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  1. Bungie has come out and stated that despite controversy surrounding Marty O'Donnell's departure from the company, his music will remain in Destiny. ​We received quite the depressing surprise on April 14th when we had the news broken to us that our beloved composer Martin O'Donnell had been terminated by Bungie. In an interview with people at Eurogamer.net, Pete Parsons said that Marty's magnificent work on the project would remain in the game, and that fans shouldn't worry about the game's soundtrack or the game itself's features. He had said that the game was, "close to shipping" and that he believes "the Bungie fanbase is going to look forward to hearing Marty's music, Mike Salvatori's music, C. Paul's music and Paul McCartney's music in the game," acknowledging that while polish still needs to be done, most of the game is complete and in it's finished state, just needing a shiny coat of paint to top it off. View attachment: 2508271-destiny1.jpg While Marty's departure is melancholy news, most did fear it would impact the majority of their experience in the game. Now we know that isn't that case, but are you still as excited to play Destiny? Let me know below, thanks for reading!
  2. Yesterday Marty O'Donnell the composer and audio director at Bungie made a post on his twitter account announcing that he has been fired from the company. He states that his duties at Bungie had been terminated without cause on April 11th. No reason has yet been announced why he had to step down from his roles and departured from Bungie. Although something about this does seem suspicious, could this be a late April fools joke? Marty O'Donnell is a veteran employee at Bungie and has created a huge fan base due to his music for the Halo series. If this is indeed true and not a sick and twisted prank then this will no doubt come as a blow to many in the Bungie community especially with their new series Destiny is in the works. What do you think about this news? Do you think it may be a prank or is this the end of Marty at Bungie? Source: Twitter UPDATE Bungie has not yet commented directly on the matter or if they even but they have left a farewell message to Marty O'Donnell on the news page of their site. The messages reads; "For more than a decade, Marty O’Donnell filled our worlds with unforgettable sounds and soundtracks, and left an indelible mark on our fans. Today, as friends, we say goodbye. We know that wherever his journey takes him, he will always have a bright and hopeful future. We wish him luck in all his future endeavors." That is all Bungie has officially commented on the matter but according to a reddit user claiming to be a Bungie employee he or she says that the reason for the termination of Marty's position at Bungie was a dispute over pay. "Okay. So I can't give out too much detail here, but I will let you know what I know. Marty was a contracted employee, he didn't just get a fee for each game he produced. Marty had received a significant raise in the last few years, but was now asking for another. This created tension between him and the board (some of whom already felt he was overpaid). A verbal argument ensued recently between Marty and a member of the board. Shortly there after he was let go. So there was certainly 'cause' but one that a lot of us felt could be worked through. But money talks. The board feels they can get someone for cheaper, and without the drama, that will have a better ROI." I highly doubt this person is genuine, the thread this anonymous source created on reddit has been deleted for failing to privately identify his or herself to the moderators after claiming he or she would do so. I wouldn't advise anyone to believe this and be wary of any other statements that may arise . Here is a link to the reddit thread just to show it has been removed. http://343i.org/1rz
  3. Yesterday Marty O'Donnell the composer and audio director at Bungie made a post on his twitter account announcing that he has been fired from the company. He states that his duties at Bungie had been terminated without cause on April 11th. No reason has yet been announced why he had to step down from his roles and departured from Bungie. Although something about this does seem suspicious, could this be a late April fools joke? Marty O'Donnell is a veteran employee at Bungie and has created a huge fan base due to his music for the Halo series. If this is indeed true and not a sick and twisted prank then this will no doubt come as a blow to many in the Bungie community especially with their new series Destiny is in the works. What do you think about this news? Do you think it may be a prank or is this the end of Marty at Bungie? Source: Twitter UPDATE Bungie has not yet commented directly on the matter or if they even but they have left a farewell message to Marty O'Donnell on the news page of their site. The messages reads; "For more than a decade, Marty O’Donnell filled our worlds with unforgettable sounds and soundtracks, and left an indelible mark on our fans. Today, as friends, we say goodbye. We know that wherever his journey takes him, he will always have a bright and hopeful future. We wish him luck in all his future endeavors." That is all Bungie has officially commented on the matter but according to a reddit user claiming to be a Bungie employee he or she says that the reason for the termination of Marty's position at Bungie was a dispute over pay. "Okay. So I can't give out too much detail here, but I will let you know what I know. Marty was a contracted employee, he didn't just get a fee for each game he produced. Marty had received a significant raise in the last few years, but was now asking for another. This created tension between him and the board (some of whom already felt he was overpaid). A verbal argument ensued recently between Marty and a member of the board. Shortly there after he was let go. So there was certainly 'cause' but one that a lot of us felt could be worked through. But money talks. The board feels they can get someone for cheaper, and without the drama, that will have a better ROI." I highly doubt this person is genuine, the thread this anonymous source created on reddit has been deleted for failing to privately identify his or herself to the moderators after claiming he or she would do so. I wouldn't advise anyone to believe this and be wary of any other statements that may arise . Here is a link to the reddit thread just to show it has been removed. http://343i.org/1rz View full article
  4. Halo 5 Wish List Rank and Skill System: My simple solution to the ranking "epidemic" would satisfy both the competitive, and the social community's needs. There would be 2 systems. Rank, which is the credit based system that earns you the basic new armor, stances, player cards, etc. But next would be the Player Skill, using the 1-50 system that Halo 3 and 2 had implemented, it would match up players with around the same skill level. It would be shown in lobbies on the Player Cards just below the rank. Also, for the Social Playlist, player rank would be deactivated (or at least not visible). Social and Ranked Playlists: This is quite near an absolute MUST have. I can go into further detail about why this should be implemented, it would satisfy both community's needs, it would have further competitive and social customizations for quite near every game-mode as there are 2 copies of them, good players vs good players, competitive vs competitive, casual vs casual, or I can show you a funny cat picture . Or nothing at all... Community Playlist: This will be an extra playlist, to fit in with the more, action sack game-play. Stuff like Griffball, Tennis, Avalanche, Race, Parkour, those really fun little extra things that made Halo Reach's Custom Games awesome! It made Halo Reach awesome. The bad thing about it was that if you didn't have 10 friends on at the same time, playing Halo, up for matchmaking and had the knowledge of these fun game-modes, then you couldn't play. With this playlist, 343i could text out different custom games and map and only those of which are worthy enough will be featured to the open matchmaking. Armor Abilities: I believe armor abilities should be like the equipment from Halo 3. They should be spawned on the map where the players will have to fight in strategic locations and secure the spawn to take them. Imagine, when you and your teammates are holding up in a tower and there is one ramp, that ramp leading up to the backside. You and your team have an overlook of the majority of the map, making this a strategic vantage point. The opposite team will then have to push up the ramp and secure the location for a, let's say a shotgun drop (never wanna place power weapons where they will be most useful). So the enemy team coordinates an attack up the ramp. It is pretty simple enough for you and your team to defend, there is only one way up. At least that's what you guys thought. When the enemy begins to finally retreat back down the ramp from an unsuccessful assault, you hear a slight noise of fire slicing through the air behind you. One of the enemies have a jetpack. He assassinates one of your teammates, then goes on to melee another. You and your 2 remaining comrades turn to take out the Air Assault unit, when the enemy retreating down the ramp pushes back up in full force. You and your remaining teammates find yourself stuck between 2 enemy units. This happened because while your team was focusing on the vantage point, one of the enemies seized a Jet Pack, then flew up there behind your guys backs. Now that you learned from your mistakes, you will be sure to watch out for that one guy with the jet pack, possibly take a sniper up there with you as a lookout. But if everyone had a jetpack, there would be no team coordination, no vantage points, or even teams. The whole enemy team would have jet packed up there and it would be a random shoot fest. And, imagine just that one guy with a certain armor ability, and how relieved you will be once he's dead, and the tactical callouts. Whew, that was long. NEXT! Customization: I, myself, am a heavy RPG player. Though a prefer shooters over RPGs, I still love them. So when my most favorite genre collides with the greatest feature about another, I go ballistic. For me, customization will make a terrible game great. Customization in Halo Reach turned (for me) a great game awesome! Here's what I think should be customizable in, if not Halo 5, future Halo games. Helmet, Visor, Chest, Arms, Gloves, Shoulders, Legs, Knee Pads, and of course, attachments. Why were attachments not in Halo 4! And I think attachments should then be featured for; Helmets, Arms, Shoulders, and Legs. You can add utilities, knives, bullets, grenades, tactical equipment, etc. Then complete button mapping should be featured. Something so simple can go SO far. Next is Player Cards, with different stances, emblems, colors, boarders and Spartan IDs. Companies: Companies are guilds, just fit into the lore. You will be-able to invite players, promote, de-rank, and kick players. You will be able to personally customize the ranks of your Company, along with the emblem, and home map with a game-mode. You can set certain roles for certain players, along with set events and what-not. Company wars would be featured. New Vehicles: It's a time for an upgrade in our arsenal. What ever happened to that bada** concept art of that UNSC boat for Halo Reach. Feature some kind of Tropical Island map and throw that in there! It would make all the sense in the world! Imagine that boat speeding across the river placed slicing through the black rock of a tropical island, with everyone sprinting towards it and chucking grenades at it, with a gunner on the back of it mowing people down. YES PLEASE! Then there is the Light Assault VOTL, acting like the Manta from Unreal Tournament 3. Use that thing for 5 seconds, and while your using it, imagine that in Halo. YES PLEASE! Also, if the brutes aren't in Halo 5 or future Halos, you can remake the Brute Chopper as a smoothly rounded, purple chromatic, plasma fueled machine of death. The center could be made up of plasma or energy sword like projectiles. Or for the center it can just be an opening into a gaping maw of plasma that will be sure to feast upon any who dare get too close. Or a Promethean remake of the soft, grey rounded material. When you jump on it, the frontal part will then begin sliding away from the center until it opens up to whatever the hell that magma like stuff is. Halo Soundtrack: When I state "Halo Soundtrack", I don't mean just take the old sound files and place them into the new game, nor am I saying that the new music is bad! Honestly, the new music is majestic, beautiful, and quite awesome. But it's not Halo. I want music that is new and refreshing, but I also want it to be highly similar to the old ones, certainly similar enough to recapture old memories. I realize that you guys are trying to change Halo and make it your own, and props to that, but 2 things. Don't fix something that isn't broken, or, in the music's case, bada**, and Halo needs to be Halo. You can't take a beloved franchise, especially Halo, and try to change it into a completely new franchise. And this counts double for how long this franchise has been out, and released to the public in the very fashion that makes the people love it, that fashion your tying to change. Honestly, Halo 4 was a GREAT game, it just wasn't Halo.Love how music set that in motion. Ordnance: I believe Ordnance Drops should only be allowed in the Ordnance game-type that would take place in the Community Playlist. I believe this was the biggest mistake 343i made. It's okay, everyone makes mistakes, but if this gets featured in team slayer in the next Halo, it will END terribly. This must be removed, and halted from being featured in the new Halo game! If it's in 2 Halo games, why remove it, right? It would only destroy the entire timeline. So this MUST BE REMOVED from at least the competitive playlist. We all know why... Invasion: This is a game-mode idea. It would feature a high number of players, such as 64 or 32. It would be a fully fledged warzone of the Covenant vs the UNSC. With Pelicans, Mammoths, Phantoms and Scarabs, it would be heavily oriented based combat. With both team receiving Filed Orders, it would match that of a true warzone. Missions would include; The UNSC must stop the Scarab from reaching a certain strongpoint of the UNSC by destroying it, while the Covenant's is to defend the Scarab as it makes it's way through. Or the Covenant must capture a valuable UNSC asset, and deliver him to an outpost to take shelter while they destroy the UNSC AA turrets. The UNSC would have to defend both the Asset and the AA Turrets. If the asset was taken, then they would have to brake into the Covenant outpost and secure him while still defending the AA turrets. If the AA turrets are destroyed by the Covenant, then they can deliver the Asset to a Phantom where he would be delivered to a Flagship. If the UNSC capture the Asset, they can then take him to a Pelican where he would be escorted off the battlefield and to safety. Remember, the Asset would just be one major objective. Major objectives can only be delivered one at a time, but that objective would bring multiple others to the table. Backing Out: Technical designs idea I'm throwin out here. When one joins a match on a Competitive Playlist, one can not simply back out once map voting starts, not just when it ends and the map is selected. This will avoid the quitting of an entire before the match begins. Another thing is, the match cannot begin until all the player slots are filled to the fullest extent, as there will be NO join in progress features for the competitive scene. On social playlists though, there is backing out always, and, there will be join in progress. Forfeit: Another Technical design I'm throwing out here. Ever been in a match of Halo 3 where there's 2 guest and they end up leaving directly after the game starts, and you have to suffer the entire time, getting slaughtered over and over because you don't want a massive penalty? Well, here's a way to fix that! When you find yourself outnumbered 3-to-1, you can go to the start menu and select "Forfeit". A vote will then be put up for your entire team to either accept or deny defeat. Once your entire team admits defeat, the match then ends and the other team wins. Though there will be greater rewards for finishing the match, forfeiting is an easy way to leave with a good reason without any penalty. The enemy team gets extra rewards for both beating their rival, and halting them to a complete surrender. Bigger Battles: With the power of the Xbox One, and the long lasting power the PCs had 8 years ago, this should be an easy one. In the book, "The Fall of Reach", Chief and Blue Team set an ambush for a covenant cavalry unit made up of a thousand grunts. It was four Spartans against an ocean of barking dogs charging their position. With the help of high ground, rockets, mines, and team coordination, the four Spartans laid waste to the invasion force. With explosions rocketing the earth, and 100s of plasma projectiles sizzling through the air, a thousand corpses lay dead in the large plain that had become a graveyard. Wish I could do that... Assassinations: I believe it would be pretty awesome if every weapon had unique assassinations, kinda like the different executions from Gears of War. Though I still want really cool hand to hand combat exercises. Like look at the Red vs Blue animations. That is pretty much what Spartan 2s are like, I mean hell, they can dodge bullets and in some cases slice them out of the air with a combat knife. They can still stay just as mobile with a collapsed lung as if they didn't have one, without feeling any excruciating pain. They can kill a 6-10 foot tall alien with 2 hits. SHOW THIS! I know we aren't Spartan 2s, we are Spartan 4s (stupid design choice), but show our ultra, super soldier, space marine, roman, god-like natures! I want assassinations that engage two Spartans or elites with each-other that looks like the animations from Red vs Blue. Also, when you gain higher levels, you will then unlock more, and cooler assassinations that you can equip to use. Maybe 4-6 equipped assassinations. Oh, and also hunter assassinations. Maybe you have to cycle it 4-5 times to kill them, each time weakening them. Forge World Properties: In forge, I think it would be awesome if there was special effects like Reach, but adding in stuff like turning a certain area within the radius to different skins. The skins would be; desert, rock, snow, default, magma, swamp, forest, etc. You could then go into properties and for special effect, in certain areas within the radius, there could be snow, ash, rain, sandstorm, etc. Also, each object would have different skins. There would, again, be; UNSC, Metal, Bunker, Covenant, New Mombasa, Forerunner, etc., with flood version of all of them. Again, another thing. You could connect any object to another, and when one is acted upon by a certain force, the other reacts in a certain way. Also, of course, having one object be reactive once acted upon. This could make for shattering walls, buildings, light bridges, doors, buttons, and so much more. Spartan 3s: Now, at this point, it wouldn't make sense in the lore, but I really wish this woulda happened instead of what did. First, there was the Spartan IIs. God-like super soldiers with enough willpower to defeat a whole Covenant Invasion. One did it 4 times. They were taken from their homes on their respective colonies. They were put in a classified, top secret training military program at the ages of 5 - 8. They were put through tough, bone cracking, tissue ripping challenges that would nearly kill any other. But they were special. Later augmentations resulted in un-human like abilities. With %300 increase in reflexes, titanium like bone structure, super human-like strength, and the mental strength of a god, they were machines of war. Then the Spartan 3s came about. Taken from their homes and saved from the suffocating ash of their burning colonies, they were also put in a secret military training organization. With a less restricted list then the Spartan IIs, the Spartan IIIs were less as powerful, but greater in numbers. The UNSC believed them to be expandable. Sending them on suicide missions with only one thing in mind. Complete the objective. They were augmented to a lesser extent, though they were still very powerful, super soldier like. The Spartan IV project came along, although the Spartan III project never was declared finished, and could have easily been renewed. Guess what they did. Signed up to become a Spartan. I had to give a history lesson, as you can see the major difference, and what frustration this brings me. That's why ODST are not featured in Halo 4. That's because Spartans have now become ODSTs. WHO decided this course of plot? I don't mean to offend some-body, but this is really starting to **** me off. Another "stupid" story decision is coming up. Understandability: This is the biggest thing that is absolutely the WORST thing any writer could do to Halo. I did not know who the Didact was, why he was attacking us, where he came from, what the Prometheans were, why they're attacking us, where I was, what was happening, what the librarian was telling me, why was I doing this, what that thing is, why is this happening, until I read 3 books (soon to be 4) that cost $20 a piece! STOP! I know that this is gonna happen in Halo 5 because there is no way to stop it now. I already watched as Mendicant Bias (if that's what that thing was) rise from the ground. It's gonna atke about 30 minutes to explain what the hell he is, what happened, why he was created, why he's back, how he's back, and I know their not gonna take 40 minutes off the shooting maniac's time. I just hope, please, that there is some understandability and explanation as to what is happening. Please 343i, I can't afford to buy book after book just to understand what's going on in an already $60 game. That about wraps it up folks. I know there's more, and I'll probably add onto it soon, but it's getting pretty late. I can barely think straight. Not to mention some of the plot choices are starting to blur my vision...Go ahead and leave what your wish list is down below. I'll be happy to read them.
  5. Will 343i ever release Bungie chest in Halo 3, like Bungie did on bungie day 2010? They can unlock recon, can' t they unlock bungie chest for everyone, too? inb4 Bungie made a custom code, 343i coders are as skilled as Bungie ones, so it won't be difficult for them.
  6. Bungie has been up to a lot with Destiny lately with people being able to Pre-order and receive a reserved spot in Beta gameplay. Here is a video from the site put up recently. From Bungie.net: "You might have read a little rumor last week that implied we’d be hosting a public beta for Destiny in 2014. Sometimes, where there’s smoke, there’s fire. To celebrate the official announcement, we’ve prepared a strike of multimedia showing off the Moon, the Hive, and of course, a brave trio of Guardians in action. Check it out! Official Destiny Gameplay Trailer: The Moon Defend our home. Defeat our enemies. Become Legend. If you’re ready to reserve your hands-on time, you can pre-order Destiny at participating retailers now to get access to the Beta. Codes are available while supplies last. If you want to secure a spot, visithttp://www.destinythegame.com/wheretobuy, or visit a participating retailer in person. Once you have your code in hand, come on back to http://bungie.net/betaand follow the three simple steps to complete your reservation. Any questions? Visit the FAQ!""
  7. In Bungie's latest podcast there has been a mention of competitive multiplayer map's "These maps are specifically designed 100 percent from the ground up to be awesome for competitive multiplayer," Competitive multiplayer design lead Lars Bakken said. Despite Bungie showing major elements of sociable gameplay and features it appears Bungie is definitely bringing competitiveness among players to Destiny. We will possibly see a range of competitive game types and maps. Polygon highlighted other parts of the podcast where Tyson Green, Destiny's investment lead says about Destiny bringing in a wide range of players as Destiny hold's a lot of elements from role playing to an action shooter "We are going into an interesting space, where we are a shooter, we are an action game, we are a game that a lot of people out are really familiar with and they love and they spend a lot of time playing and we are trying to bring some additional elements to that." He also says, "The goal is so that you have this game that you come back to and that your friends come back to, and when you're all coming back to the game, and you all feel like you want to keep playing this game. Then you have a social game at that point. You actually have a cooperative experience, a community experience." According to Lars Bakken the skill you use within Destiny will "go beyond thumb stick abilities and quick fingers" you must understand on how you equip yourself and look at the choices you make. View full article
  8. In Bungie's latest podcast there has been a mention of competitive multiplayer map's "These maps are specifically designed 100 percent from the ground up to be awesome for competitive multiplayer," Competitive multiplayer design lead Lars Bakken said. Despite Bungie showing major elements of sociable gameplay and features it appears Bungie is definitely bringing competitiveness among players to Destiny. We will possibly see a range of competitive game types and maps. Polygon highlighted other parts of the podcast where Tyson Green, Destiny's investment lead says about Destiny bringing in a wide range of players as Destiny hold's a lot of elements from role playing to an action shooter "We are going into an interesting space, where we are a shooter, we are an action game, we are a game that a lot of people out are really familiar with and they love and they spend a lot of time playing and we are trying to bring some additional elements to that." He also says, "The goal is so that you have this game that you come back to and that your friends come back to, and when you're all coming back to the game, and you all feel like you want to keep playing this game. Then you have a social game at that point. You actually have a cooperative experience, a community experience." According to Lars Bakken the skill you use within Destiny will "go beyond thumb stick abilities and quick fingers" you must understand on how you equip yourself and look at the choices you make.
  9. It has been confirmed Bungie will have a place at this years Game Developers Conference to talk about their new game Destiny GDC's news blog announced. According to their schedule Bungie will have two appearances at the conference their sessions titled "Building Customizable Characters for Bungie's Destiny" and "Designing the Bungie Animation Workflow." There are brief descriptions on what these session will be talking about, their first one being about customizing characters "Destiny's player customization system is highly ambitious and unlike anything seen in a first-person shooter thus far." GDC stated. In their other session Bungie will be going into more of a technical aspect of the game showing things like how they create and animate characters as the description says. "We'll break down what it means to animate an immersive character performance, with a focus on efficiency, and Bungie's high quality bar.", "We'll demonstrate our process and our findings by giving you a behind the scenes look at our secret Bungie sauce." The Game Developers Conference is set to run from March 17th - 21st in San Francisco but the dates for Bungie's talks have not yet been announced but we'll know more on that as we approach closer to the commence date of the conference. View full article
  10. It has been confirmed Bungie will have a place at this years Game Developers Conference to talk about their new game Destiny GDC's news blog announced. According to their schedule Bungie will have two appearances at the conference their sessions titled "Building Customizable Characters for Bungie's Destiny" and "Designing the Bungie Animation Workflow." There are brief descriptions on what these session will be talking about, their first one being about customizing characters "Destiny's player customization system is highly ambitious and unlike anything seen in a first-person shooter thus far." GDC stated. In their other session Bungie will be going into more of a technical aspect of the game showing things like how they create and animate characters as the description says. "We'll break down what it means to animate an immersive character performance, with a focus on efficiency, and Bungie's high quality bar.", "We'll demonstrate our process and our findings by giving you a behind the scenes look at our secret Bungie sauce." The Game Developers Conference is set to run from March 17th - 21st in San Francisco but the dates for Bungie's talks have not yet been announced but we'll know more on that as we approach closer to the commence date of the conference.
  11. It has been confirmed Bungie will have a place at this years Game Developers Conference to talk about their new game Destiny GDC's news blog announced. According to their schedule Bungie will have two appearances at the conference their sessions titled "Building Customizable Characters for Bungie's Destiny" and "Designing the Bungie Animation Workflow." There are brief descriptions on what these session will be talking about, their first one being about customizing characters "Destiny's player customization system is highly ambitious and unlike anything seen in a first-person shooter thus far." GDC stated. In their other session Bungie will be going into more of a technical aspect of the game showing things like how they create and animate characters as the description says. "We'll break down what it means to animate an immersive character performance, with a focus on efficiency, and Bungie's high quality bar.", "We'll demonstrate our process and our findings by giving you a behind the scenes look at our secret Bungie sauce." The Game Developers Conference is set to run from March 17th - 21st in San Francisco but the dates for Bungie's talks have not yet been announced but we'll know more on that as we approach closer to the commence date of the conference. This post has been promoted to an article
  12. Duel-Wield Puzzlers - A 2V2 Style Puzzle Map Created by Juggacly v1.1- 1. Fixed challenge #3: was able to exploit by jumping off the wall from the previous challenge. And was also able to shoot the golfball down before getting to challenge #4. 2. Fixed challenge #5: was able to cheat solo. 3. Fixed Blue's challenge #4: was able to do Warthog section solo. 4. Added an extra step to challenge #3, making it easier to get back to the previous challenge. Map Link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/9c4994ed-0b70-459e-85e6-fa725a49f464 Gametype Link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/21119302-f980-4712-b55b-cf0dff09c52d Also a BIG thanks to the testers: Quizter, Zandril S312, Grif otaged, Darkrain491, XtoungeXloveX, RaManGo & WPX Caboose (Sorry if I missed anyone) Difficulty: Medium Duel-Wield Puzzlers is a 2v2 style puzzle map. Basically, 2 teams of 2 are spawned in 2 symmetrical rooms. Their first site is a little room with 2 teleporters. These are your checkpoints, incase you mess up. Both 2 teams are pit against 6 logical, unique challenges. They can only complete the challenges in a cooperative fashion. They must complete the challenges before the other team does. If no one finishes, they have 20 minutes if that time runs out, no one wins. When a team gets to the end of the puzzle, 1 player from the teammust be sacrificed to win. Once a player from the team is at the end, they must capture the hill for a whole massive second! If a player from both teams get to the end at the same time, it is adeathmatch to the finish. Assassinations only! Red Spawn Blue Spawn First Challenge (Red) First Challenge (Blue) Some more challenges... This is the end...epic, I know Walkthrough http://www.youtube.com/watch?v=qhDOsxn1Ag8&feature=c4-overview&list=UU9vASlan-2x2985gJZC0Jdw Anyway, that's it for the map, please leave me feedback, it is much appreciated. If you like what you see, make sure you give the map AND gametype a download.
  13. GameInformer sits down with Bungie Design Lead Lars Bakken and discusses details about Destiny's competitive multiplayer. http://www.youtube.com/watch?v=E9dn3Cz1RU8&list=PLoAFmgzYW18IzU40riUzmVNY-WrWtsicd&feature=player_detailpage A few interesting points of emphasis are the talks of bringing your character that you rank up and customize in single player campaign over to multiplayer matchmaking. Lars commented that Destiny multiplayer matches are "definitely faster" than Halo multiplayer matches and "more lethal". Health and armor was also discussed which Lars stated..."As armor bleeds down you move to health and the squishy parts of the Guardian physique" and the amount of health will be class specific as well with the Titan having slightly more than other classes. Bungie is trying a different approach to voice chat by only granting chat with your fireteam but are "doing other things to let you communicate with other players". Destiny will allow up to 6-player teams and if you join a multiplayer match with less than the maximum number, the spots will be auto-filled by a random player without direct chat to them unless you invite them to a platform specific chat. Destiny is scheduled to be released September 9, 2014 with an early Beta scheduled for Summer 2014. You can check other interesting videos about Destiny from GameInformer here >>> http://www.gameinformer.com/p/destiny.aspx!! New information scheduled to be released December 23, 2014.
  14. Game Informer visited Bungie to sit down with co-founder Jason Jones to talk about Destiny. In this interview Jason answers a lot of questions and gives a lot of insight to the game, he gives us some more on Destiny's Story, talks about solo and competitive multiplayer and tells us why they moved on from Halo to create this new universe. I will provide the first part of the interview below then will give links to the remaining parts as it is a very long interview. Before Destiny, your team had been working on Halo for a long time. What prompted the move? You already answered your own question. Did you feel like you were ready for something new? I think the situation made part of the decision for us. We’d been with this one IP for a long time and you want to try something different. You have ideas. I think the genesis of new projects for a lot of people here (certainly for me) is being out in the world and playing other games, seeing other entertainment. In the best way, being a critic and saying: “There’s an opportunity here that I want to see, that I want to play. When I experience these other games, I don’t get. That really drove Halo 1, this idea that shooters are great. I love shooters, but they’re complicated. There were all these opportunities in shooters that we wanted to see. I think that’s really the genesis of Destiny. They’re not the same opportunities, because those have been in existence for a long time, but when you look out at the shooter experiences on consoles there’s a lot of great stuff – great action experiences, but they’re only starting to scratch the surface of cooperative play, aspirational goals, player-player interaction – whatever you want to call it. Having a world that feels like a real place that you visit instead of just a way to play competitive. If your question is: Where does this project come from? I think part of it is the way all of it comes, which is this desire to participate in some experience that doesn’t exist yet. So that’s what we’re trying to build. We’re trying to build a game that we have wanted to play that doesn’t exist. Early on did you have the idea for this integrated cooperative and competitive campaign? Was that part of the genesis or did that come later? Absolutely. That was right at the beginning. There are games in which the idea that you start to play the campaign, and you’re immersed in some world and you think it’s cool and you’re investing yourself in some kind of building and some story and some character and then you want to play cooperative or you want to play competitive and it’s a whole different progression, sometimes on a different disk, sometimes a different executable. There is this tremendous opportunity there that you can see in other genres. It makes you feel like you can play competitive for two weeks and then come back to playing some cooperative experience, and you actually help yourself. Your character was better, can go more places, do more things. Right away for sure that was one of the huge opportunities that we saw. It’s frustrating in a good way, because I’m enjoying these games that I’m playing, but it’s frustrating because I’m enjoying this game and then to play with my friends I have to do what? There’s a whole new kind of progression that I’m not able to take back. I wanted it to be different. Your team was coming off of the decade of a franchise about a sci-fi character who’s got big armor and guns and shoots aliens. Is it just that you and the team really love science-fiction? What brought you back to the genre? I would say that this place we’re going it is exciting to me. It’s different. There’s more – there’s so many bad ways to say it – sci-fantasy. There are guns and tanks and spaceships and travel between other worlds, but there’s also dens of wicked creatures living under the Earth with awesome s--- you can go get, take from them, and bring out and make yourself more powerful – that’s more of a fantasy bit, and I think it was really appealing to bring that kind of mystery and adventure into the shooter. It’s a different approach from the heart of the military, which I think we have a lot of in console gaming right now. I’ve played all the shooters in the last two or three years. We thought we could bring something new to that, which is the idea: yes to the science and yes to the space ships, but there is also wonder and mystery and adventure. We could out on the frontier and see good fortune and it meant something. In the way you would in a fantasy game. That is hugely appealing to me, and to us. And another one of the opportunities that we wanted to take advantage of that would have been difficult with a previous IP. What you eventually got to was this detailed world-building idea of the Traveler, the last city, and the solar system as a setting. Where did that begin? Game stories are really unique, because you want a world that’s compelling to be in. It’s the first pillar of Destiny. The world that players want to be in – it can’t be repugnant or push you away or be some place you don’t want to return to. I think I can enjoy those worlds for a while and I think there are games that I play that have totally compelling worlds that are awesome to visit, but some place that you want to live in that you want to return to for weeks and weeks in a row. One of the things that we wanted was to build a world that was welcoming. Full of danger and mystery and horror, but to have it – you can see in the concept art – be at the same time beautiful and compelling and interesting, and draw you into that. In coming up and trying to find this story that we wanted to tell, I had a bunch of stuff just written down, archived, notebooks, ideas for stories that I think would be great for a more linear media like a book or movie or something like that. Game stories need to be so different from more linear stories. They need to support, in our case, multiple protagonists acting over a long time. They need to supply with you with an endless stream of evil to fight hand-to-hand over and over again. And there are some stories that just don’t sustain that. I said two things there. One of them is we wanted a really welcoming world even if it was very dangerous and in some cases full of horror. And the other thing was that we did on the way is push to the wayside a bunch of stories that just didn’t give us this feeling. Our very first metaphor was a candle in darkness, or Camelot in the middle of the untamed frontier. There was a place you could go that you could be safe, put your feet back, and look out over a sunset. I’m being totally metaphorical here. Interact with other players. You can trade stuff. Buy s---. I knew on all sides you were surrounded by the wicked frontier, the adventure, the mystery. We built a bunch of different stories like that, but we were trying to create something big that we can build in. A world that was going to let us live in it for a long time – that was going to let us tell a lot of different stories. A world that was actually okay with us telling stories that were great instead of turning away stories that were great – if that makes sense. There were a lot of great video game worlds that can only tell one kind of story. We wanted to get away from that. Page 2 http://www.gameinformer.com/b/features/archive/2013/12/11/jason-jones-the-destiny-interview.aspx?PostPageIndex=2 Page 3 http://www.gameinformer.com/b/features/archive/2013/12/11/jason-jones-the-destiny-interview.aspx?PostPageIndex=3
  15. Game Informer visited Bungie to sit down with co-founder Jason Jones to talk about Destiny. In this interview Jason answers a lot of questions and gives a lot of insight to the game, he gives us some more on Destiny's Story, talks about solo and competitive multiplayer and tells us why they moved on from Halo to create this new universe. I will provide the first part of the interview below then will give links to the remaining parts as it is a very long interview. Before Destiny, your team had been working on Halo for a long time. What prompted the move? You already answered your own question. Did you feel like you were ready for something new? I think the situation made part of the decision for us. We’d been with this one IP for a long time and you want to try something different. You have ideas. I think the genesis of new projects for a lot of people here (certainly for me) is being out in the world and playing other games, seeing other entertainment. In the best way, being a critic and saying: “There’s an opportunity here that I want to see, that I want to play. When I experience these other games, I don’t get. That really drove Halo 1, this idea that shooters are great. I love shooters, but they’re complicated. There were all these opportunities in shooters that we wanted to see. I think that’s really the genesis of Destiny. They’re not the same opportunities, because those have been in existence for a long time, but when you look out at the shooter experiences on consoles there’s a lot of great stuff – great action experiences, but they’re only starting to scratch the surface of cooperative play, aspirational goals, player-player interaction – whatever you want to call it. Having a world that feels like a real place that you visit instead of just a way to play competitive. If your question is: Where does this project come from? I think part of it is the way all of it comes, which is this desire to participate in some experience that doesn’t exist yet. So that’s what we’re trying to build. We’re trying to build a game that we have wanted to play that doesn’t exist. Early on did you have the idea for this integrated cooperative and competitive campaign? Was that part of the genesis or did that come later? Absolutely. That was right at the beginning. There are games in which the idea that you start to play the campaign, and you’re immersed in some world and you think it’s cool and you’re investing yourself in some kind of building and some story and some character and then you want to play cooperative or you want to play competitive and it’s a whole different progression, sometimes on a different disk, sometimes a different executable. There is this tremendous opportunity there that you can see in other genres. It makes you feel like you can play competitive for two weeks and then come back to playing some cooperative experience, and you actually help yourself. Your character was better, can go more places, do more things. Right away for sure that was one of the huge opportunities that we saw. It’s frustrating in a good way, because I’m enjoying these games that I’m playing, but it’s frustrating because I’m enjoying this game and then to play with my friends I have to do what? There’s a whole new kind of progression that I’m not able to take back. I wanted it to be different. Your team was coming off of the decade of a franchise about a sci-fi character who’s got big armor and guns and shoots aliens. Is it just that you and the team really love science-fiction? What brought you back to the genre? I would say that this place we’re going it is exciting to me. It’s different. There’s more – there’s so many bad ways to say it – sci-fantasy. There are guns and tanks and spaceships and travel between other worlds, but there’s also dens of wicked creatures living under the Earth with awesome s--- you can go get, take from them, and bring out and make yourself more powerful – that’s more of a fantasy bit, and I think it was really appealing to bring that kind of mystery and adventure into the shooter. It’s a different approach from the heart of the military, which I think we have a lot of in console gaming right now. I’ve played all the shooters in the last two or three years. We thought we could bring something new to that, which is the idea: yes to the science and yes to the space ships, but there is also wonder and mystery and adventure. We could out on the frontier and see good fortune and it meant something. In the way you would in a fantasy game. That is hugely appealing to me, and to us. And another one of the opportunities that we wanted to take advantage of that would have been difficult with a previous IP. What you eventually got to was this detailed world-building idea of the Traveler, the last city, and the solar system as a setting. Where did that begin? Game stories are really unique, because you want a world that’s compelling to be in. It’s the first pillar of Destiny. The world that players want to be in – it can’t be repugnant or push you away or be some place you don’t want to return to. I think I can enjoy those worlds for a while and I think there are games that I play that have totally compelling worlds that are awesome to visit, but some place that you want to live in that you want to return to for weeks and weeks in a row. One of the things that we wanted was to build a world that was welcoming. Full of danger and mystery and horror, but to have it – you can see in the concept art – be at the same time beautiful and compelling and interesting, and draw you into that. In coming up and trying to find this story that we wanted to tell, I had a bunch of stuff just written down, archived, notebooks, ideas for stories that I think would be great for a more linear media like a book or movie or something like that. Game stories need to be so different from more linear stories. They need to support, in our case, multiple protagonists acting over a long time. They need to supply with you with an endless stream of evil to fight hand-to-hand over and over again. And there are some stories that just don’t sustain that. I said two things there. One of them is we wanted a really welcoming world even if it was very dangerous and in some cases full of horror. And the other thing was that we did on the way is push to the wayside a bunch of stories that just didn’t give us this feeling. Our very first metaphor was a candle in darkness, or Camelot in the middle of the untamed frontier. There was a place you could go that you could be safe, put your feet back, and look out over a sunset. I’m being totally metaphorical here. Interact with other players. You can trade stuff. Buy s---. I knew on all sides you were surrounded by the wicked frontier, the adventure, the mystery. We built a bunch of different stories like that, but we were trying to create something big that we can build in. A world that was going to let us live in it for a long time – that was going to let us tell a lot of different stories. A world that was actually okay with us telling stories that were great instead of turning away stories that were great – if that makes sense. There were a lot of great video game worlds that can only tell one kind of story. We wanted to get away from that. Page 2 http://www.gameinformer.com/b/features/archive/2013/12/11/jason-jones-the-destiny-interview.aspx?PostPageIndex=2 Page 3 http://www.gameinformer.com/b/features/archive/2013/12/11/jason-jones-the-destiny-interview.aspx?PostPageIndex=3 This post has been promoted to an article
  16. It was announced today by Bungie that they had set the release date for Destiny for September 9th 2014. Below is an excerpt from the Bungie Weekly Update for 12/6/2013 and a news article from the site. Relevance of the Date The date falls almost 9 months to the day from this day. It is the 9th day of the 9th month of the year. This is a Tuesday in the second week of the month. There will be a full moon on that date. There appears to be no relevance with the date other than that, unless there is some 'in house' reasoning for selecting it. It falls well before the shopping period for the Holidays and after the summer break for schools. Update excerpt This week, we set that date in stone: September 9th, 2014. In an interview with the community back in 2001, Jason Jones once lamented the inexorable tick of the clock. More recently, he reminded our studio just how valuable the coming months will be, and challenged the team to make every second of Destiny development count. It’s an exciting time to be at Bungie. The stage is set, and we’re going to make these moments matter. We believe Destiny will be worth the wait, and we’re anxious for the chance to prove it to you. News Article Since then, Destiny has continued to reveal its promise. Every new build brings us closer to our original vision. With those goals in sight, we intend to use every moment from now until the release of the game to ensure that Destiny lives up to your expectations, and our own. Today, in partnership with Activision, we are proud to announce that the worldwide launch of Destiny will happen on September 9th. Accordingly, the Destiny Beta will kick off in the summer of 2014, available first on PlayStation 4 and PlayStation 3. The early support and enthusiasm for Destiny has been inspiring and humbling. We believe this is the right decision for our game, our studio, and our passionate community. Thank you for coming along with us on this adventure. See you starside.
  17. It was announced today by Bungie that they had set the release date for Destiny for September 9th 2014. Below is an excerpt from the Bungie Weekly Update for 12/6/2013 and a news article from the site. Relevance of the Date The date falls almost 9 months to the day from this day.It is the 9th day of the 9th month of the year.This is a Tuesday in the second week of the month. There will be a full moon on that date. There appears to be no relevance with the date other than that unless there is some 'in house' reasoning for selecting it. It falls well before the shopping period for the Holidays and after the summer break for schools. Update excerpt This week, we set that date in stone: September 9th, 2014. In an interview with the community back in 2001, Jason Jones once lamented the inexorable tick of the clock. More recently, he reminded our studio just how valuable the coming months will be, and challenged the team to make every second of Destiny development count. It’s an exciting time to be at Bungie. The stage is set, and we’re going to make these moments matter. We believe Destiny will be worth the wait, and we’re anxious for the chance to prove it to you. News Article Since then, Destiny has continued to reveal its promise. Every new build brings us closer to our original vision. With those goals in sight, we intend to use every moment from now until the release of the game to ensure that Destiny lives up to your expectations, and our own. Today, in partnership with Activision, we are proud to announce that the worldwide launch of Destiny will happen on September 9th. Accordingly, the Destiny Beta will kick off in the summer of 2014, available first on PlayStation 4 and PlayStation 3. The early support and enthusiasm for Destiny has been inspiring and humbling. We believe this is the right decision for our game, our studio, and our passionate community. Thank you for coming along with us on this adventure. See you starside. This post has been promoted to an article
  18. A New Trailer Of Bungie's New Gaming Frontier: Destiny Has Hit The Internet. At PS4 release yesterday, Bungie showed us another peek into their new and expansive world. In this trailer we see The Vex another one of the "Unknown Enemies", we see a new environment, and possibly another hint at some multiplayer. Here is the trailer brought to us by: VISO Games http://www.youtube.com/watch?v=4uyn-BXeaaE Then if we look back and break down what we saw there are some key take home pieces of info that we got out of this new trailer. Lets here what Above Infinity from GoBeyondEnt has to say about it. http://www.youtube.com/watch?v=7OMOtKIaWs0&feature=c4-overview&list=UUS0qH6GMm_abVn-bmOgy1qQ Destiny is slowly showing us how much it has to bring to the table and it is a lot at that. What do you like most about this new trailer is it the new moves/trump cards or is it seeing that cool zero G fight scene? Leave your comments below and thanks for reading.
  19. A New Trailer Of Bungie's New Gaming Frontier: Destiny Has Hit The Internet. At PS4 release yesterday, Bungie showed us another peek into their new and expansive world. In this trailer we see The Vex another one of the "Unknown Enemies", we see a new environment, and possibly another hint at some multiplayer. Here is the trailer brought to us by: VISO Games http://www.youtube.com/watch?v=4uyn-BXeaaE Then if we look back and break down what we saw there are some key take home pieces of info that we got out of this new trailer. Lets here what Above Infinity from GoBeyondEnt has to say about it. http://www.youtube.com/watch?v=7OMOtKIaWs0&feature=c4-overview&list=UUS0qH6GMm_abVn-bmOgy1qQ Destiny is slowly showing us how much it has to bring to the table and it is a lot at that. What do you like most about this new trailer is it the new moves/trump cards or is it seeing that cool zero G fight scene? Leave your comments below and thanks for reading. View full article
  20. A New Trailer Of Bungie's New Gaming Frontier: Destiny Has Hit The Internet. At PS4 release yesterday, Bungie showed us another peek into their new and expansive world. In this trailer we see The Vex another one of the "Unknown Enemies", we see a new environment, and possibly another hint at some multiplayer. Here is the trailer brought to us by: Bungie Then if we look back and break down what we saw there are some key take home pieces of info that we got out of this new trailer. Lets here what Above Infinity from GoBeyondEnt has to say about it. http://www.youtube.com/watch?v=7OMOtKIaWs0&feature=c4-overview&list=UUS0qH6GMm_abVn-bmOgy1qQ Destiny is slowly showing us how much it has to bring to the table and it is a lot at that. What do you like most about this new trailer is it the new moves/trump cards or is it seeing that cool zero G fight scene? Leave your comments below and thanks for reading. This post has been promoted to an article
  21. Video game journalist and video game show host Geoff Keighley has made a post on his twitter page that a new exclusive look at Destiny will be shown tomorrow at 11pm ET along with an announcement from Bungie. As you can see from the twitter post no specific details regarding the exclusive look and Bungie's announcement has been given. I personally think Bungie's announcement will be the release date for the beta or the game itself, or possibly both. So stay tuned tomorrow for a new Destiny reveal and announcement.
  22. Video game journalist and video game show host Geoff Keighley has made a post on his twitter page that a new exclusive look at Destiny will be shown tomorrow at 11pm ET along with an announcement from Bungie. As you can see from the twitter post no specific details regarding the exclusive look and Bungie's announcement has been given. I personally think Bungie's announcement will be the release date for the beta or the game itself, or possibly both. So stay tuned tomorrow for a new Destiny reveal and announcement. View full article
  23. Video game journalist and video game show host Geoff Keighley has made a post on his twitter page that a new exclusive look at Destiny will be shown tomorrow at 11pm ET along with an announcement from Bungie. As you can see from the twitter post no specific details regarding the exclusive look and Bungie's announcement has been given. I personally think Bungie's announcement will be the release date for the beta or the game itself, or possibly both. So stay tuned tomorrow for a new Destiny reveal and announcement. This post has been promoted to an article
  24. Bungie has given out Destiny codes to the community to unlock certain things in the game, it is unknown what these codes unlock at the moment as it tells you to check back in 2014 to see what you have unlocked. Here are the codes and they have each been given name that relates to the game, so this could be a hint what the codes give us, possibly some kind of exclusive access to weapons, armor etc. It is unknown that if the unlocked contents can be used in the beta but more news will probably surface regarding that. Titan - MVD-4N3-NKH Hunter - 3DA-P4X-F6A Warlock - YKA-RJG-MH9 Rixis achron slayer - TCN-HCD-TGY Hive - 473-MXR-3X9 Gjallarhorn - HC3-H44-DKC Moon - JMR-LFN-4A3 Old Russia - HDX-ALM-V4K These codes and be redeemed at this site http://www.bungie.net/en/User/redeemedcodes and they can be used by everyone so it is not first come first serve.
  25. Bungie has given out Destiny codes to the community to unlock certain things in the game, it is unknown what these codes unlock at the moment as it tells you to check back in 2014 to see what you have unlocked. Here are the codes and they have each been given name that relates to the game, so this could be a hint what the codes give us, possibly some kind of exclusive access to weapons, armor etc. It is unknown that if the unlocked contents can be used in the beta but more news will probably surface regarding that. Titan - MVD-4N3-NKH Hunter - 3DA-P4X-F6A Warlock - YKA-RJG-MH9 Rixis achron slayer - TCN-HCD-TGY Hive - 473-MXR-3X9 Gjallarhorn - HC3-H44-DKC Moon - JMR-LFN-4A3 Old Russia - HDX-ALM-V4K These codes and be redeemed at this site http://www.bungie.net/en/User/redeemedcodes and they can be used by everyone so it is not first come first serve. View full article
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