The Hero’s Journey of Brothers
Welcome back to this 2-part post series about the Hero’s Journey. In this post, I’m going to talk about the game Brothers: A Tale of Two Sons, and how Vogler’s rework of Campbell’s structure is applied to it. Please note that I’ll reference the previous post about Journey a lot, so please read it beforehand 🙂 That said, let’s continue.
Cohesive open-world experience of Assassin’s Creed: Brotherhood
I firmly believe that what we as game developers do is create experiences for our players. And all the different areas of the game, – cool gameplay, technology, narrative, audio – feeds into those experiences. How the wooshing sound of Hearthstone cards when you move them helps with that feeling of a physical card game. How the different sound cues of Left 4 Dead depending on the special zombie nearby influence the teamwork aspect of the game. How controls themselves are used as a narrative tool in Brothers: A Tale of Two Sons. And a game is valued best when it all works as a whole.
On Warcraft movie, critical reception, and cultural heritage
The Warcraft movie. Panned by most critics and reviewers, well-received by most audiences, and adored by most Warcraft fans. This is a flick that was expected to be the ‘messiah’ of video game movies, one that would turn the tides and show that video game adaptations can be absolutely fantastic for critics and viewers alike. The general consensus, due to the huge discrepancy of opinions, is that it did not succeed. I think that it did. It’s just something that will get to us in about a decade or two just how well the movie has succeeded as a video game adaptation and a start to a beloved movie branch of the franchise. After all, Tolkien’s The Lord of the Rings also received mostly negative to mixed critical reception when first printed, and look where it is now almost a century later.