Monthly Archives: April 2021
New Dinosaur Discovered in Patagonia, Dubbed ‘One Who Causes Fear’
New Dinosaur Discovered in Patagonia, Dubbed ‘One Who Causes Fear’
Star Wars Will Re-Release Classic Legends Books for Its 50th Anniversary
Several popular Star Wars Legends canon novels are being republished with new cover art as part of an “Essential Legends Collection” for the franchise's 50th anniversary, publisher Del Rey announced Friday.
Heir to the Empire, Darth Bane: Path of Destruction and the Mace Windu-focused Shatterpoint will be the first books to be republished and made available for purchase on June 15. Shatterpoint will also receive a brand new unabridged audio edition.
Additional Legends canon novels will be republished this fall, Del Rey says. For what it’s worth when a Twitter user jokingly requested that the X-Wing series of novels be republished, Del Rey responded “stay tuned.”
[widget path="global/article/imagegallery" parameters="albumSlug=star-wars-legends-republished-books-for-50th-anniversary&captions=true"]The books will be published as trade paperbacks, about an inch-and-a-half taller than their mass-market paperback versions.
Heir to the Empire, published in 1991, is the first book of the Thrawn trilogy, which follows the blue-skinned Chiss officer who became a key rival of the Rebel Alliance thanks to his masterful military strategizing. Thrawn recently reentered the current Star Wars canon thanks to both Rebels and The Mandalorian’s second season, being the target of Ahsoka Tano.
[ignvideo url="https://www.ign.com/videos/2020/08/12/the-history-of-star-wars-on-tv-from-the-holiday-special-to-disney-plus"]Darth Bane: Path of Destruction, published in 2006, follows the Sith lord responsible for creating the Rule of Two that came to define the power structure of the franchise’s antagonists.
Shatterpoint follows Samuel L. Jackson’s Mace Windu as he attempts to rescue his former padawan.
The Legends canon, previously known as the Star Wars Expanded Universe, was retconned in 2014 after Lucasfilm announced plans for the sequel trilogy. The old canon encompasses countless novels, games, comic books, and even radio plays. If you're curious about new Star Wars literature, read the first chapter of the High Republic - Light of the Jedi.
[poilib element="accentDivider"] Joseph Knoop is a writer/producer/poodoo for IGN.Star Wars Will Re-Release Classic Legends Books for Its 50th Anniversary
Several popular Star Wars Legends canon novels are being republished with new cover art as part of an “Essential Legends Collection” for the franchise's 50th anniversary, publisher Del Rey announced Friday.
Heir to the Empire, Darth Bane: Path of Destruction and the Mace Windu-focused Shatterpoint will be the first books to be republished and made available for purchase on June 15. Shatterpoint will also receive a brand new unabridged audio edition.
Additional Legends canon novels will be republished this fall, Del Rey says. For what it’s worth when a Twitter user jokingly requested that the X-Wing series of novels be republished, Del Rey responded “stay tuned.”
[widget path="global/article/imagegallery" parameters="albumSlug=star-wars-legends-republished-books-for-50th-anniversary&captions=true"]The books will be published as trade paperbacks, about an inch-and-a-half taller than their mass-market paperback versions.
Heir to the Empire, published in 1991, is the first book of the Thrawn trilogy, which follows the blue-skinned Chiss officer who became a key rival of the Rebel Alliance thanks to his masterful military strategizing. Thrawn recently reentered the current Star Wars canon thanks to both Rebels and The Mandalorian’s second season, being the target of Ahsoka Tano.
[ignvideo url="https://www.ign.com/videos/2020/08/12/the-history-of-star-wars-on-tv-from-the-holiday-special-to-disney-plus"]Darth Bane: Path of Destruction, published in 2006, follows the Sith lord responsible for creating the Rule of Two that came to define the power structure of the franchise’s antagonists.
Shatterpoint follows Samuel L. Jackson’s Mace Windu as he attempts to rescue his former padawan.
The Legends canon, previously known as the Star Wars Expanded Universe, was retconned in 2014 after Lucasfilm announced plans for the sequel trilogy. The old canon encompasses countless novels, games, comic books, and even radio plays. If you're curious about new Star Wars literature, read the first chapter of the High Republic - Light of the Jedi.
[poilib element="accentDivider"] Joseph Knoop is a writer/producer/poodoo for IGN.Some PS Vita Developers Weren’t Properly Warned the PSN Store Would Close
Some PS Vita Developers Weren’t Properly Warned the PSN Store Would Close
We Need to Talk About Cyberpunk & The Witcher
We Need to Talk About Cyberpunk & The Witcher
Lost Words’ Storybook Of Grief and Love Is Stadia-Exclusive No Longer
"I have a very tiny family now because I have no relatives left apart from a mother and uncle and a cousin that I've grown up with, but I've lost several sets of grandparents and step-grandparents, and my dad. So I felt I had a lot to say about loss and grief and the intersection of loss of memory, grief, and memory and how we keep people alive by our memories and how we keep a part of them inside us."
Pratchett is excited about Lost Words' focus on storytelling, not just as a narrative device, but as part of the development process. Having written for games for nearly two decades, and as a journalist before that, Pratchett has been able to watch the trajectory of games writing and narrative change from something many studios tended to brush off or throw in messily at the end of a game's development, to something developers and audiences care deeply about. And she's proud to have been a part of that.
But she still feels that games have a long, long way to go to respect what good writing can do for a game, and refine what good games writing really means.
[poilib element="quoteBox" parameters="excerpt=Writers%20don't%20get%20very%20much%20power%2C%20especially%20in%20the%20big%20games%2C%20and%20you%20don't%20always%20get%20much%20space%20to%20necessarily%20get%20your%20voice%20or%20vision%20across."]
"Writers don't get very much power, especially in the big games, and you don't always get much space to necessarily get your voice or vision across," she says. "And everyone thinks they can write because most people can write words, and they think writing words is the same as writing a story. And because they've usually never tried, in their heads, they're sort of unproven geniuses.
"In the past, narrative wasn't necessarily done by a writer. People didn't particularly value it enough to push professionals in that field. It created the impression that anyone could write because anyone had been writing. So now, it feels like you have to deal with a lot of feedback, a lot of opinions all the time, usually from people that aren't particularly story-literate...But they often have more power than writers. So if you're trying to balance, you become very flexible, you have to learn to work with other people's ideas...As people start to understand how stories work in games, it is getting better, but I did deal with a lot of people who thought they knew how to write telling me how to write."
Which brings her back to Lost Words, where she was not just the game's writer, but was closely involved in most aspects of Lost Words' development. That's the advantage, she says, of working on a smaller, independent team as opposed to being hired on as a narrative writer for a huge AAA project. You lose the bigger budget and the resources that may bring, sure, but you have a direct line to everyone on the team and can more closely marry gameplay and writing.
"I like being in a team where I can get my voice across; otherwise, what's the point?" she says. "I'm not a story robot. I'm not there to just generate words. I'm there to bring my views and my vision and my thoughts as well.
"If you're engaged in a game early on, there's a lot that writers can bring to it. It often used to be this way and it still is to a certain extent now that the industry [thought that] writers did the word bits. They'd leave some space for the writer to do the word bits because they just do the word bits and the word bits come as late in the game as possible.
[poilib element="quoteBox" parameters="excerpt=A%20lot%20of%20what%20writers%20do%20is%20invisible%20work.%20It's%20a%20lot%20of%20behind-the-scenes%20stuff."]
"Whereas actually a lot of what writers do is invisible work. It's a lot of behind-the-scenes stuff, coming up with the lore of the world and tone and working out how things go in this world, how the character relationships go, a whole load of background stuff that the player won't necessarily see. I call it building the body of the iceberg. We all know that the body of the iceberg is much bigger under the surface...So that the tip that the players actually see in the game is much more truthful and much more thought-out, much more well-realized, because you spent all this time building up the body of it. And if you're lucky, you get time to be able to do that."
Pratchett is delighted to see Lost Words get another chance to catch audiences' eyes now that it's releasing on platforms other than Stadia, and she hopes people considering picking it up will not be put off by the fact that it's a story about grief. In fact, she says, it's actually quite positive.
"It is sad," she says. "But it's also joyful, as well. It's about love. And it's about grief being the price for love. It's about losing someone but keeping hold of them at the same time. And it's taken from the perspective of someone that's going through it for the first time. So it's all kind of fresh and new, and difficult and painful as you just try to get your head around it. But in the end it is hopeful, it is positive, it is full of love. And so I hope people get that out of it."
[poilib element="accentDivider"]
Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.Lost Words’ Storybook Of Grief and Love Is Stadia-Exclusive No Longer
"I have a very tiny family now because I have no relatives left apart from a mother and uncle and a cousin that I've grown up with, but I've lost several sets of grandparents and step-grandparents, and my dad. So I felt I had a lot to say about loss and grief and the intersection of loss of memory, grief, and memory and how we keep people alive by our memories and how we keep a part of them inside us."
Pratchett is excited about Lost Words' focus on storytelling, not just as a narrative device, but as part of the development process. Having written for games for nearly two decades, and as a journalist before that, Pratchett has been able to watch the trajectory of games writing and narrative change from something many studios tended to brush off or throw in messily at the end of a game's development, to something developers and audiences care deeply about. And she's proud to have been a part of that.
But she still feels that games have a long, long way to go to respect what good writing can do for a game, and refine what good games writing really means.
[poilib element="quoteBox" parameters="excerpt=Writers%20don't%20get%20very%20much%20power%2C%20especially%20in%20the%20big%20games%2C%20and%20you%20don't%20always%20get%20much%20space%20to%20necessarily%20get%20your%20voice%20or%20vision%20across."]
"Writers don't get very much power, especially in the big games, and you don't always get much space to necessarily get your voice or vision across," she says. "And everyone thinks they can write because most people can write words, and they think writing words is the same as writing a story. And because they've usually never tried, in their heads, they're sort of unproven geniuses.
"In the past, narrative wasn't necessarily done by a writer. People didn't particularly value it enough to push professionals in that field. It created the impression that anyone could write because anyone had been writing. So now, it feels like you have to deal with a lot of feedback, a lot of opinions all the time, usually from people that aren't particularly story-literate...But they often have more power than writers. So if you're trying to balance, you become very flexible, you have to learn to work with other people's ideas...As people start to understand how stories work in games, it is getting better, but I did deal with a lot of people who thought they knew how to write telling me how to write."
Which brings her back to Lost Words, where she was not just the game's writer, but was closely involved in most aspects of Lost Words' development. That's the advantage, she says, of working on a smaller, independent team as opposed to being hired on as a narrative writer for a huge AAA project. You lose the bigger budget and the resources that may bring, sure, but you have a direct line to everyone on the team and can more closely marry gameplay and writing.
"I like being in a team where I can get my voice across; otherwise, what's the point?" she says. "I'm not a story robot. I'm not there to just generate words. I'm there to bring my views and my vision and my thoughts as well.
"If you're engaged in a game early on, there's a lot that writers can bring to it. It often used to be this way and it still is to a certain extent now that the industry [thought that] writers did the word bits. They'd leave some space for the writer to do the word bits because they just do the word bits and the word bits come as late in the game as possible.
[poilib element="quoteBox" parameters="excerpt=A%20lot%20of%20what%20writers%20do%20is%20invisible%20work.%20It's%20a%20lot%20of%20behind-the-scenes%20stuff."]
"Whereas actually a lot of what writers do is invisible work. It's a lot of behind-the-scenes stuff, coming up with the lore of the world and tone and working out how things go in this world, how the character relationships go, a whole load of background stuff that the player won't necessarily see. I call it building the body of the iceberg. We all know that the body of the iceberg is much bigger under the surface...So that the tip that the players actually see in the game is much more truthful and much more thought-out, much more well-realized, because you spent all this time building up the body of it. And if you're lucky, you get time to be able to do that."
Pratchett is delighted to see Lost Words get another chance to catch audiences' eyes now that it's releasing on platforms other than Stadia, and she hopes people considering picking it up will not be put off by the fact that it's a story about grief. In fact, she says, it's actually quite positive.
"It is sad," she says. "But it's also joyful, as well. It's about love. And it's about grief being the price for love. It's about losing someone but keeping hold of them at the same time. And it's taken from the perspective of someone that's going through it for the first time. So it's all kind of fresh and new, and difficult and painful as you just try to get your head around it. But in the end it is hopeful, it is positive, it is full of love. And so I hope people get that out of it."
[poilib element="accentDivider"]
Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.
