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  • ✇NekoJonez's Gaming Blog
  • First Impression: Trinity Trigger (Nintendo Switch – eShop) ~ Just A Bit MoreNekoJonez
    Wikipedia page – Official site – Official microsite I love how the store credit system works on the Nintendo eShop. When you purchase games, you get golden coins that you can use as a discount for other games. If you have enough coins, you can even buy the game outright. One of the games I have bought with this system is Trinity Trigger. From the description, it sounded like an interesting and unique action JRPG, and I’m always interested to play new and unique games. Especially since key
     

First Impression: Trinity Trigger (Nintendo Switch – eShop) ~ Just A Bit More

Od: NekoJonez
23. Červen 2024 v 15:14

Wikipedia pageOfficial siteOfficial microsite

I love how the store credit system works on the Nintendo eShop. When you purchase games, you get golden coins that you can use as a discount for other games. If you have enough coins, you can even buy the game outright. One of the games I have bought with this system is Trinity Trigger. From the description, it sounded like an interesting and unique action JRPG, and I’m always interested to play new and unique games. Especially since key staff on this game worked on amazing games like Chrono Cross and the Mana series. Now, is it any good and should you pick up this game, or is it a game that you should skip? Well, in this first impression I have after playing 1/4th of the game, I want to tell you my opinion so far. I’m also curious to hear your opinion on the game and/or the content of this article in the comment section down below. And with that said, let’s dive right into Trinity Trigger.

Just A Bit More

In this game, we take on the role of Cyan. Cyan is an average boy from a small village. He is also a treasure hunter that one day learns he is chosen by the God of Chaos as his Warrior of Chaos.

In the fantasy world of Trinitia, there are two main Gods. The God of Order and the God of Chaos. In ancient times, they used to wage war for control of the lands. Now, they chose a warrior each to represent them and fight the other warrior to the death for dominance. Cyan doesn’t know what that even means, but it might explain why he has amnesia, those weird dreams and that special glowing mark in his eye. In search for answers, he sets out on a journey, and that’s how this game starts.

When this game was originally teased, the main setup for this game was to create a game and story that was nostalgic to those who played old school JRPG’s. A lot of talent who worked on other big titles like Xenoblade, Pokémon and Bravely Default II were working on this game as well. I always find it dangerous to mention these things, since it might set the expectations of players way too high. What if this isn’t going to work out or when the story just doesn’t hit the mark?

You can never predict how the chemistry is between people, and it’s possible that they are unable to work together. But, it’s also possible they hit it off big and make something extremely unique and special. I remember how a game like World’s End Club could have been so much more with two amazing directors behind it, Kazutake Kodaka from Danganronpa fame and Kotaro Uchikoshi from the Zero Escape fame. Yet, that game was decent but could have been so much more if it had more depth and polish.

If I’m honest with myself, Trinity Trigger falls into the same boat then World’s End Club. Take the story, for example. When I started playing this game, an amazing world was being setup and I started to get interested and immersed in this new world. But, it didn’t take long before I noticed that this game hits all the familiar story beats you expect from a JRPG. But the biggest issue in this story is that it doesn’t do anything special during its journey. I have already visited a couple of towns and each time it’s the exact same basic premise that happens.

The best way I can describe the story is that it’s unoffensively bland. It does what it’s supposed to do, but nothing more. It’s a shame, since the amazing voice cast behind this game brought this game to live so much. I have nothing to critique there. The only thing that can be a bit annoying is hearing the same grunts over and over again while you are fighting in the dungeons, but that’s part of the course in JRPG’s.

Playing it safe

For some people, having a bland story in a JRPG’s is a dealbreaker. But, I can handle that if the main gameplay loop is enjoyable. In this game, you go from town to town and explore the town dungeon to become stronger and get new unique abilities.

The battles in this game aren’t turn based like in other JRPG’s. This is an action JRPG, after all, so you have to dodge and time your attacks well. You can even choose to ignore battles if you want to, apart from scripted fights or boss battles, that is. The combat system is decent and does the job. The only complaint I have is that your stamina drains a bit too fast, making your attacks quite weak against enemies. So, you have to use other mechanics like having better damage when you dodge roll an attack in time.

After each dungeon, you unlock a new weapon that has a slightly different playstyle. You can choose between which weapon you use on the fly with a weapon wheel. It works quite well, and it’s fun to figure out which enemies are weak against which weapons. Especially the bosses, since hitting them with the right weapon creates even more damage.

During your exploration, you can find hidden chests with items. Underneath the mini-map, you can find a counter with how many hidden treasures are still left in the area. I find it quite enjoyable to explore the whole map to find these hidden treasures. Some of the hidden passages are hidden away extremely well, and finding them was a blast.

Something I also really enjoy is that you can easily choose between which character you control. Some characters have unique skills and being able to quickly switch between them is amazing. Since, some enemies have a long range attack, and then it’s a blast being able to switch to a character that can use a bow to take them out more easily.

Enemies also drop various items that you can use to craft items in shops or at special stations. And crafting these items actually cost in game money. The amount you have to spend for crafting is a lot lower, but this is a mechanic I’m hesitant about. It would have been quite a lot of fun to be able to craft healing items during your exploration. Maybe these healing items were less effective than the potions you can buy in the shops. But then again, it might break the balance of the game and make you a bit overpowered.

You can only carry so many potions and to be very honest, I never really had problems with a boss battle or a dungeon when I was stocked up on potions. When you don’t do anything crazy and keep your stock high and manage your stat boosting items well, this game becomes quite easy. So easy in fact that boss battles become an endurance test and extremely repetitive.

Each boss battle has the same basic premise. You have to dodge their attacks and use the right weapon to break the shield of the boss. In most cases, this is the newly unlocked weapon. After you have broken the shield, you can damage the boss. If you have broken the shield 4 to 5 times, and kept hitting the boss, you have beaten the fight.

Now, the dungeons play like your typical The Legend of Zelda dungeon to a degree. There is one main theme and puzzle mechanic for you to solve. Once you reached the final room of the dungeon, you fight a final boss and progress in the game. When I think about it, the structure of this game resembles 2D Zelda games here and there. And maybe, the structure of a Zelda game would have fit the game better than an action JRPG. Since, I wouldn’t be surprised if players drop this game and call it repetitive. Since, it really is. I tried to play this game in longer sessions, but I started to feel bored after playing it for an hour or two. Yet, I kept enjoying myself with the game while playing it on my 30-minute train ride from and to work.

Middle of the Road

The more I play this game, the more I feel like this game could have been so much more. The basic foundation of this game is rock solid, and I barely have anything to critique there. Like the controls and the UI for example. The controls are extremely responsive and a blast to work with.

Now, the other characters are AI controlled. Overall, the AI does an okay job following you and aiding you in combat, but it can do some brain-dead actions as well. One of the dungeons where it frustrated me to no end was the ice dungeon, where your AI allies slid into the spikes every single time.

Visually, this game looks pretty decent. There is quite a lot of detail put into this world and the underused area exclusive mechanics are quite a lot of fun to play with. For example, I love how in the forest area the mushrooms can have different effects depending on the color. Especially the one that allows you to light up the area.

But then you have moments where some textures are bland and look like they are from an earlier generation, creating a mismatch. And on top of that, some battle animations can’t be canceled. And the final attack of the bow is just silly. Yet, if a certain attack is in progress, you can’t switch weapons. This is something that annoyed me quite a lot as well.

The soundtrack of this game is quite enjoyable. It fits the atmosphere of the game like a glove. Overall, this orchestral soundtrack is a joy to listen too. But, there are some tracks that are a bit too short and the rather repetitive melody isn’t it doing any favors. Thankfully, these tracks don’t appear to often so I don’t mind it too hard.

The sound effects are pretty good too. I’d recommend that you use the option menu to tweak the sound balancing to your liking, since the basic sound balancing is a bit off when it comes to the balance between sound effects and music. I had to lower the music a little bit so I could hear the important sound effects better during battles.

This game really feels like it’s walking the middle of the road here. My biggest complaint with this game is that it lacks depth in almost every aspect of the game. And it’s just that lack of depth that’s hurting this game. This game has a lot of great idea’s like how easy to read the UI is, but it barely does anything with the stat boosting items.

The game also has local co-op, but I don’t see a reason why to play this game in co-op. There aren’t enough elements to justify for me to have a friend over and play this game. It’s just too bland for that. It’s a shame, since if the combat system was more in depth, it would have been an amazing feature. Now, it’s just another ticked box of features this game has.

Just like how some of the monster design is amazing and sometimes even looks somewhat creepy. They also telegraph their attacks quite well, so you can easily dodge them. Dodging attacks in time is quite important, since you can do special attacks or even more damage. Now, you also have your typical enemies like your slimes and bees, but they look unique and fit their setting quite well.

To be honest, this game is the perfect entry game for young childern to get into roleplaying games. I think that if you have played other more expansive JRPG’s, you will notice the cracks this game has and feel mixed about the game like the whole reception is for this game.

This brings me to the price. To be honest, I wouldn’t pay the full price for this game. The asking price for this game is 40€. And if you want all the DLC, it’s even more. Around 50€. Now, I don’t recommend buying all the DLC apart from the one that comes with the Deluxe edition. The other DLC is just a one time booster pack you can buy to make the game even easier than it already is.

The asking price is too high for this game and it’s length. This game can be beaten in 15 hours and it doesn’t really have replay value. I personally feel that 25€ would have been a better price for the base game and Deluxe edition should have been 40€. If you are interested by this game, I’d buy it if it were on sale. While this game isn’t doing anything new or innovate, it still manages to be enjoyable.

I’m happy that I gave this game a chance. While I expected a lot more from it, I don’t think it’s a bad game. I can totally understand why people don’t like this game or drop it. Since, it’s a very basic middle of the road JRPG that could do something unique but doesn’t. Now, the Japanese publishers of this game FuRyu have developed a game that became the basis for another larger game (The Legend of Legacy feels like the basis for The Alliance Alive). Maybe this game is creating the basis for another larger and better game.

If that’s the case, I’d love to see more unique puzzles in the dungeons for a start. The dungeons were so easy to beat and didn’t provide too much challenge. Maybe some puzzles were only the unique dungeon weapon has to be used to progress or even exit the dungeon.

I’d also love to see more expansion on the armor and stat items. I felt they barely had any impact in this game and I often forgot you could change the stones in your equipement to increase the damage output in certain cases or decrease the taken damage in certain cases.

The biggest thing I’d love to see improved is more depth in the game. Develop the town more and make them more memorable, instead of just a stop to stock up on supplies to go to the next dungeon. The side quests were introduced too late into the game.

I could go on for a while giving examples of what they can expand or improve, but I want to avoid that you get the impression that this game is bad. This game is decent, but not great. That’s the best way to describe this game. I’d recommend it to younger players who want to give an action JRPG a try. If you are in love with the action JRPG games, I’d highly advice you to lower your expecations. I’d compare to that animated summer blockbuster movie that everybody forgets about in a few months. It didn’t do anything memorable but it a fun time while it lasted. It’s a great snack inbetween games for me and I’m curious to see what the developer does next. Since, the potential is there.

With that said, I have said everything I wanted to say about the game for now. I want to thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then have a great rest of your day and take care.

  • ✇Rock, Paper, Shotgun
  • Can you guess which Australian TV sci-fi of the early 2000s inspired Citizen Sleeper 2?Brendan Caldwell
    No, it's not Silversun. Sit down, Brian. Let somebody else have a go at answering. Citizen Sleeper 2: Starward Vector is a sci-fi RPG with plenty of dice and a heavy nod towards tabletop role-playing. The first Citizen Sleeper saw your bio-robotic protagonist landing on a donut-shaped space station where they learned to make a new life for themselves among interstellar farmers and ramen-serving rapscallions. In the sequel, a demo of which I've played [smug face], the hook is a little different.
     

Can you guess which Australian TV sci-fi of the early 2000s inspired Citizen Sleeper 2?

12. Červen 2024 v 15:00

No, it's not Silversun. Sit down, Brian. Let somebody else have a go at answering. Citizen Sleeper 2: Starward Vector is a sci-fi RPG with plenty of dice and a heavy nod towards tabletop role-playing. The first Citizen Sleeper saw your bio-robotic protagonist landing on a donut-shaped space station where they learned to make a new life for themselves among interstellar farmers and ramen-serving rapscallions. In the sequel, a demo of which I've played [smug face], the hook is a little different. This time you're being pursued across a bunch of backwater truck stops, colonies, depots, and derelicts. All the while your misfit crew will clash and commingle. You still haven't got it, have you? Ugh. I suppose I'll let the game's designer tell you then.

Read more

Can you guess which Australian TV sci-fi of the early 2000s inspired Citizen Sleeper 2?

No, it's not Silversun. Sit down, Brian. Let somebody else have a go at answering. Citizen Sleeper 2: Starward Vector is a sci-fi RPG with plenty of dice and a heavy nod towards tabletop role-playing. The first Citizen Sleeper saw your bio-robotic protagonist landing on a donut-shaped space station where they learned to make a new life for themselves among interstellar farmers and ramen-serving rapscallions. In the sequel, a demo of which I've played [smug face], the hook is a little different. This time you're being pursued across a bunch of backwater truck stops, colonies, depots, and derelicts. All the while your misfit crew will clash and commingle. You still haven't got it, have you? Ugh. I suppose I'll let the game's designer tell you then.

Read more

  • ✇Eurogamer.net
  • Citizen Sleeper 2 dated for early 2025, also coming to PS5 and SwitchKatharine Castle
    Citizen Sleeper 2 is coming in early 2025, publishers Fellow Traveller have announced, and it's also going to be releasing on PlayStation 5 and Switch alongside the already confirmed Xbox Series S/X, Game Pass and PC versions. Unveiled at tonight's PC Gaming Show during its first proper gameplay trailer, Citizen Sleeper 2 will see you wake up in the body of a brand-new Sleeper android who's fighting for survival out on the Starward Belt on the edge of the Helion System. We've known for a while
     

Citizen Sleeper 2 dated for early 2025, also coming to PS5 and Switch

10. Červen 2024 v 00:00

Citizen Sleeper 2 is coming in early 2025, publishers Fellow Traveller have announced, and it's also going to be releasing on PlayStation 5 and Switch alongside the already confirmed Xbox Series S/X, Game Pass and PC versions.

Unveiled at tonight's PC Gaming Show during its first proper gameplay trailer, Citizen Sleeper 2 will see you wake up in the body of a brand-new Sleeper android who's fighting for survival out on the Starward Belt on the edge of the Helion System. We've known for a while that Citizen Sleeper 2 is going to be a much bigger game than the original, but tonight's trailer gave us a taste of just how large the Belt actually is, as it will have its own navigable map screen, along with lots of different space ports and unique locations to visit along the way.

We also get to see some of the characters we'll be meeting when we get there. Unlike the first game, though, they'll be joining your crew as valuable team mates here, and will live alongside you in your ship as you travel between locations. You'll also be able to draw on their unique skills and character traits when taking on big contract jobs, too, as each crew member you recruit will have their own set of dice rolls to use to help you complete tasks and get the job done.

Read more

  • ✇Eurogamer.net
  • Star Wars: Battlefront 2 free with Prime Gaming for June 2024Corinna Burton
    Amazon has unveiled its Prime Gaming lineup for June, along with the usual monthly bonuses for Prime members.This month's collection features seven free titles that Prime members can download and keep forever. The most popular of which is Star Wars Battlefront 2, supported by six indie titles including Genesis Noir and Mythforce.The full list of free games with Prime in June will include: Read more
     

Star Wars: Battlefront 2 free with Prime Gaming for June 2024

29. Květen 2024 v 17:44

Amazon has unveiled its Prime Gaming lineup for June, along with the usual monthly bonuses for Prime members.

This month's collection features seven free titles that Prime members can download and keep forever. The most popular of which is Star Wars Battlefront 2, supported by six indie titles including Genesis Noir and Mythforce.

The full list of free games with Prime in June will include:

Read more

  • ✇Eurogamer.net
  • 1000xResist review - a deeply personal exploration of diaspora politics and psychologyAlexis Ong
    Making sense of diaspora politics, regardless of culture and country involved, is a singularly painful dance with no fixed steps and no finale. It is a landscape littered with well-intentioned armchair warriors, white people, privileged expats, weird nationalists, and foetid trolls; everyone disagrees almost all of the time, with some blessed exceptions that bring people around the world together to ridicule a clown. Diaspora discourse might involve the fraying borders of a motherland or a mono
     

1000xResist review - a deeply personal exploration of diaspora politics and psychology

10. Květen 2024 v 12:40

Making sense of diaspora politics, regardless of culture and country involved, is a singularly painful dance with no fixed steps and no finale. It is a landscape littered with well-intentioned armchair warriors, white people, privileged expats, weird nationalists, and foetid trolls; everyone disagrees almost all of the time, with some blessed exceptions that bring people around the world together to ridicule a clown. Diaspora discourse might involve the fraying borders of a motherland or a monoculture, authenticity, racism, accents and code-switching, and dozens of other things that remain wholly untranslatable to an outside party. The psychology at play is a weird chimaera that can never be accurately captured in codified language of research and focus groups; the very idea of applying "accuracy" and objectivity to its study is a joke. It is also not the same repeated anecdote about white kids making fun of a stinky homemade lunch at school – friends, let's move past this as the core signifier of marginalised childhood. But it is always a mess, because the diaspora is chaotic by nature and necessity.

Sunset Visitor's speculative fiction adventure 1000xResist knows the fractal intensity of this mess well – so well that the game does an almost sociopathic job at mirroring the exhaustive cycles and repetition that define this world. At times it gets a little too solipsistic – understandable, given that the main premise is about clones facing the burden of existence – and at times I have to walk away because I'm just so damn tired. But it's also an extraordinary piece of work – one that places diasporic trauma front and centre in all its ugly glory.

This is a story that traces the echoes of Hong Kong's Umbrella Revolution, which left a city-sized wound that hasn't yet closed or been allowed to scar with dignity. And as much as certain audiences might want to frame 1000xResist as a neat one-dimensional exploration of queerness, there is so, so much more to it than that. There is nothing especially unique about its structure or core concept – the difficult process of a character finding the man behind the curtain – and I certainly would not describe it as "the first game of its kind." What makes it so jarring and so open to these claims is the fact that it is simply not a game made for the white gaze, and I think that's beautiful.

Read more

  • ✇Eurogamer.net
  • 1000xResist review - a deeply personal exploration of diaspora politics and psychologyAlexis Ong
    Making sense of diaspora politics, regardless of culture and country involved, is a singularly painful dance with no fixed steps and no finale. It is a landscape littered with well-intentioned armchair warriors, white people, privileged expats, weird nationalists, and foetid trolls; everyone disagrees almost all of the time, with some blessed exceptions that bring people around the world together to ridicule a clown. Diaspora discourse might involve the fraying borders of a motherland or a mono
     

1000xResist review - a deeply personal exploration of diaspora politics and psychology

10. Květen 2024 v 12:40

Making sense of diaspora politics, regardless of culture and country involved, is a singularly painful dance with no fixed steps and no finale. It is a landscape littered with well-intentioned armchair warriors, white people, privileged expats, weird nationalists, and foetid trolls; everyone disagrees almost all of the time, with some blessed exceptions that bring people around the world together to ridicule a clown. Diaspora discourse might involve the fraying borders of a motherland or a monoculture, authenticity, racism, accents and code-switching, and dozens of other things that remain wholly untranslatable to an outside party. The psychology at play is a weird chimaera that can never be accurately captured in codified language of research and focus groups; the very idea of applying "accuracy" and objectivity to its study is a joke. It is also not the same repeated anecdote about white kids making fun of a stinky homemade lunch at school – friends, let's move past this as the core signifier of marginalised childhood. But it is always a mess, because the diaspora is chaotic by nature and necessity.

Sunset Visitor's speculative fiction adventure 1000xResist knows the fractal intensity of this mess well – so well that the game does an almost sociopathic job at mirroring the exhaustive cycles and repetition that define this world. At times it gets a little too solipsistic – understandable, given that the main premise is about clones facing the burden of existence – and at times I have to walk away because I'm just so damn tired. But it's also an extraordinary piece of work – one that places diasporic trauma front and centre in all its ugly glory.

This is a story that traces the echoes of Hong Kong's Umbrella Revolution, which left a city-sized wound that hasn't yet closed or been allowed to scar with dignity. And as much as certain audiences might want to frame 1000xResist as a neat one-dimensional exploration of queerness, there is so, so much more to it than that. There is nothing especially unique about its structure or core concept – the difficult process of a character finding the man behind the curtain – and I certainly would not describe it as "the first game of its kind." What makes it so jarring and so open to these claims is the fact that it is simply not a game made for the white gaze, and I think that's beautiful.

Read more

  • ✇Eurogamer.net
  • 1000xResist review - a deeply personal exploration of diaspora politics and psychologyAlexis Ong
    Making sense of diaspora politics, regardless of culture and country involved, is a singularly painful dance with no fixed steps and no finale. It is a landscape littered with well-intentioned armchair warriors, white people, privileged expats, weird nationalists, and foetid trolls; everyone disagrees almost all of the time, with some blessed exceptions that bring people around the world together to ridicule a clown. Diaspora discourse might involve the fraying borders of a motherland or a mono
     

1000xResist review - a deeply personal exploration of diaspora politics and psychology

10. Květen 2024 v 12:40

Making sense of diaspora politics, regardless of culture and country involved, is a singularly painful dance with no fixed steps and no finale. It is a landscape littered with well-intentioned armchair warriors, white people, privileged expats, weird nationalists, and foetid trolls; everyone disagrees almost all of the time, with some blessed exceptions that bring people around the world together to ridicule a clown. Diaspora discourse might involve the fraying borders of a motherland or a monoculture, authenticity, racism, accents and code-switching, and dozens of other things that remain wholly untranslatable to an outside party. The psychology at play is a weird chimaera that can never be accurately captured in codified language of research and focus groups; the very idea of applying "accuracy" and objectivity to its study is a joke. It is also not the same repeated anecdote about white kids making fun of a stinky homemade lunch at school – friends, let's move past this as the core signifier of marginalised childhood. But it is always a mess, because the diaspora is chaotic by nature and necessity.

Sunset Visitor's speculative fiction adventure 1000xResist knows the fractal intensity of this mess well – so well that the game does an almost sociopathic job at mirroring the exhaustive cycles and repetition that define this world. At times it gets a little too solipsistic – understandable, given that the main premise is about clones facing the burden of existence – and at times I have to walk away because I'm just so damn tired. But it's also an extraordinary piece of work – one that places diasporic trauma front and centre in all its ugly glory.

This is a story that traces the echoes of Hong Kong's Umbrella Revolution, which left a city-sized wound that hasn't yet closed or been allowed to scar with dignity. And as much as certain audiences might want to frame 1000xResist as a neat one-dimensional exploration of queerness, there is so, so much more to it than that. There is nothing especially unique about its structure or core concept – the difficult process of a character finding the man behind the curtain – and I certainly would not describe it as "the first game of its kind." What makes it so jarring and so open to these claims is the fact that it is simply not a game made for the white gaze, and I think that's beautiful.

Read more

What's on your bookshelf?: Citizen Sleeper's Gareth Damian Martin

Hello reader who is also a reader, and welcome to Booked For The Week - our new Sunday feature where we ask a selection of cool industry folks questions about books! You know books, right? They're a bit like RPS articles, but heavier and smell a bit nicer. This week, it's Citizen Sleeper and In Other Waters' creator Gareth Damian Martin! Cheers Gareth! Mind if we have a nose at your bookshelf?

Read more

How Times & Galaxy Turns Journalism into a Game Mechanic

Times & Galaxy Hero

How Times & Galaxy Turns Journalism into a Game Mechanic

Summary

  • Times & Galaxy’s unique Build-A-Story feature lets players tell the story how they see it.
  • Copychaser Games’ Creative Director shares how his past as a crime reporter shaped the game’s approach to journalism.
  • Times & Galaxy is coming to Xbox in mid-2024.

Ever wanted to experience the rush of breaking news? In Times & Galaxy, you’ll chase down scoops as the newest robo-intern of a trusted holopaper. Your assignments might initially seem less than glamorous, like intersolar cat shows and underground dirt fairs—you are an intern, after all. But what, and how, you report is up to you: by picking your way through branching conversations and exploring each level, you’ll discover hidden information, new sources and surprising quotes, allowing you to craft your story your way through the game’s unique Build-A-Story feature.

“Branching conversations are the bread and butter of a lot of larger Western RPGs, and they are, in many ways, what you do as a reporter doing an interview,” Copychaser Games Creative Director Ben Gelinas explains. “You have to decide what to ask, and how to ask it to get the information you need.”

Times & Galaxy Screenshot

Gelinas knows that from experience: before he began writing for games—with credits on Dragon Age: Inquisition, Mass Effect 3, and Control, among other titles—Gelinas was working as a crime reporter for a daily newspaper in Canada. Drawing on his past career offered new opportunities for well-established conversation systems.

“In Times & Galaxy, we’ve turned information into a collectible,” he adds, “which excited me from a narrative standpoint. It’s always so tricky to combine narrative elements with gameplay.”

The Build-A-Story feature breaks each story down into five parts: headline, lede, nut graf (a summarizing, ‘in a nutshell’ paragraph), key quote, and color context. Your options for each will expand as you pull quotes from conversations and scour levels for context and clues. Depending on how you frame what you’ve discovered, your story can turn out sensational, informational, or “alien” interest—each with lasting consequences for your paper’s reputation and readership.

Gelinas notes that it’s not so much about finding the “right” answer as it is deciding how best to present what you find.

“I didn’t want to do a binary,” he says. “I didn’t want to do ‘good’ or ‘bad’. Having three extremes makes things more complicated. And these are all pulled from types of journalism that people do in the real world.”

Times & Galaxy Screenshot

In his reporter days, Gelinas noticed how different newspapers, covering the same story, would produce very different takes on the same thing.

“We were all reporters doing our jobs,” Gelinas notes. “But the result was different depending on who was reporting and the overarching goals of the newspaper.”

So when it came time to gamify journalism in Times & Galaxy, Gelinas built his narrative team mostly out of former and current journalists, with histories in alt-weeklies and student journalism, to lend their lived experience with the craft—and to help shape the 100-plus memorable characters that populate the game, both on and off the news ship.

Times & Galaxy Screenshot

“For whatever reason, journalism attracted, and still continues to attract, some of the most interesting people you’ll ever meet,” Gelinas says. “I wanted Times & Galaxy to reflect that: I wanted to fill it with very memorable weirdos… ​​And then you get to join them and decide what kind of weirdo you are.”

Times & Galaxy will come to Xbox One and Xbox Series X/S in 2024.

The post How Times & Galaxy Turns Journalism into a Game Mechanic appeared first on Xbox Wire.

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