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Destroyaaa

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  1. Your just avoiding the issue. Theres clearly a problem with bad big maps, not enough big maps, and no objective. If you don't like big team battle at all then thats one thing. I happen to have really enjoyed it in previous halo titles, and this one is completely botched.
  2. Up to this point, I enjoyed Halo Reach more than Halo 4. Yes you have heard me correctly. Halo Reach had fantastic big team battle maps and had objective gametypes in big team, which for some unknown reason halo 4 does not have. The anniversary maps and the anniversary playlist with the pistol was a blast. Here are the things that I enjoy in halo in no particular order- 1. Ranking system 2. Battle Rifle 3. MLG 4. Big Team battle 5. Team snipers What do we have in halo 4? No ranking system, no MLG, bad big team battle, no snipers. Yes it has the BR so thats Reach with 4 points to Halo 4 with 1 point. DING DING DING, and the winner is Halo reach. Okay I admit I liked the halo 4 campaign, but thats not why I play halo. I play it for the many options available in forge and custom games, and the competitive multiplayer. Reach was better in both categories so far. It truly saddens me that I no longer want to play Halo 4. Even when this ranking system comes out, its not in the game... I am going to move on and play other games.
  3. Well done sir, unfortunately like you said I can't really see this being used in a 4v4 with the speed and range of weapons in this game, but an excellent job nonetheless
  4. The first game was a good start, but it is the same thing over and over again. Its just not a good game. Obviously for story purposes you might want to get it
  5. Wow you guys for the most part seem to like his post. Unforutantely I am going to take the negative nancy road here. Check out this response I found on waypoint that I tend to side with (not as harshly though). ""I'm a bit disappointed in the actual content of the update, but I am thankful they at least acknowledged the issues. Basically, I said a while back if 343 didn't at least ACKNOWLEDGE the games problems then I'd be more or less done with them until further notice. But they did... barely. Its still super vague, and there are even some decisions being made right now that make no -Yoinking!- sense. Such as a TEMPORARY doubles playlist? What? It should have been standard since launch. And super disappointing we have to wait another whole month and potentially more for file shares, but at least they're working on it. There was mention of custom game options so at least they're looking into it. I wish we could at least know what this next TU is about. Just tell me if its more fixing glitches oriented like last one, or gameplay/balance/features oriented like I'm hoping for."" Yeah I mean I feel like every weekly bulletin is the same. Very proud of the team, we did a lot with a little... no. Every business is hard as Yoink! to build, every product is hard as Yoink! to launch, the difference is most businesses aren't a wholly owned subsidiary of Microsoft. There are no cafes in most businesses. There are no lounges with plasma TVs. There are no trips to NYC to hang out with celebrities. I've never seen a group of people congratulate themselves more on doing their job than 343. I completely understand being proud of the team and what people have accomplished, but don't try to frame it as though the struggle excuses some of the faults. There are approximately zero people reading this: Quote: "We have a lot to learn. We made a lot of mistakes. We can do better. And we know this, and we will." that were disappointed with Halo 4, but will now return to the game because of that statement. It means nothing to anyone but the people who already know you made mistakes. There are approximately zero people reading this: Quote: "The overhaul of an amazing game engine – but one that really needed to be overhauled" who then feel better about playing a Halo game with the worst frame-rate drops in the series. Then I read this Quote: "It may not have ended up precisely the way you imagined – there are simply too many voices and perspectives to make all of the people happy, all of the time" is it the community's fault that we're missing features from Halo 3? Frankie talks about how by all objective measures Halo 4 was a success. Missing core components of your predeccessors is a pretty damn objective failure. and I read this Quote: – but we think of the community as a direct and democratic extension of the team and, indeed, of the development process." What was influenced by the community? Any examples? Was FUD or TTL asking for Complex? If the community is such a direct and democratic extension of the team, which part of the community asked for the first map pack to be big brown maps? Was that ReadyUpLive or r/Halo's fault? Could you guys have democratically put up a vote with the major communities asking if recreating Seattle during crunch time was a good idea? I just find it hilarious that after a year of Trust Us, Feels Like Halo, now suddenly the community is apparently a direct extension of the team and there are just too many gosh darn voices to be heard to make people happy. To extend this makeshift olive branch while simultaneously refusing to outline the next title update is hysterical to me. To this day, we still have no idea who, why, or how 343 makes any of their matchmaking decisions. We open up the weekly bulletin every week and hope there's something interesting. That is literally the only involvement we get with matchmaking updates. No end user gives a rat's -Yoink!- about the development process of anything. You don't think about the thousands of man-hours that go into the labeling of every single product in a grocery store, you just buy it. Give us some actual hard definable timelines for when we'll be getting fileshare, when we're getting a ranking system, when we're getting video uploading. Where are these features? Everything is always one or two weeks away. We'll have more details to share in a bit! As someone who hasn't played Halo in over a month, all I took from that update is that video game development is hard and that we'll be getting minor playlist updates in 3 or 4 weeks. Well, no Yoink!. Sometime in the future we'll get missing features added and a title update. Oh and we have more outsourced table-scrap maps to look forward to that we'll have to pay for. Halo 4 is hitting all time low daily peak populations right now, there are 200 people in the playlist of their new DLC pack, and a 4 year old download-only PC game is ahead of it in activity, but who cares, the team is working hard! Puhleaze. I'm sure Frankie will respond to this by calling me a troll and that I hate Halo and hate everything and am moving the goalposts and should leave GAF as I have been told by him before, which is fine, but it doesn't change the fact that all the 9.8's and long hours in the world can't stop this game from falling further on its face if they keep heading down this same path." While I respect that he admitted he made mistakes, this business is about results. They have all the money, resources, time, and power to make a great game. This game was released as a beta and was not ready for the public. They have taken away things that the communuity loved with very little logic involved. Sure I might be "excited for halo 5" or "excited for updates to halo 4" but I was excited BEFORE the game was released. Im sorry but this is unacceptable, I paid $60 bucks for this.
  6. I respectfully disagree. The point of a game, of ANY GAME, is to win. That doesn't mean you cant have fun, but you dont go into a game with the goal of just having a good time. If games were played that way they would be boring. Americans love football because of the excitement and competitiveness to win.
  7. The reason people talked more in those 2 games was because people cared about winning, which all goes back to having a legitimate ranking system!!!!!
  8. This was taken off halo Waypoint from the bulletin posted today. I want to hear you guys's opinions on this. From the face of Frank "2012 was supposed to be the end of the world. Instead, it was the beginning of ours. Halo 4, despite being the seventh or eighth game in the Halo series (depending on how you count them), was our first game. That is to say, our first-ever fully fledged title, built from the ground up creatively and technologically. So let me save you the trouble of trolling my statement: We have a lot to learn. We made a lot of mistakes. We can do better. And we know this, and we will. But I don’t want to spend the first moments of the year thinking about the negatives, because frankly, I am incredibly proud of both the team and the game that team created. And for a first effort, it wasn’t half bad. Stepping into Bungie’s oversized shoes would have been difficult, even for a well-established team. The challenge of wrangling that engine, that universe and that community was dizzying, even withering. Four years ago when our charter began, the challenge of starting the seed of a development team and then creating a sequel to Halo terrified us. A small group of us – names you know, like Kiki Wolfkill, Bonnie Ross, Kenneth Scott Josh Holmes and other characters who have moved on to different projects, different places – was tasked with doing something that was almost impossible. But the team grew. And we learned. And we’re still learning. And the game arrived and it succeeded. Halo 4 is the best and fastest-selling Halo game in the series. It won critical acclaim. It won awards, from Best Graphics at the VGAs to Game of the Year at the Inside Gaming Awards. We altered the engine. We expanded the universe. We innovated in storytelling, technology, and even marketing. It wasn’t flawless by any stretch of the imagination, but by most objective criteria, it was a resounding success. So we know we have a lot to do. And we know we have a lot to learn. But we also know that we now have the capacity, the teamwork, the technology and the experience to do much better next time." "But my point is this: If you’d asked me three or four years ago if we thought we’d be where we are now, I would have looked doubtfully at you and said, “That’s a lot to ask.” But the team, through miracles of collaboration and individual contribution – and lakes of blood and tears – waded into the challenge with gusto and worked obscene hours with passion and verve to get it done. And now we’re beginning to really understand what “it” is. I think that, perhaps perversely, rather than being looked at askance with doubt and cynicism, in some corners we’ve been given extra latitude – the only benefit of low expectations. And then the ability to exceed those expectations. There are a ton of things we wish we'd done better: Features that didn’t make it into the final game. Glitches that emerged. Missteps made. DLC fiascos. Communication breakdowns. But there were things that went astonishingly well – the creation of a genuinely competitive AAA studio chief among them. A collection of talent and souls that can do something genuinely amazing on this and next-generation hardware. The overhaul of an amazing game engine – but one that really needed to be overhauled – and an amassed education on systems, people, code and audience that will stand us in great stead for the future." "Some of the high points of the last few years have been products as well as people – like Halo: Anniversary and Forward Unto Dawn. There have been amazing events – Halo Fest, the E3 debut, ComicCon – all blurring into a sea of faces, excitement, light, and noise. But the most important aspect of our success, and our efforts now and in the future, has been this community – a demanding, imaginative, engaged, vocal, varied and intelligent swarm of personalities, groups and individuals, each with subtly to radically different interests in this vast and varied universe we’re charged with. That isn’t lip service, nor is it pandering. You guys pay for the privilege of playing our game, and you have every right to have a voice in its development. It may not have ended up precisely the way you imagined – there are simply too many voices and perspectives to make all of the people happy, all of the time – but we think of the community as a direct and democratic extension of the team and, indeed, of the development process. A litmus test, a pH strip and a sounding board for ideas and innovations, you are the tension between the need for change and evolution, and the necessity of inertia. Technically, this should be a retrospective, but it’s safe to say I’m more excited about the future than the past. Excited about what this team is already working on. Excited about what this team is capable of. And excited about the future of Halo. A future we want you to be a part of. A future we’re building for you." As a community we appreciate Frank O'connor stepping forward and telling us what's been going on with Halo 4. Allowing us to hear these genuine comments from Frank himself goes a long way and allowing the community to have insight on 343 Industries thoughts of Halo 4. We hope in the future we will continue to receive information like this from 343 Industries informing and updating us on a franchise we love so much. View full article
  9. This was taken off halo Waypoint from the bulletin posted today. I want to hear you guys's opinions on this. From the face of Frank "2012 was supposed to be the end of the world. Instead, it was the beginning of ours. Halo 4, despite being the seventh or eighth game in the Halo series (depending on how you count them), was our first game. That is to say, our first-ever fully fledged title, built from the ground up creatively and technologically. So let me save you the trouble of trolling my statement: We have a lot to learn. We made a lot of mistakes. We can do better. And we know this, and we will. But I don’t want to spend the first moments of the year thinking about the negatives, because frankly, I am incredibly proud of both the team and the game that team created. And for a first effort, it wasn’t half bad. Stepping into Bungie’s oversized shoes would have been difficult, even for a well-established team. The challenge of wrangling that engine, that universe and that community was dizzying, even withering. Four years ago when our charter began, the challenge of starting the seed of a development team and then creating a sequel to Halo terrified us. A small group of us – names you know, like Kiki Wolfkill, Bonnie Ross, Kenneth Scott Josh Holmes and other characters who have moved on to different projects, different places – was tasked with doing something that was almost impossible. But the team grew. And we learned. And we’re still learning. And the game arrived and it succeeded. Halo 4 is the best and fastest-selling Halo game in the series. It won critical acclaim. It won awards, from Best Graphics at the VGAs to Game of the Year at the Inside Gaming Awards. We altered the engine. We expanded the universe. We innovated in storytelling, technology, and even marketing. It wasn’t flawless by any stretch of the imagination, but by most objective criteria, it was a resounding success. So we know we have a lot to do. And we know we have a lot to learn. But we also know that we now have the capacity, the teamwork, the technology and the experience to do much better next time." "But my point is this: If you’d asked me three or four years ago if we thought we’d be where we are now, I would have looked doubtfully at you and said, “That’s a lot to ask.” But the team, through miracles of collaboration and individual contribution – and lakes of blood and tears – waded into the challenge with gusto and worked obscene hours with passion and verve to get it done. And now we’re beginning to really understand what “it” is. I think that, perhaps perversely, rather than being looked at askance with doubt and cynicism, in some corners we’ve been given extra latitude – the only benefit of low expectations. And then the ability to exceed those expectations. There are a ton of things we wish we'd done better: Features that didn’t make it into the final game. Glitches that emerged. Missteps made. DLC fiascos. Communication breakdowns. But there were things that went astonishingly well – the creation of a genuinely competitive AAA studio chief among them. A collection of talent and souls that can do something genuinely amazing on this and next-generation hardware. The overhaul of an amazing game engine – but one that really needed to be overhauled – and an amassed education on systems, people, code and audience that will stand us in great stead for the future." "Some of the high points of the last few years have been products as well as people – like Halo: Anniversary and Forward Unto Dawn. There have been amazing events – Halo Fest, the E3 debut, ComicCon – all blurring into a sea of faces, excitement, light, and noise. But the most important aspect of our success, and our efforts now and in the future, has been this community – a demanding, imaginative, engaged, vocal, varied and intelligent swarm of personalities, groups and individuals, each with subtly to radically different interests in this vast and varied universe we’re charged with. That isn’t lip service, nor is it pandering. You guys pay for the privilege of playing our game, and you have every right to have a voice in its development. It may not have ended up precisely the way you imagined – there are simply too many voices and perspectives to make all of the people happy, all of the time – but we think of the community as a direct and democratic extension of the team and, indeed, of the development process. A litmus test, a pH strip and a sounding board for ideas and innovations, you are the tension between the need for change and evolution, and the necessity of inertia. Technically, this should be a retrospective, but it’s safe to say I’m more excited about the future than the past. Excited about what this team is already working on. Excited about what this team is capable of. And excited about the future of Halo. A future we want you to be a part of. A future we’re building for you." As a community we appreciate Frank O'connor stepping forward and telling us what's been going on with Halo 4. Allowing us to hear these genuine comments from Frank himself goes a long way and allowing the community to have insight on 343 Industries thoughts of Halo 4. We hope in the future we will continue to receive information like this from 343 Industries informing and updating us on a franchise we love so much.
  10. Think Im going to go with Borderlands 2
  11. Do you think this will come out on xbox 360? Castle Miner Z is on 360 so I am wondering if this might make it there
  12. Yeah I already beat Skyrim but I should consider going back to it. Hmm I'll take a look at xcom i never heard of it
  13. Just play it on the original N64 like me I have all the cheat codes on it still like unlocking oddjob to use his hat and the golden pp7.
  14. So right now I am pretty bored of the new games that have come out. I am looking to play an online multiplayer game. I am waiting for the TU for halo 4, the DLC for Black ops 2, and I already beat AC3. The only game I play now is Madden 13. Anyone have any suggestions? Could be a new game or and old one or a XBL arcade game even.
  15. I play Super Smash bros melee with my brother all the time its so competitive and fast paced its awesome
  16. Also Goldeneye 007 in the same genre. Its widely considered the best game of all time, so I'd highly recommend playing it haha
  17. You cant really put a stamp on which franchise changed the future of games the most. They all contributed in significant ways. I've only played Skyrim so I don't have much experience of Elder Scrolls games. Personally the game that I think changed everything was Ocarina of time, notice I said game. I don't think a franchise made as big of a impact as standalone games.
  18. Any opinions so far? Obviously PC is probably going to run better
  19. I found this on eurogamer.net, this is kind of old news but its new to me. This sound alright but could prove to be fun. The nicest thing you can say about Defiance is that it achieves one of the most elusive and difficult challenges in the games business and makes it look relatively easy. Here it is, that fabled beast, a creature so rare and endangered it's almost mythical: the server-based, massively multiplayer console game. "Nobody has really cracked that nut," agrees executive producer Nathan Richardsson. The Icelander was previously a key executive at Eve Online studio CCP, and beloved of fans as the shirtless, beer-swilling rabble-rouser of CCP's Fanfest events: a self-described "technoviking". Today he's in more restrained mood, representing his new employer Trion Worlds to the press who've come to London to sample a day's play of Defiance on rows of test PS3s. It was Defiance that attracted Richardsson away from his tiny homeland, he tells me - specifically, the challenge of realising a multi-platform MMO. Defiance will launch on PC and Xbox 360 as well as PS3 in April next year. Only a scant few games like Final Fantasy 11 and DC Universe Online have preceded it, with the walled garden of Xbox Live proving particularly hard for massively multiplayer gaming to breach. If that weren't ambitious enough, Defiance has a fourth platform of sorts: a SyFy TV series set in the same world, with a plotline that will supposedly reflect events in the game world, and vice versa. Understandably, that's the aspect of the game that's drawn the most attention to date. Defiance takes place on a future Earth, terraformed almost beyond recognition and partly colonised by alien races who live alongside humans. Various factions compete for control as well as resisting the bug-like mutants who arrive on the planet in "Arkfall" events. In one of many examples of Defiance being more console shooter than MMO, you can only pursue one mission at a time. The game takes place near the ruins of San Francisco while the TV series happens in St Louis, giving them enough geographical separation that they won't tread on each other's plot toes. But while the first season of the show is airing - it starts a couple of weeks after the game goes live - crossover events timed to coincide exactly with certain episodes will affect the game world. After the season has run its course, the game takes the narrative reins, with players' actions potentially influencing the plotting and scripting of season two. It's a hell of a high concept, but it's also fraught with pitfalls - and a lot depends on the quality of the show (see 'Second screen', below). Fortunately, Defiance has another trick up its sleeve. Based on my time with the game, it's one of the more natural and free-flowing action MMOs to date, and it feels very much at home and unforced on a console. To all intents and purposes, it plays like your everyday third-person shooter and open-world game. It just so happens that the open world is persistent, connected and teeming with other players. Think massively multiplayer Borderlands with a Guild Wars 2 influence. Then get a little bit less excited, because Defiance is a more pedestrian game than that implies. It's not pretty - Trion's artwork is just as generic and plain as it was in the studio's previous fantasy game, Rift. It's currently bogged down with bugs and sluggish performance and the shooter gameplay is basic, if solid. But it works. And it's surprisingly easy to lose hours to. "Rather than trying to push the square peg of an MMORPG into the round hole of a console's disc tray, Trion has taken a console action game and plugged it into the internet" Bullet-sponge enemies are an inevitable side-effect of blending a shooter with a role-playing game. "We have taken a certain amount of MMO elements, but a much stronger influence from third-person shooters and open worlds, because that lends itself better to the console," Richardsson explains. "That's why I wouldn't really call it an MMO." Maybe he's trying to dodge a label that, after so many high-profile disappointments, is getting less fashionable by the day - but he also has a point. Rather than trying to push the square peg of an EverQuest-style MMORPG into the round hole of a console's disc tray, Trion has taken what's recognisably a console action game and plugged it into the internet. Case in point: the levelling and character classes. Defiance has them, of course, but they're not at the heart of the game design and multiplayer dynamics the way they are in so many MMOs. It's the Borderlands model instead, with the four classes each having a single standout skill (or "EGO power") but being able to use and excel in any weapon or combat style. The skills provide flavours rather than roles - stealth, decoy, frenzy, movement speed - and if you want to heal your comrades, you just equip a healing gun. Levelling, meanwhile, is more a matter of customising your character and unlocking new perks and options than it is about the traditional slog up the slopes of Stats Mountain. The focus is wisely on looting ever-better weapons - they don't quite have Borderlands' toothsome variety, but they're tasty enough to always want another helping - and improving them with attachments while you advance your skill with each gun type. You can equip shields and a range of grenades, too, and switch between five loadouts to suit your mood. The remarkably smooth flow of play is where Guild Wars 2's open approach to multiplayer missions comes in - although to be fair to Trion, it's based on the dynamic event technology the company rolled out in Rift, which pre-dates ArenaNet's game. Take a mission, conveniently summon your quad bike out of thin air and dash across the lumpen landscape to your objective marker - so far, so Just Cause or GTA. When you get there, you might be alone or there might be others already playing the same mission, which cycles through multiple phases. You don't need to worry about sharing the mission in a menu or waiting for it to reset - just get stuck in, because all progress counts. Some story missions might have you playing alone alongside an AI character instead, but you won't see the join. The main story mission content is decent and definitely more fun in numbers, but the solo-friendly side-missions are tiny and rather forgettable. There are some passable mini-game distractions dotted around - 'Horde'-style wave survival games, quad bike races - with leaderboard support. The best fun of all are the Arkfalls, truly dynamic large-scale events which spawn on the gigantic map at random. As they cycle through their phases, they attract an ever-growing crowd of players surging from one objective marker to the next to fight giant bugs; the sense of momentum is intoxicating, and certainly something console gamers have been missing out on. Using a few taps of the d-pad, you can also quickly join a number of other multiplayer game types. Pursuits are four-player co-op maps terminating in boss monsters - essentially Defiance's dungeons - and the one I played was great fun. There's also a pretty standard team deathmatch mode on dedicated maps, and Shadow War, a game of domination taking place in the open world that can scale up to 50 players on each side. It's safe stuff - perhaps deliberately so. That's partly why Defiance doesn't make a particularly strong first impression. Its setting struggles to assert a personality or any characters you might care about, while its looks and combat are run-of-the-mill. But it's fun to play in most of its modes, the drip-feed of new weapons is persistently tempting, and the sense of connectedness, of belonging to a world of players - most powerfully conveyed in those Arkfall events - is a truly refreshing novelty in this context. "You'll see large content drops every two months, which will include both a free and a paid component." - Nathan Richardsson, executive producer Microsoft has been especially reluctant to get into MMOs, but the wind is changing; Defiance is the first MMO on Xbox 360 since FF11 back in 2006. Inevitably, the question of how we're going to pay for those servers rears its ugly head. I spot a few XP boosters and the like for sale in a menu and quiz Richardsson about it. "It's still financially a bit of an operation to run a massively multiplayer game," he reminds me, before explaining that Defiance will use a "hybrid business model". (He also quite fairly points out that almost all business models are hybrids, these days.) "I can't give you a lot of details yet, we're just about to finalise them actually... Defiance is a retail game, there is a box," he says. "But at the same we're taking a strong cue from MMOs, where we have a really aggressive update schedule. You'll see large content drops every two months for example, which will include both a free and a paid component. There's also smaller updates which will be roughly bi-weekly." It sounds like a reasonable halfway house between the DLC add-ons of console games and the steady stream of tweaks and novelties expected by MMO subscribers. Defiance is far from a guaranteed crossover hit; too much hangs on the success of the TV series and the questionable appeal of its fiction, while it's currently in a rough-and-ready state that suggests Trion's testers and fixers have a very busy few months ahead (the release date being set in stone, for obvious reasons). But there's substance and smart decision-making on show here, as well as a certain amount of luck and good timing. If Defiance doesn't prove to be the game to popularise massively multiplayer gaming on consoles, the game that will won't be far behind it. There are pictures too but for some reason I cant link them. This is the actual link so you can see the pictures. http://www.eurogamer.net/articles/2012-12-13-defiance-the-console-mmo-that-might-just-work This sounds like a great step to get more MMORPG's in console gaming. Although the approach they are taking in this game is to insert a 3rd person shooter into a MMORPG rather than make a game based on an MMORPG, its start.
  20. If this game is a console MMO that would be CRAZYYYY. I doubt it though, I am waiting for a new console MMO that would hopefully work
  21. Interesting... although you dont need to 100% games to get gamerscore haha
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