLRyNSz A new Onimusha game hit PC and consoles last week, and so far, it looks like Capcom has yet another win on its hands. Onimusha: Way of the Sword sold 1 million copies on launch day--bringing lifetime sales for the franchise up to 10 million--which is pretty impressive for a series that has been dormant for the better part of 20 years. Commenting on the early sales milestone, Capcom said that it wants to repeat Onimusha's success with other games that haven't seen a new release in many years. "In addition to regularly releasing major new titles each year, Capcom is focusing on reactivating IPs that haven't had a new title launch recently," Capcom wrote in a statement. "The company is working to further maximize corporate value by leveraging its rich library of content, including this title." https://www.youtube.com/watch?...

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

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