Feature

Elden Ring has set a new standard for open worlds – where does that leave linear games?

Elden Ring

Before Elden Ring, it was unimaginable to compare FromSoftware games to the Sniper Elite series. Raiding Nazi fortresses in rural France, assassinating captains, and hiding farmhouses for information is truly a million miles from a knee-deep walk in Blighttown’s toxic mud. But now, well over 200 hours into The Lands Between adventure, I recently tried the Sniper Elite 5 for myself and realized I was comparing a lot more than I expected.

do not misunderstand. Being chased by a giant hand cut off while throwing a magic spear at a floating enemy jellyfish is hardly the same as headshotting an SS general with a Springfield M1903 rifle. right in my period. One trait that is the Elden Ring’s human shooter absolutely connects the two. The joy that comes from executing successful stealth kills. However, another thing that completely separates the two is the limitations of level design.

as hard as a rail

Sniper Elite 5

(Image credit: Rebellion)

Continue readingelden ring river of blood

open to ideas

Resident Evil - Games like Resident Evil Village

(Picture source: Capcom)

“Open world games are bigger than ever. Where’s the linear level design?”

With the Sniper Elite 5, you can approach that mission in multiple ways. Much more so than before. And when it’s at its best, it’s great. As hinted at the beginning of this article, the joy of succeeding in a well-planned and well-executed stealth kill is second to none, and it’s like watching the game’s signature slow-motion death cam sequence over and over again. The fact that long maps are designed to guide players to a central location or identifiable destination is less relevant when it comes to key elements of getting there (such as shooting and killing Nazis in the most dramatic Hollywood blockbuster fashion). damn it’s fun

The evolution of the game world in Resident Evil, which looks beyond the fence to the horror genre, is interesting. The newest entry in the long-running series, Resident Evil Village is perhaps the most “open” map we’ve seen in the universe, and provides players with a degree of exploration between the game’s most linear and scripted set pieces. Horror games are inherently limited and claustrophobic trials because they seek suspense and horror, but everything in Dying Light and its sequels, Evil With 2 and Metro Exodus, begins branching out and moves by expanding boundaries just like Resident Evil Village. started to win. More than ever. Elsewhere, the indie gem Darkwood offers an exciting top-down horror and open world, while Forest blends survival and survival horror with great, beautiful effects.

None of this means that linear and nonlinear games cannot coexist in a wide range of video games. But as the open world experience continues to grow, giving players more freedom and autonomy and more choices in how they play, it’s just as exciting as setting up and adapting to more limited adventures. It may be less than three months, but Elden Ring sets a new standard in terms of navigable sandbox terms. So another studio with an open world project I’m working on is a bit hot. fired in his wake. On the other hand, I’m sure projects in development that can’t deliver a world of the same scale as Lands Between, American Frontier in Red Dead 2 or Forbidden West in Horizon will focus on the little things that matter. Open world games are bigger than ever. Where is the linear level design? I’m not sure if that matters as long as the game in question continues to entertain. Anyway, I can’t wait to see what open world and closed world games have in store for us as we dig deeper into the current console cycle.


The sky is the limit. best open world game out today.


More information

Elden Ring has set a new standard for open worlds – where does that leave linear games?

Before Elden Ring, I couldn’t have imagined comparing FromSoftware games to the Sniper Elite series. Storming a Nazi stronghold in the French countryside, murdering a captain and casing a farmhouse mansion for intel really is a million miles from wading knee-deep in Blighttown’s poisonous sludge. But, now well over 200 hours into my adventure in the Lands Between, and having taken Sniper Elite 5 for a hands-on spin recently, I’ve found myself measuring the two in my mind more than I ever expected. 
Don’t get me wrong, being pursued by a giant severed hand while hurling magic spears at floating enemy jellyfish is hardly the same as headshotting an SS general with an M1903 Springfield rifle – but having rolled straight into my time with Rebellion’s latest tactical third-person shooter from Elden Ring, one feature absolutely binds the two: the joy derived from executing a successful stealth kill. Another which puts the two completely at odds, however, is the boundaries of their level design.
Hard as rails

(Image credit: Rebellion)
READ MORE
Open to ideas

(Image credit: Capcom)

“Open world games are bigger than ever – where does that leave linear level design?”

To be fair to Sniper Elite 5, its missions can be tackled in a multitude of ways, more so than any of its predecessors. And when it’s at its best, it’s bloody brilliant. As alluded to in this article’s opener, the joy of nailing a well-planned and well-executed stealth kill is second to none, as is watching the game’s signature slow-motion death cam sequences time and time again. The fact that long stretches of its maps are designed to funnel players towards a central location or identifiable target feels less relevant when a key factor in getting there – i.e. shooting and killing Nazis in the most dramatic, Hollywood blockbuster-esque fashion – is so damn enjoyable. 
Looking over the fence into the horror genre, the evolution of Resident Evil in game world terms is interesting. The longstanding series’ most recent entry, Resident Evil Village, is perhaps the most “open” map we’ve ever seen in this universe, with a degree of exploration afforded to players between the game’s most linear, scripted set-pieces. Horror games by nature tend to be restrictive, claustrophobic endeavours as they strive for tension and scares, but everything from Dying Light and its sequel to The Evil Within 2 and Metro Exodus have, like Resident Evil Village, begun branching out and pushing their boundaries further than ever before. Elsewhere, Indie gem Darkwood delivers an intriguing top-down take on the horror-meets-open world slant, while The Forest blends survival and survival horror to great (and gorgeous) effect.  
None of this is to suggest linear and non-linear games can’t co-exist in the broad spectrum of video games, but as open-world experiences continue to grow, to offer players more freedom, more autonomy, and more choices, how more restrictive adventures adjust and adapt is perhaps just as exciting. It may be less than three months old, but Elden Ring has set a new standard in explorable sandbox terms – so much so, that I bet other studios with open-world projects in the works are getting a wee bit hot under the collar at the prospect of launching in its wake. On the flip side, I’m certain those in-development projects that can’t offer worlds on the same scale as the Lands Between, Red Dead 2’s American Frontier, or Horizon’s Forbidden West will be laser-focused on making the minutiae count. Open world games are bigger than ever – where does that leave linear level design? I’m not sure it matters, so long as the games in question continue to entertain. In any event, I can’t wait to see what both open and closed world games have in store for us as we wade deeper into the current console cycle.
The sky’s the limit in the best open world games out there today. 

#Elden #Ring #set #standard #open #worlds #leave #linear #games

Elden Ring has set a new standard for open worlds – where does that leave linear games?

Before Elden Ring, I couldn’t have imagined comparing FromSoftware games to the Sniper Elite series. Storming a Nazi stronghold in the French countryside, murdering a captain and casing a farmhouse mansion for intel really is a million miles from wading knee-deep in Blighttown’s poisonous sludge. But, now well over 200 hours into my adventure in the Lands Between, and having taken Sniper Elite 5 for a hands-on spin recently, I’ve found myself measuring the two in my mind more than I ever expected. 
Don’t get me wrong, being pursued by a giant severed hand while hurling magic spears at floating enemy jellyfish is hardly the same as headshotting an SS general with an M1903 Springfield rifle – but having rolled straight into my time with Rebellion’s latest tactical third-person shooter from Elden Ring, one feature absolutely binds the two: the joy derived from executing a successful stealth kill. Another which puts the two completely at odds, however, is the boundaries of their level design.
Hard as rails

(Image credit: Rebellion)
READ MORE
Open to ideas

(Image credit: Capcom)

“Open world games are bigger than ever – where does that leave linear level design?”

To be fair to Sniper Elite 5, its missions can be tackled in a multitude of ways, more so than any of its predecessors. And when it’s at its best, it’s bloody brilliant. As alluded to in this article’s opener, the joy of nailing a well-planned and well-executed stealth kill is second to none, as is watching the game’s signature slow-motion death cam sequences time and time again. The fact that long stretches of its maps are designed to funnel players towards a central location or identifiable target feels less relevant when a key factor in getting there – i.e. shooting and killing Nazis in the most dramatic, Hollywood blockbuster-esque fashion – is so damn enjoyable. 
Looking over the fence into the horror genre, the evolution of Resident Evil in game world terms is interesting. The longstanding series’ most recent entry, Resident Evil Village, is perhaps the most “open” map we’ve ever seen in this universe, with a degree of exploration afforded to players between the game’s most linear, scripted set-pieces. Horror games by nature tend to be restrictive, claustrophobic endeavours as they strive for tension and scares, but everything from Dying Light and its sequel to The Evil Within 2 and Metro Exodus have, like Resident Evil Village, begun branching out and pushing their boundaries further than ever before. Elsewhere, Indie gem Darkwood delivers an intriguing top-down take on the horror-meets-open world slant, while The Forest blends survival and survival horror to great (and gorgeous) effect.  
None of this is to suggest linear and non-linear games can’t co-exist in the broad spectrum of video games, but as open-world experiences continue to grow, to offer players more freedom, more autonomy, and more choices, how more restrictive adventures adjust and adapt is perhaps just as exciting. It may be less than three months old, but Elden Ring has set a new standard in explorable sandbox terms – so much so, that I bet other studios with open-world projects in the works are getting a wee bit hot under the collar at the prospect of launching in its wake. On the flip side, I’m certain those in-development projects that can’t offer worlds on the same scale as the Lands Between, Red Dead 2’s American Frontier, or Horizon’s Forbidden West will be laser-focused on making the minutiae count. Open world games are bigger than ever – where does that leave linear level design? I’m not sure it matters, so long as the games in question continue to entertain. In any event, I can’t wait to see what both open and closed world games have in store for us as we wade deeper into the current console cycle.
The sky’s the limit in the best open world games out there today. 

#Elden #Ring #set #standard #open #worlds #leave #linear #games


Synthetic: Vik News

Vik News

Viknews Vietnam specializes in sharing useful knowledge about marriage - family, beauty, motherhood experience, nutritional care during pregnancy, before and after birth, lipstick, royal jelly, home and furniture. (wooden doors, decorative chandeliers, dining tables, kitchen cabinets..)……

Trả lời

Email của bạn sẽ không được hiển thị công khai. Các trường bắt buộc được đánh dấu *

Back to top button