20
NovemberBreath Of The Wild 2 Should Do Away With Flashback Storytelling
When Resident Evil 4 first released on Gamecube in 2005, it not only transformed the Resident Evil series into a third-person action game with horror elements, but Resident Evil 4 set the bar for quality game design and technological achievement for action-gaming at the t
Aside from this, the storytelling in Breath of the Wild is very much what you make of it. If you’ve played the game before, you’ll know that Link has access to a number of cryptic photographs on his Sheikah Slate that represent locations spread across the open world. You are given no map icons or hints as to where these places are, you simply need to look at the images and work things out for yourself. It’s a wondrous journey of discovery, and providing us with nuggets of narrative as opposed to temporary rewards makes seeking them out all the more satisfying. I love this approach, but mostly for what it represents as opposed to how it contributes to the game’s overall pacing.
Breath of the Wild tells an achingly human tale, but to uncover it you’ll need to invest dozens of hours into scouring Hyrule in search of brief cutscenes that chronicle Link and Zelda’s doomed pilgrimage in search of allies. None of the flashbacks are told with any sense of chronology, so you’ll stumble across them randomly and be forced to work out exactly what is going on and how it factors into the overall adventure. This mirrors Link’s own amnesia, so it feels like we’ve truly been placed in his shoes, trying to work out how our friends were lost and what we can do to save whatever it is they left behind.
Facebook clearly sees the potential for VR versions of classic games, having announced GTA: San Andreas at last week’s Facebook Connect 2021. We should expect to see more PS2-era games on the Quest 2 (or Meta 2, I guess), hopefully a lot more. Games like Shadow of the Colossus , Metal Gear Solid 3, Silent Hill 2, and Beyond Good & Evil are ripe for VR versions, and I’d love to see even older games like GoldenEye and Perfect Dark remade for the Quest too. A robust library of classic games is exactly what VR needs to attract a wider audience, and Resident Evil 4 was absolutely the best place to st
I can’t play the Spyro trilogy for the first time again, nor can I approach it with the same innocence and sense of wonder that I did when I was ten years old. I still love the series, but games have changed a lot since Spyro first came out. There have been 20 years of evolution and innovation since Spyro the Dragon was made, and respawn Entertainment I’ve seen how games have been refined and enhanced since then. I’ve changed a lot too. I’m a critic now, and I pick games apart and analyze them for a living. I can revisit Spyro from a new perspective, but now I experience it as an echo of the original - a snapshot of my childh
Announced for PlayStation 5, Xbox Series X, and PC, Resident Evil: Village is a next-generation exclusive and will launch in 2021. The game will be a direct sequel to Resident Evil 7: Biohazard and follows returning protagonist Ethan Winters as he's thrust into a brand new nightmare a few years after Ethan and Mia were rescued from the Baker family by Chris Redfield and Blue Umbrella . Longtime series protagonist Chris Redfield will also return for Resident Evil: Village , teased to be playing a potential villain role and sets off a new chain of events that land Ethan in a mysterious medieval village somewhere in Eur
It does something that a remake or remaster can never do. No matter how much Mass Effect Legendary Edition or Spyro Reignited may look like how we remember them, they’ll never be able to capture the experience of playing games as a kid. Revisiting classics through remasters and remakes definitely induces nostalgia, and they have the power to trigger all manner of memories and feelings from the past, but a fresh coat of paint just isn’t enough to truly bring me back. Resident Evil 4 VR, despite it being a completely different format, has moved me in ways a normal remake never could. This game makes me regress, and from talking to other people and watching streamers play it, it seems to be doing the same thing to everyone that grew up with Leon’s Spanish advent
However, I think the first game was a stark indicator that this isn’t a company playing by the rules anymore. Knowing this, I’m hopeful Breath of the Wild 2 will be the most narrative-heavy Zelda game we’ve ever seen, perhaps even superseding Skyward Sword and Twilight Princess with the amount of dialogue it’s willing to subject us to. As long as it’s in service of a wonderful story, I’m more than happy to sit back and sink in.
His shiny green arm is also fully revealed in all of the new environments, which is more than just a visual addition - it’s seemingly a mechanical one as this limb can allow him to morph through environments and fly through the air at will. I’m not sure the Switch could handle rendering two open worlds at once, so splitting them up makes perfect sense. I hope this is the case, since it would allow Breath of the Wild 2 to explore bold new ideas without technical comprom