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Legacy Of Kain: Defiance Rises Again With New Remaster

Legacy Of Kain: Defiance Rises Again With New Remaster https://ift.tt/pPxndjY The Legacy of Kain series is rising from its slumber once again, as today's State of Play revealed not one but two projects that will see players return to Nosgoth. Fans of the classic games can look forward to a remaster of Legacy of Kain: Defiance when it launches on March 3 for PC, PS5, PS4, Xbox Series X|S, Xbox One, and Switch. Released back in 2003, Defiance was the third chapter in the Soul Reaver saga. The big twist here was that Raziel and Kain were both playable characters, allowing players to step into the boots of the vampire lord and his former lieutenant. Crystal Dynamics has been working on the Defiance remaster for several years alongside PlayEveryWare, a team with credits on several video game ports. Similar to Soul Reaver 1&2 Remastered , you can expect upgraded visuals and cinematics, remastered audio, and several gameplay changes. The combat tutorial is now an independent featur...

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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