The annualization and inconsistent naming structure of Assassin's Creed titles, coupled with the abandonment of the one major through -
line narrative of the games, painted an ugly and confusing picture of the series which once dominated the video games industry.
Not exact matches
The oblong
game is pitilessly finite: Wholly concerned as it is with conquest and shifting
lines of force, it is exactly and inviolably demarcated, spatially and temporally; having no inner unfolding
narrative of its own, it does not end, but is merely curtailed, externally, by a clock (even overtime is composed only
of strictly apportioned, discrete units
of time).
The Gunners did get back into the
game with an excellent Welbeck header from an Ozil free - kick, and should have had a penalty when Rashford handled near his own
line (but that would ruin the
narrative of his fairytale Premier League debut to report that he should have conceded a penalty!).
Sure, later iterations
of the
game gave players the vague quest
line of defeating the Ender Dragon after countless hours
of scrounging for increasingly rare materials, but in general the
game lacks any semblance
of an overarching
narrative.
The bottom
line is that Divinity Original Sin 2 is heaven - on - earth for D&D fans and / or
gamers that love experiences that involves zero hand - holding and an extremely «shades
of grey»
narrative and...
The Uncertain Episode 1 The Last Quiet Day is a puzzle based Indie
Game that offers intriguing
narrative story
line of era when Human's are destroyed and the world is ruled by Robots.
This
narrative twist has been the subject
of intensive theorising and fan speculation since the
game's release in January, but you get the impression that Capcom weren't really aware
of this, as the mystery is basically brushed aside with a throwaway
line of dialogue.
Later, he clarified that maybe «erotic» was the wrong word for the character designs, and also claimed that the
narrative themes
of the
game lined up with the reaction that people had to the sexy sniper.
There's also a through -
line to 2015's Metal Gear Solid V: The Phantom Pain — narratively we are shown Big Boss going openly rogue and actively opposing the world order, and while the
game's mechanical focus is on freedom, this falls within the constraints
of a larger economic system where the
narrative freedom to do what you want, is a smokescreen for another system
of exploitation.
It looks like just the kind
of game we've been missing; a dark, linear,
narrative - driven adventure along the
lines of the old Onimusha titles.
A
game jam is a great opportunity to teach fundamentals
of game design, from story
line and
narrative to the actual mechanics.
This
game was the first in the
line of mecha third - person shooter
games, unlike the other
games, this featured the Generation One mecha and
narrative.
If you're a fan
of the previous
game then don't expect any brand spanking new story
lines here, as Ken's Rage 2 follows the same
narrative as its predecessor.
Almost all
of the great
narrative - based
games in existence are entirely singleplayer experiences; from The Last
of Us and Spec Ops: The
Line to Inside and Half Life 2, the great
narrative - centric
games are all singleplayer experiences.
Electronic Arts announced today the car culture icons who have inspired the
narrative behind the reboot
of Need for Speed, and revealed how technology is blurring the
lines between live action film and in -
game.
The overarching
narrative is as simple as it comes, then, but what keeps the entire thing entertaining is the quirky and sometimes downright daft humour exhibited not just the heroes, but also the villains
of the piece, such as one baddie who constantly uses the wrong words, leading to several brilliant
lines At first the humour is grating, but the
game's own desire to avoid taking itself seriously slowly turns into a strange charm.
Quite a ways off, but 343 have already climbed on the hype machine with the release
of two trailers highlighting the
game's new style
of narrative which looks to be more personal and smothered in betrayal and moral grey
lines.
The multiplayer focus
of the
game appears to be in -
line with the direction the industry is headed, with
games - as - a-service and competition a priority over a single - player
narrative experience.
They discuss the importance
of the
narrative line in
game design and how it can keep
game players engaged throughout a
game with immersive details.
It won't be winning any awards for its
narrative, (in fact I don't think there was one
line of dialogue through the entire
game) but it's just a solid little puzzle / platformer that prides itself on just being... well, fun.
Ether One is a peculiar
game in many ways — it at once stands out in the crowd, but is also part
of a wave
of non-violent first person
games, seemingly following in
line with The Stanley Parable and Gone Home, two
games which expertly present new ideas on
game design and storytelling (allowing
gamers to break a
narrative, and highlight the importance
of contextual stories).
Upon arriving at these points
of interest, the
game transitions to something
of a visual novel as you are presented with a short, self - contained
narrative in the form
of a still image accompanied by a few
lines of dialogue.
The new
game will follow a
narrative through -
line in the same vein as the original, in which the groove - some twosome found themselves stranded on a strange alien world, our home and possible the wackest planet
of them all, Earth.
I'd come from a
line of relatively terse action - adventure
games like Zeliard on the PC and The Legend
of Zelda: A Link to the Past on the SNES, but it wouldn't be long before I'd experience more verbose
narratives in
games like Betrayal at Krondor or little - known shareware gem The Aethra Chronicles.
This mostly unfolds in
line with a Western open - world role playing
game; main quests will heave the
narrative and the
game forward, while extraneous quests from scattered NPC's help build the world and pad the stats
of your characters.
A perfect example
of the
game's wonky
narrative is showcased in the very first spoken
line of VO in the
game:
The worst part is, by changing a few small details, adding a few
lines of explanation, or even just a bit
of lampshade hanging, the stories
of these two
games could form a cohesive
narrative.
Paul: Erica is the latest in a
line of PlayLink
games for PS4, and in this interactive movie /
game hybrid you have to make key choices through certain points in the
narrative that drive the direction
of the story.