I would agree with you that
game narrative still has a long way to come though.
Not exact matches
Still he enjoys the poetry of it all, the strategic
narrative drama played out in iambic pentameter merging with the din and clamor of the
game.
It's disappointing that the Rockies weren't able to build on their 14 - 3 start to June, sure, but they're
still in a great place as the month nears its close, and taking their next series — a three -
game set against a D - Backs that recently leapfrogged them — will turn that
narrative right around again.
It also frees up more
game time for promising youngsters who have time on there side to
still make it and change the
narrative (gibbs, ox, iwobi and ramsey) looking for more responsability and consistent minutes 4 - Probably involve both Sanchez and Özil in recruiting pitch and ask for input of who they like (doesn't mean you go with what they say bit just showing a different approach and the commitment to do better.
Liverpool and Manchester United are
still probably the two biggest clubs in England in terms of history and tradition as well as trophies, Manchester City are now serious players at the European level, Everton possess
narrative in spades including not a few national titles and even the likes of Preston North End (The Invincibles, Tom Finney), Blackpool (Stanley Matthews, Jimmy Armfield), Blackburn Rovers (Alan Shearer et al.) and others have a position in the upper consciousness of the
game.
There's a reason that despite
games like The Last of Us, The Witcher 3, and Minecraft prove that
games can have a gripping
narrative, expansive worlds, and the tools to create anything and everything, people
still refuse to call
games art.
Bioshock 2 may not be as grand of an experience like the outstanding original but it does everything a sequel should do and it is
still the best
game ever in terms of
narrative richness.
Even if you don't care about the poor storytelling and juvenile understanding of the noir genre, Metropolis is
still a supremely bland and uninteresting match - 3
game; one that doesn't integrate the gameplay and
narrative together in a particularly interesting way and yet somehow also wants people to play it four times to experience all the endings.
It's far from innovative as other
games feature superior
narratives and better multiplayer modes, but it's
still an edge of your seat and bullet riddled extravaganza that begs to be experienced by anyone with a PS3.
The
narrative is arguably not as memorable this time around, but it's
still a wonderful excuse to spend more time with characters you've already spent a hundred hours with and see the mysteries from the previous
game resolved.
There's
still potential for an expansion of
narrative scope as the
game progresses, however, so I'm keen to see where exactly that goes.
Though, even those who have played through Wings of Liberty and Heart of the Swarm might
still be confused, if only because of the complex and confusing nature of the
game's lore - heavy
narrative.
Subject Matter: The third PS3 Ratchet is
still an action
game, but has a stronger than normal
narrative, as Ratchet discovers he's not the last of his species, while Clank discovers his origins.
While a decent story isn't a particularly pressing prerequisite for a good survival based horror
game on iOS, I
still enjoyed the
narrative techniques used by Foursaken in setting the tone for the rest of the
game.
Call of Duty 4: Modern Warfare is
still one of the best video
game stories of all time, and although the quality of COD single - player
narratives have tended to fluctuate in recent years, there's
still that sense of drama and action that I crave.
It is also the first
game in the series that lacks a traditional story mode however there might
still be some
narrative to tie the story in the
game.
The
narrative is excellent, and you're
still given stellar voice acting in the
game.
However what is clear from playing the past two
games is that the developers need to have a much stronger focus on the story and
narrative, and this is unfortunately one of the area which is
still lacking in their new
game.
For all its
narrative and thematic simplicity, Elimination
Game is a reminder that while their big - budget cousins have gone all - in on spectacle, the B movie is
still a creature of ingenuity by necessity.
This means there's value in bringing certain
games to the movies: to a non-
game playing audience, it's fresh material based on sophisticated
game storytelling (relatively sophisticated, anyway:
games, even good ones, are
still often frustratingly puerile in their find - the - object, kill - everything - in - the - room
narrative mechanisms).
With modern technology and massive budgets, it's
still an impressive feat when a
game can create memorable
narratives, nuanced characters, and layered storytelling.
Ultimately it's
still a
game worth playing, though, if you have any sort of interest in the subject material or experiences driven heavily by the
narrative.
And while the open world and the wealth of riddles, side missions, and challenge rooms mostly make up for any
narrative shortcomings, I
still don't think this
game is a true classic like its predecessor.
That said it is
still a
game worth playing if you are looking for a good, if short
narrative experience.
Exposition is
still there, as that's how we learn about the world and
narrative of Cave Story, but it's never inane, trite, or obtrusive to the
game, as the story is layered and feels meaningful as it quickly puts forth a mystery of what's happening and why, and sets up a dark tone to the proceedings that contrast quite heavily with what many may see as cute visuals.
While I appreciate the careful detail and thought put into the
narrative of Quantum Break, this is
still a video
game at its core, and how a
game plays will always be the most important aspect when determining its overall fun factor.
Fated is a
narrative based adventure that plays out more like an interactive movie than a
game, and it's
still a treat.
The result is
still a
game that often feels like a stunningly confident, competent shot across the bow of the open world genre, folding in an incredibly strong
narrative and a good sense of consequence to the decisions that present themselves throughout, presenting a fun bit of combat creativity into a genre that desperately needs it.
But for those who are
still unconvinced, I spoke with Lead
Narrative Designer Paul Crocker of developer Rocksteady at E3 about the newest Batman
game, including Play as the Joker exclusive to PLAYSTATION 3.
As a result, The Adventure of Link feels like the black sheep of the series and has had little influence on the play of future
games in the franchise (it borrowed much from platform
games and the newly - popular JRPG lineage, kicked off primarily by Dragon Quest), although it
still contributed significantly to the
still - developing lore that shapes the
narrative space of each Zelda
game.
It is also the first
game in the series that lacks a traditional story mode however there might
still be some
narrative to tie the story in the
game.
I worked on a dying form — the point - and - click adventure — but as a result had the entirely enviable experience of having a not - yet - knighted Terry Pratchett as my first (and
still utterly unparalleled) script editor, which I suspect did much to tie my career to
game narrative, despite my certainty I was going to be known as a
game designer.
A few examples, in my opinion, of good gameplay -
narrative relationship: - The Swapper: the basic
game mechanics are engaging and
still suit perfectly with the story and its main theme.
While Final Fantasy VII and Square's subsequent
games were an assertion of the value of developing and designing a
game with a story at the center of the experience, and using that story to assert ideas about politics economics, and philosophy, Dragon Quarter was a statement in return that similarly intelligent engagements of political ideas could be built into
games of minimal
narrative that
still focused primarily on
gamers» engagement with mechanics.
Even though this
game is geared at a younger audience who might not care all that much about compelling
narrative, it's
still a tired trope.
Though the
game may feature some
narrative elements that won't be a total surprise to longtime MegaTen fans, it'll
still sink its hooks into you pretty quickly and refuse to let go.
But the
game's ever - changing tone, confused
narrative, and undercooked gameplay elements
still leave room for improvement.
These levels are
still fun and help to add some depth to the
game's
narrative, but they consistently break the tension that its sister campaign tries to create.
I'd
still much rather be able to venture where I want at any time in Skyrim, but for the likes of Tomb Raider, a character and
narrative driven
game, the concept of ludonarrative dissonance is an important one.
I
still loved Tomb Raider despite the very clear divide between its story and gameplay, but on the flipside it was Bioshock Infinite's marriage of its themes,
narrative and mechanics that helped completely immerse me into the
game.
Now, to be clear using well - worn idea isn't too much of a problem provided it's done well, after all there's plenty of
games, books and movies that use incredibly well - trodden
narrative routes that
still turn out to be great, but as we've already discussed the quality of the writing here is average, making the use of such a cliché a shame.
It didn't for Witcher 3, and that
game could span hundreds of hours, and was
still very
narrative - driven.
Still, the fact that the
game does facilitate so many restarts with different
narrative progressions is pretty impressive.
Virginia is a First Person,
narrative based, noir adventure
game set in the early 1990's with an evident inspiration from 90's television shows such as The X-Files or Twin Peaks, yet developer Variable State
still manages to tell a rich and engaging story in their own unique way.
I'm
still playing it, which should be a testament of the strength of the dialogue system and
narrative, but the
game could be so much better.
In a time where video
game narratives like Nier Automata take a look at the video
game medium and use it to say powerful things about life itself or how my last reviewed
game the Last Guardian showing big budget
games can
still have heart.
In the first episode alone, there are disjointed moments when the situations and
narrative make jumps based on previous decisions, so while the ambition of the
game's model is to be commended, right now it
still feels a little rough around the edges.
It's far from innovative as other
games feature superior
narratives and better multiplayer modes, but it's
still an edge of your seat and bullet riddled extravaganza that begs to be experienced by anyone with a PS3.
Instinctively I'd say no, but even as someone who prized the
narratives of previous
games I
still found myself going back to 15's early stages to seek out new challenges after I'd concluded the main campaign.
Masquerada: Songs and Shadows is a really fun
game narrative - driven
game that doesn't feel too heavy as an RPG, but
still provides that tactical experience -LSB-...]