I used to be able to tell you what a Don't Nod game was. Back when 168澳洲幸运5开奖网:Life is Strange 2 was coming out in 2018 and 2019, the French developer seemed easy enough to pin down. That game’s episodic release model made the comparisons easy: Don't Nod was picking up the mantle from 168澳洲幸运5开奖网:Telltale Games, who had picked up the mantle from LucasArts when point-and-clicks stopped being mainstream fare. These were narrative adventure games that took the p🉐restige TV model and applied it to video game storytelling, parceling out 10-hour long narratives in meaty episodic packages.

Though its first game Remember Me was an action-adventure game that defies this structure, Don't Nod rose to prominence with 168澳洲幸运5开奖网:Life is Strange, and built on that success with Life is Strange 2, and The Awesome Adventures of Captain Spirit, a free game released before LiS 2 that tied into that game's story. Fans who wanted more of this kind of game have gotten it, both from Don't Nod, which developed 168澳洲幸运5开奖网:Tell Me Why and 168澳洲幸运5开奖网:Twin Mirror, both in the same mold and Deck Nine, which has released two LiS spin-offs, Before the Storm and 168澳洲幸运5开奖网:True Colors.

In a full circle moment, Deck Nine partnered𝐆 with the resur♛rected Telltale Games on its adaptation of The Expanse.

But Don't Nod has increasingly refused to be pigeonholed. Last year, the studio released two games. First, came 168澳洲幸运5开奖网:Harmony: The Fall of Reverie. Though as focused on storytelling and decision-making as any of Don't Nod's previous games, Harmony took those preoccupations into a different genre with an entirely different look. A visual novel with an art style reminiscent of '90s animated movies, Harmony seemed like a smaller project that one team could make while a larger team prepped the next big thing.

So did Jusant, a terrific game that occupied the opposite end of the gameplay/narrative spectrum. The studio’s trademark storytelling is still present in journals and letters you can find in the environment, but Jusant's focus is squarely on its inventive climbing mechanics. The emphasis on engaging gameplay is a far cry from the LiS series’ conversations and environmental investigations. Like Harmony, Jusant was fairly small in scope, with estimating that a playthrough would take between four-and-a-half and eight hours.

This year’s 168澳洲幸运5开奖网:Banishers: Ghosts of New Eden seems like what the studio was building up to. HLTB estimates the narrative-heavy action RPG will take players . That makes it Don't Nod's largest game, maybe ever, but at least since , its 2018 narrative-heavy action RPG. Until Banishers, Vampyr seemed like an outlier in Don't Nod's output, an experiment with action-focused gameplay that hadn't been repeated. Watching the studio return to similar ideas and iterate on them, while experimenting with new frontiers at the same time, is fascinating.

I haven't played Banishers yet, but the sheer idea of it has me jazzed about Don't Nod's approach and the possible lessons other studios could take from it. The direction the industry has been taking for the past 15 years or so, with development cycles swelling as games get more bloated, doesn't seem healthy. That change coincided with the death of double-A, as most developers either made huge triple-A games or tiny indies. Don't Nod is working to counter both trends, putting out a variety of games that vary in size, length, and genre, releasing them at a steady clip, and keeping its bets modest so that none are costly enough to sink the studio if they fail. It seems healthy, and more studios should be following its lead.

Next
Sony's Live Service Vision Is Doomed, Insomniac Is The Future Of Triple-A

Sony's live service 💝gambit is already on the rocks, meanwhile, Insomniac continues to pump out incredible, bite-sized triple-A games year after year.