The Molyneux Paradigm: Hate the Past, Hype the Future

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작성자 Celeste 작성일 25-08-24 09:25 조회 2 댓글 0

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Anyone who's seen a Mad Max movie will easily be able to spot the direct influence of those films in Borderlands , Gearbox Software's colorful, cel shaded open world role-playing shooter. The alien planet of Pandora is a dangerous wasteland and pretty much everyone who lives there is insane, but that's all part of its charm. The plot of the games follows groups of fortune seekers who are trying to track down mysterious Vaults full of immensely powerful alien technology, and we'd love to see a filmmaker tackle both the offbeat humor and the treasure-hunting quest at the heart of the Borderlands ser

Fable Anniversary is a port of ten year old game released on eight year old hardware after we’ve witnessed the power of next-gen. Yet even with so much stacked against it, it manages to impress. There’s not much of a "wow-factor" because of its ill-timed release, but with the exception of completely rebuilding the game for Xbox One, there simply isn’t much else that could be done that isn’t accomplished here. Sound, functionality and graphics are all substantially improved and breath new life into a game that has aged remarkably well. Even after two sequels and console generations, Fable has the uncanny ability to suck you into its Adventure Game Updates through the world of Albion. Anniversary is more of a preservation if anything, ensuring that the entire franchise can now be played in the same manner on the same console. As a museum piece, it’s a wonderful effort that ensures the game will remain relevant for a new generation of players. As a game, it’s the definitive edition of a superb title that has a lot to offer even in 2014.

Another big improvement is that of the interfaces. The previous ones were rough even in 2004, seeming basic enough to be more at home with PS1-era games. Thankfully, they've been completely overhauled for this release, matching up better with the subsequent Fable games. Navigation-wise, they’re a bit too clumsy. The triggers, shoulders buttons and analog sticks all come into play when scrolling around, resulting in a learning curve that shouldn’t exist for menus. Still, there’s only so much that can be done and at least the old interface wasn't simply re-skinned.

The final new feature in Fable Anniversary (besides achievements) is that of SmartGlass, something that is weighing heavier and heavier in overall experience these days. As admitted by Lead Designer Ted Timmins, it was basically implemented here as way to test the technology’s capabilities for future implementations. Thanks to that, there are actually a few interesting features that the app offers. Unsurprisingly, it’s basically an interactive map, but they’ve worked with Prima to also provide the locations of key items and characters (without going into too much detail). While this may seem a bit like cheating at first, it’s helpful enough only to ensure that you won’t get lost and makes it so you won’t result to using a full-blown strategy guide.

While creating a sprawling adventure controlled only by body movements may seem impossible, the world has been carefully sculpted around the concept. Nearly the entire game is on-rails, with player-controlled progress limited to traveling via horse and carriage. Movement of Seren is controlled by grabbing onto the reins. Once holding on, jerking both hands up in a cracking motion makes the horse go faster, while pulling your hands up towards your body stops her. To move left or right, you pull the hand of the intended direction towards you while extending the opposite arm. Intensity is based on how fast and dramatic the gestures are. Instead of simply darting to the next area, however, players must pay attention to not run into obstacles while scoping out any side-areas, where treasure chests or revealing NPCs can be found.

Another cool feature is that of photograph locations throughout the map that when touched display a viewpoint from the original Xbox game. This is quite nifty as it allows you to match up with your television and see exactly what has been improved for the Anniversary edition. It’s also said that backgrounds for key players have been written and are viewable upon meeting them, but I was unable to find how to access these. A title update will be supposedly be released on launch day, so perhaps they will become easier to find then. The only real negative of the experience is that it doesn’t show the NPCs that can be interacted with on the map. Unfortunately, this makes it so you can’t rely solely on your tablet/smartphone, which is a bit of a bummer.

Project Ego sounded like nothing I had played before. Being able to pick and choose which quests to take wasn't exactly groundbreaking, but the idea of the game taking place across the character's lifetime was intriguing. There was talk about how the character would be designed and uniquely tailored to the player's gameplay and they would be able to have children that would have a significant impact in the world. The character would receive unique scars from battle, they could plant a sapling and watch it grow in a massive tree throughout the course of the game and the NPCs would have unique reactions to the player based on their deeds to create the sense of a living world the player was truly a part of.

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