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highplainsdrifter

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Everything posted by highplainsdrifter

  1. This is the game in pre-Alpha state, gameplay isn't even fully nailed down at this point. The picturesque beauti-scapes and the wizard-type code shooting into your retinae and running through your system will be post-Beta-licious by the time Destiny is complete.
  2. Good point about the summer release, I hadn't really thought about that. In the past their games have been primarily targeted for a much older audience. Betas I know nothing about but that also makes sense, especially with a summer launch. And of course we know we both have the same attitude about the fruition of the game and final release date.
  3. Found this in another thread I was updating: , Did some digging and found some more release dates worth throwing out there: Infinity:October 15, 1996 Durandal: November 24, 1995 (Macintosh) September 6, 1996 (PC) August 1, 2007 (XBLA even!) Marathon:December 21, 1994 Pathways Into Darkness:August 1993 Personally I don't think Activision, as powerful as they may be, can throw enough weight around to shake Bungie from a Fall/Winter release. Oni, as far as I know, was delayed because of Rockstar Games' involvement. It released for PS2 in March of 1997, and PC/Mac in January of the same year- much later than expected. I don't think Bungie had very much involvement in the development of Halo Wars at all, which released February 28, 2009. They really love their Fall/Winter release window, however as of now we have no real leads.
  4. Keep in mind this game is probably coming out next year in the fall. In that context they're amazing, they need something to playtest while they build, this is it. HAVE NO FEAH
  5. Yeah long night watching the Heat game yesterday, sorry about that.
  6. Bungie is revealing new Destiny gameplay for the first time at E3's Sony Press Conference. Watch the Destiny gameplay trailer today -or anytime you want after 9:00pm EST/ 6:00pm PST Monday, June 10th. Here's the Bungie news page with the actual official Destiny gameplay reveal cut from the Sony Press Conference. Big thank you to Smokin Shadowz for bringing us the actual trailer. Here is the Gameplay Demo. Here is a Live Gameplay Demo So if you'd like, watch E3 here on the site and head on over here later to watch the Destiny reveal. The news page on Bunge.net has a livestream setup for the Sony Press Conference.
  7. Never teabag intentionally but I have done it by accident in Team Snipers when taking cover sporadically whilst atop an enemy corpse, seriously. Feel bad about it every time. Whenever anyone teabags me I let my armaments do the teabagging for me.
  8. Hmm a lot of good character choices here. I'd have to go with either Beowulf...Or Déjà Just because I loved reading any passage from the books with them in it, so interesting to learn about all the other AI. Plus there's that whole thing about how cool they are.
  9. While supplies last, a pre-order of Grand Theft Auto V Special or Collector's Edition, $79.99 and $149.99 respectively, will guarantee you certain in-game bonuses equivalent to DLC and limited edition swag. Read the full story here or scroll down to read my heavily plagiarized associated press version. Pre-order any version of GTA V and you'll be able to pilot the Atomic Blimp in-game vehicle. The Special Edition comes with: Collectible Steelbook with Exclusive Artwork -A disc case sporting " double-sided, never before seen artwork of [main characters] Michael, Trevor, and Franklin." Blueprint Map- -21.5" x 26.75" poster mapping Los Santos and Blaine County in a blueprint style. Features "cryptic markings" highlighting "locations for fast cash and other points of interest for the up-coming-entrepreneur". Special Ability Boost- -The special ability bar (gauging use of the main characters' special abilities) will regenerate 25% faster. Stunt Plane Trials- -"Single player Stunt Plane Trials let you take on additional aerial challenges spread throughout Los Santos and Blaine County." Bonus Outfits, Tattoos and More- -Main characters receive extra outfits in wardrobes, character specific tattoos to be had at tattoo parlors, and "special deals from shopkeepers across Los Santos and Blaine County." Additional Weapons- - Single player Ammunation stores will have special weapons for free available from merchants: "the Pistol .50, Bullpup Shotgun, and Melee Hammer." The Collector's Edition includes all of the above as well as: Grand Theft Auto V Security Deposit Bag with Logo Key- -10.75" x 8.5" money bag with a "pop-up style lock and laser cut logo key [...] the reverse side features a pressed Rockstar Games logo on the security mount with a framed ID window." Grand Theft Auto V New Era 9FIFTY™ Snapback Cap- -Black snapback with Los Santos logo embroidered across front, black Rockstar Games stitched logo on left side, and "Grand Theft Auto 'V' logo applique" on the wearer's right side. Custom Characters for Grand Theft Auto Online- -Classic GTA characters for Online Character Creation System. Unique Vehicles and Garage Property- -Players immediately have access to a "garage to store custom vehicles." Single player stocks the garage with the "1930's style Hotknife hotrod and the CarbonRS sports bike". Online "the high-end Khamelion electric car" awaits the player. All contents of the Collector's Edition "come packaged in a premium outer box featuring a foil embossed Grand Theft Auto V logo on the top, finished with a matte, scuff-resistant film lamination, housing all of the contents." Pre-order available till September 17, 2013 when hopefully you will have picked up your copy of GTA V.
  10. While supplies last, a pre-order of Grand Theft Auto V Special or Collector's Edition, $79.99 and $149.99 respectively, will guarantee you certain in-game bonuses equivalent to DLC and limited edition swag. Read the full story here or scroll down to read my heavily plagiarized associated press version. Pre-order any version of GTA V and you'll be able to pilot the Atomic Blimp in-game vehicle. The Special Edition comes with: Collectible Steelbook with Exclusive Artwork -A disc case sporting " double-sided, never before seen artwork of [main characters] Michael, Trevor, and Franklin." Blueprint Map- -21.5" x 26.75" poster mapping Los Santos and Blaine County in a blueprint style. Features "cryptic markings" highlighting "locations for fast cash and other points of interest for the up-coming-entrepreneur". Special Ability Boost- -The special ability bar (gauging use of the main characters' special abilities) will regenerate 25% faster. Stunt Plane Trials- -"Single player Stunt Plane Trials let you take on additional aerial challenges spread throughout Los Santos and Blaine County." Bonus Outfits, Tattoos and More- -Main characters receive extra outfits in wardrobes, character specific tattoos to be had at tattoo parlors, and "special deals from shopkeepers across Los Santos and Blaine County." Additional Weapons- - Single player Ammunation stores will have special weapons for free available from merchants: "the Pistol .50, Bullpup Shotgun, and Melee Hammer." The Collector's Edition includes all of the above as well as: Grand Theft Auto V Security Deposit Bag with Logo Key- -10.75" x 8.5" money bag with a "pop-up style lock and laser cut logo key [...] the reverse side features a pressed Rockstar Games logo on the security mount with a framed ID window." Grand Theft Auto V New Era 9FIFTY™ Snapback Cap- -Black snapback with Los Santos logo embroidered across front, black Rockstar Games stitched logo on left side, and "Grand Theft Auto 'V' logo applique" on the wearer's right side. Custom Characters for Grand Theft Auto Online- -Classic GTA characters for Online Character Creation System. Unique Vehicles and Garage Property- -Players immediately have access to a "garage to store custom vehicles." Single player stocks the garage with the "1930's style Hotknife hotrod and the CarbonRS sports bike". Online "the high-end Khamelion electric car" awaits the player. All contents of the Collector's Edition "come packaged in a premium outer box featuring a foil embossed Grand Theft Auto V logo on the top, finished with a matte, scuff-resistant film lamination, housing all of the contents." Pre-order available till September 17, 2013 when hopefully you will have picked up your copy of GTA V. View full article
  11. While supplies last, a pre-order of Grand Theft Auto V Special or Collector's Edition, $79.99 and $149.99 respectively, will guarantee you certain in-game bonuses equivalent to DLC and limited edition swag. Read the full story here or scroll down to read my heavily plagiarized associated press version. Pre-order any version of GTA V and you'll be able to pilot the Atomic Blimp in-game vehicle. The Special Edition comes with: Collectible Steelbook with Exclusive Artwork -A disc case sporting " double-sided, never before seen artwork of [main characters] Michael, Trevor, and Franklin." Blueprint Map- -21.5" x 26.75" poster mapping Los Santos and Blaine County in a blueprint style. Features "cryptic markings" highlighting "locations for fast cash and other points of interest for the up-coming-entrepreneur". Special Ability Boost- -The special ability bar (gauging use of the main characters' special abilities) will regenerate 25% faster. Stunt Plane Trials- -"Single player Stunt Plane Trials let you take on additional aerial challenges spread throughout Los Santos and Blaine County." Bonus Outfits, Tattoos and More- -Main characters receive extra outfits in wardrobes, character specific tattoos to be had at tattoo parlors, and "special deals from shopkeepers across Los Santos and Blaine County." Additional Weapons- - Single player Ammunation stores will have special weapons for free available from merchants: "the Pistol .50, Bullpup Shotgun, and Melee Hammer." The Collector's Edition includes all of the above as well as: Grand Theft Auto V Security Deposit Bag with Logo Key- -10.75" x 8.5" money bag with a "pop-up style lock and laser cut logo key [...] the reverse side features a pressed Rockstar Games logo on the security mount with a framed ID window." Grand Theft Auto V New Era 9FIFTY™ Snapback Cap- -Black snapback with Los Santos logo embroidered across front, black Rockstar Games stitched logo on left side, and "Grand Theft Auto 'V' logo applique" on the wearer's right side. Custom Characters for Grand Theft Auto Online- -Classic GTA characters for Online Character Creation System. Unique Vehicles and Garage Property- -Players immediately have access to a "garage to store custom vehicles." Single player stocks the garage with the "1930's style Hotknife hotrod and the CarbonRS sports bike". Online "the high-end Khamelion electric car" awaits the player. All contents of the Collector's Edition "come packaged in a premium outer box featuring a foil embossed Grand Theft Auto V logo on the top, finished with a matte, scuff-resistant film lamination, housing all of the contents." Pre-order available till September 17, 2013 when hopefully you will have picked up your copy of GTA V. This post has been promoted to an article
  12. Hate to be that guy but just to clear this up, in this article this you can find the quote; Destiny is powered by a new, internally developed set of engines, the product of six years worth of development, according to engineering lead Chris Butcher. "Our engine is fully multi-threaded for performance on all platforms, both today and for the next 10 years," Butcher said. The Destiny engine is completely new, so before anybody goes into a frenzy about similarities to Reach, just remember Bungie has created a brand new engine completely from scratch. Please have faith in the people who brought you Halo -a game that in some of your eyes can never be equaled!- to bring you something glorious yet again.
  13. I'm right there with you guys, I really hope they are trying to go hard on Playstation so that new Sony fans will be hooked early on. However it is possible that Microsoft is choosing not to highlight Bungie, only time will tell I suppose. My friends are pretty heavy on Xbox and I've pre-ordered for Xbox, I'd be a little more than disappointed if Bungie didn't include some exclusive/matching content by at least "Destiny 2." I can't imagine they would simply blow over the Xbox fanbase, it doesn't make any sense. The question is why are we not seeing or hearing any hint of anything for Xbox?
  14. http://www.youtube.com/watch?v=jS1BM9XRgvw Here's Bungie's description of the official trailer on their news page. enjoi
  15. Bungie has not hinted at a release date, only announced Destiny will appear on next-gen consoles, not to be confused with it being a release title. But there is this; a leaked document which outlines a release schedule of titles every other year with successive DLC following games in even years. This would start with a fall release of 'Destiny 1' in Fall 2013 and continue into 2020 with the fourth DLC release. There is also this; a legal investor statement put out by Activision stating that they have "not included the launch in its 2013 outlook and there should be no speculation or expectation of a different result." However as we have seen, Destiny is not planned to be rated T as the leaked contract reported, it is expected to be rated Mature. This makes it appear as though this contract, which I believe was made public by legal proceedings regarding the Infinity Ward-Activision schism, has been reworked or at least is not completely accurate. Look forward to E3 for a possible release date. -Reach's reveal to the public was on June 1 for E3 2009, a full year before it's release- -ODST was first in 2008--Halo 3 was at 2006 E3--Halo 2 was revealed via in 2002--Halo CE was shown at Macworld way back in 1999- All revealed, usually at E3, at least a year before an autumn release. 2014 isn't too far from now.
  16. You've probably also read that Destiny is being billed as a SWS (shared world shooter), Bungie has tried to make it clear they don't want the game series labeled as an MMO. Knowing Bungie, this is not some gimmick or attempt at deflecting. From what we have been shown and told it would seem like -this is mostly speculation- players are not connected at all times within the same server. Instead they meet each other based on connection, like Halo's matchmaking, and depending largely on their shared area. Once one player leaves that area they leave the game, and when you enter an area there could be thousands of players even in the same immediate vicinity you aren't interacting with. So far the only indication of a true MMO setting would possibly be these hangout spots; the Hanger and the Tower, where players can interact with one another freely without combat actions. It might feel like an MMO in some regards but really not in any terms of actual gameplay. Look up Journey or Demon's Souls multiplayer, it's the closest thing to what Bungie seems to be striving for that I know of. Mind you this is not exactly official but seems to be the general consensus.
  17. DESTINY! The feeling is mutual, friend. I hadn't thought of the bat/dragon Ent-giants as the warlocks they were referring to, that's interesting, I was thinking they were a separate entity. I assumed the Hive would be composed of many species like the Flood because of their section of the moodboard and the idea of their ancient armor being crusted onto their skin. Although there is that image at 36:00 that shows a red robed figure that could be a "warlock"... In the Eurogamer article Chris Barrett was quoted saying they wanted to include "dimensional beings" amongst other things such as "ancient robots" and "space zombies". That's what led me to think these "warlocks" were these apparently space-magical beings, the Glimmer. (if they're hyperspatial we may only be able to catch of glimpse of them within our corporal range of perception) But it could just as easily be the space zombies which are these dimensional beings.
  18. Just found this again; "I already touched on the Rhino, Fifth Element-looking enemies back on Mars. But there are several other enemies you'll encounter throughout the solar system. Like time traveling robots, warlocks, spider pirates, space zombies...I'm not sure what half of these things will be like" -Tina Amini This may have been gone over but this must be referencing the Glimmer. Reminds me of the invisible variant of the S'pht from Marathon who would go from a shadow to suddenly visible when you shot them.
  19. On April 4th an article was published at Eurogamer.net that reported on an interview with Joseph Staten and Chris Barrett, our panelists of interest at GDC. Here is the full article. There are plenty of brand new juicy tidbits but I'm not going to single out any in particular, you'll have to find them for yourselves. Here is the Q&A section for your viewing pleasure. I've got a funny feeling fans will bug you about Tiger Man for a long time, and you may have shot yourselves in the foot by even mentioning him. Joe Staten: Then Tiger Man has served his purpose. He has become the bullet shield. That's his role. He is brave and noble and strong and wise. Chris Barrett: I guess Blizzard did it with the panda, right? That turned out to be a whole expansion. Oh dear... Joe Staten: No! I've already seen #TeamTigerMan on the internet. So, well done! Joe Staten: Thanks. Whoops. You mention mythic sci-fi and idealised reality as guides for what Destiny is, and you've created some stunning concept art. But building an actual video game that lives up to the promise of that concept art must be a particularly difficult challenge. Chris Barrett: Switching gears for the whole team and coming up with this new world was certainly tough. We had a lot of people who were used to making Halo games for a long time, so trying to communicate that new vision and get them on board, we had to do a lot of concept art to show people what we were thinking about and what mixtures of sci-fi versus fantasy worked and what we were going for. The other thing though, the whole is greater than the sum of its parts. When you start making characters who fit into that world, or stories players are playing, or bring some of it into the gameplay, it all starts to form that feel. Joe Staten: I remember playing a build maybe a month ago, and for some reason the build just wasn't rendering cloth. I play as a hunter character with the big cape and cloak and hood. That part fell away, and all of a sudden there was something missing from that mythic sci-fi, because nobody had cloth on, and it looked much more like a straight up sci-fi game. It's that texture that the art is bringing to the world, and the colour palette and the screen effects. It is this combination of things that make it happen. I'd also say - and I never thought this would happen - but it's crazy that so many of the pieces of concept art we made long ago are actually present in the game. You can look at that postcard and go into the game and as you're playing you'll say, 'Oh my god, that's The Buried City.' The challenge is communicating the vision and the theme clearly enough to the people who need to make it, answering their questions, being open to their push back, but all having a very clear vision of what you're going for. And if you define that well and you define it right, you can achieve a lot of these things we thought early on would be really hard if not impossible to do. And that's been really great to see. You talk a lot about players creating their own legend and their own stories in Destiny, but from a writing perspective, you also want to create a story. It must present an interesting design challenge to combine a story Bungie wants to tell with players who are creating their own stories - at the same time. Joe Staten: Without getting into too much detail, if you think of Halo, you had two sort of experiences in general. I'm going to play the story, or I'm going to play competitive multiplayer. In the story I'm playing the story. And in competitive multiplayer I'm just fighting against people, and there's not really a story there except that awesome story of the moment to moment combat experience I'm having and the post-game, 'Oh, wasn't that awesome when you drove the Warthog that way?!' That story was really important to PvP. But there was this cinematic story that lived in a sort of silo over here. The simple answer is, we still believe in a great narrative cinematic story. We want your character, whatever character you are, a female robot warlock or a male human titan, whoever you are, you're going to be the star of that cinematic story. But there are many many other activities that cross the divide between story and multiplayer in this world of Destiny, and your character is going to go through all of them. So, whatever character you are in story is the same character you are in all these other activities, including competitive multiplayer. And so, our hope is that it will feel like a consistent experience. Your legend will take you through all these different activities. Some are more narrative driven. Some aren't. Some are just more emergent. But you're a consistent character across all of those. That's the key. That's where that consistent experience comes from. In your GDC session you talked about character creation. The impression I get is you want it to be an immediate experience, almost like you pick based on a gut reaction to the options. What is the overriding philosophy behind what you're trying to do there? Chris Barrett: When we were talking about how that process would work and the choices the players would have, we knew if we gave somebody a choice and then betrayed that choice later down the road, that would be bad. We wanted players to just go on gut. What do they like the look of? What sounds cool to them? And not betray that in any way. We don't want to make something where a character plays very differently, or isn't what they thought what they were getting. That tied in to that process. We want to give people whatever they want to play in that world and not have any negative side effects. Joe Staten: Making it up front and quick and largely emotional, and nothing that's going to, later down the line, make you feel like you made the wrong choice. You're going to make this gut emotional choice: 'I'm going to look at that robot and I'm going to look at that more exotic space elf and I'm going to look at that human and I like... robot.' It's like, bam. I'm going to be a robot. And there's nothing about being a robot that's going to play any different from the other two. We want to make it immediate and quick and gut, for sure when it comes to race, and then make sure we don't screw you down the line. Chris Barrett: We didn't want to give a plus eight bonus or whatever it is, that people are going to be like, 'Oh, I made the wrong choice! I've got to start over.' That always sucks. With Halo you were locked in to working on a single main character with Master Chief. Now you're working on multiple main character types. That must have been quite the change, being able to say, actually, I can create whatever I want now. Chris Barrett: Absolutely. Some of the early brainstorms on the enemies for example were just lining up, what are awesome things we want to do? Like, 'Oh, let's make ancient robots! We need those!' Or, 'Let's make dimensional beings!' Whatever it is we thought could fit in the world we could do because we had all those more options. We wanted space zombies and robots and we could do that in this world, which was super cool. So it was liberating. It was a lot of fun doing all that stuff instead of trying to cram it all into one character design. It was freeing. With Master Chief you had to consider just one central character's backstory. Now you have to deal with multiple stories for multiple characters. Joe Staten: As long as you as a writer remain flexible and don't try to put too many rules on the process up front, your really fun job is to make everything possible. So if Chris comes to me with an image of the Traveller, or if he comes to me with an image of a guy with a soul ripping out of his head, or space zombies or robots, it's been a real pleasure just to assimilate all of those ideas loosely and try to create a world where it's less about the constraints and the rules and more about, what's possible? Like, give me the big brackets. Give me fantasy and sci-fi. There's a lot that can fit in between those two big brackets. And then it's just a matter of, well, where do space zombies go? Do they go on the moon? Do they go on Mars? What's cool? Artistically, what looks better? What's a richer combination of palettes? So much of our fiction conversation is just about creating this pleasing world, this inviting world, this world that looks good, that's beautiful, that draws you deeper. It's less about writing about a bunch of backstory. We certainly do some of that, but it's more about sort of colour blocking. Like, big, thematic blocking we do. Let's talk about Mars. Okay, let's look at it thematically. Who belongs in Mars? Is it big Kabal? Is it space zombies? Really, much of the work has been just moving around these different elements until we get a pleasing whole big picture. Then we have to tighten the screws. If I were writing a Halo game, what I would do is, typically, I would sit down and write a linear script that looked a lot like a film. I would just bang it out. Here's what the story is going to be. Here's what the characters are. We'd make a story. We'd talk about backstory. In this world, we spent a lot more time just doing what I think people would do in a television show, which is, we've got this plot card, and that is, like, space zombies invade the moon, or whatever it is, and that's an awesome idea. Let's just put that there. And then let's come up with other ones. And then let's start moving them around and stay flexible and then f***ing play the game so we know it's going to be fun, and then, let's finally tighten the screws and shoot it. That's been a really rewarding, different process than we've gone through before. Some of the art shows Earth reclaimed by nature or in some abandoned sci-fi style. Will we be able to visit these places on Earth in the game as well as go out into the solar system? Chris Barrett: We're doing both. It's exciting to explore what was humanity. What happened to humanity? And be able to explore those spaces on Earth. Those are real places we want to explore. And then also what's also cool is seeing how humanity spread into the stars and what happened on those other planets. Both are super exciting in the same way. Joe Staten: We sometimes toss around loosely terms like galaxies and universes and solar systems, but we're really excited about telling, at least during the beginning of the story, the story of a human civilisation in our solar system. So we're talking about the moon and Mars and Venus and the moons of Saturn. You can Google Enceladus or the Moon. But we want to take that familiar understanding of what these places are and tweak them into this world of strangeness and mystery. And that's true for Earth as well. You can type in Chicago but you're not going to get a picture of flooded streets.
  20. Thanks for the responses, guys. I just keep thinking, why the name 'Glimmer'? It seems like such a lame title, OR DOES IT? Glimmer: a faint or unsteady light; twinkle, shimmer, flicker a dim perception; inkling to appear faintly or dimly Famous Literary connection: ~not all that glitters is gold~ Shakespeare's Merchant of Venice line; Prince of Morocco- "All that glisters is not gold Often have you heard that told: Many a man his life hath sold, But my outside to behold: Gilded tombs do worms infold. Had you been as wise as bold, Young in limbs, in judgement old, Your answer had not been inscroll'd. Fare you well, your suit is cold. Poem from LOTR, penned by Bilbo himself: All that is gold does not glitter, Not all those who wander are lost; The old that is strong does not wither, Deep roots are not reached by the frost. From the ashes a fire shall be woken, A light from the shadows shall spring; Renewed shall be blade that was broken, The crownless again shall be king. The adage is traced back to Aesop (circa 600 BC) in at least one of his fables (The Prize Bird) and appeared in it's modern wording around 1175. Let's look at the moodboard the right yellow panel (I think we've established refers to the Glimmer) and compare it to the others. There is a humanoid shape symbolizing the base unit type for all. All appear to have some sort of spacecraft or at least rudimentary landing craft (in the case of the Cabal). The Vex, and Hive panels have a larger structure in back that unifies the panel, respectively a hulking figure made of 'bubbles' and the Gravemindesce tendrils. The Glimmer has an unidentifiable vapor. The Vex and Fallen spacecraft are shown in different sizes, so are the Glimmer's. The Cabal and Hive have different sizes and shapes. Now let's look at it and contrast them. There is only one humanoid shape on the Glimmer's panel; the Vex are legion, the Cabal's formation is reminiscent of Mgalekgolo (perhaps they are factional within their civilization), the Hive are comprised of a horde of multiple shapes and sizes, The Fallen appear to be a heavily specialized force (perhaps indicating they're orbs are weapons/warfarers). The Glimmer shows one organic-shaped being, is this their only unit or is it the only unit? The unifying feature, the vapor, in unintelligible. We can tell the Hive are flood/zombies controlled by a central body. We can tell the Vex are legion, a robot army marching in formation, the hulking figure (unless that's my subconscious perception of it) definitely speaks to that; out of many they are one. The Glimmer appears to be an enigma that we know nothing about, an maybe are only dimly aware of.
  21. Contrary to the leaked contract we saw last May, it appears as though, via the Character Development GDC piece, Destiny will be intended for a mature audience. This may seem fairly obvious but it hints at a larger scope of possible changes made to the leaked contract, all of which it seems are unknown at this time. This next development is also somewhat vague and quite old. Bungie filed for five trademarks on March 11th: 'Glimmer', 'Fallen', 'Hive', 'Cabal', and 'Vex'. The trademarks cover a number of uses from Halloween costumes to ringtones. All of these trademarks have been used as enemy alien titles except 'Glimmer'. - ------------------------------------------------------------------------------------------------------------------------------------------------ - I also wanted to add this in but I felt it would be a little too strong on the speculation; first, at 24 minutes, when discussing their second World Pillar ("Idealized Reality") they mentioned these "Giant Onyx Pyramid Ships". After noting that a good game needs them, Christopher Barrett also told us this: "I really love this one but I'm not allowed to talk about those yet, maybe someday down the road." Literally directly after this they moved their presentation on to Destiny World Pillar Three "Mystery and Adventure" during which they talked about populating these worlds with enemies. At 31:09 they showed us this. An early moodboard of five alien race concepts, the far right section depicting pyramids, perhaps indicating the unannounced fifth race left out of the discussion for later. (pure speculation, from left to right: 'Vex', 'Fallen', 'Cabal', 'Hive', 'Glimmer') EDIT (6/17/13): "Glimmer" is all but confirmed as the in-game currency of Destiny. Only time will tell what other uses for Glimmer there are, and whether there is any connection to the fifth alien race at all. As evidenced by this 'enhanced' view of a screengrab from the gameplay demo; "Glimmer" appears to be involved in the upgrading of at least weapons. Other components of weapon upgrading seem to be concepts called "weapon kits" and "talent points". GDC Concept Art
  22. eh it's over now. This was just to get people interested in Bungie's ARG for their game Destiny.
  23. For anyone interested, here is Sunday in technicolor. http://www.youtube.com/watch?v=BmI15ckmIog
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