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Everything posted by Adam91
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A great piece of art, it definitely confronts you will many questions, great post Kenway! "And finally, the small line of info we got, and how this is just "little game project we’re tinkering with…" This one line gives more detail then anything. It proves this is not the next chapter in the Halo trilogy, and it is a small test project, and not the final route, making way for a Halo Wars sequel as the only option, since Halo 2 Anniversary would contain no hint of the Infinity." It could very well mean that it is the next installment to the main games just as much as anything else, Josh could simply just be teasing or being discreet in a humorous way. They probably wouldn't go flat out and say it's for Halo 5 despite we all know it's coming and that this is nothing more than a piece of concept art so it's not really spoiling anything but they still don't like to be too up front about it this early, many game companies are like that and 343 have been like that before. It doesn't prove it is a small project but if it is why would it be a halo wars sequel? Could be another odst, or something completely new like taking on the role of a spartan 4 or something. It could be anything main game project or small project but the image doesn't prove anything yet.
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It has been confirmed Bungie will have a place at this years Game Developers Conference to talk about their new game Destiny GDC's news blog announced. According to their schedule Bungie will have two appearances at the conference their sessions titled "Building Customizable Characters for Bungie's Destiny" and "Designing the Bungie Animation Workflow." There are brief descriptions on what these session will be talking about, their first one being about customizing characters "Destiny's player customization system is highly ambitious and unlike anything seen in a first-person shooter thus far." GDC stated. In their other session Bungie will be going into more of a technical aspect of the game showing things like how they create and animate characters as the description says. "We'll break down what it means to animate an immersive character performance, with a focus on efficiency, and Bungie's high quality bar.", "We'll demonstrate our process and our findings by giving you a behind the scenes look at our secret Bungie sauce." The Game Developers Conference is set to run from March 17th - 21st in San Francisco but the dates for Bungie's talks have not yet been announced but we'll know more on that as we approach closer to the commence date of the conference. View full article
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It has been confirmed Bungie will have a place at this years Game Developers Conference to talk about their new game Destiny GDC's news blog announced. According to their schedule Bungie will have two appearances at the conference their sessions titled "Building Customizable Characters for Bungie's Destiny" and "Designing the Bungie Animation Workflow." There are brief descriptions on what these session will be talking about, their first one being about customizing characters "Destiny's player customization system is highly ambitious and unlike anything seen in a first-person shooter thus far." GDC stated. In their other session Bungie will be going into more of a technical aspect of the game showing things like how they create and animate characters as the description says. "We'll break down what it means to animate an immersive character performance, with a focus on efficiency, and Bungie's high quality bar.", "We'll demonstrate our process and our findings by giving you a behind the scenes look at our secret Bungie sauce." The Game Developers Conference is set to run from March 17th - 21st in San Francisco but the dates for Bungie's talks have not yet been announced but we'll know more on that as we approach closer to the commence date of the conference.
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It has been confirmed Bungie will have a place at this years Game Developers Conference to talk about their new game Destiny GDC's news blog announced. According to their schedule Bungie will have two appearances at the conference their sessions titled "Building Customizable Characters for Bungie's Destiny" and "Designing the Bungie Animation Workflow." There are brief descriptions on what these session will be talking about, their first one being about customizing characters "Destiny's player customization system is highly ambitious and unlike anything seen in a first-person shooter thus far." GDC stated. In their other session Bungie will be going into more of a technical aspect of the game showing things like how they create and animate characters as the description says. "We'll break down what it means to animate an immersive character performance, with a focus on efficiency, and Bungie's high quality bar.", "We'll demonstrate our process and our findings by giving you a behind the scenes look at our secret Bungie sauce." The Game Developers Conference is set to run from March 17th - 21st in San Francisco but the dates for Bungie's talks have not yet been announced but we'll know more on that as we approach closer to the commence date of the conference. This post has been promoted to an article
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To kick of 2014 with games with gold Sleeping dogs is up first to grab for free until the January 15th then Lara Croft and the Guardian of Light will be up after that for remainder of the month. Sleeping Dogs is an open world game developed by United Front Games, it takes place in Hong Kong and involves the organized crime of the Triads Lara Croft and the Guardian of Light is a platform action game which was developed by Crystal Dynamics. The game follows Lara Croft to Central America as she searches for ancient relics and battles ferocious beasts.
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Welcome back dog!
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New Interview with Jason Jones http://www.343industries.org/forum/topic/32564-game-informer-jason-jones-interview/?do=findComment&comment=290980
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Game Informer visited Bungie to sit down with co-founder Jason Jones to talk about Destiny. In this interview Jason answers a lot of questions and gives a lot of insight to the game, he gives us some more on Destiny's Story, talks about solo and competitive multiplayer and tells us why they moved on from Halo to create this new universe. I will provide the first part of the interview below then will give links to the remaining parts as it is a very long interview. Before Destiny, your team had been working on Halo for a long time. What prompted the move? You already answered your own question. Did you feel like you were ready for something new? I think the situation made part of the decision for us. We’d been with this one IP for a long time and you want to try something different. You have ideas. I think the genesis of new projects for a lot of people here (certainly for me) is being out in the world and playing other games, seeing other entertainment. In the best way, being a critic and saying: “There’s an opportunity here that I want to see, that I want to play. When I experience these other games, I don’t get. That really drove Halo 1, this idea that shooters are great. I love shooters, but they’re complicated. There were all these opportunities in shooters that we wanted to see. I think that’s really the genesis of Destiny. They’re not the same opportunities, because those have been in existence for a long time, but when you look out at the shooter experiences on consoles there’s a lot of great stuff – great action experiences, but they’re only starting to scratch the surface of cooperative play, aspirational goals, player-player interaction – whatever you want to call it. Having a world that feels like a real place that you visit instead of just a way to play competitive. If your question is: Where does this project come from? I think part of it is the way all of it comes, which is this desire to participate in some experience that doesn’t exist yet. So that’s what we’re trying to build. We’re trying to build a game that we have wanted to play that doesn’t exist. Early on did you have the idea for this integrated cooperative and competitive campaign? Was that part of the genesis or did that come later? Absolutely. That was right at the beginning. There are games in which the idea that you start to play the campaign, and you’re immersed in some world and you think it’s cool and you’re investing yourself in some kind of building and some story and some character and then you want to play cooperative or you want to play competitive and it’s a whole different progression, sometimes on a different disk, sometimes a different executable. There is this tremendous opportunity there that you can see in other genres. It makes you feel like you can play competitive for two weeks and then come back to playing some cooperative experience, and you actually help yourself. Your character was better, can go more places, do more things. Right away for sure that was one of the huge opportunities that we saw. It’s frustrating in a good way, because I’m enjoying these games that I’m playing, but it’s frustrating because I’m enjoying this game and then to play with my friends I have to do what? There’s a whole new kind of progression that I’m not able to take back. I wanted it to be different. Your team was coming off of the decade of a franchise about a sci-fi character who’s got big armor and guns and shoots aliens. Is it just that you and the team really love science-fiction? What brought you back to the genre? I would say that this place we’re going it is exciting to me. It’s different. There’s more – there’s so many bad ways to say it – sci-fantasy. There are guns and tanks and spaceships and travel between other worlds, but there’s also dens of wicked creatures living under the Earth with awesome s--- you can go get, take from them, and bring out and make yourself more powerful – that’s more of a fantasy bit, and I think it was really appealing to bring that kind of mystery and adventure into the shooter. It’s a different approach from the heart of the military, which I think we have a lot of in console gaming right now. I’ve played all the shooters in the last two or three years. We thought we could bring something new to that, which is the idea: yes to the science and yes to the space ships, but there is also wonder and mystery and adventure. We could out on the frontier and see good fortune and it meant something. In the way you would in a fantasy game. That is hugely appealing to me, and to us. And another one of the opportunities that we wanted to take advantage of that would have been difficult with a previous IP. What you eventually got to was this detailed world-building idea of the Traveler, the last city, and the solar system as a setting. Where did that begin? Game stories are really unique, because you want a world that’s compelling to be in. It’s the first pillar of Destiny. The world that players want to be in – it can’t be repugnant or push you away or be some place you don’t want to return to. I think I can enjoy those worlds for a while and I think there are games that I play that have totally compelling worlds that are awesome to visit, but some place that you want to live in that you want to return to for weeks and weeks in a row. One of the things that we wanted was to build a world that was welcoming. Full of danger and mystery and horror, but to have it – you can see in the concept art – be at the same time beautiful and compelling and interesting, and draw you into that. In coming up and trying to find this story that we wanted to tell, I had a bunch of stuff just written down, archived, notebooks, ideas for stories that I think would be great for a more linear media like a book or movie or something like that. Game stories need to be so different from more linear stories. They need to support, in our case, multiple protagonists acting over a long time. They need to supply with you with an endless stream of evil to fight hand-to-hand over and over again. And there are some stories that just don’t sustain that. I said two things there. One of them is we wanted a really welcoming world even if it was very dangerous and in some cases full of horror. And the other thing was that we did on the way is push to the wayside a bunch of stories that just didn’t give us this feeling. Our very first metaphor was a candle in darkness, or Camelot in the middle of the untamed frontier. There was a place you could go that you could be safe, put your feet back, and look out over a sunset. I’m being totally metaphorical here. Interact with other players. You can trade stuff. Buy s---. I knew on all sides you were surrounded by the wicked frontier, the adventure, the mystery. We built a bunch of different stories like that, but we were trying to create something big that we can build in. A world that was going to let us live in it for a long time – that was going to let us tell a lot of different stories. A world that was actually okay with us telling stories that were great instead of turning away stories that were great – if that makes sense. There were a lot of great video game worlds that can only tell one kind of story. We wanted to get away from that. Page 2 http://www.gameinformer.com/b/features/archive/2013/12/11/jason-jones-the-destiny-interview.aspx?PostPageIndex=2 Page 3 http://www.gameinformer.com/b/features/archive/2013/12/11/jason-jones-the-destiny-interview.aspx?PostPageIndex=3
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Game Informer visited Bungie to sit down with co-founder Jason Jones to talk about Destiny. In this interview Jason answers a lot of questions and gives a lot of insight to the game, he gives us some more on Destiny's Story, talks about solo and competitive multiplayer and tells us why they moved on from Halo to create this new universe. I will provide the first part of the interview below then will give links to the remaining parts as it is a very long interview. Before Destiny, your team had been working on Halo for a long time. What prompted the move? You already answered your own question. Did you feel like you were ready for something new? I think the situation made part of the decision for us. We’d been with this one IP for a long time and you want to try something different. You have ideas. I think the genesis of new projects for a lot of people here (certainly for me) is being out in the world and playing other games, seeing other entertainment. In the best way, being a critic and saying: “There’s an opportunity here that I want to see, that I want to play. When I experience these other games, I don’t get. That really drove Halo 1, this idea that shooters are great. I love shooters, but they’re complicated. There were all these opportunities in shooters that we wanted to see. I think that’s really the genesis of Destiny. They’re not the same opportunities, because those have been in existence for a long time, but when you look out at the shooter experiences on consoles there’s a lot of great stuff – great action experiences, but they’re only starting to scratch the surface of cooperative play, aspirational goals, player-player interaction – whatever you want to call it. Having a world that feels like a real place that you visit instead of just a way to play competitive. If your question is: Where does this project come from? I think part of it is the way all of it comes, which is this desire to participate in some experience that doesn’t exist yet. So that’s what we’re trying to build. We’re trying to build a game that we have wanted to play that doesn’t exist. Early on did you have the idea for this integrated cooperative and competitive campaign? Was that part of the genesis or did that come later? Absolutely. That was right at the beginning. There are games in which the idea that you start to play the campaign, and you’re immersed in some world and you think it’s cool and you’re investing yourself in some kind of building and some story and some character and then you want to play cooperative or you want to play competitive and it’s a whole different progression, sometimes on a different disk, sometimes a different executable. There is this tremendous opportunity there that you can see in other genres. It makes you feel like you can play competitive for two weeks and then come back to playing some cooperative experience, and you actually help yourself. Your character was better, can go more places, do more things. Right away for sure that was one of the huge opportunities that we saw. It’s frustrating in a good way, because I’m enjoying these games that I’m playing, but it’s frustrating because I’m enjoying this game and then to play with my friends I have to do what? There’s a whole new kind of progression that I’m not able to take back. I wanted it to be different. Your team was coming off of the decade of a franchise about a sci-fi character who’s got big armor and guns and shoots aliens. Is it just that you and the team really love science-fiction? What brought you back to the genre? I would say that this place we’re going it is exciting to me. It’s different. There’s more – there’s so many bad ways to say it – sci-fantasy. There are guns and tanks and spaceships and travel between other worlds, but there’s also dens of wicked creatures living under the Earth with awesome s--- you can go get, take from them, and bring out and make yourself more powerful – that’s more of a fantasy bit, and I think it was really appealing to bring that kind of mystery and adventure into the shooter. It’s a different approach from the heart of the military, which I think we have a lot of in console gaming right now. I’ve played all the shooters in the last two or three years. We thought we could bring something new to that, which is the idea: yes to the science and yes to the space ships, but there is also wonder and mystery and adventure. We could out on the frontier and see good fortune and it meant something. In the way you would in a fantasy game. That is hugely appealing to me, and to us. And another one of the opportunities that we wanted to take advantage of that would have been difficult with a previous IP. What you eventually got to was this detailed world-building idea of the Traveler, the last city, and the solar system as a setting. Where did that begin? Game stories are really unique, because you want a world that’s compelling to be in. It’s the first pillar of Destiny. The world that players want to be in – it can’t be repugnant or push you away or be some place you don’t want to return to. I think I can enjoy those worlds for a while and I think there are games that I play that have totally compelling worlds that are awesome to visit, but some place that you want to live in that you want to return to for weeks and weeks in a row. One of the things that we wanted was to build a world that was welcoming. Full of danger and mystery and horror, but to have it – you can see in the concept art – be at the same time beautiful and compelling and interesting, and draw you into that. In coming up and trying to find this story that we wanted to tell, I had a bunch of stuff just written down, archived, notebooks, ideas for stories that I think would be great for a more linear media like a book or movie or something like that. Game stories need to be so different from more linear stories. They need to support, in our case, multiple protagonists acting over a long time. They need to supply with you with an endless stream of evil to fight hand-to-hand over and over again. And there are some stories that just don’t sustain that. I said two things there. One of them is we wanted a really welcoming world even if it was very dangerous and in some cases full of horror. And the other thing was that we did on the way is push to the wayside a bunch of stories that just didn’t give us this feeling. Our very first metaphor was a candle in darkness, or Camelot in the middle of the untamed frontier. There was a place you could go that you could be safe, put your feet back, and look out over a sunset. I’m being totally metaphorical here. Interact with other players. You can trade stuff. Buy s---. I knew on all sides you were surrounded by the wicked frontier, the adventure, the mystery. We built a bunch of different stories like that, but we were trying to create something big that we can build in. A world that was going to let us live in it for a long time – that was going to let us tell a lot of different stories. A world that was actually okay with us telling stories that were great instead of turning away stories that were great – if that makes sense. There were a lot of great video game worlds that can only tell one kind of story. We wanted to get away from that. Page 2 http://www.gameinformer.com/b/features/archive/2013/12/11/jason-jones-the-destiny-interview.aspx?PostPageIndex=2 Page 3 http://www.gameinformer.com/b/features/archive/2013/12/11/jason-jones-the-destiny-interview.aspx?PostPageIndex=3 This post has been promoted to an article
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An article posted on teambeyond.net say's 343 Industries Creative Director Josh Holmes has stepped down from his position and has become the executive producer instead. As you can see from his twitter page it states he is the EP (Executive Producer) at 343. The person replacing him is Tim Longo who was the creative director of Republic Commando and the Tomb Raider reboot. He has also stated his new position on his twitter page. The reason for the switch of positions is unknown at the moment as neither of them has stated why it has happened but news on that may surface soon. View full article
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An article posted on teambeyond.net say's 343 Industries Creative Director Josh Holmes has stepped down from his position and has become the executive producer instead. As you can see from his twitter page it states he is the EP (Executive Producer) at 343. The person replacing him is Tim Longo who was the creative director of Republic Commando and the Tomb Raider reboot. He has also stated his new position on his twitter page. The reason for the switch of positions is unknown at the moment as neither of them has stated why it has happened but news on that may surface soon.
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Release date announced by Bungie for Destiny!
Adam91 replied to Absolute Dog's topic in General Discussion
Great TO see a release date now the waiting can officially begin. Also I promoted this post for you AD. -
Microsoft's gaming studio Lift London has confirmed that there will be three new games they are developing will be shown in the "not too distant future". Lift London's studio head Lee Schuneman spoke with OXM, he said "We've got a high bar for innovation" he also said "We have three cool titles in development that we'll reveal very soon". Nothing is really known about these three new titles other than they are free to play and will likely follow in the footsteps of Remedy's Quantum Break OXM stated, which is another upcoming exclusive title for the Xbox. Further talking with OXM Lee Schuneman pointed out the need "to build universes that will grow with the audience and follow them unto any device that they own" this does suggest to hint at cross platforming but how much of it will be implemented has not been clarified at this moment. That's all we know of what Lift London and Microsoft Studios have up their sleeves but more info will arise in the near future.
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Microsoft's gaming studio Lift London has confirmed that there will be three new games they are developing will be shown in the "not too distant future". Lift London's studio head Lee Schuneman spoke with OXM, he said "We've got a high bar for innovation" he also said "We have three cool titles in development that we'll reveal very soon". Nothing is really known about these three new titles other than they are free to play and will likely follow in the footsteps of Remedy's Quantum Break OXM stated, which is another upcoming exclusive title for the Xbox. Further talking with OXM Lee Schuneman pointed out the need "to build universes that will grow with the audience and follow them unto any device that they own" this does suggest to hint at cross platforming but how much of it will be implemented has not been clarified at this moment. That's all we know of what Lift London and Microsoft Studios have up their sleeves but more info will arise in the near future. View full article
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Video game journalist and video game show host Geoff Keighley has made a post on his twitter page that a new exclusive look at Destiny will be shown tomorrow at 11pm ET along with an announcement from Bungie. As you can see from the twitter post no specific details regarding the exclusive look and Bungie's announcement has been given. I personally think Bungie's announcement will be the release date for the beta or the game itself, or possibly both. So stay tuned tomorrow for a new Destiny reveal and announcement.
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Video game journalist and video game show host Geoff Keighley has made a post on his twitter page that a new exclusive look at Destiny will be shown tomorrow at 11pm ET along with an announcement from Bungie. As you can see from the twitter post no specific details regarding the exclusive look and Bungie's announcement has been given. I personally think Bungie's announcement will be the release date for the beta or the game itself, or possibly both. So stay tuned tomorrow for a new Destiny reveal and announcement. View full article
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Video game journalist and video game show host Geoff Keighley has made a post on his twitter page that a new exclusive look at Destiny will be shown tomorrow at 11pm ET along with an announcement from Bungie. As you can see from the twitter post no specific details regarding the exclusive look and Bungie's announcement has been given. I personally think Bungie's announcement will be the release date for the beta or the game itself, or possibly both. So stay tuned tomorrow for a new Destiny reveal and announcement. This post has been promoted to an article
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Xbox One walkthrough video http://www.343industries.org/forum/topic/32147-xbox-one-walkthrough-video/?do=findComment&comment=287236
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As we prepare for launch of the Xbox One Yusuf Mehdi and Marc Whitten from Xbox gives us a 12 minute demo of the console in which they walk us through the new dashboard which can be color customized. We get to see an interesting new way to sign in to our accounts and another run through of other new Xbox live features and apps such as upload studio, skype, instant switching and more. Here is the Xbox One walkthrough
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As we prepare for launch of the Xbox One Yusuf Mehdi and Marc Whitten from Xbox gives us a 12 minute demo of the console in which they walk us through the new dashboard which can be color customized. We get to see an interesting new way to sign in to our accounts and another run through of other new Xbox live features and apps such as upload studio, skype, instant switching and more. Here is the Xbox One walkthrough View full article
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The new kinect sensor that will be coming with the Xbox One has another new cool feature up it's sleeve, it will have the ability to scan and redeem Xbox live codes by simply holding up the code card in view of the sensor and saying "Xbox use code" the sensor reads the QR code on the card and it is redeemed in a matter of seconds. It is now expected that all Xbox One game vouchers will come with a QR for this feature. Here we have Major Nelson doing a quick demonstration. https://vine.co/v/hIAEZuQp5MK
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The new kinect sensor that will be coming with the Xbox One has another new cool feature up it's sleeve, it will have the ability to scan and redeem Xbox live codes by simply holding up the code card in view of the sensor and saying "Xbox use code" the sensor reads the QR code on the card and it is redeemed in a matter of seconds. It is now expected that all Xbox One game vouchers will come with a QR for this feature. Here we have Major Nelson doing a quick demonstration. https://vine.co/v/hIAEZuQp5MK View full article
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Microsoft has been sending out emails to selected customers giving away free digital copies of Killer Instinct for the Xbox One for when it launches on November 22nd. The emailed said "You're a fan of ours and we're a fan of yours.Thank you for your dedication to Xbox. We want to show you our appreciation, so we're giving you Killer Instinct." Some have been told that this offer is not legitimate but it has been confirmed that it is on the Xbox Support twitter account. It hasn't been clear what exactly Xbox gamers need to do or to have done to be awarded this freebie but Xbox Supported has stated, "We've selected a bunch of our Xbox fans for their support and as a celebration for the upcoming Xbox One," They also said, "We don't have any specifics on that other than that some users have received a gift." "We considered a variety of things like Gamerscore, Live tenure and other factors in markets where Xbox One is available." Source: http://www.eurogamer.net/articles/2013-11-06-microsoft-is-emailing-select-gamers-with-free-xbox-one-killer-instinct-offer
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Microsoft has been sending out emails to selected customers giving away free digital copies of Killer Instinct for the Xbox One for when it launches on November 22nd. The emailed said "You're a fan of ours and we're a fan of yours.Thank you for your dedication to Xbox. We want to show you our appreciation, so we're giving you Killer Instinct." Some have been told that this offer is not legitimate but it has been confirmed that it is on the Xbox Support twitter account. It hasn't been clear what exactly Xbox gamers need to do or to have done to be awarded this freebie but Xbox Supported has stated, "We've selected a bunch of our Xbox fans for their support and as a celebration for the upcoming Xbox One," They also said, "We don't have any specifics on that other than that some users have received a gift." "We considered a variety of things like Gamerscore, Live tenure and other factors in markets where Xbox One is available." Source: http://www.eurogamer.net/articles/2013-11-06-microsoft-is-emailing-select-gamers-with-free-xbox-one-killer-instinct-offer View full article
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But the question is what is that they are or will be showing off? This makes me really curious.