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Tomb Raider: Rhianna Pratchett on writing Lara 2.0

Wednesday, 10 October 2012 08:50 GMT By Dave Cook

Tomb Raider attempts to reboot a long-established character. VG247′s Dave Cook speaks with lead writer Rhianna Pratchett on the task and the state of games writing today.

Rhianna Pratchett

English freelance game writer based in England.

Penned scripts for Heavenly Sword, Mirror’s Edge, Overlord, Risen and more.

Pratchett’s most recent work has been rebooting Lara Croft For Crystal Dynamics’ 2013 release, Tomb Raider.

What makes a game character iconic? Is it because we support their cause, or do they just charm us to the point of submission? Is it because they make us laugh, make us cry, or make us really care about their struggle?

There are many factors to consider. In Crystal Dynamics’ Tomb Raider reboot, that consideration must be levied at the new and improved Lara Croft. She’s a gaming institution, so rebooting the franchise was always going to be a risk.

Reboots can be tricky, especially when they involve characters as long-standing and as recognisable as Croft. People know who she is, but this new Lara is somebody else. She’s completely out of her depth, and is forced to adapt to a world she fears.

How then, can both classic Lara and this new rendition be stacked side by side fairly? How can Crystal Dynamics make us fall in love with this hero in the same way we did back in 1996?

That task has fallen to Rhianna Pratchett. Her work spans games such as Prince of Persia, Mirror’s Edge, Heavenly Sword and the Overlord series. It’s fallen to her to pen a new Lara who’s more sympathetic, but no less as tough or deadly, as the green-topped, gun-blazing firebrand we knew on PSone.

We asked Pratchett how she approached the task, why the relationship between writer and studio is changing drastically, and what it takes to become a professional game writer today.

VG247: How challenging has it been to go into such a long-running franchise to reboot and re-write such an established character such as Lara?

Rhianna Pratchett: It’s pretty challenging but I think Crystal Dynamics were fairly flexible with what we could keep from old Lara – what we thought was important – and areas where we wanted to evolve her more, or bring in some traits we hadn’t previously established.

I particularly wanted to bring back the humanity of the character, her warmth, empathy, friendship, and more human qualities. Because I think as old Lara has evolved, she has become more of a ‘female batman’.

The more heroic and teflon-coated you get, the harder it is to relate to that character, so we wanted to go back to her human side. There’s still a lot of old Lara’s background in place, so we’ve carefully interwoven our new stuff in there.

Was it a daunting challenge at the outset?

Yeah, it was kind of daunting, but you just have to knuckle down and do the work. You can’t keep thinking about that or otherwise it would just drive you insane.

I just had to think, ‘OK, this is a job just like any other’, and just approached it with the same dedication to the character and her world. You just have to put everything you can into it.

When you joined the project, how far did Crystal Dynamics have the angle of the game, and new Lara in mind, or were they still unsure?

There was a story arc there that sort of got shuffled around the studio over the two and a half years I was working on the game. There was no script in place, but there was a story arc and levels that had been planned.

“Games writing – when it’s working right – should always be highly iterative. You keep having to write and re-write, and nowhere is that more the case than in games.”

But there were some characters in place, such as Lara and Roth in particular, as well as others that just existed visually and had no character yet. They were built and designed throughout the process of the game.

That’s often the case. You get a sort of narrative body parts you have to put together, and fill in the gaps. What I worked on in particular was Lara’s character and background, how she evolves throughout the game, how her traits come out, and how she feels about the events around her.

There was also a lot about her relationships with other survivors, and how those develop over the course of the game. So yeah, it was very character focused as you have a lot of survivors, and there was a lot of work to be done on their backgrounds.

Your ‘female Batman’ comparison is interesting, because a lot of games star invincible heroes who don’t feel pain as humans do. Lara has been shown in trailers getting beaten up a lot, so how does your writing help bring that vulnerability out in the gameplay?

Games writing – when it’s working right – should always be highly iterative. You keep having to write and re-write, and nowhere is that more the case than in games.

You’re constantly having to write and tweak around the gameplay within the available space, and to react to what’s happening. But generally when I approach a character I look at the gameplay and the actions that character will be performing.

I try to feed that back into that character’s personality, and it’s all about feeding action back into character. Usually the action is in place before the character so it’s sort of like doing it backwards, although it has the same result.

So a lot of Lara’s resourcefulness, bravery and tenacity that she shows in the gameplay is reflect back into her character and how she develops during the more narrative-heavy sections of the game.

It’s like when I wrote the character Faith in Mirror’s Edge. She’s someone who runs for a living – and she runs a lot. What is she running from, why, what happens when she stops running, as well as what makes her stop running to face whatever’s chasing her?

When we talk about Lara’s evolution over the course of the game, just how long was the game’s script?

I worked on the cinematic script, which covers the core cut-scenes, so it approaching about 90 pages, which is about the length of a movie. But not all of that will feature in non-interactive cut-scenes. Some of it will appear in smaller interactive scenes.

I’m not actually sure how long the overall cut-scenes come to in the end, as I did the core narrative script, and then I worked with John Stafford who is the narrative designer. He did a lot of the level dialogue stuff.

I fed back on his writing, he fed back on mine, and we had creative director Noah Hughes overseeing the process, so we worked as a trio to make sure that Lara was consistent in level dialogue and in cut-scenes.

When you say that Lara’s cut-scene script alone is 90 pages. That really does sound impressive, and I think a lot of gamers don’t give proper consideration to the writing involved in game development. Should game writers be highlighted more for their efforts?

Well, the game script being the length of a movie is not unusual, as they’re usually much, much bigger. Because if you factor in the level script, the overall plot, and the cinematic script – the number of words that amounts to is huge.

When you factor all of that in, you typically have something that is three times the length of a movie, word-wise, because of different types of narrative. You have AI dialogue, level dialogue, environmental story-telling, cut-scenes, and it’s very, very diverse.

”Certainly five years and beyond, hiring professional game writers wasn’t really done. Occasionally it would be done, but usually it was just whoever at the studio fancied doing it – a designer or producer.”

I think we’ve got to a situation where game writers are being flagged up more. They’re getting to talk about what they do, why they do it, what goes right, what goes wrong, and how to evolve the craft.

You just weren’t getting that five years ago, and those are important dialogues to have. What I think is more important than talking about job, is how to use games writers better.

Certainly five years and beyond, hiring professional game writers wasn’t really done. Occasionally it would be done, but usually it was just whoever at the studio fancied doing it – a designer or producer.

They wouldn’t necessarily have a writing background, they just chose the short straw or whatever, so it was one area of development that wasn’t actually done by professionals. That seems a little bit ludicrous.

But of course times have changed massively now.

Yeah, and we’ve evolved now so that the industry has now put a big tick next to ‘hiring professional writers is a good thing’. But it’s now much harder to work out how a writer can be embedded within a team, and how they work with designers and others.

There are a lot of challenges around embedding writers in teams, and how to work with them . But it works the other way, with writers learning how to work with developers, what questions they should be asking, and understanding what limitations they’re likely to work under.

Is it easier to get into the industry as a writer now that the curtain has been pulled back, and that studios understand that role better?

Well I’ve always said that to be a game writer you have to be a gamer – which seems kind of obvious – but the amount of times I get approached by writers who have never even played a game, I just think ‘why? Do you even care besides making a quick buck?’

That said, routes to market are getting easier, so I can see why some writers want to cash in while they can.

Yeah, but it’s like the movie industry. You wouldn’t want to make a movie without actually watching a movie. You need to respect the medium and I think the way gamers come to understand games through playing is very important.

Having been a gamer since I was six, and having been in the industry since 1998, as well as being a game journalist, I’m used to looking at, and evaluating games.

I also think it’s helpful to understand the medium from within, like understanding how tech and level design all feeds into how you write your script, and what you can and can’t put into them.

There are many things you have to consider than don’t exist while writing for other mediums, and writers also need to know when to push back, especially against the attitude that writer are people who just do the word bits.

“Writers have to say, ‘Hey, get us in early, we can offer a lot to help establish a narrative world, and narrative logic for your game.’ If you got a bunch of game writers in a room together, I’d say the one thing they’d all agree on is that writers are not hired early enough across the industry.”

Or that writer’s are cheap, so studios can slot them in whenever, because then you get into a situation where writers are being hired late to act as a ‘narrative paramedic’.

Writers have to say, ‘Hey, get us in early, we can offer a lot to help establish a narrative world, and narrative logic for your game.’ If you got a bunch of game writers in a room together, I’d say the one thing they’d all agree on is that writers are not hired early enough across the industry.

Say there’s someone out there reading this who is a gamer and wants to be a game writer. They already have that passion, but getting into the industry looks like a minefield. What would you say to them?

In my experience, what I did was I came from a journalist background. I used some of the contacts I had while I was a journalist and approached them and said, ‘hey this is what I’m doing now’.

I initially got a job as story editor on a hardcore RPG, and then grew it from there using industry contacts, so it’s probably a little easier for game journalists to make that transition.

But it’s still a relatively tight industry and everyone seems to know each other. But I would say to new writers with no experience in the industry, that it’s about going to things like GDC, Develop, and actually getting more immersed in the industry.

Walking around show floors, meeting people, talking about what you’re doing, and just starting small – I think – will really help. But the key is to start small – something like script editor, to level design, to mission design, and then to full script.

Getting work as a story editor, or smaller writing is easier. But it really is all about getting out there and meeting people, and of course understanding game writing and getting a feel for what someone will ask you to do.

There are good books about games writing out there now that give advice on how to write cut-scenes, how that transfers to audio, and more. You can even make a portfolio by inventing and scripting cut-scenes in games that didn’t exist before. It’s just about being brave and being immersed in the industry.

What would you say is your favourite game script to date?

I’ve always turned to Psychonauts, because I think it really hit that sweet spot between being funny, while having that element of sadness about it at the same time.

When you discover the characters’ secrets that they were hiding, the secret room and some of the woes that they had been keeping from people, it was – god – it was really, really touching.

The game used level design as story-telling in a really wonderful way, so I always name-drop Psychonauts as a good example of story-telling. Having said that, Bioshock is also a master class in environmental story-telling.

It’s got such good voice acting and it’s really well animated. I know that must seem obvious, but I cannot harvest a Little Sister in that game. I cannot do it, and I’m playing Bioshock through for about the fourth time.

”The scope of the medium’s limitations – of tech, faces – can be offset by the scope of environmental story-telling.”

I can’t do it because of the animation and voice work that goes into them. It pulls on my heartstrings every single time as they push away at your big hand with their little hand shouting, ‘No, no!’

That’s really down to the combination of animation and voice that works so beautifully, so it’s actually about more than the script and words. Writers should do more than just the words bit, because this is actually an evolution of writers within games.

It shouldn’t just be writing, it should be a combination of roles because it’s so different to anything else once you get down to it. The scope of the medium’s limitations of tech, faces – can be offset by the scope of environmental story-telling.

So you can tell your narrative to players in more than just words. You really felt the fall of Rapture in Bioshock and Bioshock 2, so that is a good example of how writing can factor into many elements of the game.

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2 Comments

  1. Kloudrunner

    Brilliant interview and very nice to see Rhianna doing so well. I remember reading her stuff in the late 90′s and then realising she was the daughter of my favourite Arthur Terry Prachett. I liked that you covered some advice for aspiring writers who want to get into games writing. Being a passionate gamer will obviously be a massive advantage. We’re there any specific books she mentioned about games writing ?

    #1 3 years ago
  2. Ostercy

    “I think Crystal Dynamics were fairly flexible with what we could keep from old Lara.” The Ministry of Truth would be in awe. “What we could keep” – really? What possible right do Crystal Dynamics have to say which bits of an iconic British character like Lara Croft they (the arrogant Anglophobic bastards) can decide to keep or to bin? And they apparently were only “fairly flexible”? So what weren’t they “fairly flexible” about? Making her half-American? Demoting her from the British aristocracy? Unbelievable stuff, dictated straight from the bunker.

    #2 3 years ago

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    The Escapists, Mouldy Toof’s prison break game originally released as a timed console exclusive Xbox One, has a release date for PlayStation 4. For those unfamiliar with the title, which is also a PC release, it tasks players’ time management skills as they do a bit of digging and crafting, and other prison-type stuff as […]

  • Dead Island 2 delayed into 2016 to ensure series is “taken to the next level”

    Dead Island 2 has been delayed into 2016 by Yager in order to ensure the sequel “takes Dead Island to the next level.” According to a tweet from the developer, it set “big goal” for the game, and in order to deliver what fans expect, the team needs more time to reach development goals. “We […]

  • Project Cars: here’s a list of all available cars at launch

    Project Cars will contain many, many cars and if we are counting correctly, there will be 74 total at launch. The standard edition contains 65 total, and when factoring the free car as well as the Modified and Limited Edition cars packs, you can add an additional nine cars to the mix. Comb through the […]

  • Competitive matchmaking support is coming to Team Fortress 2

    Team Fortress 2 will soon feature support for competitive matchmaking, which Valve says is a “high priority” project for it at the moment. According to a report from TeamFortress.tv, which visited Valve headquarters recently, Valve is looking into the possibility of 6v6 or 9v9 matches 9v9, a possible quick play option and it is also […]

  • GTA 5 PC patch fixes garage, Job crashes – full notes here

    Rockstar has pushed out a 353 MB patch for GTA 5 on PC The patch fixes a number of annoying bugs related to vehicles and garages, some deathmatch issues and purchase errors. It should also fix various freezing and crashing bugs, as well as a little issue with Steam. Time will tell if the patch […]

  • Fire Emblem If will come in White Kingdom and Black Kingdom versions with amiibo support

    We’ve finally got some juicy details on the next Fire Emblem game, but the most interesting aspect is that there will be two versions of the game. According to Siliconera, who translated an interview between Intelligent Systems and 4Gamer, there will a White Kingdom and a Black Kingdom version that offer different aspects of the […]

  • Deception 4: The Nightmare Princess heads west with “Golden Toilet” pre-order bonus

    Deception 4: The Nightmare Princess will debut on western PlayStation 4 systems this summer, Koei Tecmo has announced. It is also coming to PS3 and Vita. The game was produced by Keisuke Kikuchi of Fatal Frame fame and takes up where Deception 4: Blood Ties left off allowing players to relive Laegrinna’s pursuit to free […]

  • Nintendo US eShop update: Puzzle & Dragons Super Mario demo, Paper Mario, more

    Nintendo has updated the North American end of the eShop with a demo of Puzzle & Dragons Super Mario Bros. Edition, Paper Mario on Virtual Console, and amiibo Tap. The full update is below. eShop update amiibo Tap – free – Wii U Star Wars Pinball DLC – Wii U Paper Mario – Wii U […]

  • Deus Ex: Mankind Divided PC port handed off to Nixxes

    The PC port of the new Deus Ex has been handed over to Netherlands based studio, Nixxes software. After the initial reveal trailer at the beginning of April, we’ve only had a few morsels in the way of additional news. The most intriguing tidbit to date has got to be the fact that you’ll be […]

  • First-ever PC Gaming Show to take place at E3 2015 in June

    PC gaming will finally have its very own E3 press conference this year, thanks to PC Gamer and AMD. The PC Gaming Show will take place on June 16 at the Belasco Theater in Los Angeles and it will be livestreamed on Twitch. PC Gamer said speakers at the presentation will include representatives from Blizzard, […]

  • Majora’s Mask light available now on Club Nintendo for 6000 stars

    Club Nintendo shuts up shop on September 30 and members are being encouraged to spend accumulated stars before then. And what better to spend them on, than this adorable Majora’s Mask light? If you’re a member based in Europe you can nab it for 6000 stars. If you’re in Australia or New Zealand, it’ll only […]

  • Unity support announced for HoloLens, will work with Windows universal apps

    Microsoft is partnering with game engine developers Unity in order to make HoloLens compatible with apps and games which use the cross-platform engine. The partnership was announced yesterday during its Build Developer Conference. Universal apps for Windows 10 systems will also be available on Xbox One later this year, suggesting possible HoloLens functionality with the […]

  • Splatoon Nintendo Direct airs Thursday, May 7

    A Nintendo Direct focused on Splatoon, the Wii U multiplayer title, on May 7. It will kick off at 7am PDT/10am EDT/3pm UK and it can be watched via the Nintendo Direct website. You can also have a look at the game through Nintendo’s Twitch channel. The last game-specific presentation took place last week and […]

  • GTA 5 PC: clean up the streets as a member of the San Andreas PD with this new mod

    Remember the awesome mods for GTA 4 and San Andreas that let you run amok online as a member of the po-po? Well, dust off your taser and load up your gun, because it’s coming to GTA 5. The new mod for GTA 5 is currently in alpha and can be downloaded at palmbeachgames.com. You […]

  • Indie shoot ‘em up Project Root comes to Xbox One, PS4 and PSVita

    Project Root is a self-proclaimed rejig of the shoot ‘em up genre that was released on PC last year, and it’s finally coming to consoles. Combining free-roaming elements with the usual business of shooting things, Project Root was released this week for Xbox One, PS4 and the PSVita.

  • You can now bet on eSports online, starting with League of Legends

    If you’re getting bored with sticking a pony on the races, you can expand your gambling horizons at Unikrn where you can watch esports streams and get a little action on the side. The new platform was set up by Rahul Sood – previously the general manager of Microsoft Ventures. At the moment, customers are […]

  • Has Watch Dogs 2 been leaked?

    Ubisoft employee, Julien Risse, may have inadvertently confirmed Watch Dogs 2, thanks to his online CV over at LinkedIn. Videogamer.com spotted the slip up, in which Risse lists Watch Dogs, the DLC Bad Blood, and Watch Dogs 2 on his profile. Creative Director Jonathan Morin has already talked about his ideas for improvements for the […]

  • GTA 5′s Trevor makes his Jackass debut, complete with leopard-print knickers

    YouTuber Abstract Mode has shared his vision of what Trevor Philips’ life might have been like, had he not been completely batshit crazy. Watch Trevor get mauled, run over, and hit by a train, before taking a majestic swan-dive into someone else’s pool at the climax. Thanks, Kotaku.

  • Call of Duty: Black Ops 3 season pass will cost you £35

    Call of Duty: Black Ops 3 isn’t released until November 6, but you can already hand over your cash for the Season Pass. The Season Pass is available for pre-purchase on Steam for £34.99, and will cover four DLC packs – although the details we have on the content are limited to ‘exciting’ at this […]

  • GTA Online’s cheating assholes are no match for this player’s vengeance

    Think you’re smart for using invisibility and infinite ammo glitches? You need to be taught a lesson, sucker. You can have all the hacks you want but if your GTA Online game is weak, you’ll still get your ass handed to you. As this fool discovered when attempting to hassle another player. There’s a fair […]

  • PS4 sales help Sony’s games division swing to profit

    Sony’s PlayStation business has made an operating profit of 48.1 billion yen ($404m / £261.5m) in the past 12 months. That’s thanks to stellar sales of the PlayStation 4 and PS Plus, even as sales of the PS3 have stalled and the company wrote off costs for the PSTV and PS Vita. The profit puts […]

  • New patch for Dirt Rally gives co-driver’s attitude a tune-up

    Dirt Rally gets a new patch three days after release on Steam. On Monday, we reported that the newest Dirt game has popped up on Steam’s Early Access and is available to pick up for £24.99, as well as giving you an eyeful of tasty screenshots. The patch – released yesterday – fixes some issues […]

  • New The Witcher 3 screenshots show combat, exploration and general carousing

    New screenshots released on the official facebook page for The Witcher 3 show Geralt annihilating a winged beast, out and about in the world exploring, and living the life of Reily amidst a bustling feast. We were already treated to some glorious screenshots a few days ago, but these new ones are in-game and give […]

  • Destiny: 14 things you might have missed during House of Wolves intel drops

    Destiny: House of Wolves does a great deal more than just slap some new content on the existing game structure. House of Wolves changes Destiny in a lot of interesting and very welcome ways. Bungie showed off many of these changes in its livestream, and let both me and Arekkz come and have a look […]

  • Scratch that cyberpunk itch with Technobabylon on May 21 – new trailer

    Technobabylon more like Wrecked-yo-babbling with my smooth flow about how good Wadjet Eye games are. I don’t know y’all, it’s clock off time and everything feels like a reach. Wadjet Eye makes pretty good adventure games – award winning, in fact. The latest project to spring forth from the benevolent, sheltering hand of the label […]

  • Skullgirls 2nd Encore brings exclusive new features to PS4, Vita in northern summer

    Skullgirls, the little indie fighter that could, is getting another crack at it. Skullgirls 2nd Encore is the second re-release of the one-time troubled 2D versus fighter from lab Zero Games. Having survived the shut down of its developer and collapse of its publishing contrast, Skullgirls re-emerged as Skullgirls: Encore, adding in a ton of […]

  • Danganronpa series generates “impressive” sales for Vita exclusive

    Danganronpa is selling quite nicely, thank you, says NIS America. Danganronpa is a series of murder mystery visual novel puzzlers in a similar vein to games like 999. Two of these have been released for Vita in the west – Trigger Happy Havoc and Goodbye Despair. Speaking to MCV, NIS America CEO and president Takuro […]

  • I have no idea what is going on in J-Stars Victory VS+ but I kind of like it

    In this J-Stars Victory VS+ trailer, we see – uhh. Well. We certainly see some things. Look y’all, I was a massive weaboo in high school, but that was back in the dark ages when we had to take out Manga Entertainment VHS tapes from dingy little specialist rental joints that were literally underground, and […]

  • Please just watch this terrific trailer for Toren

    Toren is the kind of game I dream about when I drift off to sleep at night. This indie puzzle adventure strikes a spark in my little soul in the same way as Ico and Tequila Works’ Rime do. Mysterious, almost ethereal fantasy setting – check. Chance to actually walk around in that setting – […]

  • Play classic MS-DOS games on your own tweets

    In today’s episode of “what will they think of next”, someone’s figured out how to post playable versions of classic games in tweets. For some time now, Twitter has allowed you to embed various forms of media in tweets, most noticeably YouTube videos, simply by pasting a URL into the compose field. Turns out this […]

  • VR: Unreal Engine to add HTC Vive support

    The biggest digital PC game distributor and the most popular game development engine have both backed VR. It’s going to happen. An upcoming Unreal Engine 4 update will expand the development suite’s support to the HTC Vive, Valve’s VR headset. In this glorious new future where work on one of the most important engines in […]

  • WWE 2K15 PC supports modding

    WWE 2K15 may be the series’ PC debut, but it’s already getting into the spirit of the platform. WWE 2K15 does indeed support mods on PC, 2K’s Marcus Stephenson has confirmed. @ElementGamesTV you can. Now buy. — Marcus Stephenson (@stephensonmc) April 28, 2015 As Destructoid points out, this opens the door to all sorts of […]

  • Overkill’s The Walking Dead coming to PC, PS4 and Xbox One in 2016

    Overkill’s The Walking Dead is one step closer to your grasping little paws. Overkill’s The Walking Dead will be published by 505 Games, Overkill parent Starbreeze has announced. 505 also published Payday 2, Overkill’s previous title, so the two companies have established a working relationship. In a press release, the publisher said the co-op title […]

  • Call of Duty: Black Ops 3 pre-orders net Advanced Warfare DLC

    Buy Call of Duty: Black Ops 3 for later, enjoy bonus Advanced Warfare content now. Blacks Ops 3 is being supported by a rather cunning pre-order incentive even more likely to get you to lay your cash down sooner than you might otherwise. Gamespot reports a Black Ops 3 pre-order will receive a couple of […]

  • Steam Game Ban system lets developers determine who to block

    Steam users can now be blocked from individual games by their developers. Steam has always supported multiplayer bans for disruptive users, but a newly-implemented system allows developers to ban users from individual games using their own anti-cheat systems. Game Bans are enforced by Valve, but are enacted at the developer’s request and discretion. This change […]

  • Far Cry 4 devs matching Red Cross donations up to $100K to aid Nepal earthquake victims

    Far Cry 4 developer Ubisoft Montreal will match any pledges made to The Red Cross up to $100,000 to aid Nepal after the 7.8 earthquake struck the area in and around Kathmandu in Nepal. According to Ubisoft: “Having spent the last few years working on Far Cry 4, a game heavily inspired by Nepal and […]

  • Tales of Zestiria retail listing notes September release date, PS4 version

    Tales of Zestiria is coming west in northern autumn, and while it’s confirmed as a PlayStation 3 release, a Dutch retailer has it listed as coming to PS4 as well. Of course, listing it for PS4 could also be a typo, not that I would personally know about that sort of thing, really. However, according […]

  • Official mod tools for Total War: Attila are now available

    Official mod tools for Total War: Attila are now available and you can grab the new Assembly Kit as a beta through the tools menu via your Steam library. The Creative Assembly said the tools will be “immediately familiar” to modders of Rome 2 and Shogun 2, but the new version is the most “extensive” […]

  • How to get level 34 Ascended Raid gear in Destiny: House of Wolves

    Watch: two videos showing you how to get level 34 raid gear and a shopping list of what you need. One of the big changes that House of Wolves is bringing to Destiny is the chance to upgrade your weapons and gear to level 34. In these videos Arekkz Gaming shows you how to use […]

  • Destiny: House of Wolves puts PvP back in the spotlight

    Destiny PvP players, your time has come to shine. New Crucible maps. New Crucible rewards. And the glorious wonder of Elimination mode. Destiny: House of Wolves puts PvP front and centre. When Destiny was first detailed, one of the things Bungie stressed was that there’d be something for everyone. If you wanted to play solo […]

  • Destiny: Trials of Osiris – everything you need to know in one video

    The Destiny: House of Wolves embargo has lifted, and with so much information floating around pertaining to Trials of Osiris, it can be overwhelming. Thankfully, Arekkz Gaming tells you everything you need to know in one video. In the video above you will be informed of how the 3v3 Team Deathmatch event works, how you […]

  • Destiny: House of Wolves – watch a Trials of Osiris match from start to finish

    With the release of Destiny: House of Wolves looming, players will soon be able to participate in the new 3v3 Team Deathmatch event in The Crucible, Trials of Osiris. Below is a video featuring an uncut, complete match from start to finish. In the video, Arekkz Gaming gives you a breakdown of the mode and […]

  • Wolfenstein: The Old Blood – here’s what your PC needs in order to run it

    Wolfenstein: The Old Blood is out next week, and Bethesda has today released the PC specs for the standalone title. MachineGames has made some tweaks to the system requirements and have included both minimum and recommended specifications. Minimum OS: 64-bit Windows 7/Windows 8 Processor: Intel Core i5-2500 @ 3.3 GHz / AMD FX-8320 @ 3.5 […]

  • Destiny: Trials of Osiris – watch the livestream reveal right here

    Bungie will be showing off Destiny’s new 3v3 Team Deatmatch Trials of Osiris today, and you can watch the Twitch stream right here if you like. It kicks off at 11am PDT/2pm EDT and will feature community manager Deej and design leads Lars Bakken and Derek Carroll. More will be revealed on House of Wolves […]

  • May Xbox Games with Gold: Mafia 2, CastleStorm: Definitive Edition, F1 2013

    Microsoft has announced the free games Gold members will be able to pick up through Xbox Live. On Xbox One, Gold users can download CastleStorm: Definitive Edition for the month,and Pool Nation FX is being offered for an additional month. Starting May 1, Xbox 360 Gold members can download Mafia 2 through May 15, and […]