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The Late Sam Neill’s Final Movie Might Be The Legend Of Zelda

The Late Sam Neill’s Final Movie Might Be The Legend Of Zelda https://ift.tt/WBwkylx The cast for the upcoming live-action The Legend of Zelda movie is becoming clearer, and a report indicates that the legendary New Zealand actor Sam Neill, who died in July at the age of 78, has a role in the game-to-film adaptation. Deadline reports that Neill, best known to audiences as Dr. Alan Grant in three Jurassic Park films, filmed his role in the Wes Ball-directed movie prior to his death. Principal production wrapped in April . Neill's role is unknown, but Deadline adds that Chuck actor Yvonne Strahovski is also in the film's cast, apparently as a "queen character." It wouldn't be unreasonable to predict that Neill could play the king of Hyrule. Sharing the screen with Neill and Strahovski will be Severance's Dichen Lachman, who was spotted in set photos shortly after production began. Fan speculation pointed towards Lachman portraying Impa, who is usually...

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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