Quantic Dream haven't been shy of creating bold titles that have attempted to
push game narratives in interesting ways.
Not exact matches
The
narrative is clearly more important than the
game's mechanics, and that shows at times, but the combination of mechanics, dialogue choice and acting help to
push the message about how devastating depression can be for an individual suffering from it.
It won't be long before this movie's late -
game success has journos
pushing the
narrative that it's a great film year for women, and thanks to Bigelow, it may very well be.
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»
There is a thin plot underlining everything you do, but a mixture of weak writing, crappy characters and just a generally dull
narrative mean that the plot doesn't make you want to
push onward, a theme which runs throughout the
game.
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.
While Stories was inspired by Choose Your Own Adventure books, we've
pushed our experimentation with branching
narrative structures further and created an unique experience: an action - adventure murder mystery
game.
Calum Petrie with five ideas for future Telltale
games... Telltale
Games has now been
pushing out
narrative driven episodic
games for a number of years, and the source material has always came from an outside property.
Irrational
Games is certainly no stranger to
pushing the envelope on complex ideas and
narratives in their
games, but Bioshock Infinite is a step far and above even that of any of its predecessors — one worth going through several times over.
At the time,
games were
pushing aside challenge and difficulty for story,
narrative and dialogue choices.
I think it presents an interesting new way to do
narrative in a mainstream context, and really
pushed the idea of mystery
game design for me.
It deserves it as well, because The Walking Dead is a great
game, one that truly
pushes what can be done with a video
game narrative that can not be done in film or TV.
The story is simple at first, but gradually evolves as the
game progresses with a deeper
narrative as you
push forward.
The series has tried, and mostly succeeded to
push an evocative
narrative by introducing us to some of the most psychopathic villains in
games.
At the time,
games were
pushing aside challenge and difficulty for story,
narrative...
Having just completed BETA and Early Access, the
game offers an action - packed Sci - Fi journey in glorious VR, promising to
push the boundaries of first - person shooters with its improved levels, slick visuals, rich
narrative, and RPG elements.
While it avoids the worst stereotypes, Ninja Theory's latest
game still
pushes a
narrative that mental wellness is all down to effort.
It's weird for any
game to do this, and it continues to reinforce the presumed
narrative that Final Fantasy XV consists of cobbled - together pieces, and its grand ambitions were sacrificed to
push it out the door in 2016.
Main image: The Walking Dead
games from Telltale
Games pushes filmic
narrative to the fore rather than fast - paced action.
Presented alone, we've proven our ability to deliver a
narrative - driven single - player
game (Alice: Madness Returns) and multiplayer online ARPG design (Akaneiro: Demon Hunters), but OZombie will
push us to combine AAA art, a strong single - player
narrative and multiplayer online functionality into a single product.
These
games differ because they aren't grand adventures, but rather compact, intricately designed puzzle boxes where
narrative and the central conceit of the plot
pushes the
game to be worth more than the sum of its parts.
Bandai Namco
pushed the story heavily within its trailers and unfortunately, the
narrative within the
game falls short of expectations.
There's something to be said about
games like God of War, Nier: Automata, and Horizon: Zero Dawn which actively seek to
push the video
game medium forward, proving time and time again that there's much more
narrative potential here than even movies and books.
-- «Competitive Rankings and Matchmaking for Our Games» by Nick Gaulin — «Bringing Day of Infamy's Characters to Life» by Gabriel Fronza — «
Pushing Our Cinematic and
Narrative Capabilities» by Andrew Spearin — «Day of Infamy's Level Design and Multiplayer
Game Modes» by Jeroen van Werkhoven — «Day of Infamy's New AI and SP / Coop Modes» by James - Lea Baran — «Improved Menu Design Workflow with Coherent GT» by Stephen Swires — «Voice Over and Writing in Day of Infamy» by Michael Tsarouhas