Trauma is a creepy
narrative focused game in which you walk through a mysterious dream world and encountering childhood memories and attempting to avoid bad ones.
So now that I see you focusing on trying to bring more gameplay to
narrative focused games, I'm very excited for what is coming.
Ken Levine and his dream team fifteen will remain as part of 2K to create smaller,
narrative focused games.
Not exact matches
Although I've found it very cathartic to speak, vent and end occasionally rant about all things Arsenal, we need to act carefully and intelligently right now or we're going to get played by this club even worse than at present... the pro-Wengerites and the suits, who represent a considerable proportion of the season ticket holders, don't want to believe that there is no plan and that Wenger has mailed it in for several years now or that things are going to get much worse before they get better... why would they... many have spent a considerable sum buying some of the highest priced tickets in the World... they want to have a front row seat to see something special and to be seen doing so, which simply provides ample justification for the expense and the time invested... to many of them, Wenger is the sun in their soccer universe... his awkward disposition, misplaced arrogance and his utter lack of balls makes him a rather unusual cult figure, but the cerebral
narrative seemed to embolden those who already felt pretty highly of themselves... many might not even of really liked football that much before his arrival and rarely
games they weren't attending... as such, they desperately believe that Wenger, and only Wenger, can supply them with their required fix... if he goes, they were wrong and that's a tough pill to swallow... they would have to admit that they were duped... they will definitely resent whoever made them feel this way, but of course it will be too late by then... so when we go overboard with ridiculous comments bordering of anarchy, it scares the shit out of them and they shift their blame towards us rather than at those who really perpetrated this act of treason... we aren't the enemy... we simply woke much earlier and the reason our comments have gotten more vile in recent years is out of utter frustration... in order for any real change to occur at this club we need to bring as many supporters as possible with us or the big money interests will fade and our ultimate objective will be lost... so it's time to
focus on the head instead of the heart for now
These two
games are part of a new
focus on
narrative across the board.
Even
games that have more
narrative focus on the world will use cutscenes effectively.
Perhaps with a bit more careful planning and more
focused management, he can deliver a
game that satisfies all his
narrative goals, since this seems surprisingly rushed.
Kona is a first person
game focused on exploration and survival where the
narrative is very relevant.
But Fire Emblem shares some of the key ingredients of a Warriors - style
game, including a huge roster of recognizable and beloved characters, a
focus on medieval - style combat with melee weapons, bows, and just a bit of magic, and
narratives revolving around heroes leading armies to save kingdoms.
While Troy's combat won't feel particularly foreign to fans of the Warriors franchise, its setting and
narrative offer a refreshing departure from the Three Kingdoms and Feudal Japan
focus of previous
games.
Superhot VR has a hint of a
narrative framework but it doesn't amount to much; the
game is largely an arcade title that mostly
focused on the unique gameplay.
A League of Their Own isn't a musical, but the
narrative layout resembles one in many ways, from the recruitment of players / performers to training / rehearsals to individual
games / shows to bus rides between engagements, and there are similar shifts of
focus between the leads (in this case Geena Davis and Tom Hanks) and the second bananas (Madonna and Lori Petty) and various comic turns (Jon Lovitz, Garry Marshall, Megan Cavanagh, Rosie O'Donnell).
Too few strategy
games stop to think about life outside the battlefield, but this 3DS outing is all the richer for its relationship -
focused narrative.
Night in the Woods, the adventure
game focusing on exploration, story and character, won the BAFTA for
Narrative.
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.
With light RPG elements, distinct AI programming and a
focus on characters, Rockstar is consciously trying to highlight the elements of the
game that support its
narrative side to lay all worries of single player being neglected in favor of multiplayer to rest.
The semi-open world structure, loot system, and a much deeper
narrative focus work well, but are all trends being pushed by most other big
games»
Apparently, Ken Levine isn't leaving video
games but will be taking on
narrative - driven stories for Take - Two Interactive and will
focus on digital distribution for future titles.
Telling the tale of a young lady returning home to her family's rural Oregon homestead, Gone Home was an interesting, and successful, twist on
narrative focus in
games.
Developed by Loki Davison, this
narrative -
focused MMO is the perfect example of why
games need to be delayed to perfect development.
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.
That's about it really; the
game is very much
narrative -
focused, so everything is linear.
The biggest change that Guerilla made was their
focus and emphasis on the
narrative of the
game, which is a big component in any RPG.
With the release of Call of Duty: Black Ops III only one month away, Treyarch released a promotional trailer
focusing on the
narrative of the
game.
is
focusing on a lot of the themes that made the base
game of Mafia III such a standout and as Hangar 13's
narrative director, Bill Harms, says «We were really humbled by the response to the characters and the story in Mafia III, so we wanted to double - down on that as much as possible».
Blackwood Crossing plays just like a first - person adventure
game and while the main
focus of the
game is on the
narrative arc of the characters, you will proceed through the
game by solving puzzles and interacting with several different characters.
Her work hones in on
game design that
focuses less on preset
narratives than on what she terms, «reflective play,» or gaming experiences that are open ended.
The team also
focused on the
game's story as one of the main features, with a script that invites the player to travel alongside the main protagonist in a surprising
narrative experience.
They
focus mainly on analog
games with the occasionally venture into digital
narrative games.
More recently though,
games like Gone Home or Firewatch have challenged that notion by pushing nearly everything to the side except delivering a sharp,
focused narrative.
It takes a few pages from BioShock, (as many
games do nowadays) builds a similarly atmospheric experience and rounds it out with a more
focused, in - depth
narrative.
A Profound Waste of Time is a new magazine from the UK,
focusing on — says its successful Kickstarter campaign blurb — «a bold new video
game culture magazine, a lovingly produced home to great writing on the medium and its accompanying
narratives».
There's a fair bit more to the
narrative as you progress through the
game, but as the main
focus of the
game is built on this factor, spoiling much more would be a disservice.
«For 15 years, Deus Ex has been a point of conversation across the
games industry and beyond, whether the topic is the franchise's unique gameplay or topical
narrative focused on advanced biotechnology and human augmentation,» said David Anfossi, Head of Studio, Eidos - Montréal.
By the way the promo is structured it looks like this will be a
narrative focused, as in singleplayer campaign, type of
game.
The creative director on Mafia 1 and 2, Daniel Vavra, brings a lot of expertise working on
narrative focused, cinematic
games to Kingdom Come.
More PvE - centered content and a new
focus on the
game's
narrative are described as major features in The Division Year 2.
The new
game will
focus on «deep customisation, authentic urban car culture, and an immersive
narrative that pulls you through the
game.»
That sounds harsh, and it is, but the fact of the matter is, if I'm going to invest 75 hours of my time in ONE
game, and one of the
focuses of that genre is an epic
narrative, then it damn well better hold up from start to finish.
Obviously, this has a lot to do with the
game's
focus on rushing through areas rather than slow, steady espionage as well as less
focus on
narrative — but even compared to
games such as Bayonetta and Devil May Cry, it's quite short.
The
Game Developer Conference will be looking for documentaries and
narrative films
focused on the video
games and are taking submissions
Two days ago, the team announced that they will be rebranding as Deck Nine to signify their shift toward more
narrative -
focused games.
In a recent interview with Gamespot, Ubisoft clarified what type of
narrative their multiplayer -
focused game Skull and Bones will have.
Regarding your ideas of providing experience -
focused game design, Thomas, I agree that is an underexplored area, since it has not gained commercial widespread success, even if the approach is by no means new (see Facade and the already mentioned Storytron along with the entire debate on Interactive Fiction / Interactive
Narrative).
Humans are unpredictable, so human players - allies or enemies - can not be relied upon to carry a
narrative in a particular direction, and so multiplayer
games tend not to
focus heavily on a linear
narrative.
A shared world, 3rd person cover based action adventure
game, with a
focus on art,
narrative and environment which includes various
game modes and campaigns and cutting - edge, fun and unique online experiences certainly sounds like Destiny.
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.
I wasn't brought to tears by the story like I was in similar
narrative -
focused games, but I certainly felt great pangs of emotion during key moments.
I think it's worth a playthrough and even my girlfriend, a diehard PC
gamer with a
focus on
narrative driven
games and Elder Scrolls
games, enjoys this
game.
While previous
games focused on the power fantasy and rage of Kratos, the addition of Atreus into the
game alters the
narrative tone, but there are gameplay implications as well.