Life Is Strange 2 Devs Want New Story For Third Game, Switch Ports For Series

With the release of the final episode of Life is Strange 2, Sean and Daniel’s occasionally tragic, but ultimately uplifting journey across the Pacific coast of North America reaches its end. Following the release of Episode 5, we sat down with Life is Strange 2 co-creative director Michel Koch and writer Jean-Luc Cano to talk about its development, the leftover threads from the original game, and their hopes for Life is Strange 3.

Life is Strange 2 kicked off a brand new direction for the series with new characters, perspectives, and mechanics, while still offering up a few hints as to what happened to Max and Chloe from the original Life is Strange after all this time. Read GameSpot’s reviews to see what we thought of each Life is Strange 2 episode below. Life is Strange 2 is out now on PS4, Xbox One, and PC.

Editor’s Note: This interview has been edited for clarity and readability. Minor spoilers for Life is Strange and Life is Strange 2.

GameSpot: So, with Life is Strange 2 finished, how are you guys feeling now that it’s all out there and what’s the reaction been from fans?

Michel Koch: You know, it takes a long time to make a game and we’ve been working on this game for almost four years–considering the final episode and Captain Spirit. So finally having the whole story released and starting to see that both the players and the press are enjoying the whole experience, the whole journey–it’s a big relief and a big enjoyment just to see that here we are, we’ve been able to share this whole story with the players.

Jean-Luc Cano: Yeah, and on the other end, there is also a little bit of sadness and nostalgia, because we’re travelling, we went on this journey of four years with these characters. And now, letting them go and seeing that the journey is over–we feel a little bit of sadness, also.

It must have been very different writing for two brothers instead of what it was like writing for what Max and Chloe had in Life is Strange 1. Would you agree with that?

Cano: Yes, you’re right, but, our job is to create relatable characters, you know, and as for Max and Chloe because obviously we are not teenage girls, and we are also not teenage boys like Sean and Daniel. We did a lot of research to be as accurate as possible. But it was the same process to do research, to watch a lot of documentaries, to portray them as well as we can.

Koch: Yeah, and it’s the same team from the original. It’s the three of us–Jean-Luc, myself, and Raoul Barbet, the other director who created the whole story in the beginning, and we still worked with Christian Divine for writing the English dialogue, and with the narrative designers. So we had to adjust to this new story, new characters, but as Jean-Luc says, I think what is great when you’re creating characters is to document yourself, to interview people, to try to put yourself in the shoes of those characters, to listen to stories from people you interview. I mean, that’s what’s really great when you’re telling a story. You learn so much about the people you’re writing for. I think it’s great, and also humbling to try to convey those new characters in a way that’s realistic in the writing and with their story and what’s happening to them.

Yeah, I suspect that your research must extend to how you guys write dialogue. I found it very interesting how genuine your dialogue feels, particularly to the ages of the characters. What are your considerations when writing that, is it particularly hard to try and write for American teenagers?

Cano: The story is written in French, with a lot of notes about dialogue and after that, I’m writing the main path of the game and the narrative designer, Masha and Mattias making the branching–

Koch: Yeah, all the different branches and choices and the variations that we are adding, really on top of the big story that Jean-Luc writes.

Cano: And the last part is written by Christian Divine, which is our “dialogulist” on this game and on the first Life is Strange. So it’s a process to be as accurate as possible and not to be too cheesy. You know, we always want to sound right. And yeah, it’s a long time job, but it’s cool to do it.

Koch: I think that for Life is Strange 2 with the narrative team, we pushed ourselves, I think more because, you know, in the first Life is Strange, it was taking place like a school drama, and I think that in the back of our mind, we added a lot of references–pop culture references of TV shows or movies that take place in this kind of setting. So I would say that we tried our best in the first Life is Strange to blend those references with realistic writing, but maybe we were still sometimes [including] too many pop culture references. For Life is Strange 2, it was quite a bigger challenge because it’s a story that has, I think, been less told in literature or movies so we had to do way more research and directly talk to people to just get their stories and try to represent them the best way possible in the game.

I think, personally, that every work of creation, be it a movie, or book, or video game is inherently political

I found it so admirable the direction you went with your story, to go out of your way to highlight voices whose stories don’t tend to be told. I think it’s especially interesting because 2019 was a year full of game developers insisting their presumably political games were not political, yet you guys along with many others devs went a different way. Can you talk about your approach to taking that head on?

Koch: I think, personally, that every work of creation, be it a movie or book, a video game is inherently political in a way because you have some human beings behind the story while writing. Of course, we have some opinions of our own, we have some beliefs, and I don’t think that you can write a genuine, sincere story if you go against some of your beliefs. I think that if a game or a story doesn’t talk about a subject or shy away from dealing with something, it is already political by not talking about something. So I don’t really think that any work of art can be completely apolitical. So we just decided, I think, for this game to go with it and just try to tell the most genuine story about those people. I mean, you see, we are–Jean-Luc, Raoul, myself–we’re just white guys. We basically have a really easy life. We don’t face oppression or anything systemic. I mean, it’s easy for us.

So we weren’t sure if we were the right people, if we were allowed, even, to tell this story, but we met so many people, we interviewed people when we were travelling in the United States to just try to recreate the journey of Sean and Daniel. We met hitchhikers, we met people who were working into pot farms, and just by talking with them and trying to learn about their life, about their issues, about what they were facing, we wanted somehow to tell their story, to give them a voice and just to try to show their struggle in the game.

Cano: Yeah, and as creators, we also think that, you know, our world is becoming more and more intolerant every day. We think our job is also to talk about communities or people that are not always well portrayed or well represented in video games. So we want to give them a voice and maybe talk about subjects that are not always dealt with in video games.

Why did you decide to bring back David of all characters? I actually really enjoyed that because he’s a complex character, and I–Okay, I mean, he was like, kind of a dick, right? But it seemed like there was so much more to him and like room to grow–

Koch: [Laughing] He was really the most beloved character from the first game, so we figured, just bring back the one that everybody wants. No, I’m just kidding.

Cano: We knew from the beginning that we wanted David to come back because he can survive regardless of the ending of the first Life is Strange. If you choose to save Arcadia Bay, David lives, and if you choose to save Chloe, David was safe in the basement in that ending. We also wanted to show that everyone can have some redemption. As you said, David was behaving like a dick in the first season, but he had his reasons and we wanted him to find redemption in this season. It was also the fact that via David, we could have some news about Max and Chloe. We didn’t want to put back Max and Chloe in a big way, we just want to have some little hints of what they have become.

Koch: I actually wouldn’t say that David had his reasons to be a dick in the first season. He was a damaged character and he realised later–and that’s what we show in season two–that at a point he came to realise his mistakes and tried to make amends. We thought it was interesting to show that some characters can evolve, can get over some of the darker aspects of their lives and maybe come clean and try to be better. Another reason why we chose to have David is that we also wanted this cameo character to work for players who know nothing about season one, if you didn’t play Life is Strange 1, he is still a guy living in Away that works with with our story.

Speaking of the endings, I personally found that they vary in really interesting and satisfying ways. I had a few different playthroughs and, well, the one ending that I got on my true playthrough, the jail time ending, made me cry so much that I had to be late for a PR meeting, so thanks–

Koch: [Laughing] Oh, sorry for that.

Cano: [Laughing] Sorry for that.

It was like once the credits were done rolling, I was still crying, like I was remembering it and crying. So that was good. Was it important to you that the brothers could end up in very different places depending on your choices, and was it intentional that all the endings are hopeful, but not necessarily purely happy or good?

Cano: Yeah, we knew from the beginning we didn’t want to havelike a right ending or wrong ending. We really wanted the player to feel happy with the endings they should have in regard to their previous choices, and that’s why every ending has a bittersweet mood.

Koch: I think it was important that you know, the game is about education and about everything you’re teaching Daniel over the course of the five episodes. So it was really important that we found a way to make those endings feel logical based on what you told Daniel, like he is ultimately making the final decisions after you make your choice. It was also important that there was no possibility that everything would be perfect because that’s not how it works in the real world, especially for people like Sean and Daniel who are facing a system that is against them. So we saw that it was important that there would always be some hope in those endings in a way, but also showing that realistically it’s still hard on them. Because it’s not just Sean and Daniel deciding, it’s also the world around them reacting to that decision.

How much of the story is completely nailed down before you get underway and how much sort of unearths itself as you go particularly given your episodic format, so you have some time to see how things grow and develop?

Koch: So, when we started to work on the game almost four years ago, we always start by thinking about the big story. Like the big story beats and the structure, and what will happen to the brothers over the course of the five episodes was written almost right in the beginning. But of course, when we work directly on the game there are a lot of different reasons why we might need to adjust. There is of course production issues where sometimes we might reduce the length of an episode because of costs and because it was maybe a bit too long in the way we were envisioning it. We can also look at player feedback when an episode is released and see what worked best, what didn’t work as well. I don’t think that we changed much from that feedback during season 2 but definitely, it adjusts how we write or how we create some smaller choices.

Cano: The episodic format also allows us to make some changes. For example, the flashback at the beginning of Episode Three was meant to be in the beginning of Episode Four in the first draft, when Sean was in the coma in the hospital. We wanted to begin Episode Four with a flashback in Seattle, but we decided to put it in the beginning of Episode Three, because it resonates with the themes of this episode, and the fact that with Daniel, we took a little bit more of his independence in that episode.

Well, this is probably a big question you probably can’t answer but will we ever see Max and Chloe again, or Sean and Daniel for that matter?

Cano: You know, we don’t really know what we are going to do now because the game has just been released. For the next adventure we don’t really know yet, but we have some ideas and stuff we want to explore, but we don’t really know what will be our next game. The thing that I can tell you is for us the story of Max and Chloe in Life is Strange 1 is done, it’s told, and the story of Sean and Daniel is told in Life is Strange 2, so, maybe we can see them again one day but–

Koch: You saw just a bit of Max and Chloe in Life is Strange 2, so definitely, if we are going to work on another Life is Strange, it’s a shared universe so there are possibilities. But definitely as a full story, I think those games are both a beginning and an ending for them, and I think we really want to continue to explore new characters, new themes, and new ways of storytelling.

So if there is a Life is Strange 3, I assume you’re likely to approach it in the same way you did with 2 where you’ll have a brand new story, new characters, a new duo or something like that?

Cano: I think it would be a new story.

Koch: That’s what I think we would personally like to do, of course Life is Strange is owned by Square Enix so it’s a Square Enix decision. But to us as creators, we really enjoy this anthology format, and it’s really interesting for us to try to think about brand new characters and brand new stories. So we could also share new scenes and bring something new for the players and just to not, again, have the same ideas and just maybe bring them some new perspective on another story.

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Life is Strange games tell such relatable and human stories. So I want to ask why is the addition of the supernatural elements which have been in both of your games been important to you to include on top of that?

Cano: Yeah, good question. I think we always imagine the supernatural element as linked to the main character as a metaphor of his trigger. You know, for example, in the first Life is Strange, Max was a shy girl who was a bit afraid to grow up. So that’s why the power of rewinding time and changing her decision was directly linked to a flaw, you know, to a weakness. In Life is Strange 2 the main theme is education. So you are in the shoes of Sean, we have to take care of his young brother and to raise him and to teach him some lessons. So we give the power to Daniel to show the consequences of your actions, or of your decisions in a more spectacular way. You know, because when a child is really angry, you know, it’s bad, but it’s okay. In the case of Daniel and because of his superpower, when he gets angry, he can explode a house, you know, he can, he can make catastrophic stuff.

In the first Life is Strange, Max was a shy girl who was a bit afraid to grow up. So that’s why the power of rewinding time and changing her decision was directly linked to a flaw

As you look to the future at the studio, do you see Nintendo Switch as being a part of that? Are there any plans to bring the franchise there?

Koch: We would love to, to be honest. And I think it’s something that needs to be decided by Square Enix, but definitely, I love playing games on my Switch so I would love to see some Life is Strange on Switch for sure.

Cano: I have the same answer, I love the Switch and I would love to see Life is Strange and Life is Strange 2 on this console.

You touched on this previously, but in your view, how has Life is Strange grown from the first series to the second?

Koch: I think, even mechanically, we really try to think about what we’re saying in the story of the game. So, for example, in the first Life is Strange, you had the rewind power, and we were trying to create big choices in a way that would surprise the player. So Max would rewind and try a lot of different consequences, and it would resonate with this theme of her having a really hard time to settle in her life and to make a decision. In the second game, we decided to have a lot more smaller choices and consequences, and maybe less big, important choices. It was all resonating with the education of Daniel, where you are basically needing to think about almost everything you’re saying when he is around you. Every small action you do, because he would be looking at you and maybe sometimes learning from that.

So that’s where we are trying to think about our mechanics. There is of course, some improvements that we made in Life is Strange 2 where we have what we call dynamic dialogues where you’re still walking, you have control of your character, and you can still choose your answer and talk to Daniel or to some other people around you. So this was an evolution we realised, and it was more thinking about how we can make the game more smooth for the player more enjoyable. So it’s a bit more of the impression that he’s in control of his character. I think on the last part, where we really like to try to always improve and evolve is in how we write branching dialogues. The dialogues and conversations are really important in those games, and I think they are still, sometimes, maybe too scripted or too static. There should be a way to try to make them even more organic and fluid where you have more agency over the course of the conversation. So that’s something I think that we can continue to try to improve.

from GameSpot – Game News https://www.gamespot.com/articles/life-is-strange-2-devs-want-new-story-for-third-ga/1100-6472281/

Lost Blade Runner Adventure Game Is Now Available On GOG

Back in 1997, classic game developer Westwood Studios released Blade Runner, a video game adaptation of the classic Harrison Ford-helmed cyberpunk film. Upon release, the game was a critical and commercial success, and it quickly found its way to being a classic in the genre that nailed the atmosphere and vibe of its source material. But as time went on, legal disputes and rapidly growing changes in technology kept the game firmly in the past, making it difficult to play on new platforms. But now, the digital distribution platform GOG has brought the game back to the market.

Over 22 years since its release, Westwood Studios’ Blade Runner is now available on modern PCs via GOG. Just revealed during the digital distribution platform’s winter sale, the cyberpunk adventure game is now playable, DRM-free, on GOG for the low price of $10. Thanks to the winter sale, that price drops to $9 for a limited time.

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Set before and during the events of the 1982 movie, you play as Ray McCoy, a blade runner who is searching for rogue replicants hiding out in alternate-2019 Los Angeles (yes, the game and the film were set in 2019, now making them period-pieces). Telling an original story, you explore many of the same locales while rubbing shoulders with returning characters as you uncover a vast conspiracy involving replicants and the corporations. With over 10 different endings, many of your choices and interactions with other characters will lead to different paths for McCoy to follow.

What’s notable about this adaptation is that it brought back several actors and other creatives from the film. In particular, Sean Young, Joe Turkel, and William Sanderson all returned to reprise their roles as Rachel, Edwin Tyrell, and J.F. Sebastian, respectively. Since its release, it’s become something of a lost game due to being stuck in legal limbo and outdated software.

The only way to have played Blade Runner today was by having the original game discs or running it through heavily modified emulated game files. Fans of classic adventure games online banded together to build a modified engine known as ScummVM, allowing newer PCs to run Blade Runner and other games in that style from the past. In a press release, a GOG representative stated that this port wouldn’t have been possible without the ScummVM community.

For more on what’s available on GOG’s winter sale, including a discount on Cyberpunk 2077, be sure to check out our roundup of games.

from GameSpot – Game News https://www.gamespot.com/articles/lost-blade-runner-adventure-game-is-now-available-/1100-6472291/

Pokemon Go Adding New Buddy Adventure Feature

Pokemon Go will kick off the new year with a big new gameplay feature. Niantic shared the first details on Buddy Adventure, a new feature that is rolling out around the world by 2020 and gives you more ways to interact and strengthen your bond with your Buddy Pokemon.

Just as you can increase your friendship level with other players, you’ll be able to raise your Buddy Level with your Pokemon once the Buddy Adventure feature goes live. After feeding your Buddy Pokemon a berry from the new Buddy Pokemon profile page, you’ll become Good Buddies, and you’ll be able to see your Buddy Pokemon following along behind you on the overworld screen. You can further increase your Buddy Level to Great, Ultra, and Best Buddies by playing with your Pokemon, using it in battle, and taking snapshots of it.

Each Buddy Level also opens up different bonuses; you can see what each friendship tier unlocks below, courtesy of the official Pokemon Go website:

  • Good Buddy: Your buddy can join you on your map view! You’ll also see how your buddy feels on the Buddy profile page.
  • Great Buddy: Having a hard time catching a Pokemon? Your buddy may help you out in Pokemon encounters! It can also bring you items that can help you in your Pokemon Go journey.
  • Ultra Buddy: Your buddy will help you explore the world around you by letting you know about interesting places nearby! Your buddy will also bring you Souvenirs, which you can keep track of on the buddy profile page.
  • Best Buddy: Become Best Buddies, and your buddy will sport a Best Buddy Ribbon to show off to everyone just how close you two are! Pokemon that you’re Best Buddies with can get a CP boost in combat as long as they’re still assigned as your Buddy Pokémon.

On top of that, the new Buddy profile page will let you see your Pokemon’s mood, its progress toward finding Candy, and a list of daily activities to complete that will earn you hearts and, in turn, improve your Buddy Pokemon’s mood. Once your buddy’s mood is maxed out, it’ll be able to find Candy at half the distance it normally takes. On top of that, the Buddy Adventure update will make it so that changing Buddy Pokemon will no longer reset that Pokemon’s progress toward finding Candy.

Following the release of Buddy Adventure, Niantic teases that you’ll be able to meet other players’ Buddy Pokemon in a new “Shared AR Experience” mode. This feature will allow you to sync with up to two other players and take group photos with your Buddy Pokemon. You can read more about the feature on the Pokemon Go website.

In the meantime, there are still a lot of events in store for Pokemon Go this month. The Legendary Gen 5 Pokemon, Virizion, is making its debut in Raid Battles today, December 17, while Ho-Oh and Lugia are returning for a special Raid Weekend from December 20-23. Pokemon Go’s annual holiday event will follow beginning December 24 and will introduce a handful of new Gen 5 Ice Pokemon to the game. You can catch up on other recent Pokemon Go news below.

from GameSpot – Game News https://www.gamespot.com/articles/pokemon-go-adding-new-buddy-adventure-feature/1100-6472289/

How Xbox One X Empowered Microsoft To Create Xbox Series X

Iterating on the Xbox One allowed Microsoft to solidify its vision for the Xbox Series X, the next-generation console revealed by Phil Spencer at The Game Awards. Speaking to GameSpot, Spencer recalled a showcase in 2016, when he indicated that the console could become upgradable and how that was originally one piece of a larger Xbox Series X picture.

“What was that the showcase event we did here like four years ago down in San Francisco where I went on my confusing rant about hardware upgrades?” he said in our interview. “We were working on both Xbox One S and Xbox One X, I don’t think we had announced either one at the time. One of the stepping stones for us getting here [to Xbox Series X] was Xbox One X, a box that was 100% compatible with Xbox One S but faster.

“We created Xbox One S, created Xbox One X, took a lot of feedback from fans, tried to make that feedback loop from both customers and developers pretty critical to who we are, and that’s been a pretty important part of our journey and we said we want to make that a core foundation of Project Scarlett.”

For Spencer and the Xbox team, the seamless compatibility between Xbox One S and the considerably more powerful Xbox One X speaks to the ethos Microsoft has for its gaming ecosystem, particularly for Xbox Series X.

“This idea that … there’s no boost mode, there’s nothing you need to like query, you can play your Xbox One games on an Xbox One X and they play better … That was a stepping stone in our learning to say, ‘Hey, well, how do we then take games to a new architecture but ensure that we get the benefits of that architecture with the game,'” Spencer said. “Because we didn’t want to slow everything down so that you don’t see all the benefits of what the new hardware gives you.

“I think on Xbox One X today, I can honestly say for almost all of the 360 games that run there, the best place to play them is no longer the Xbox 360. They actually play better on the Xbox One X and I want the same to be true here [with Xbox Series X]. And that kind of [goes] full-circle back to why the name is what it is, because this is the Xbox. This is where your Xbox games play.”

Microsoft has not yet announced when Xbox Series X will launch other than Holiday 2020, but it did say that it expects to have an exciting E3 2020. You may be wondering why it chose to reveal the new console at The Game Awards, and Spencer discussed this, along with other things, in our interview. Make sure to read our full exclusive Xbox Series X feature for more on the console and what Xbox has in store for us in the future.

from GameSpot – Game News https://www.gamespot.com/articles/how-xbox-one-x-empowered-microsoft-to-create-xbox-/1100-6472290/

GOG’s Massive Winter Sale Includes A Fantastic Cyberpunk 2077 Deal

It’s a good time to be a PC gamer, as every digital store seems to be launching its winter sale right now. Steam’s winter sale will reportedly launch this Thursday, December 19, and you can already find excellent deals at other stores like Fanatical and Green Man Gaming. But digital storefront GOG has some interesting game deals of its own as part of its winter sale, which is live now through January 2.

Notably, GOG is offering an excellent bundle with Cyberpunk 2077, the upcoming game by CD Projekt Red (which also owns GOG). For $87.77, you’ll secure a pre-order of Cyberpunk 2077, which releases April 16, and all of the Witcher games:

If you already own one of the above games, you’ll receive a redeem code via email that you can share with a friend. Be sure to check out our Cyberpunk 2077 pre-order guide for more info on the game’s special editions, if you know it’s a definite purchase for you. It’s worth noting that you’ll get additional pre-order bonuses if you pre-order Cyberpunk 2077 from GOG, including print-quality posters, an exclusive digital booklet, and more.

GOG’s winter sale includes some other great game bundles. One such collection is the Paradox Strategy Bundle, which gets you five great games for $70.56, down from a total value of $199.95. That bundle includes Stellaris, Battletech, and Surviving Mars as well as two 2019 releases: Age of Wonders: Planetfall and Imperator: Rome.

There are plenty of discounted games to grab as well, including critically acclaimed titles like What Remains of Edith Finch, Dead Cells, A Plague Tale: Innocence, and more. Check out our picks from the GOG winter sale below, and browse all the games currently discounted at GOG.

Best game deals at GOG

*includes VR edition

from GameSpot – Game News https://www.gamespot.com/articles/gogs-massive-winter-sale-includes-a-fantastic-cybe/1100-6472266/

PS4 Controller Gets Back Buttons Peripheral

The PS4‘s DualShock 4 controller is getting an optional upgrade, with the announcement of a new Back Button Attachment. The dongle slides onto the existing charging port of your DualShock, and adds two programmable buttons to the back. It’s coming in on January 23 for $30.

The teaser video shows the device clipping on, in which the two buttons are divided by a larger circular button. That central button is clickable to switch between three profiles, and also serves as an OLED screen to display button assignments and player profiles. The bottom of the device has a stereo headset jack.

Recently we’ve seen possible designs for the next-generation PlayStation controller, which have looked very similar to the existing DualShock 4. That controller patent had no back button functionality, but this add-on may indicate Sony is planning for future functionality if the next controller will follow suit. This adds functionality similar to the back buttons on the Xbox One Elite controller, and third-party controllers have added similar functions.

Meanwhile, both Microsoft and Sony have been slowly detailing their next-gen plans. For more detail on what Sony has in store, check out our wrap-up of everything we know about the PlayStation 5.

from GameSpot – Game News https://www.gamespot.com/articles/ps4-controller-gets-back-buttons-peripheral/1100-6472288/

Persona 5 Scramble – 3rd Morgana Report Trailer gives more details on Persona enhancement systems and Sapporo arc

Persona 5 Scramble - 3rd Morgana Report Trailer gives more details on Persona enhancement systems and Sapporo arc

The Persona Fusion feature is also available in this ARPG spinoff.

source /news/9298-persona-5-scramble-3rd-morgana-report-trailer-gives-more-details-on-persona-enhancement-systems-and-sapporo-arc

Ghost Recon: Breakpoint’s Next Major Patch, Including Terminator Live Event, Has Been Delayed

Ghost Recon: Breakpoint next big patch has been delayed. The 1.1.0 update, which was due on December 18, will not be releasing on that day, according to a post on the Ghost Recon Reddit. Instead, it will arrive in “the latter half of January.” A specific date has not been set.

This date shift is happening to ensure the quality of the pitch, which will be introduce new content and fix bugs. It will also introduce the Terminator Live Event will not be available until 2020 either. The other promised changes, including tweaks to base-jumping and the addition of night vision goggles, have also been delayed.

Ghost Recon: Breakpoint received a substantial patch in late November, and 1.1.0 is meant to further stabilize the game, which launched to poor reviews. Ubisoft has promised a “more radical and immersive” version of their open-world shooter in the future.

from GameSpot – Game News https://www.gamespot.com/articles/ghost-recon-breakpoints-next-major-patch-including/1100-6472286/

Brendan “PlayerUnknown” Greene’s Next Game, Prologue, Is Not A Shooter

Prologue, the new game from PlayerUnknown Battlegrounds‘ Brendan Greene, had its world premiere during the 2019 Game Awards. A short trailer was shown, but we didn’t get much insight into what the game is or how it plays. The trailer announced the game’s name name and who is making it, but that’s about it–Prologue’s genre was not made clear. With this in mind, it’s reasonable for players to expect another shooter, serving as a direct follow-up to the wildly popular battle royale shooter that came before it. However, that won’t be the case.

Speaking to Forbes, Greene clarified that Prologue will not be a shooter at all, let alone a battle royale shooter. Green, who left development of PUBG behind to form PlayerUnknown Productions under PUBG Corp, says that Prologue is about testing new tech. “This is the first step in the journey for me,” he told Forbes.

“Prologue is the first step into the new world for us. I wanted the chance to deliver something new on a global scale…I’ve got some pretty big dreams about what I want to achieve, that I’m not quite ready to achieve. It will require some new tech.”

Greene wants to launch a new global IP, which is 25-person studio is currently working on. He also says that he would like to create a game of enormous scale–“hundreds of kilometers by hundreds kilometers, with thousands of people.” It’s not clear if Prologue will be the game to achieve this.

Of course, this tells us more about what Prologue is than what it isn’t. A genre, as well as a release window and systems, have not been announced yet.

from GameSpot – Game News https://www.gamespot.com/articles/brendan-playerunknown-greenes-next-game-prologue-i/1100-6472284/

Brendan “PlayerUnknown” Greene’s Next Game, Prologue, Is Not A Shooter

Prologue, the new game from PlayerUnknown Battlegrounds‘ Brendan Greene, had its world premiere during the 2019 Game Awards. A short trailer was shown, but we didn’t get much insight into what the game is or how it plays. The trailer announced the game’s name name and who is making it, but that’s about it–Prologue’s genre was not made clear. With this in mind, it’s reasonable for players to expect another shooter, serving as a direct follow-up to the wildly popular battle royale shooter that came before it. However, that won’t be the case.

Speaking to Forbes, Greene clarified that Prologue will not be a shooter at all, let alone a battle royale shooter. Green, who left development of PUBG behind to form PlayerUnknown Productions under PUBG Corp, says that Prologue is about testing new tech. “This is the first step in the journey for me,” he told Forbes.

“Prologue is the first step into the new world for us. I wanted the chance to deliver something new on a global scale…I’ve got some pretty big dreams about what I want to achieve, that I’m not quite ready to achieve. It will require some new tech.”

Greene wants to launch a new global IP, which is 25-person studio is currently working on. He also says that he would like to create a game of enormous scale–“hundreds of kilometers by hundreds kilometers, with thousands of people.” It’s not clear if Prologue will be the game to achieve this.

Of course, this tells us more about what Prologue is than what it isn’t. A genre, as well as a release window and systems, have not been announced yet.

from GameSpot – Game News https://www.gamespot.com/articles/brendan-playerunknown-greenes-next-game-prologue-i/1100-6472284/