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.
Not exact matches
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.
Sure, it would be nice to have some form
of narrative and it's true that most
of the content in
previous games is recycled.
Without a story campaign, there presumably aren't any
narrative threads directly tying it to the
previous Black Ops
games, which suggests that using the name is a potentially shallow tactic to hook in fans
of the subseries that would otherwise pass on the
game were it named something different.
With so much freedom in the missions, it's difficult to think that Kojima could keep the same
narrative complexity
of previous games intact.
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.
For the latter, Skyward Sword's
narrative is not only a major copout and laborious to get through, but the
game is so formulaic that it lacks the real sense
of adventure that
previous Zelda
games had.
Though this is not a new idea for video
game narratives, what stands out in Cave Story is that these choices may not be apparent to the player, who may just go along with a specific choice because it is expected from them based on
previous years
of experience playing other
games.
So with this year's release
of the latest entry in the franchise, Central Fiction, which supposedly aims to wrap up the overarching
narrative as its stands — how does it stack up against the
previous games in the series?
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.
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.
The story's so big that Square Enix had decided to, yet again, explain a good chunk
of the
game's premise through the in -
game database - a little something I like to call the Square Enix
Narrative Syndrome and the
previous culprit was Final Fantasy XIII, but I digress.
The underwater city
of the
previous Bioshocks was a marvel
of narrative, art design, atmosphere, and — you can not overestimate the importance
of this — a
game engine perfectly suited to a
game.
Another big
game is the hostess
game where you must woo and eventually date all six
of the hostesses — this is much easier than
previous games as you have many
narrative options and all the girls are in one club.
MC: At
previous shows we've tried to show more
of the
narrative in the
game, but at PAX AUS it's all about the cool gameplay that makes playing the
game super fun.
It also has some brilliant
narrative reveals and pay off, that by some divine miracle manages to tie up the many (many, many)
narrative points and plot holes
of all the
previous games in the series into something that actually makes sense and sets the stage perfectly for Kingdom Hearts 3.
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.
Second is that the
game is bursting at the seams due to its RPG - meets -
narrative gameplay, and thus it forces seemingly out -
of - context conversations or discussions due to
previous gameplay choices.
It is a welcome step back from the
previous 3DS Fire Emblem
games as it focuses on a tighter
narrative while providing us with a glimpse towards the future as Shadows
of Valentia ventures into new territory with its explorable areas and fresh gameplay mechanics.
Neither
of these
games is interested in letting you role - play any meaningful distance from the predetermined storyline, but this is most conspicuous in Fallout 4 for how it's different from the moral and
narrative flexibility
of the
previous Fallouts.
With Uncharted 4, developer Naughty Dog took everything it learned about character development and
narrative delivery from its
previous game, The Last
of Us, and applied it to treasure hunter Nathan Drake's potentially final tale.
In the first extensive DLC release
of Sledgehammer Game's Call Of Duty: WWII, the developers spoil us with three new multiplayer maps (including a remake of a classic map from a previous successful COD instalment), a new class division to utilise in said maps, a brand new chapter in the Nazi Zombies mode and a new War Mode map for players to enjoy the more narrative - driven game mode o
of Sledgehammer
Game's Call Of Duty: WWII, the developers spoil us with three new multiplayer maps (including a remake of a classic map from a previous successful COD instalment), a new class division to utilise in said maps, a brand new chapter in the Nazi Zombies mode and a new War Mode map for players to enjoy the more narrative - driven game mode
Game's Call
Of Duty: WWII, the developers spoil us with three new multiplayer maps (including a remake of a classic map from a previous successful COD instalment), a new class division to utilise in said maps, a brand new chapter in the Nazi Zombies mode and a new War Mode map for players to enjoy the more narrative - driven game mode o
Of Duty: WWII, the developers spoil us with three new multiplayer maps (including a remake
of a classic map from a previous successful COD instalment), a new class division to utilise in said maps, a brand new chapter in the Nazi Zombies mode and a new War Mode map for players to enjoy the more narrative - driven game mode o
of a classic map from a
previous successful COD instalment), a new class division to utilise in said maps, a brand new chapter in the Nazi Zombies mode and a new War Mode map for players to enjoy the more
narrative - driven
game mode
game mode on.
However like the
previous game, the star
of Life is Strange is Max who is easily one
of the most realistic characters that I've had the pleasure
of playing in a
game due to her powerful
narrative.
Themes and
narrative aside, Final Fantasy IX also hit on the best aspects
of every
previous Final Fantasy
game, pulling on the strings that I enjoyed the most about each
of them.
This week, Tom continues his
previous discussions
of game narrative with a look at The Last Express's attitude to storytelling.]
A significant number
of dungeons and challenges open up post
game (again, furthering the
narrative that Final Fantasy XV had a ton
of content but no idea what to do with it), but, more importantly, after it's over you have the option
of reverting to a
previous save and mopping up all
of those sidequests (you can actually do this at almost any point, through a plot contrivance, but it only felt appropriate after I concluded Final Fantasy XV's story).