Posts Tagged ‘open world’

The importance of going home in Assassin’s Creed Origins

Sometimes it’s good to go back to where you came from in open world games. When the content is the world, travelling through it can often feel like you’re gobbling it up, every virtual kilometre a chunk of media you’ve greedily consumed rather than occupied.

But they rarely give you much reason for retracing your steps. Levelled rewards are rarely worth the journey; storylines and quests are often all used up. Towns, jungles, villages are left frozen in time, a snapshot of less sophisticated times. Now their challenges are less keen, their demands on your expanded skillset simplistic. Their NPCs repeat the same declamations as they ever did, ignorant of your world-spanning achievements.

While these worlds are physically non-linear, they often feel the opposite, locations standing as staging posts on a winding trail rather than interconnected places. Then I played Assassin’s Creed Origins, which goes out of its way to seed the places you’ve barrelled through with reasons to return. Read the rest of this entry »

EA Working On Their Own Open-World Action Game

The sheen of open-world murder simulators has worn off for me – Assassin’s Creed is going down the pan, Far Cry’s formulaic, Watch Dogs is daft, The Phantom Pain lost its magic half-way through, Batman’s suffered shoddy porting, and even GTA V I didn’t finish – but hey, apparently this is the time for Electronic Arts to enter the field.

They’re either five years late to the trend, or have carefully calculated when folks will be bored of ’em and want something new. If they could liven open murderworlds back up, that would be exciting. They haven’t announced a specific game yet, but say something’s in the works at Motive Studios, their new studio headed by former Ubisoft Toronto managing director Jade Raymond.

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Are Open World Games Living Up To Their Potential?

Once a week most weeks, the RPS hivemind gathers to discuss An Issue. Sometimes it’s controversial news, sometimes it’s a particular game, sometimes it’s favourite things and least favourite things, sometimes a perennial talking point. This week, off the back of most of us being obsessed with Metal Gear Solid V, we’re talking about open world, or sandbox games. Big map, go where you please, kill or don’t kill – the GTA, Assassin’s Creed and Far Cry formula. And it’s very much a formula now. How do we feel about that? Has the promise of earlier open world games such as the first few Elder Scrolls been lost? And just why are we apparently giving MGSV a free pass given we often roll our eyes as Assassin’s Creed?
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Salt: Hands On With Some Open World Piracy

I would never have imagined, just a few years ago, that we’d be spoilt for choice when it came to open-world adventure/survival games. I remember back in 2010 writing about my wish for more games that would just let me hunker down, find a cave, and survive the elements.

At the time, a few suggestions for games offering this were made, but many were very primitive (in the wrong ways), or far too close to management games. But now we’re overwhelmed with them! Just recently there’s been the mix of genteel to ultra-terrifying with Eidolon, The Forest, Darkwood, The Long Dark, Miasmata, Rust, 7 Days To Die, Nether, Project Zomboid, Don’t Starve… and now you can add first-person early-access explore-me-do Salt to the calmest end of that list. My thoughts so far, and 25 minutes of in-game footage, below.

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