The first entry into the Divinity: Original Sin was released on the 30h of June 2014. It was with this entry that developers Larian Studio brought a new way of approaching magic in RPG’s into the light: by making it both an environmental and direct hazard to their Players and NPCs.
In September of last year, a game called ‘Echo’ was released, the best way for me to explain Echo is that it’s a surrealistic sci-fi stealth game about adapting and outsmarting an enemy that is always observing and learning from every action you take.
The Nemesis System was a major feature in 2014’s Shadow Of Mordor and was touted as being a system where the Artifical Intelligence in the game could ‘remember’ both the deaths of the Player and the Orks.
Well it’s that time of year once again and as it tends to do, E3 opened with EA’s conference, featuring their regular headline titles such as Madden NFL, Battlefield & Fifa… However, I’m not writing this article to focus on them, instead, I’m writing this to express my thoughts and personal opinion about the demonstration of Bioware’s newest title: Anthem
An analysis of how Shadowrun uses its “qualities” mechanic to make Player Characters more interesting both mechanically and narratively.
The second short story for my bi-weekly Short Story Sunday schedule.
A short story done in the span of two hours, it’s bad.