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Destiny Trailer- The Law of the Jungle
Adam91 replied to highplainsdrifter's topic in General Discussion
very nice trailer very excited but I feel kinda bummed that bungie is centering destiny more for the PS4, they did it with sony's last presentation and also announced destiny PS4 exclusives and they are showing destiny again for the PS4 at E3. I know I'm being silly but as an xbox user I feel they havn't included me. Again I know it's silly to think that way as it coming out for the xbox as well but I can't help feel that way at the same. P.S lol I know people are gonna tell me to catch a grip and I know they are right. -
Here is an update on the latest about the fee on wanting to play a preowned games on the Xbox One, and it's looking grim. Microsoft's Phil Harrison mentions that within one household only one XBOX can play any given game or you have to purchase it again. So in a house that has 4 XBOX One's for example, they would have to purchase the original game plus three more digital copies of it. $240.00 paid for one game in one house This article is from Eurogamer on their interview with Phil Harrison trying to explain this situation. Thanks to AD for finding this article. Whether or not you agree with Microsoft's ideas and goals for Xbox One, at least they are generally pretty easy to understand. The one exception today has been how game ownership works and especially the Xbox One's attitude to sharing between friends and reselling games, which has resulted in conflicting and confusing reports. The confusion is such that as I sat transcribing and making notes four hours after I interviewed Phil Harrison earlier today, a Microsoft PR tapped me on the shoulder and invited me back to the boardroom so that Harrison could take another swing at explaining this surprisingly complex issue. "So, think about how you use a disc that you own of an Xbox 360 game," he began. "If I buy the disc from a store, I use that disc in my machine, I can give that disc to my son and he can play it on his 360 in his room. We both can't play at the same time, but the disc is the key to playing. I can go round to your house and give you that disc and you can play on that game as well." "What we're doing with the digital permissions that we have for Xbox One is no different to that. If I am playing on that disc, which is installed to the hard drive on my Xbox One, everybody in my household who has permission to use my Xbox One can use that piece of content. [so] I can give that piece of content to my son and he can play it on the same system." Harrison then explained what happens when you want to take that game beyond the borders of your own home and into a friend's place. "I can come to your house and I can put the disc into your machine and I can sign in as me and we can play the game," he explained. "The bits are on your hard drive. At the end of the play session, when I take my disc home - or even if I leave it with you - if you want to continue to play that game [on your profile] then you have to pay for it. The bits are already on your hard drive, so it's just a question of going to our [online] store and buying the game, and then it's instantly available to play." "The bits that are on the disc, I can give to anybody else, but if we both want to play it at the same time, we both have to own it. That's no different to how discs operate today." That makes the issue of game ownership a lot clearer than it has been at any point so far. Once you install a game, it is tied to your Xbox login, and in this way Microsoft can avoid scenarios where you buy a game, install it, then just give the disc to all your friends so they can install and play it without paying for it. The next issue is what happens when you finish with a game and want either to trade it in at a store or sell it on in another way. "We will have a system where you can take that digital content and trade a previously played game at a retail store," Harrison said. "We're not announcing the details of that today, but we will have announced in due course." Harrison would not be drawn on how this worked, even as I suggested various scenarios. For example, I asked whether you would need to pay for the second-hand disc at a store and then pay a fee to Microsoft when you got home, a bit like an Online Pass. Harrison wouldn't be drawn. "Our goal is to make it really customer-centric, really simple and really understandable and we will announce those details in due course." I got the impression from speaking to him - entirely my inference - that this Online Pass-style scenario of paying twice for second-hand, once at retail and once at home, was not the plan. But Harrison's reluctance to pre-empt this mystery announcement means that it is still a possibility. To me, the fact that Harrison was talking about a forthcoming announcement rather than just clarifying the detail suggests that whatever strategy Microsoft does have for this second-hand resale process may involve a specific partner. Perhaps Microsoft has done some sort of deal with GameStop or a similar retail entity. Anyway, I took the opportunity of a second audience with Harrison to ask some follow-ups about Xbox One's always-online aspects as well. "Some bits of the system will work offline," he said. "I think the key point to make is that Xbox One requires an internet connection, but it does not need to be connected all the time. We think that most of the biggest games on Xbox One and most of the games and experiences and services you want to use will be internet-connected." Everybody got that? Xbox One requires an internet connection, but not all the time. "I don't want to trivialise the issue because I know people are passionate about it, but I think most people will realise that the vast majority of content and experiences that they will want to enjoy on Xbox One will be the ones that have an online connectivity," he continued. "I think where people have anxiety understandably is what happens when the internet connection goes down for a few minutes or a few hours. On our side, with the infrastructure investments that we as Microsoft have made in Azure and Xbox Live dedicated servers that we will have for Xbox One, we are very confident that we have the infrastructure to support all of the players and all of the connections. And although it's not directly an Xbox issue, it's something Microsoft is proven to be really good at with Office 365." After the tape was off, we chatted some more about the anxieties that have come to light today and over the last few months of speculation. I suggested that one of the reasons that our concerns about second-hand blocking, always-online and other related issues are so acute is that we don't have any real-world Xbox One examples yet to judge it. Our touchstones are things like Diablo 3 and SimCity, which were appallingly botched launches. Time will tell whether Microsoft can get the balance right with this stuff. Personally, I just want purely single-player games to work offline and the internet to enhance our games in transparent ways. We will have to wait and see whether Xbox One's use of cloud computation and online services muddies this situation or if the platform holder can succeed where Blizzard and EA failed. View full article
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Here is an update on the latest about the fee on wanting to play a preowned games on the Xbox One, and it's looking grim. Microsoft's Phil Harrison mentions that within one household only one XBOX can play any given game or you have to purchase it again. So in a house that has 4 XBOX One's for example, they would have to purchase the original game plus three more digital copies of it. $240.00 paid for one game in one house This article is from Eurogamer on their interview with Phil Harrison trying to explain this situation. Thanks to AD for finding this article. Whether or not you agree with Microsoft's ideas and goals for Xbox One, at least they are generally pretty easy to understand. The one exception today has been how game ownership works and especially the Xbox One's attitude to sharing between friends and reselling games, which has resulted in conflicting and confusing reports. The confusion is such that as I sat transcribing and making notes four hours after I interviewed Phil Harrison earlier today, a Microsoft PR tapped me on the shoulder and invited me back to the boardroom so that Harrison could take another swing at explaining this surprisingly complex issue. "So, think about how you use a disc that you own of an Xbox 360 game," he began. "If I buy the disc from a store, I use that disc in my machine, I can give that disc to my son and he can play it on his 360 in his room. We both can't play at the same time, but the disc is the key to playing. I can go round to your house and give you that disc and you can play on that game as well." "What we're doing with the digital permissions that we have for Xbox One is no different to that. If I am playing on that disc, which is installed to the hard drive on my Xbox One, everybody in my household who has permission to use my Xbox One can use that piece of content. [so] I can give that piece of content to my son and he can play it on the same system." Harrison then explained what happens when you want to take that game beyond the borders of your own home and into a friend's place. "I can come to your house and I can put the disc into your machine and I can sign in as me and we can play the game," he explained. "The bits are on your hard drive. At the end of the play session, when I take my disc home - or even if I leave it with you - if you want to continue to play that game [on your profile] then you have to pay for it. The bits are already on your hard drive, so it's just a question of going to our [online] store and buying the game, and then it's instantly available to play." "The bits that are on the disc, I can give to anybody else, but if we both want to play it at the same time, we both have to own it. That's no different to how discs operate today." That makes the issue of game ownership a lot clearer than it has been at any point so far. Once you install a game, it is tied to your Xbox login, and in this way Microsoft can avoid scenarios where you buy a game, install it, then just give the disc to all your friends so they can install and play it without paying for it. The next issue is what happens when you finish with a game and want either to trade it in at a store or sell it on in another way. "We will have a system where you can take that digital content and trade a previously played game at a retail store," Harrison said. "We're not announcing the details of that today, but we will have announced in due course." Harrison would not be drawn on how this worked, even as I suggested various scenarios. For example, I asked whether you would need to pay for the second-hand disc at a store and then pay a fee to Microsoft when you got home, a bit like an Online Pass. Harrison wouldn't be drawn. "Our goal is to make it really customer-centric, really simple and really understandable and we will announce those details in due course." I got the impression from speaking to him - entirely my inference - that this Online Pass-style scenario of paying twice for second-hand, once at retail and once at home, was not the plan. But Harrison's reluctance to pre-empt this mystery announcement means that it is still a possibility. To me, the fact that Harrison was talking about a forthcoming announcement rather than just clarifying the detail suggests that whatever strategy Microsoft does have for this second-hand resale process may involve a specific partner. Perhaps Microsoft has done some sort of deal with GameStop or a similar retail entity. Anyway, I took the opportunity of a second audience with Harrison to ask some follow-ups about Xbox One's always-online aspects as well. "Some bits of the system will work offline," he said. "I think the key point to make is that Xbox One requires an internet connection, but it does not need to be connected all the time. We think that most of the biggest games on Xbox One and most of the games and experiences and services you want to use will be internet-connected." Everybody got that? Xbox One requires an internet connection, but not all the time. "I don't want to trivialise the issue because I know people are passionate about it, but I think most people will realise that the vast majority of content and experiences that they will want to enjoy on Xbox One will be the ones that have an online connectivity," he continued. "I think where people have anxiety understandably is what happens when the internet connection goes down for a few minutes or a few hours. On our side, with the infrastructure investments that we as Microsoft have made in Azure and Xbox Live dedicated servers that we will have for Xbox One, we are very confident that we have the infrastructure to support all of the players and all of the connections. And although it's not directly an Xbox issue, it's something Microsoft is proven to be really good at with Office 365." After the tape was off, we chatted some more about the anxieties that have come to light today and over the last few months of speculation. I suggested that one of the reasons that our concerns about second-hand blocking, always-online and other related issues are so acute is that we don't have any real-world Xbox One examples yet to judge it. Our touchstones are things like Diablo 3 and SimCity, which were appallingly botched launches. Time will tell whether Microsoft can get the balance right with this stuff. Personally, I just want purely single-player games to work offline and the internet to enhance our games in transparent ways. We will have to wait and see whether Xbox One's use of cloud computation and online services muddies this situation or if the platform holder can succeed where Blizzard and EA failed.
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Xbox One looked like a disappointment to me...
Adam91 replied to SatanicBagels's topic in General Discussion
Microsoft was only showing off the xbox one's features and what it can do, yes it's gimmicky but they still need to show it that's what this presentation was for, it was not for gaming because E3 is like 2 weeks away and there's no point showing them there in a 1 hour presentation. They need that time just to show the consoles features and they will show all the gaming side of it at E3, xbox one it still primarily for gaming. Keep in mind we have 15 xbox exclusive titles to see too, don't worry we are far from seeing all of what the xbox one has for us. -
Live action destiny trailer tomorrow!
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A tweet from Destiny's twitter page confirms that a live action trailer will be shown this Thursday, no specific time or place has been told where to view the trailer yet but we might get an update on that pretty soon. The link in that comment brings us to this image, it could possibly be a script or a document that tell explains how the trailer will play out. You can see the words "Law Of The Jungle" printed, this could tell us that the trailer will be set in a jungle area on Earth or on of the planets in out solar system. View full article
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A tweet from Destiny's twitter page confirms that a live action trailer will be shown this Thursday, no specific time or place has been told where to view the trailer yet but we might get an update on that pretty soon. The link in that comment brings us to this image, it could possibly be a script or a document that tell explains how the trailer will play out. You can see the words "Law Of The Jungle" printed, this could tell us that the trailer will be set in a jungle area on Earth or on of the planets in out solar system.
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Destiny Trailer This Thursday http://www.343industries.org/forum/topic/28943-destiny-trailer-to-be-shown-on-thursday/
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A tweet from Destiny's twitter page confirms that a live action trailer will be shown this Thursday, no specific time or place has been told where to view the trailer yet but we might get an update on that pretty soon. The link in that comment brings us to this image, it could possibly be a script or a document that explains how the trailer will play out. You can see the words "Law Of The Jungle" printed, this could tell us that the trailer will be set in a jungle area on Earth or on of the planets in out solar system? Update Law of the jungle is a term that means every man for himself, dog eat dog, survival of the fittest etc. This may be a clue to what the theme or plot of the trailer may be about. Possibly it could be about a stranded guardian being persued or hunted down by an enemy or maybe showing how humanity is on the edge of extinction and we see humans doing everything they can to survive. What ever happens, the feeling of a gritty and dark feel seems to be hanging over this trailer. This post has been promoted to an article
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Microsoft confirmed that there will be a fee to play preowned games. When you put in a brand new disc in to the Xbox one you will be prompted with a mandatory installation to install the game onto the hard drive, if you wanted to loan or give that game to a friend or relative for example their xbox will detect that it was used on another console and that person will have to play a fee to install and play the game. This article is from CVG Microsoft has confirmed that all Xbox One games will require mandatory installation onto the system's hard drive and, to install the same disc onto another user's drive, a fee must be paid. Individual games will be tied to Xbox Live accounts, Microsoft said, meaning that the software giant can detect whether a game has been sold to a retailer and repurchased, or handed from one friend to another. In such instances, the second user must pay a fee. "On the new Xbox, all game discs are installed to the HDD to play," a Microsoft representative told Wired. The company added that, once discs are installed on the hard drive, games can be played without a disc being in the tray. The Wired article then elaborates: "What follows naturally from this is that each disc would have to be tied to a unique Xbox Live account, else you could take a single disc and pass it between everyone you know and copy the game over and over. Since this is clearly not going to happen, each disc must then only install for a single owner." It added: "Microsoft did say that if a disc was used with a second account, that owner would be given the option to pay a fee and install the game from the disc, which would then mean that the new account would also own the game and could play it without the disc." Microsoft did not disclose what the second-user fee would amount too, and did not clarify further on the matter. The article claims that there is no sweeping 'always-online' requirement for future Xbox One games. Update: Jon Hicks, the editor of Official Xbox magazine, has claimed that pre-owned games will be un-installed from the previous owner's system and installed onto another's. It is not clear if this process would negate a pre-owned fee. View full article
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Microsoft confirmed that there will be a fee to play preowned games. When you put in a brand new disc in to the Xbox one you will be prompted with a mandatory installation to install the game onto the hard drive, if you wanted to loan or give that game to a friend or relative for example their xbox will detect that it was used on another console and that person will have to play a fee to install and play the game. This article is from CVG Microsoft has confirmed that all Xbox One games will require mandatory installation onto the system's hard drive and, to install the same disc onto another user's drive, a fee must be paid. Individual games will be tied to Xbox Live accounts, Microsoft said, meaning that the software giant can detect whether a game has been sold to a retailer and repurchased, or handed from one friend to another. In such instances, the second user must pay a fee. "On the new Xbox, all game discs are installed to the HDD to play," a Microsoft representative told Wired. The company added that, once discs are installed on the hard drive, games can be played without a disc being in the tray. The Wired article then elaborates: "What follows naturally from this is that each disc would have to be tied to a unique Xbox Live account, else you could take a single disc and pass it between everyone you know and copy the game over and over. Since this is clearly not going to happen, each disc must then only install for a single owner." It added: "Microsoft did say that if a disc was used with a second account, that owner would be given the option to pay a fee and install the game from the disc, which would then mean that the new account would also own the game and could play it without the disc." Microsoft did not disclose what the second-user fee would amount too, and did not clarify further on the matter. The article claims that there is no sweeping 'always-online' requirement for future Xbox One games. Update: Jon Hicks, the editor of Official Xbox magazine, has claimed that pre-owned games will be un-installed from the previous owner's system and installed onto another's. It is not clear if this process would negate a pre-owned fee.
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Today was the day microsoft finally revealed their new xbox, quite a few interesting things were revealed today with more on the way at E3 in just a matter of weeks. So lets go through some of the main things that was shown at todays presentation. The name. Microsoft has revealed the name of the new xbox, Xbox One. Not a name that many of us were expecting hear for the new console, the reason for the name is for the "all in one experience" the new console will have, games, entertainment and TV. The look. From the picture above we see the actual console itself, the new controller and the kinect camera/sensor. The new console design is not bad but they could have stayed away from the chunky straight edge look and more of a curvy smooth design, but it's still ok. The new controller hasn't changed too much from the 360 controller except for a few minor details, the over all shape and layout is the same but has an extension with a glossy finish that sits at the top of the main body where the bumper buttons and the xbox home button (now touch sensitive) are located, the thumbs sticks hasn't change much except for the grip around the edges. The kinect sensor has a bit of a different look this time. It has a flat front service with one camera lens, the movement sensor along the botton and it will be included with each Xbox one. The Power. The Xbox One specs revealed 8 Core CPU 8 GB System Memory 500 GB HDD Blu Ray Drive 802.11n Wireless with Wi-Fi Direct HDMI In/Out USB 3.0 The Xbox one will feature Skype, be able watch TV and a snap feature which allows the user to do more than one thing at a time e.g you can watch a movie and browse the web at the same time without closing down one application to access another. Xbox One unveil video Exclusives Microsoft confirmed that 15 titles will be exclusive only to xbox when the console is launched, we don't know what the titles are or who is developing them but no doubt E3 will shed light on that. Well they did show us a trailer of one of the Xbox One's exclusives, Quantum Break developed by Remedy. Halo 343 was briefly in the spotlight at the presentation but not to show of any video game related content, but to confirm a live action TV series and Steven Spielberg will be involved with it, but what role he will be playing is currently unknown. That's pretty much the main parts of the presentation, I will try and add a video of the full presentation for those have have not seen it yet.
- 4 comments
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Today was the day microsoft finally revealed their new xbox, quite a few interesting things were revealed today with more on the way at E3 in just a matter of weeks. So lets go through some of the main things that was shown at todays presentation. The name. Microsoft has revealed the name of the new xbox, Xbox One. Not a name that many of us were expecting hear for the new console, the reason for the name is for the "all in one experience" the new console will have, games, entertainment and TV. The look. From the picture above we see the actual console itself, the new controller and the kinect camera/sensor. The new console design is not bad but they could have stayed away from the chunky straight edge look and more of a curvy smooth design, but it's still ok. The new controller hasn't changed too much from the 360 controller except for a few minor details, the over all shape and layout is the same but has an extension with a glossy finish that sits at the top of the main body where the bumper buttons and the xbox home button (now touch sensitive) are located, the thumbs sticks hasn't change much except for the grip around the edges. The kinect sensor has a bit of a different look this time. It has a flat front service with one camera lens, the movement sensor along the botton and it will be included with each Xbox one. The Power. The Xbox One specs revealed 8 Core CPU 8 GB System Memory 500 GB HDD Blu Ray Drive 802.11n Wireless with Wi-Fi Direct HDMI In/Out USB 3.0 The Xbox one will feature Skype, be able watch TV and a snap feature which allows the user to do more than one thing at a time e.g you can watch a movie and browse the web at the same time without closing down one application to access another. Xbox One unveil video Exclusives Microsoft confirmed that 15 titles will be exclusive only to xbox when the console is launched, we don't know what the titles are or who is developing them but no doubt E3 will shed light on that. Well they did show us a trailer of one of the Xbox One's exclusives, Quantum Break developed by Remedy. Halo 343 was briefly in the spotlight at the presentation but not to show of any video game related content, but to confirm a live action TV series and Steven Spielberg will be involved with it, but what role he will be playing is currently unknown. That's pretty much the main parts of the presentation, I will try and add a video of the full presentation for those have have not seen it yet. View full article
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What we know so far about the new xbox http://www.343industries.org/forum/topic/28938-the-xbox-presentation-what-we-know-so-far/
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Don't think they have been working on it that far back, it's most likely been in development since around 2008 no earlier than that.
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EA has confirmed that they will be scrapping online passes for all of their future titles due to negative feedback, so those who usually buy preowned games will not have to fork out extra cash in order to access their online features. This article is from GamingBolt The passes, which require a one-time activation to access online content, have been scrapped due to negative user feedback, according to EA senior director of corporate communications John Reseburg. "Yes we're discontinuing Online Pass," Reseburg told GamesBeat. "None of our new titles will include that feature." The passes have been controversial due to their restricting access to content for second-hand buyers. Once an Online Pass has been used, the second-hand user is required to purchase another pass before accessing the relevant content, which is usually the title's multiplayer features. But no longer. "Initially launched as an effort to package a full menu of online content and services, many players didn't respond to the format," Reseburg continued. "We've listened to the feedback and decided to do away with it moving forward." "We're still committed to creating content and services that enhance the game experience well beyond the day you first start playing." EA titles that have implemented the Online Pass include Battlefield 3 and SSX. Ubisoft and Sony have also used Online Passes for titles including Far Cry 3 and Starhawk. It was announced last month that EA's forthcoming shooter Fuse will not require an Online Pass to access multiplayer features.
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EA has confirmed that they will be scrapping online passes for all of their future titles due to negative feedback, so those who usually buy preowned games will not have to fork out extra cash in order to access their online features. This article is from GamingBolt The passes, which require a one-time activation to access online content, have been scrapped due to negative user feedback, according to EA senior director of corporate communications John Reseburg. "Yes we're discontinuing Online Pass," Reseburg told GamesBeat. "None of our new titles will include that feature." The passes have been controversial due to their restricting access to content for second-hand buyers. Once an Online Pass has been used, the second-hand user is required to purchase another pass before accessing the relevant content, which is usually the title's multiplayer features. But no longer. "Initially launched as an effort to package a full menu of online content and services, many players didn't respond to the format," Reseburg continued. "We've listened to the feedback and decided to do away with it moving forward." "We're still committed to creating content and services that enhance the game experience well beyond the day you first start playing." EA titles that have implemented the Online Pass include Battlefield 3 and SSX. Ubisoft and Sony have also used Online Passes for titles including Far Cry 3 and Starhawk. It was announced last month that EA's forthcoming shooter Fuse will not require an Online Pass to access multiplayer features. View full article
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From playstations latest issue of their magazine we get to know a little more about bungie and their approach to their new universe. With over half of the team that worked on Halo: Combat Evolved they are still here today helping to bring us a brand new universe. This article is from The Official Playstation Magazine If we’ve looked at any developer with green eyes here in the realm of PlayStation gaming, it’s Bungie. A studio that defined the first-person console shooter formula with its pioneering two-weapon, recharging health mechanics in Halo and went on to make that formula so effective that gamers spent a collective 235,000 years playing the series. A studio that created one of the most iconic player characters in history, and a multiplayer experience that’s hosted over two billion games since Halo 2’s release in 2004. These numbers aren’t intended to sting your eyes, nor should they. Bungie’s new project Destiny, a persistent shared-world FPS, is heading to both PS3 and PS4 – and with platform-exclusive content to boot. It brings not only the Halo studio’s undeniable shooter mastery, but one of the most ambitious visions we’ve ever heard. And it’s all funded by Activision, creator of enormous, world-stomping franchises. If any partnership can make such an ambitious game as Destiny actually work, it’s this one. So now we can finally acknowledge Bungie, and it feels great. But who exactly is this studio? A collective of savant coders in green spacesuits that stomped DualShocks on sight until its split from Microsoft in 2007? Do the staff bounce around the office on space hoppers, extolling the merits of a Valve-esque ‘flat hierarchy’ and taking bi-hourly group hug breaks? To crack into the Bungie psyche, we explore its Seattle headquarters – a converted cinema. “This mezzanine is where the projectors used to be,” says COO Pete Parsons, guiding us through an impressive open space littered with awards gongs, life-sized Master Chiefs and wide-eyed journos. Sure enough, there’s a touch of the unorthodox to Bungie: a ten-foot climbing wall where most offices would have a couple of sofas, an absence of individual offices, masking-tape marks on the floor where a kind of knighting ceremony for new employees and five-, ten- and 20-year veterans took place several weeks back, and an ever-shifting desk arrangement. “Over half the team that created Halo: Combat Evolved back in 2001 is still here today, working on Destiny” “Back in 2005 we decided to put everybody’s desks on wheels,” says Parsons. “We probably do ten to 15 desk moves every week.” These are the affectations of a studio that’s earned the right to hang a little loose by its body of work. You could walk through the doors in foot gloves and a propeller hat if you had a particular predilection for it… so long as you helped make one of the biggest shooter series of all time. And there’s more to that knighting ceremony than fistbumps and bro-ing out – over half the team that created Halo: Combat Evolved back in 2001 is still here today, working on Destiny. An increasing rarity in game studios that’s well worth celebrating. And arguably for the first time since 2001, the studio’s truly out of its comfort zone. Destiny is a rather nebulous project at the moment: it’s a persistent online world, but not an MMO. It’s a first-person shooter, but bears glaring RPG elements that include loot, character upgrades and stat progression. One thing’s crystal clear, though: this isn’t a rebranded Halo for multi-platform release. As Activision CEO Eric Hirshberg describes it: “I think what Bungie has created is the world’s first shared-world shooter. It’s a game that’s always evolving, with persistent progression for your character.” Bungie’s approach? Build an awesome world (these guys love the word awesome), and you’ve already won half the battle. It’s even one of the seven ‘pillars’ of design that creative director and co-founder Jason Jones describes: “A world you want to be in… This pillar was a big influence early in development. It let us create a world that was hopeful, that was full of mystery, a world you wanted to be part of and to explore.” You can throw in all the brutal melee takedowns and slo-mo ‘mark for death’ mechanics you like, but if your world is as fun to inhabit as an Aldi car park, your game’s going to fail View full article
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From playstations latest issue of their magazine we get to know a little more about bungie and their approach to their new universe. With over half of the team that worked on Halo: Combat Evolved they are still here today helping to bring us a brand new universe. This article is from The Official Playstation Magazine If we’ve looked at any developer with green eyes here in the realm of PlayStation gaming, it’s Bungie. A studio that defined the first-person console shooter formula with its pioneering two-weapon, recharging health mechanics in Halo and went on to make that formula so effective that gamers spent a collective 235,000 years playing the series. A studio that created one of the most iconic player characters in history, and a multiplayer experience that’s hosted over two billion games since Halo 2’s release in 2004. These numbers aren’t intended to sting your eyes, nor should they. Bungie’s new project Destiny, a persistent shared-world FPS, is heading to both PS3 and PS4 – and with platform-exclusive content to boot. It brings not only the Halo studio’s undeniable shooter mastery, but one of the most ambitious visions we’ve ever heard. And it’s all funded by Activision, creator of enormous, world-stomping franchises. If any partnership can make such an ambitious game as Destiny actually work, it’s this one. So now we can finally acknowledge Bungie, and it feels great. But who exactly is this studio? A collective of savant coders in green spacesuits that stomped DualShocks on sight until its split from Microsoft in 2007? Do the staff bounce around the office on space hoppers, extolling the merits of a Valve-esque ‘flat hierarchy’ and taking bi-hourly group hug breaks? To crack into the Bungie psyche, we explore its Seattle headquarters – a converted cinema. “This mezzanine is where the projectors used to be,” says COO Pete Parsons, guiding us through an impressive open space littered with awards gongs, life-sized Master Chiefs and wide-eyed journos. Sure enough, there’s a touch of the unorthodox to Bungie: a ten-foot climbing wall where most offices would have a couple of sofas, an absence of individual offices, masking-tape marks on the floor where a kind of knighting ceremony for new employees and five-, ten- and 20-year veterans took place several weeks back, and an ever-shifting desk arrangement. “Over half the team that created Halo: Combat Evolved back in 2001 is still here today, working on Destiny” “Back in 2005 we decided to put everybody’s desks on wheels,” says Parsons. “We probably do ten to 15 desk moves every week.” These are the affectations of a studio that’s earned the right to hang a little loose by its body of work. You could walk through the doors in foot gloves and a propeller hat if you had a particular predilection for it… so long as you helped make one of the biggest shooter series of all time. And there’s more to that knighting ceremony than fistbumps and bro-ing out – over half the team that created Halo: Combat Evolved back in 2001 is still here today, working on Destiny. An increasing rarity in game studios that’s well worth celebrating. And arguably for the first time since 2001, the studio’s truly out of its comfort zone. Destiny is a rather nebulous project at the moment: it’s a persistent online world, but not an MMO. It’s a first-person shooter, but bears glaring RPG elements that include loot, character upgrades and stat progression. One thing’s crystal clear, though: this isn’t a rebranded Halo for multi-platform release. As Activision CEO Eric Hirshberg describes it: “I think what Bungie has created is the world’s first shared-world shooter. It’s a game that’s always evolving, with persistent progression for your character.” Bungie’s approach? Build an awesome world (these guys love the word awesome), and you’ve already won half the battle. It’s even one of the seven ‘pillars’ of design that creative director and co-founder Jason Jones describes: “A world you want to be in… This pillar was a big influence early in development. It let us create a world that was hopeful, that was full of mystery, a world you wanted to be part of and to explore.” You can throw in all the brutal melee takedowns and slo-mo ‘mark for death’ mechanics you like, but if your world is as fun to inhabit as an Aldi car park, your game’s going to fail
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From playstations latest issue of their magazine we get to know a little more about bungie and their approach to their new universe. With over half of the team that worked on Halo: Combat Evolved they are still here today helping to bring us a brand new universe. This article is from The Official Playstation Magazine If we’ve looked at any developer with green eyes here in the realm of PlayStation gaming, it’s Bungie. A studio that defined the first-person console shooter formula with its pioneering two-weapon, recharging health mechanics in Halo and went on to make that formula so effective that gamers spent a collective 235,000 years playing the series. A studio that created one of the most iconic player characters in history, and a multiplayer experience that’s hosted over two billion games since Halo 2’s release in 2004. These numbers aren’t intended to sting your eyes, nor should they. Bungie’s new project Destiny, a persistent shared-world FPS, is heading to both PS3 and PS4 – and with platform-exclusive content to boot. It brings not only the Halo studio’s undeniable shooter mastery, but one of the most ambitious visions we’ve ever heard. And it’s all funded by Activision, creator of enormous, world-stomping franchises. If any partnership can make such an ambitious game as Destiny actually work, it’s this one. So now we can finally acknowledge Bungie, and it feels great. But who exactly is this studio? A collective of savant coders in green spacesuits that stomped DualShocks on sight until its split from Microsoft in 2007? Do the staff bounce around the office on space hoppers, extolling the merits of a Valve-esque ‘flat hierarchy’ and taking bi-hourly group hug breaks? To crack into the Bungie psyche, we explore its Seattle headquarters – a converted cinema. “This mezzanine is where the projectors used to be,” says COO Pete Parsons, guiding us through an impressive open space littered with awards gongs, life-sized Master Chiefs and wide-eyed journos. Sure enough, there’s a touch of the unorthodox to Bungie: a ten-foot climbing wall where most offices would have a couple of sofas, an absence of individual offices, masking-tape marks on the floor where a kind of knighting ceremony for new employees and five-, ten- and 20-year veterans took place several weeks back, and an ever-shifting desk arrangement. “Over half the team that created Halo: Combat Evolved back in 2001 is still here today, working on Destiny” “Back in 2005 we decided to put everybody’s desks on wheels,” says Parsons. “We probably do ten to 15 desk moves every week.” These are the affectations of a studio that’s earned the right to hang a little loose by its body of work. You could walk through the doors in foot gloves and a propeller hat if you had a particular predilection for it… so long as you helped make one of the biggest shooter series of all time. And there’s more to that knighting ceremony than fistbumps and bro-ing out – over half the team that created Halo: Combat Evolved back in 2001 is still here today, working on Destiny. An increasing rarity in game studios that’s well worth celebrating. And arguably for the first time since 2001, the studio’s truly out of its comfort zone. Destiny is a rather nebulous project at the moment: it’s a persistent online world, but not an MMO. It’s a first-person shooter, but bears glaring RPG elements that include loot, character upgrades and stat progression. One thing’s crystal clear, though: this isn’t a rebranded Halo for multi-platform release. As Activision CEO Eric Hirshberg describes it: “I think what Bungie has created is the world’s first shared-world shooter. It’s a game that’s always evolving, with persistent progression for your character.” Bungie’s approach? Build an awesome world (these guys love the word awesome), and you’ve already won half the battle. It’s even one of the seven ‘pillars’ of design that creative director and co-founder Jason Jones describes: “A world you want to be in… This pillar was a big influence early in development. It let us create a world that was hopeful, that was full of mystery, a world you wanted to be part of and to explore.” You can throw in all the brutal melee takedowns and slo-mo ‘mark for death’ mechanics you like, but if your world is as fun to inhabit as an Aldi car park, your game’s going to fail This post has been promoted to an article
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re: the posts about the link about the old lay out, has anyone ever seen this before? http://www.343industries.org/forum2/
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We have had quite a few names for the new xbox, durango, infinity, 720 (well that was fan made) and just xbox. A recent report tells that Infinity has been the chosen name for the next gen xbox. Microsoft themselves has not confirmed this name as of yet but it is believed that Infinity will be the name that will success the 360. This article is from GameSpot Thanks to Smokin Shadowz for bringing this article over. The next Microsoft console will be named Xbox Infinity, according to a report by the UK arm of the International Business Times. Unnamed sources, who are believed to be involved in the development of the new console, confirmed to the publication that the new hardware will simply be called Xbox Infinity. These claims mirror those of a reportedly leaked image, which recently appeared on the Reddit website. IBTimes UK sources also revealed that development units have already been made available to software developer partners. Previous rumours suggested that some of Microsoft's next-generation titles may have been cancelled, while others may be as much as six months behind schedule. Microsoft is expected to officially unveil its next home console to the public at its event on May 21. Rumours have circulated for months regarding the branding that the Redmond, Washington, software giant will elect to use for the Xbox 360's successor, with Xbox 720, the Next Xbox, and the device's development codename, Durango all being used in lieu of any official moniker. GameSpot contacted Microsoft seeking clarification, but a spokesperson declined, saying, "We do not comment on rumours or speculation. We are always thinking about what is next for our platform, but we don't have anything further to share at this time."
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We have had quite a few names for the new xbox, durango, infinity, 720 (well that was fan made) and just xbox. A recent report tells that Infinity has been the chosen name for the next gen xbox. Microsoft themselves has not confirmed this name as of yet but it is believed that Infinity will be the name that will success the 360. This article is from GameSpot Thanks to Smokin Shadowz for bringing this article over. The next Microsoft console will be named Xbox Infinity, according to a report by the UK arm of the International Business Times. Unnamed sources, who are believed to be involved in the development of the new console, confirmed to the publication that the new hardware will simply be called Xbox Infinity. These claims mirror those of a reportedly leaked image, which recently appeared on the Reddit website. IBTimes UK sources also revealed that development units have already been made available to software developer partners. Previous rumours suggested that some of Microsoft's next-generation titles may have been cancelled, while others may be as much as six months behind schedule. Microsoft is expected to officially unveil its next home console to the public at its event on May 21. Rumours have circulated for months regarding the branding that the Redmond, Washington, software giant will elect to use for the Xbox 360's successor, with Xbox 720, the Next Xbox, and the device's development codename, Durango all being used in lieu of any official moniker. GameSpot contacted Microsoft seeking clarification, but a spokesperson declined, saying, "We do not comment on rumours or speculation. We are always thinking about what is next for our platform, but we don't have anything further to share at this time." View full article
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One of the main questions that have been buzzing around while we await to get out first main look at the next gen consoles is what will the next gen xbox and playstation's graphics will be like? Well we won't have to wait too long as E3 is on the horizon but in the mean time Ubisoft has given their view on what to expect. This article is from Examiner In the June 2013 issue of Game Informer, Mallat discussed in an interview that Sony and Microsoft’s next-generation consoles – PS4 and the Next Xbox, Xbox 720, Durango or whatever you like to call it – will “blow us away” with their visuals. Although the graphics will be impressive, he believes these systems offer more than solely stunning visuals. "I think minds will be blown by the graphics as a hook, as an entry door," stated Mallat, but continued to share that there is more to these consoles than graphics. One of the greatest benefits the next-generation brings is freedom to developers. "I think that amount of power gives a lot of freedom to our creators and then it's up to them to tailor and tame that power to what suits the game the best." "To me, what's lying beneath that or beyond that will keep our players involved. When you think about that, even on current generation systems it always takes some time for developers to tame the machine - especially the PlayStation 3." As Sony has demonstrated, social interaction will play a pivotal role in the PS4’s online infrastructure. Mallat believes social interaction and connectivity will be what makes these system a true next-generation experience. "This time we may see creating amazing games on the visual side of things very quickly," said Mallat, "but to me the social complement and connected thing will be the next-gen experience compared to the current generation system.” "That being said, you'll be blown away by graphics."
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One of the main questions that have been buzzing around while we await to get out first main look at the next gen consoles is what will the next gen xbox and playstation's graphics will be like? Well we won't have to wait too long as E3 is on the horizon but in the mean time Ubisoft has given their view on what to expect. This article is from Examiner In the June 2013 issue of Game Informer, Mallat discussed in an interview that Sony and Microsoft’s next-generation consoles – PS4 and the Next Xbox, Xbox 720, Durango or whatever you like to call it – will “blow us away” with their visuals. Although the graphics will be impressive, he believes these systems offer more than solely stunning visuals. "I think minds will be blown by the graphics as a hook, as an entry door," stated Mallat, but continued to share that there is more to these consoles than graphics. One of the greatest benefits the next-generation brings is freedom to developers. "I think that amount of power gives a lot of freedom to our creators and then it's up to them to tailor and tame that power to what suits the game the best." "To me, what's lying beneath that or beyond that will keep our players involved. When you think about that, even on current generation systems it always takes some time for developers to tame the machine - especially the PlayStation 3." As Sony has demonstrated, social interaction will play a pivotal role in the PS4’s online infrastructure. Mallat believes social interaction and connectivity will be what makes these system a true next-generation experience. "This time we may see creating amazing games on the visual side of things very quickly," said Mallat, "but to me the social complement and connected thing will be the next-gen experience compared to the current generation system.” "That being said, you'll be blown away by graphics." View full article