![]() ![]() Electronic Arts would be wise to capitalize on the venerable brand by finding a way to work through any rights issues, and reintroduce the franchise to a public that is hungry for big fantasy worlds to explore. Games like Elder Scrolls, Divinity, The Witcher, and Dragon Age owe huge debts to the Ultima franchise, which helped introduce open-world exploration, party-based combat, moral and ethical quandaries, and grand fantasy storytelling into the video game role-playing canon. We are long overdue for a new single-player installment of one of the original RPG series that defined the genre. If that’s the case, then could Ubisoft just release another Splinter Cell already?! - Ben Reeves Maybe we’ll never see anything more of StarCraft: Ghost. Given Blizzard’s current push of developing games with a multiplayer focus and a long tail, maybe Ghost isn’t the kind of game that gets an approved budget. I'd love to acquire new tools that would let me hack into and control enemy vehicles, psionically disable foes, and perform short-range teleportation maneuvers. Imagine jumping from shadow to shadow as you board a Protoss Mothership or activating Nova's cloaking device while sneaking through a Zerg encampment. Now more than ever, the industry needs a good stealth game, and StarCraft’s world is begging for someone to create a load of inventive sneaking gadgets. Still, old ideas have a habit of resurfacing – especially great ideas – and StarCraft: Ghost is still a great idea. After a few years in development, Blizzard canceled the project. And maybe it was I can’t speak to its quality, because it didn’t release. ![]() I don't think it's unrealistic to imagine that the design doc said something like, “Splinter Cell in space.” StarCraft: Ghost sounded almost too good to be true. As Nova, players would have a boots-on-the-ground view of Blizzard’s phenomenal sci-fi world. As a fan of both StarCraft and stealth games, Ghost sounded like a brilliant combination of two of my favorite things. StarCraft: Ghost is one of the most infamous examples of this practice, and it’s also the canceled project that cut me the deepest. Kimberley Wallaceīlizzard is well-known as a company that makes great games, but it’s also famous for killing projects well into their development. And knowing Nomura had all these ideas makes me even more curious to see what he would do next. Still, I’d love to see where the Reaper’s Game could go and how the game’s mechanics would get reinvented for newer hardware. Hopefully, the hold up has just been that Square Enix is finishing up some other projects before it commits to anything. Sadly, it’s been crickets since then, with no updates either way. Creative director Tetsuya Nomura seemed to be hoping for the same, saying in a Nintendo blog back in 2018 that it was “the final chance for creating a path to a sequel” and that he’s had ideas for the past 11 years of what would come next. When the Switch version launched over a year ago, I thought it might drum up more interest in resurrecting the series. As a game with such distinct style and substance, it’s a shame Square Enix hasn’t announced a new entry for this unique property. ![]() look great, but when they abruptly stop floating upwards, they look sort of stuck.Like many fans, I haven't given up on hoping for a sequel to The World Ends With You. The floating damage numbers, 'Wait', etc. Also, there are some other minor visual problems with the projection. Nitpick: I keep trying to enter the walls to the north that are artifacts of the 3D projection you use. The monster that spawns others (rats? skeletons?) instantly generates interesting decision, whether to battle him or his minions first. The 'Unstable' message promises new mechanics, but doesn't get in the way. Areas open up not too soon, foes don't crowd, but there's no "where did everybody go" feeling. It feels to me sort of cozy, tight, but not cramping. So, first impression feedback only, for now: the mood and variety feel really great. Wow, played until I gained 1st level and it feels great to the point that I will reserve time for a longer playthrough. ![]()
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