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The Open Highway Leads to the Danger Zone on Xbox One

Danger​ ​Zone​ ​is​ ​a​ ​game​ ​that’s​ ​entirely​ ​focused​ ​on​ ​the​ ​things​ ​that​ ​we​ ​think​ ​matter​: ​playing​ ​a​ ​game​ ​for​pure fun​ ​and​ ​entertainment,​ ​a​ ​game​ ​that​ ​is​ ​suitable​ ​for​ ​players​ ​of​ ​all​ ​ages,​ ​a​ ​game​ ​where​ ​friends​ ​and​ ​family​ ​can gather​ ​around​ ​the​ ​television​ ​and​ ​play​ ​together.​ A ​about​ ​trying​ ​to​ ​cause​ ​the​ ​biggest​ ​car​ ​crashes whilst​ ​also​ ​trying​ ​to​ ​collect​ ​all​ ​of​ ​the​ ​bonus points.

The​ ​cars​ ​we​ ​give​ ​you​ ​to​ ​test​ ​in​ ​our​ ​special​ ​crash​ ​test​ ​facility​ ​are​ ​deliberately​ ​easy​ ​to​ ​drive.​ ​So​ ​anyone​ ​can drive​ ​into​ ​each​ ​crash​ ​test​ ​junction​ ​and​ ​cause​ ​a​ ​crash.​ ​But​ ​getting​ ​to​ ​the​ ​top​ ​of​ ​each​ ​leaderboard, ​amongst​ ​your​ ​friends,​ ​or​ ​being​ ​the​ ​best​ ​player​ ​on​ ​Xbox Live,​ ​is​ ​a​ ​lot​ ​trickier​ ​and​ ​will​ ​require​ ​not​ ​only​ ​driving​ ​skill,​ ​but​ ​also​ ​crash​ ​strategy​ ​and​ ​explosive​ ​tactics.

Danger Zone Screenshot

Skilled​ ​players​ ​are​ ​the​ ​ones​ ​who​ ​can​ ​cause​ ​maximum​ ​carnage​ ​as​ ​they​ ​drive​ ​along,​ ​checking​ ​other​ ​cars​ ​into oncoming​ ​traffic,​ ​and​ ​who​ ​can​ ​use​ ​their​ ​SmashBreaker​ ​explosion​ ​at​ ​just​ ​the​ ​right​ ​moment​ ​to​ ​rack​ ​up those​ ​bonus​ ​points.​ ​Each​ ​test​ ​scenario​ ​features​ ​three​ ​Bronze​ ​Pickups,​ ​two​ ​Silver​ ​Pickups​ ​and​ ​a​ ​single Gold​ ​Medal​ ​Pickup.​ ​Collect​ ​them​ ​to​ ​earn​ ​the​ ​“Smash​ ​and​ ​Grab”​ ​Bonus​ ​Award.​ ​But​ ​you​ ​must​ ​collect​ ​the pickups​ ​in​ ​medal​ ​order​ ​to​ ​try​ ​to​ ​earn​ ​the​ ​“Grand​ ​Slam”​ ​Bonus​ ​Award.

We’ve​ ​always​ ​loved​ ​Xbox​ ​Live​ ​for​ ​its​ friends-​centric​ ​approach,​ ​going​ ​right​ ​back​ ​to​ ​the​ ​early​ ​days​ ​of​ ​the very​ ​first​ ​Xbox.​ ​We​ ​know​ ​how​ ​much​ ​more​ ​fun​ ​it​ ​is​ ​to​ ​beat​ ​your​ ​Friends​ ​scores​ ​than​ ​those​ ​of​ ​strangers, hence​ ​why​ ​we​ ​always​ ​include​ ​Friends​ ​Leaderboards​ ​as​ ​well​ ​as​ ​Global​ ​ones.​ ​And​ ​in​ ​Danger​ ​Zone​ ​we’ve added​ ​more​ ​depth​ ​to​ ​the​ ​Leaderboards,​ ​so​ ​not​ ​only​ ​can​ ​you​ ​see​ ​your​ ​Friends’​ ​scores​ ​but​ ​you​ ​can​ ​also​ ​see how​ ​many​ ​times​ ​they’ve​ ​played​ ​that​ ​level.​ ​It’s​ ​sweeter​ ​to​ ​beat​ ​them​ ​with​ ​a​ ​single​ ​attempt​ ​when​ ​you​ ​can​ ​see they’ve​ ​tried​ ​that​ ​level​ ​50​ ​times.

Danger Zone Screenshot

Whilst​ ​our​ ​focus​ ​is​ ​on​ ​fun​ ​and​ ​gameplay​ ​first,​ ​we​ ​also​ ​like​ ​to​ ​push​ ​the​ ​Xbox​ ​hardware​ ​to​ ​bring​ ​the​ ​best possible​ ​gaming​ ​experience​ ​to​ ​our​ ​players.​ ​We’re​ ​really​ ​excited​ ​that​ ​the​ ​game​ ​runs​ ​at​ ​a​ ​native​ ​4K resolution​ ​at​ ​30hz​ ​on​ ​the​ ​new​ ​Xbox​ ​One​ ​X​ ​hardware.​ ​​​And​ ​if​ ​you​ ​don’t​ ​have​ ​a​ ​4K​ ​display​ ​​​(not​ ​all​ ​of​ ​us​ ​have upgraded​ ​yet​ ​so​ ​we​ ​know​ ​lots​ ​of​ ​our​ ​players​ ​haven’t​ ​either)​, ​we​ ​also​ ​support​ ​a​ ​1080p​ ​resolution​ ​at​ ​60hz​ ​for Xbox One​ ​X​ ​owners​ ​who​ ​will​ ​be​ ​using​ ​a​ ​1080p​ ​display.

Three​ ​Fields​ ​Entertainment​ ​is​ ​a​ ​small​ ​independent​ ​studio.​ ​There​ ​are​ ​just​ ​seven​ ​of​ ​us,​ ​all​ ​of​ ​whom​ ​have​ ​worked together​ ​for​ ​many​ ​years.​ ​We​ ​started​ ​Three​ ​Fields​ ​in​ ​2014​ ​with​ ​the​ ​desire​ ​to​ ​be​ ​free​ ​and​ ​independent​, ​to​ ​be able​ ​to​ ​choose​ ​what​ ​games​ ​we​ ​wanted​ ​to​ ​make​ ​and​ ​how​ ​we​ ​wanted​ ​to​ ​make​ ​them.​ ​We​ ​want​ ​to​ ​make games​ ​that​ ​will​ ​entertain​ ​you​ ​and​ ​put​ ​a​ ​smile​ ​on​ ​your​ ​face.​ ​Let​ ​us​ ​know​ ​how​ ​we​ ​did!

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Review: Touhou Kobuto V: Burst Battle (Switch)

Touhou Kobuto V: Burst Battle is a fighting game spin-off from the Touhou Project – a series of video games, print works, and CDs that follow protagonist Reimu Hakurei adventuring through a haunted region of Japan. Reimu, as well as the series’ secondary character Marisa Kirisame, join a host of playable characters to seemingly fight each other for a bit and have a good old laugh about it afterwards (because why not?).

At its core, Burst Battle is a fighting game with immediate similarities to ARMS and Pokkén Tournament DX; you battle it out in a 3D arena with a variety of attacks assigned to different buttons. The ‘A’ button acts as your main attack, ‘Y’ is a sub attack, and ‘X’ is a charge attack – all three of these have a cool-down period when used too much. The attacks (and available combos) vary slightly between characters and you’ll likely find yourself preferring certain play-styles over others, although the differences are rather minimal for the most part. You are also able to jump and dash, allowing you to dodge attacks or move around the battlefield quicker, as well as being able to block with the ‘L’ button. This block seems very temperamental, though, and pressing the corresponding button often doesn’t actually do anything.

Unfortunately the fighting is never really the thrilling, well-polished and accurate experience that it needs to be. The camera isn’t the easiest to keep on top of and often you’ll lose track of your opponent’s location. When a player is knocked to the ground they seem to stay down for an entire age – during this time there is nothing you can do except sit and wait. When you pick yourself back up again you’ll be momentarily protected from attacks, which is useful, but most typically want a fighting game to feel fast and action packed; everything about this game – from the knock-downs to the general movement in arenas – feels sluggish.

The game’s Story Mode sees you play through five fights against CPU opponents before meeting the final boss (which is genuinely terrifying in its own, creepy way). You re-play these fights as different characters, seeing the same story told from alternative view points. This is a nice concept in theory but on later run-throughs you’ll start to get bored of the characters wondering what the final boss might be when you’ve already seen it countless times. Of course, the storyline isn’t really the most important part – but when that’s the only thing separating this mode from every other in the game, we would have hoped for more.

There is also an Arcade Mode which sees you play match after match, aiming to beat your high-score of successive victories. Your health only recovers slightly after each round so it becomes a test of stamina, trying to ensure you lose as little health as possible each time. Score Attack mode is exactly the same as Arcade except for the the high-score setup. Instead of accumulating victories, you gain points depending on how well you performed in each round. As before though, your health only recovers slightly and you just fight until you lose.

If you’re after a more relaxing experience (although all modes are rather sedate in truth), you can play against the computer in the ‘VS Com’ mode just for fun, altering your opponents’ difficulty level, or just do some training if you prefer. Despite there being a training mode, no real guidance is given as to how to play – some attacks and combos are listed in a menu but the game never explains what the ‘Charge’ and ‘Action’ bars on the fighting screen actually do. It also never explains how to use a Spell Card – a particularly strong attack that appears to work in the same way as Pokkén’s ‘Synergy Burst’ or ARMS’ ‘Rush Attack’.

As well as this you have the option to play against others locally via split-screen, or local wireless connection (which is confusingly called ‘VS Online’). The split-screen mode works exactly as you might expect, one player takes the left side of the screen whilst the other has their own view on the right, and runs just as the main single player mode does. Playing via local wireless allows to users to play on their own consoles independently – one must host a room and wait for their friend to join. There is no option to play with players around the world online, however.

The presentation within the game’s menus and storytelling is beautiful, featuring wonderful illustrations of characters from the series. Unfortunately, though, the same cannot really be said for the fighting gameplay itself – the characters look a little ‘clunky’ and to move they actually float along the ground rather than walk. This sums up the game on the whole; it all feels a little weak, never quite realising its ambitions and falling flat at every step. With such great fighting alternatives already available on the console, the only reason we could really see for wanting this is to grab yourself a cheaper alternative. The problem here is that it isn’t actually that cheap; the difference in price between this and the major fighting releases does not accurately reflect the difference in quality.

Conclusion

Fans of the Touhou Project might get some enjoyment purely from seeing their favourite characters on the big (or little) screen once more, but this isn’t a quality fighting spin-off. The game’s slow pace, disinteresting plot, and lack of any serious fighting credentials leave an awful lot to be desired. If the game was considerably cheaper you could potentially justify a purchase for having quick, easy-to-set-up fighting rounds; as it stands, though, this may well be best left alone.

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DOOM Provides a ‘Good Reference Point’ to What Wolfenstein II Will Offer on Switch

With DOOM and Wolfenstein II: The New Colossus heading to Switch, many are understandably intrigued to see exactly how well they will perform on the system. Recently we shared details on how DOOM is set to look on the console – perhaps most notably including the fact that it will run at 720p in both docked and undocked modes – and, thanks to a Gamespot interview with the game’s director (Jens Matthies), we now know to expect a similar performance for Wolfenstein II.

When asked about the experience we can expect to have with the Switch version of the game, Matthies mentions DOOM as being a good “reference point”, emphasizing that both games are running on the same engine. This should, in theory, mean that both games will perform equally in terms of things such as their graphical output and framerates. It’s also reiterated that, beyond that, “it doesn’t really matter what kind of platform you’re on, it’s still the same game”.

As you may well be aware, DOOM is scheduled for release this holiday season with Wolfenstein II following in its footsteps sometime next year. Once we can get our hands on the former properly later this year we should have a better understanding of what to expect for the latter. That said, we were pleased with what we saw when we played it in the handheld mode not too long ago.

Are you looking forward to these games coming to Nintendo Switch, and do you think they’ll hold up well on the hardware?

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Mario & Luigi: Superstar Saga Takes Number One Spot in Japan, Switch Still on Top

It’s the middle of the week, which means we have the Media Create chart results out of Japan; there are some interesting points to consider in what was clearly a relatively quiet week in the market.

Starting with software we have Mario & Luigi: Superstar Saga + Bowser’s Minions making its debut at number one. That’s a positive, but its sales of 25,788 units are undeniably modest; for comparison Mario & Luigi: Paper Jam shifted nearly double that number when it launched in late 2015. That’s it for new Nintendo system games in the top 20, though in a quiet week we do have Splatoon 2 and Mario Kart 8 Deluxe ticking along nicely in 2nd and 3rd.

  1. [3DS] Mario & Luigi: Superstar Saga + Bowser’s Minions (Nintendo, 10/05/17) – 25,788 (New)
  2. [NSW] Splatoon 2 (Nintendo, 07/21/17) – 22,338 (1,212,901)
  3. [NSW] Mario Kart 8 Deluxe (Nintendo, 04,28,17) – 13,392 (734,133)
  4. [PS4] FIFA 18 (Electronic Arts, 09/29/17) – 13,169 (69,088)
  5. [PS4] The Legend of Heroes: Trails of Cold Steel III (Limited Edition Included) (Falcom, 09/28/17) – 12,581 (99,841)
  6. [NSW] Pokken Tournament DX (Nintendo, 09/22/17) – 11,831 (88,768)
  7. [PS4] Dragon’s Dogma: Dark Arisen (Capcom, 10/05/17) – 11,666 (New)
  8. [PS4] Sniper: Ghost Warrior 3 (Ubisoft, 10/05/17) – 10,825 (New)
  9. [NSW] Fire Emblem Warriors (Nintendo, 09/28/17) – 8,024 (49,514)
  10. [PS4] Pro Evolution Soccer 2018 (Konami, 09/14/17) – 6,266 (97,712)
  11. [NSW] The Legend of Zelda: Breath of the Wild (Limited Edition Included) (Nintendo, 03/03/17) – 6,196 (604,865)
  12. [PSV] Tokyo Clanpool (Limited Edition Included) (Compile Heart, 10/05/17) – 5,197 (New)
  13. [3DS] Fire Emblem Warriors (Nintendo, 09/28/17) – 4,952 (23,309)
  14. [NSW] Monster Hunter XX Nintendo Switch Ver. (Capcom, 08/25/17) – 4,785 (151,668)
  15. [NSW] FIFA 18 (Electronic Arts, 09/29/17) – 4,660 (17,276)
  16. [3DS] Dragon Quest XI: Echoes of an Elusive Age (Square Enix, 07/29/17) – 4,370 (1,737,922)
  17. [NSW] Dragon Ball Xenoverse 2 for Nintendo Switch (Bandai Namco, 09/07/17) – 4,339 (40,424)
  18. [3DS] The Snack World: Trejarers (Level-5, 08/10/17) – 4,126 (176,959)
  19. [NSW] Arms (Nintendo, 06/16/17) – 3,340 (232,688)
  20. [PS4] Destiny 2 (SIE, 09/06/17) – 3,205 (91,893)

Moving on to hardware numbers are down for the top two, with Switch losing nearly half its sales from the previous week but still coming out well on top. The New 3DS LL and New 2DS LL (XL) both saw increases, however. Results are below with last week’s sales in brackets.

  1. Switch – 38,204 (73,231)
  2. PlayStation 4 – 16,680 (22,822)
  3. New 3DS LL – 12,658 (9,915)
  4. New 2DS LL – 8,534 (8,359)
  5. PlayStation 4 Pro – 5,869 (6,547)
  6. PlayStation Vita – 3,545 (3,732)
  7. 2DS – 1,594 (1,655)
  8. New 3DS – 265 (392)
  9. Xbox One – 186 (71)
  10. PlayStation 3 – 72 (64)
  11. Wii U – 45 (68)

A reasonable week for Nintendo, though the sales of Superstar Saga’s re-release are a little disappointing; it likely reflects a mix of its remake status and declining interest in 3DS titles. As for the Switch, it’s still comfortably leading the way in hardware; here’s hoping Nintendo gets plenty of units in stock as the shopping season heats up.

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Shadow of War dev says to be a better lead, ‘make yourself obsolete’

Matthew Allen loves shaders.

“I love putting on the headphones and writing shaders,” he told Gamasutra recently, while chatting at an Xbox press event. “It scratches the technical itch and the artistic itch, because I get to make things look shit-hot by writing code.”

But there’s a problem: Allen loves shaders a bit too much. He most recently served as the technical art director on Monolith Productions’ Middle-earth: Shadow of War, and in the early stages of the game’s development, Allen created a bit of a bottleneck for the team by allowing himself to become “the shader guy.” 

He loved writing shaders, but couldn’t devote enough time to both them and his other duties to keep up with the pace of production. To solve the problem, he removed the bottleneck: himself.

“I realized, you know what, this is cool, I do it well and it’s awesome, but…I need to find a better way,” he said. “So I ended up finding a super awesome woman, just out of college, and she wanted to write shaders, so she basically became our shader queen. She’s written almost all of the shaders in the game.”

This is a practical, timely example of how Allen solved a production problem, something he believes game devs should constantly be looking to do if they want to be good leads — even when it means making yourself obsolete.

‘Make it so you come into work every day and you don’t have anything to do’

Hiring someone new onto the team helped dislodge Allen as a bottleneck, since shaders were someone else’s full-time responsibility now. That also meant he suddenly had a bit more free time in his work day, and to fill that time he went looking for something to solve.

“I moved on and started looking at what our problems would be,” he said.”One of the big ones we ended up tackling was all the facial animations for all of our orcs, and the 40,000+ lines of dialog, and how we were gonna animate all that with all the actors.”

So Allen and other folks on the Shadow of War team spent about a year “completely redoing” the animations for the game’s monstrous maws, revamping how many bones were in each face and how they move in response to the data they’re fed. Looking back now, Allen isn’t sure it would have happened if he’d kept happily writing shaders.

“The best thing you can do, for yourself and for us, is to make yourself obsolete. Make it so you come into work every day and you don’t have anything to do.”

“If I hadn’t said ‘alright this thing that I’m doing, that I love doing…I should move on,’ if I hadn’t thought through that, then all of that updated face tech, that improved pipeline….well, it probably would have existed, but the system was already sort of long in the tooth, and by focusing on it, I think we got it to a lot better place than it would have been otherwise.”

Allen shared this specific example from Shadow of War‘s development to illustrate a piece of game dev career advice he wants other devs to think about: always look for new problems. Someone told him that once, when he was feeling stuck, and it’s stuck with him ever since.

“I once got really great advice from Samantha Ryan, who used to run WB [Games], and before that was Monolith’s studio head,” said Allen. “She was my manager, and she said the best thing you can do, for yourself and for us, is to make yourself obsolete. Make it so you come into work every day and you don’t have anything to do.”

There’s a lot to unpack there, this notion of going to work every day and looking for ways to make your job extinct. Allen acknowledged that it can feel counter-intuitive, but suggested devs who want to be good leads think of it less as eliminating their value and more as solving problems.

“It seems very counter-intuitive; I was like, are you just gonna fire me then?” Allen recalled, with a laugh.

“And she’s like ‘no, because there’s a certain personality type that will always look for the next problem. And if you’re too busy focusing on existing problems, you’re not doing the thing that’s best. The best thing for you to do, would be to look for the next problem. Because when you look for those problems, and solve those problems, we as a company are better, and you are more valuable. So really her whole point was, shift responsibility onto folks. Which seemed counter-intuitive and weird, but I don’t know, I loved it, and I’ve lived by that ever since.”

Of course, many devs will feel like they’re in a position where they can’t shift responsibilities onto others — if they’re working alone or in a small team, for example, or doing remote contract work.

Allen acknowledged this as well, noting that his experiences are most relevant to devs at large studios but can also serve as a general reminder to try and solve problems permanently whenever possible. If you can figure out a permanent solution to something you regularly spend time working on, you can move on to solve bigger and better problems.

“Always look for new problems. Look to solve new problems, look for people to help you solve them. Being stuck someplace is really about not pressing through, sometimes,” added Allen. “Our industry is unique in that, the whole point of the job is constantly solving problems…so every day you can sort of learn something new, solve a new problem.”

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This is the Police Gets Switch Retail and eShop Release Dates

THQ Nordic has been quite supportive of the Switch in its early days, opting to target the budget retail space with releases like Sine Mora EX. Next in line is This is the Policeconfirmed during the Summer, it now has firm release details.

Confirming that it has an M rating from ESRB, it’s been announced that it’ll arrive on the eShop on 24th October and at retail on 5th December.

This is the Police is a strategy and adventure game set in the crime-ridden city of Freeburg. You assume the role of Police Chief Jack Boyd – voiced by Jon St. John (Duke Nukem) – and have to tackle a wide range of crimes, assigning officers to certain jobs and facing numerous moral dilemmas along the way. The ultimate aim is to raise $500,000 in 180 days, but you can choose to do that in any way you wish.

So, are you planning to pick this up?

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Blog: Open-world RPGs and the Hinterlands problem

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


This article contains minor spoilers for the first act of Divinity: Original Sin 2, including location and quest names.

As the market for modern role-playing games grows, developers are under increasing pressure to appeal to as many niches as possible. This is a problem endemic to mainstream game development – AAA development in particular – but Western RPGs are arguably the hardest hit by this. In this genre, attempting to accommodate every type of player results in a vast diversity of viable approaches to quests, story, and combat, but can give rise to disparate elements of the game and its narrative clashing with each other, resulting in a final product that feels vague, unfocused, and unguided. This pushes players into feeling bored or frustrated, which can quickly translate into disengagement and unfulfillment.

It’s In The Name

In Dragon Age: Inquisition, released 2014, a zone called the Hinterlands perfectly embodies this problem. It’s the first open-world area players visit, and it’s gigantic: larger than the entire playable areas of the first two Dragon Age games combined, according to the developers. It’s also densely packed with non-player characters, enemies, and quest content. In total, it contains more than fifty sidequests, which is a dizzying amount of content by any standard. This should be laudable, but in practice it’s a gigantic (and avoidable) misstep. When players were exposed to the zone, they got trapped in endless checklists and meaningless, irrelevant busywork that actively hindered story progression. Where BioWare tripped up in this situation was their failure to provide and, most importantly, maintain narrative and systemic motivation for players to continue out of the Hinterlands. There are a number of potential solutions to this: having sidequests require travel to other zones, for example, or designing some sort of in-game narrative event temporarily pushing players out of the Hinterlands to a scripted story segment (again, in another zone). A fundamental part of the Hinterlands Problem is that any momentum the story had before players entered the zone quickly dissipated. Something along the lines of these solutions would leave the Hinterlands and its fifty-four sidequests largely intact, but push players back into progressing through the game’s narrative.

Of course, Inquisition was hardly the first, or last, role-playing game to suffer from this – it’s just a highly visible example. Overly large amounts of quests and sidequests have historically been a selling point for RPGs, especially in BioWare’s earlier titles. However, that doesn’t necessarily mean that a large number of quests, or amount of narrative content in general, is the problem. The Hinterlands Problem is a complex beast, but a large contributor to it is the overall design itself being just a bit too shy to lend players a gentle nudge (or a firm shove) towards progressing through the game, narratively and systemically. It’s easy to understate the difficulty of doing this well: game designers constantly walk a tightrope, balancing the need to allow the player the illusion of organically advancing through the game with the need to make sure they’re actually advancing through the game and not wasting time rescuing lost cows. The solution isn’t just in removing the meaningless busywork or putting less context in: it’s a problem that has to be attacked from multiple angles, and it can require a multidisciplinary set of skills to fix.

Writing Narrative Cheques Your UI Can’t Cash

Divinity: Original Sin 2, an open-world RPG released this year, also suffers from the Hinterlands Problem. When the story and gameplay are heavily scripted (the narrative bottlenecks, so to speak) the game is lush, exciting, and does a splendid job of allowing the player to devise creative solutions to the narrative and combat-based puzzles that it provides. However, when the player is released into open maps such as Fort Joy and Reaper’s Coast, the narrative thread very quickly unspools into a tangle of half-finished quests and hinted-at storylines. Unlike in Dragon Age, though, most of these quests aren’t meaningless busywork. With few exceptions, they’re interesting, quirky, and humorous. Where many sidequests in Original Sin 2 do fail is in maintaining the game’s narrative cohesion, and this is a problem with potential solutions in tweaks of both its narrative design and its user interface.

When we look at Original Sin 2, we see a flawed gem: a sequel that had to live up to a hugely well-received predecessor, while introducing new mechanics and ambitiously pushing the envelope of how game systems and narrative interact. The downfall of the game is in its ambition: while the line-to-line quality, and the quests themselves (viewed individually) are stellar, the narrative cohesion falls apart when the player finds themselves pursuing any more than a few of the dozens of elaborate, impressive sidequests. It’s not a given that the average player can keep track of all these narrative threads, and a major contributor to Original Sin 2’s lack of guidance and cohesion is the game’s quest log (or Journal, as it’s referred to ingame). In a title that executes well on almost everything it tries, the Journal stands out as a piece of the user experience that disincentivizes its own use and largely fails to guide the player through the narrative as a whole. Progression-related quests are given no special markers, and there’s no way to “bookmark” a quest, so players must constantly bounce back in and out of the menu system to keep track of what they’re meant to be doing. Not only does this break the game flow, it contributes to the failure of the Journal at the one thing it’s there for: guiding the player through the process of completing quests. Divinity: Original Sin 2’s version of the Hinterlands Problem is one where an overabundance of narrative threads and an undercooked UI element crash into each other to cause a muddled, unfocused open world experience, and the game is the lesser for it.

Snip Your Threads Judiciously

The Hinterlands Problem can be summed up as being a situation where too much optional content and a failure to provide a clear forward path for the player causes frustration, boredom, and a decrease in narrative cohesion. No game designer designs systems with these outcomes in mind: rather, the Hinterlands Problem is a common and natural byproduct of good-intentioned, if myopic, design. It’s the result of a failure to keep the bigger picture in mind, and, again, nobody does this on purpose. It just happens. To mitigate the chances of this happening, narrative designers and game designers must continually interrogate the means through which players will consume and advance through content; they must have open dialogue with systems and UI designers; and above all, they must play through and review each other’s content. Too much work in studios of all sizes takes place in isolation, and that status quo is the perfect breeding ground for problems like this.

 

Damon Reece is a narrative designer from Adelaide, Australia, passionate about open-world and modular storytelling. Damon prefers gender-neutral pronouns (they/them), and hates talking about themself in the third person. You can follow them on Twitter, or look at their portfolio if you’re having trouble figuring out whether to take them seriously.

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Virtual reality outfit Bigscreen raises $11M to expand social app

Virtual reality studio Bigscreen has secured $11 million in Series A financing to make new hires and accelerate the development of its social platform. 

The round was led by venture capital outfit True Venture, and takes the company’s total funding for the year to $14 million. 

For those unfamiliar with the company, Bigscreen is the developer behind the aptly named Bigscreen social virtual desktop app for Vive and Oculus Rift. 

The free app (currently in beta) lets users hang out in virtual theatres and other digital spaces where they can do things like play games, work, and watch movies together. Bigscreen hopes the latest cash injection will help it cope with the app’s rapid expansion. 

“Over the past year, Bigscreen has grown significantly to more than a quarter million users. In just the past few months our core metrics grew over 300 percent,” reads the Bigscreen blog.

“Our power users spend 20 to 30 hours using Bigscreen every week, and many users have spent more than 1,000 hours in Bigscreen.

“Based on usage and user reviews, Bigscreen is now one of the most popular VR apps in the world. We now need to grow the team in order to improve the product and expand the Bigscreen platform to more VR and AR devices.”

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Get the Official Free Download of Super Mario Odyssey’s Jump Up, Super Star!

Super Mario Odyssey was a hit at E3 this year, but a surprising part of the show was the popularity of the game’s song, ‘Jump Up, Super Star!’. Its chirpy lyrics and Big Band stylings took off, and before long the track had been ripped and lovingly shared online.

Now, following the release of an awesome musical video, Nintendo has made the shortened version of the song available as a free download. All you need to do is head to supermario.nintendo.com, click on the ‘download for free’ area and your computer will automatically grab the mp4 file.

It’s a nice touch, for sure, though beware YouTubers; we bet Nintendo will still copyright strike the heck out of you if you use it in a monetised video…

Nintendo’s certainly touched on a smart piece of marketing; the song has almost taken on a life of its own and does absolutely no harm to the game’s hype.

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Choose How You Game with Four New Xbox One S Bundles

This fall, we’ve got something for everyone so you can choose how you game on Xbox One. We’re continuing to deliver the best value in games and entertainment with Xbox One S and today we’re announcing four new 500GB Xbox One S bundles: the Xbox One S Minecraft Complete Adventure Bundle, Xbox One S Rocket League Blast-Off Bundle, Xbox One S Starter Bundle and the Xbox One S Ultimate Halo Bundle.

Xbox One S has a library of over 1,300 games and over 200 exclusives, including blockbusters like Minecraft, iconic franchises like Halo, and the latest exclusives like Forza Motorsport 7 that you can only play on Xbox One. With Backward Compatibility, Xbox One is the only console where you can play games from the past, present and future. Access all your favorite entertainment through apps like YouTube, Netflix and more and play with friends near and far with Xbox Live.

With Xbox One S, you’ll also enjoy the highest-quality 4K entertainment, including built-in 4K Ultra HD Blu-ray and 4K video streaming. Whether you’re playing games, watching your favorite shows or streaming gameplay, Xbox One S delivers brilliant graphics with HDR technology, premium audio and fast, reliable online gaming with friends.

With so many exciting new options, it’ll be impossible to choose only one.

Xbox One S Minecraft Complete Adventure Bundle

Xbox One S Minecraft Complete Adventure Bundle

Own the Xbox One S Minecraft Complete Adventure Bundle (500GB) for $279 USD / £229 GBP / €279 EUR and be part of a worldwide phenomenon. This bundle is available at local retailers in select markets including Microsoft Store and includes:

  • Xbox One S with 500GB hard drive
  • Xbox Wireless Controller
  • Full-game download code of Minecraft – Now you can build, dig, and craft together with friends across Xbox One, mobile, VR and Windows 10 with the Better Together update
  • Full add-on download code of the Minecraft Explorer’s pack – The Explorer’s pack features the Chinese Mythology Mashup, Natural Texture Pack, Biome Settlers Skin Pack, Battle and Beasts Skin Pack and Campfire Tales Skin Pack. The Explorer’s Pack will also be available as a standalone retail offering which includes the base game and DLC (valued at $29.99) starting Nov. 7.
  • Full-game download code of Minecraft: Story Mode Season 1 – The Complete Adventure (Episodes 1-8) – Experience this episodic point-and-click adventure game.
  • Xbox Live Gold – Enjoy 3 months of Xbox Live Gold to join the online Minecraft community and build, dig and craft together with friends.
  • Xbox Game Pass – Get instant access to over 100 great games with 1 month of Xbox Game Pass.

Xbox One S Rocket League Blast-Off Bundle

Xbox One S Rocket League Blast-Off Bundle

Still wondering what soccer would be like with rocket-equipped cars? Wonder no more and get in on the action with one of the most popular multiplayer games around. The winner of numerous awards, get ready to score amazing aerial goals with the Xbox One S Rocket League Blast-Off Bundle (500GB) for £229 GBP / €279 EUR. This bundle is available at local retailers in select markets including Microsoft Store and includes:

  • Xbox One S with 500GB hard drive
  • Xbox Wireless Controller
  • Full-game download code of Rocket League – Choose from a variety of high-flying vehicles equipped with huge rocket boosters to score amazing aerial goals and pull off incredible, game-changing saves, take on the single-player challenge in Season Mode or join in 8-player online competition and 4-player split-screen action.
  • Xbox Live Gold – Enjoy a 3-month subscription of Xbox Live Gold to play your favorite games online with friends and get free games each month plus deep Xbox Store discounts on games, add-ons and more.
  • Xbox Game Pass – Get instant access out of the box to over 100 great games with 1 month of Xbox Game Pass.

Xbox One S Starter Bundle

Xbox One S Starter Bundle

Own the Xbox One S Starter Bundle (500GB) for $279 USD / £229 GBP / €279 EUR and dive into the very best of Xbox One. This bundle is available at local retailers in select markets including Microsoft Store and includes:

  • Xbox One S with 500GB hard drive
  • Xbox Wireless Controller
  • Xbox Live Gold – Play with and against friends and family on the most advanced multiplayer network with 3 months of Xbox Live Gold, plus receive exclusive membership perks like free games each month and deep discounts in the Microsoft Store
  • Xbox Game Pass – Get instant access to over 100 great games carefully curated for high quality and fun gameplay with 3 months of Xbox Game Pass. Games are added every month so there’s always something new to play including fan favorites such as Halo 5: Guardians, DiRT Rally and LEGO Batman.

Xbox One S Ultimate Halo Bundle

Xbox One S Ultimate Halo Bundle

Own the Xbox One S Ultimate Halo Bundle (500GB) for $279 USD and live the legend of the Master Chief on Xbox One S. This bundle is available exclusively at Walmart in the U.S. and includes:

  • Xbox One S with 500GB hard drive
  • Xbox Wireless Controller
  • Full-game download codes of Halo 5: Guardians and Halo: The Master Chief Collection, which collectively offer fans the chance to experience the Master Chief’s epic journey over five Halo games
  • Xbox Game Pass – Get instant access to over 100 great games carefully curated for high quality and fun gameplay with 1 month of Xbox Game Pass
  • 14-day Xbox Live Gold trial – Play games with friends near or far on Xbox Live with a 14-day trial