Why mission and story progression are at odds in Borderlands 2

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EDITOR'S NOTEfrom Eduardo Moutinho

The more choice a player receives in an open-world game, the more loose ends emerge. It's a daunting challenge for any developer and one that makes me admire their accomplishments even more.

Borderlands 2

Borderlands 2 is a game I have a hard time judging, even now, two months after it came out. While I enjoyed the game, some clear issues constantly nagged at me. I really enjoyed the writing of Borderlands 2, for example, but I don't know if I can say the same about the game's actual narrative.

The individual elements of that storyline: the characters, dialogue, mission text, echo recorders, and even the title's overall concept are all generally really funny and/or interesting. Yet, the way you experience them as you play the game leaves a lot to be desired.

Borderlands 2's NPCs urge you to take on the main story quest, but you also have a giant list of side missions to accomplish that often take you far from where you're "supposed" to be going. Basically, the progression of the missions don't really support the progression of the story or vice versa.
 
These issues bring to light a question about the Borderlands games in general, which I think developer Gearbox Software really needs to answer going forward. Is Borderlands a linear or nonlinear experience? For me, the main story is written and executed for a linear endeavor, but all of the side missions are designed more for a nonlinear adventure.
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3 tips for tracking down a Wii U if you didn't preorder

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Wii U

Word on the street is that Nintendo's latest console, the Wii U, might be difficult to track down if you didn't go out of your way to preorder one months ago. Well, I don't think the console will be that scarce if you go outside the traditional retailers.

In fact, I didn't reserve my own Wii U until late Friday afternoon but managed to snag a system just in time. Here are a few tips for tracking a console down this late in the game. I can't guarantee it'll work, but you'll have a better chance of scoring one if you think outside the box.


1) Small chains

I managed to find a Wii U at a Hastings store. It isn't as large a chain as it was when I was a kid, but Hastings is a lot like a Barnes and Noble or a Borders bookstore that also sells video games. Since the retailer dabbles mostly in movie rentals and music, the fact that a lot of consumers overlooked it as a potential place for launch-day Wii U consoles doesn't surprise me.

Interestingly, when I called a few Sears stores in my area, they were very vague on how many Wii Us they would have on launch day. While Sears was a very popular video game destination in the '70s and '80s, a lot of gamers overlook it when ordering new gear and accessories. So while Sears isn't necessarily a small chain, it isn't the go-to spot for hot electronics these days and might have a few Wii Us lingering in the back room. 

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Spotlight: Dark Souls is the new Simon's Quest, diversity in video games, and more

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Dark SoulsThe Community Spotlight features some of the best unedited articles that didn't quite make the front page. This week, we compare super-difficult RPG Dark Souls to an old-school classic, search for diversity in player protagonists, and more.


Dark Souls is the new Simon's Quest
By Bryant "B" Chambers

I've had a spotty relationship with Dark Souls myself, but every week I seem to read another article praising it. Here, B says that Dark Souls is what the Castlevania series should have evolved into. He lists a surprising number of correlations between the two. Insightful stuff.

Diversity in video games: Where did everyone go?
By Brielle Wesley

Brielle analyzes the characters and content of Max Payne 3, examining the racial makeup of the game's cast. She also looks at how many of those characters end up dead (and their respective races). Her findings are perhaps not surprising, especially for a Max Payne game, but they're interesting nonetheless.

A boy's world: Video games need more strong female protagonists
By Javy Gwaltney

In a similar vein, Javy is disappointed at the recent reveal that Grand Theft Auto V will feature three playable characters...and none of them are female. He says heroines like Jade from Beyond Good and Evil are far too rare. "We need those kinds of protagonists. ASAP. Not just for the sake of diversity but for storytelling," he writes.

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Why annual sequels might be killing your favorite franchises

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EDITOR'S NOTEfrom Sam Barsanti

I'm sure a strategy like this makes a ton of money (how many copies has Black Ops II sold already?), but it's still surprising to see so many publishers pushing for another sequel every year after what happened to Guitar Hero, and Tony Hawk, and ... well, every other franchise that has tried this.

Call of Duty: Black Ops 2

In the video game industry, many of the leading developers will shoot for an annual sequel and put out a new game at the same time every year.

Franchises working on this schedule are often the dominant ones, topping the sales charts year after year. However, this order of operations often has an expiration date, and eventually the games that follow it will hit a dead end.

Why is that? Well, it’s the same reason that they were once so successful: their annual release date.

So what’s the problem here, exactly? The primary and most prominent issue with franchises putting out a new title every year has much to do with their development cycle. Having to work to a certain deadline leaves very little room for advancements and innovation, often rendering sequels barely distinguishable from one another.

On one hand, a series of games should have a sturdy system to hold it together between installments. But on the other hand, if that system is too cut and dry, it may simply leave its players bored overall and send them searching elsewhere for new and improved ideas.

We are always hoping for improvements to our favorite series. Not just new levels, characters, and weapons (which are all fine and dandy, of course), but new concepts to bring these elements into a different light.

Unfortunately, this is not always what we end up with. In fact, you may be more than familiar with a few franchises that suffer from this unfortunate fate.

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Rooster Teeth teaches us how to play Halo 4 Mongoose Jump

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Halo 4 Mongoose Jump

Halo 4 is fun, but did you know you could enjoy the new Xbox 360 shooter without, well, shooting anyone? Rooster Teeth, best known for the Red vs. Blue series, shows us how with a little game called Mongoose Jumping. The goal? Blast one of the game's vehicles as far as away as possible. Simple? Yes. Hilariously amusing? Double yes.

You can see the explosive action for yourself after the break.

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What makes a solder's loss acceptable in XCOM: Enemy Unknown?

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EDITOR'S NOTEfrom Rob Savillo

I'm a purist, I suppose, in that I always play XCOM in Ironman (which forces your game into a single save file, thus negating any ability to reload) -- even with the original strategy entries in the series that don't have such an explicitly togglable mode.

But Steven provides some interesting thoughts on why you could justify such save-scumming, and it's not what most developers seem to think is the reason for doing so.

XCOM

I, along with many of you (I imagine), have sunk endless hours into XCOM: Enemy Unknown since its release, desperately trying save the world from an ever intensifying alien invasion. And, as much as I try and stay true to the desperate nature of that struggle, I have a confession to make: I've been save-scumming.

Several times after a mission where I incurred losses that I simply could not stand, I've gone back to a previous save to try again. Every time I load my game to continue the fight, I am shamed by the saves I've left behind -- total squad wipes, deaths of beloved (and well-trained) soldiers, and countries broken out in panic -- all reloaded so that I might continue in the quest for a more successful game.

But I haven't cheated every death. I've experienced losses that I was willing to accept. At least as many times as I've reloaded to spare soldier or save a nation, I've saved over an old file making a death permanent. The interesting question is why. What are the parameters of acceptable loss?

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Bitmob Wants You: The Assassin's Creed III collection

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Assassin's Creed 3

Welcome to another Bitmob Wants You collection! We're a little late in publishing these, but a couple of them have already hit the front page, anyway. Check them out, along with a few others, below.


How Assassin's Creed III made talking to people fun
By Samuel Durling

Conversations in modern games can be a frustrating experience (or the whole experience, in some cases). But they're probably not the first thing you think of in Assassin's Creed. Samuel, however, says his chats with the settlers at his Homestead were the most rewarding part of the game.

Assassin's Creed III isn't shy about its tutorial
By Daniel Castro

Developers these days face the challenge of teaching their game's controls while keeping things entertaining. Daniel examines whether or not AC3's lengthy tutorial achieved this balance. (Hey, at least it's not as long as Final Fantasy XIII's.)

Assassin's Creed 3: Not quite as graceful
By Reggie Carolipio

Reggie's review of AC3 focuses on the integration of its story and gameplay. His verdict? Mixed: "AC3 can occasionally glide through the trees like an Assassin. I only wish it didn't have as much trouble on the landings." He points to a host of glitches and other inconsistencies that hold the game back from greatness.

Assassin's Creed III gives players a new connection to history
By Mark Purcell

Previous games in the AC series have focused on historical periods that may be unfamiliar to American gamers. But AC3's Revolutionary War setting touches a lot of chords for Yanks. Mark lauds the game for this achievement: "By no means am I saying that this piece of digital fiction should be taken seriously from a historical point of view, but ACIII puts players in a position to experience something authentic."

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Games need to stop with the chosen-one heroes

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EDITOR'S NOTEfrom Eduardo Moutinho

For me, being the "chosen one" doesn't matter as much as being vulnerable. Plenty of recent releases have given us extremely powerful yet extremely flawed heroes to battle with. The key is nailing the delicate balance between generic and genuine.

Halo 4

This article contains spoilers for Diablo III, Halo 4, and The Walking Dead: Episode 4 -- Around Every Corner.


This year, we’ve seen a surprising increase in the number of “chosen one” storylines in games. Kingdoms of Amalur: Reckoning, Diablo III, and The Secret World (among others) all have you playing as characters who are somehow more important than everyone else in their respective worlds.

To tell you the truth, I’m kinda getting tired of it.

How cliché is the chosen-one concept by now? It’s been used in countless forms of media, especially since The Matrix became such a popular film. It just feels lazy to keep using it at this point. An idea as pervasive as this has trouble making an impact since it is so common. I often roll my eyes whenever the concept pops up in a narrative.

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In a land before texting and mobile games, the Cybiko was never king

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Cybiko

It's amazing to think about how much technology has changed in the last 12 years. Marvels like high-definition mobile games, texting, video streaming, and even 100 GB hard drives were out of the question for most consumers.

But we had a hunger for wireless communication that demanded we get out of our MSN chat rooms and into the world! That's where the weird Cybiko portable communication device came in. It was basically a text messaging machine that you could upload with music and games before cell phone companies started making those features standard. 

As you probably guessed, the Cybiko was completely terrible with its black and white LCD screen and its impossible-to-use buttons. Internet comedian Stuart Ashen even went so far as to try and play games on the Cybiko and the Cybkio Xtreme:

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Waking Mars mirrors a multiethnic, 21st-century America

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Waking Mars

I love the way that Waking Mars approaches the ethnicity of its characters. The astronaut heroes just happen to be an Asian guy and a black woman. These details never really come up in the story, yet they are quite obvious during the dialogue scenes in this Martian-botany, cave-exploration game. I was pleasantly surprised to see that for this dynamic duo, race is an afterthought. 
 
This uncontroversial yet uncommon approach to representation in interactive media speaks to the future (humanity is exploring another planet, after all). In essence, it echoes the same sentiment many have about the shifting demographics of the United States, where a diverse coalition of Americans recently reelected President Barack Obama.
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An orchestra of mini Marios play a beautiful RPG medley

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Mini Mario Orchestra

Why are all of the performers in this video dressed like little Marios? I don't really know, but who cares when they're playing a medley this awesome?

This song, arranged and performed by composer Diwa de Leon, features some of the best music from role-playing games, including (in order or appearance in the medley) Final Fantasy, Chrono Trigger, The Elder Scrolls V: Skyrim, Xenogears, Super Mario RPG: Legend of the Seven Stars, Final Fantasy IX, Final Fantasy VI, Chrono Cross, Final Fantasy X, Final Fantasy VII, Legend of Mana, Mass Effect, Dragon Quest, and Grandia.

You can hear it for yourself after the break.

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Games journalism never had any integrity

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EDITOR'S NOTEfrom Jason Lomberg

Nathaniel throws his hat into the games journalism debate, which refuses to die or even slow down. Perhaps those with questionable integrity have finally hit a nerve?

Journalism

Now that the internet's tirade on journalistic integrity is (hopefully) over, I figured it’s about time for me to chime in. And what, you may ask, is so different about my opinion? Well, I agree with this guy -- partially.

What I am saying is that we have to have had something in order to lose it, and I’m not convinced that we’ve ever had journalistic integrity. It’s not that journalists don’t exist in this industry, or that no one has journalistic integrity; it’s just that they’re rare things in a field much further behind than it should be.

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