Not exact matches
Like most seven -
game World Series, this one was a whiplash - inducing collection
of stunning moments and shifting
narratives.
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
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.
In
games like Norwich, Swansea, Manchester United, Sunderland and Stoke both
of these issues have been evident to varying degrees and this is playing into the idea
of the second
narrative: had we not hit the woodwork so much, had we not had lapses at the back, had we taken one or two more chances then Liverpool would be higher in the table, with a higher points count, and at the end
of the day, that is the best barometer for a club, isn't it?
His big idea — which has been called «
narrative Lego» — is to shuffle a character's motivations
like toy building blocks, so that a fresh story unfolds in every session
of a
game even though the characters are the same.
His big idea — which has been called «
narrative Lego» — is to shuffle a character's motivations
like toy building blocks, so that every session
of a
game has a different story unfolding even though the characters are the same.
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.
There's much discussion about how the film is supposedly a
game changer, how it's more in tune with the current zeitgeist as opposed to the traditional
narrative strengths and linearity
of a period piece
like The King's Speech.
The way the
game manages to weave simple RPG mechanics on top
of the
narrative works surprisingly well, even if, ultimately, it all feels
like a curious throwback to the days when even the most basic graphics were something
of a luxury.
«But we kind
of also built a traditional
game,
like an entire traditional
game, in the Cauldrons and in the bunkers [all underground], and it was a huge risk for us because we had to build completely new lighting technology and we had to design all these holograms too, to light those spaces and completely new art assets and gameplay and delivering
narrative.»
It plays
like a cross between a Terry Gilliam movie and a BioShock
game; the latter referent becomes substantially more pronounced once the characters arrive at the forward cars and the movie turns into a series
of warped environments that have to be crossed entrance - to - exit, ending with the personal chambers
of an enigmatic ruler who rejiggers the
narrative into a commentary on itself.
Whilst story-wise, it stops short
of the best
narrative led
games like Heavy Rain (or dare I say LA Noire, which story wise is a great achievement), it's a solidly enjoyable storyline which seems to have some thought put into it.
But a lot
of weight is given to whether a
game's creative director came from a writing background, as many
of the best
narrative - driven franchises,
like BioShock, feature creative directors in that vein.
While the actual gameplay is nothing
like those two
games, there's no doubt that God
of War has traded in some
of its juvenile stylings for a more mature and toned down
narrative.
This enlightening eavesdropping is a great delivery method for the story because it not only makes you feel as though you are outsmarting your opponents, but it also keeps your discovery
of the storyline feeling more natural and less
like you're being beat over the head with the
game's
narrative.
As a result, the film feels less
like a
narrative and more
like a very thinly cast parlor
game: cast your votes as to which
of the only two other main characters had something to do with Christine's accident.
Few open world adventures manage to balance free - form questing with a structured
narrative as well as FF12, either; the
game allows you to wander wherever you
like, even if you end up way out
of your depth.
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.
Just be prepared for a
narrative that seeks to meld the modern worlds
of thrill - seeking kinetic action (as our private video
game - happy living room lives are
like) and
of shoegazey possibly - overly emotive vulnerability (as my and probably your outdoor life is).
2017 will bring even more
narrative - driven
games,
like Walden, a
Game, based on Henry David Thoreau's book, and Ever, Jane, a multiplayer game that takes place in the universe of Jane Aus
Game, based on Henry David Thoreau's book, and Ever, Jane, a multiplayer
game that takes place in the universe of Jane Aus
game that takes place in the universe
of Jane Austen.
He is currently researching how students read and engage with non-traditional texts
like video
game narratives, manga, horror, fantasy, etc. as well as the effects
of inquiry teaching on teachers, students, and learning.
Like a good novel or cinematic experience, these types
of games often have a strong
narrative thread, appropriate for English Language Arts (ELA) classrooms.
I could see that most
narrative was an equation that balance, a zero - sum
game, and that tragedy was special because you got more out
of the equation that you put in, but I had no idea how to write
like that.
Not only did the
game make it into the Guinness Book
of Records as the most critically - acclaimed super hero videogame ever, but the idea
of a continuation to the first
game was brought up two months ago, when lead
narrative designer Paul Crocker mentioned that a sequel could be developed if people
liked the first
game.
Drawing on inspiration from a number
of high - brow sci - fi writers
like Arthur C. Clarke and Frank Herbert, the
game's
narrative trappings and mechanics have been given an update for the series» 23 - year anniversary.
They're fun, they do their job, but they can't truly contend with some
of the best examples
of the third - person genre, and honestly they feel a little out
of place within the
game's
narrative — Lara doesn't feel
like she's surviving in these encounters, she feels
like she's thriving, blasting straight through enemies with ease which doesn't really match her portrayed demeanor very well.
The fact that videogames have come so far in the subjects they can tackle and the quality
of the
narratives they can tell never ceases to amaze and delight me, but there's something to be said for
games like Saints Row IV as well,
games that hark back to what this form
of media has always been about at its very core: fun.
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.
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.
Ubisoft has sent out the third dev diary for Prince
of Persia today, showing producer Ben Mattes, level designer Michael McIntyre and
narrative director Andrew Walsh — who all look
like they could sleep for roughly a week — talking about the
game's illustrative art design, the environments, and what they see Prince
of Persia as.
If it is a remake (
like the PS4 ratchet and clank) I won't be disappointed but it would just fit the current
narrative of sony and older
games.
It's not a demo because you have to pay for it, it's not really much
of a prologue because the
narrative barely exists and it doesn't feel
like a self - contained, fun little
game, which is what it could have perfectly been.
The Detail falls within the same category
of other
narrative - driven, interactive stories
like the classic adventures
games from Westwood and Lucas Arts, and the Telltale Series's The Walking Dead.
Add in what looks to be a dark continuation
of the
game's off - the - wall superhero
narrative, and fight fans
like myself are in for a hell
of a treat when the
game drops this Spring.
So, more modern
games like the Mass Effect series and the Elder Scrolls
games are examples
of narratology at work, where the
game's
narrative is prided and sometimes deemed more important than the mechanics.
Aksys possibly looked at the success
of their hit
game, 999: Nine Hours, Nine Persons, Nine Doors as inspiration to bring over more
narrative, text - based
games like Hakuoki.
Like the previous Episode Prompto teaser at the end
of Episode Gladiolus, the Episode Ignis teaser shows a dark and dreary tone following everyone's favourite recipe creating mega quiff around the events
of Alticia in the main
games narrative.
From the first time you load the
game and hear the excellent
narrative work
of Stephen Fry, to the satisfying sound effect that plays when you press square to load up your Popit menu, LittleBigPlanet 3 looks, acts, and somehow even smells
like a proper LittleBigPlanet sequel.
Such improvements in character animation have arguably now peaked on the cusp
of the next generation
of consoles, with the
likes of Naughty Dog's The Last
of Us, Quantic Dream's Beyond: Two Souls and the artistically - styled The Walking Dead by Telltale Games showing just how far the sector has come the past eight years, and how important this space is to
game narrative and player immersion.
Hell, I kind
of have high hopes for it — I'd love for someone to take down
game narratives like Modern Warfare 2's down a peg, so everyone will have to shape up in the future.
The
narrative is more or less only there to chain the events
of the
game together, it's camp and fun with some corny dialogue that should bring a smile to those who enjoyed the 80's action movies
games like MK, Metal Slug and Broforce are influenced by.
If you
like the Planet
of the Apes reboot films then this
game should be on your list
of games to experience, for everyone else, if you
like cover - based shooters or
narrative - driven
games then be sure to check it out!
By the way the promo is structured it looks
like this will be a
narrative focused, as in singleplayer campaign, type
of game.
The Order appears to have a deep
narrative set in an alternative historical setting (a bit
like the Resistance
games on the PlayStation 3) where humans are battling it out with half - breeds
of animals and men.
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.
Until Dawn (PS4): Until Dawn is a movie -
like horror
game that puts a changeable
narrative in the hands
of the player and prevents the player from losing the
game.
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.
Games like Gone Home and Brothers: a Tale
of Two Sons have showed players that
games can provide emotional, mature
narratives, while Kentucky Route Zero and others have continued in the tradition
of Limbo, showing players that an affordable indie
game can have world - class production values.