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  1. Two games might be released on different platforms We'll start of with Mass Effect The Mass Effect Trilogy might be one of the greatest adventures you'd ever see. The endless ways in which Shepard could deal with everything makes this popular under fans and gives the game great replay value. So great, they might even release it on the next-gen consoles Xbox One and PS4 Now I can hear you thinking 'But P34nut, I've heard nothing about this and surely this would've made everybody go nuts. Where did you get this from?!?!?' Well, a webstore located in Chile names Zmart has put up the Mass Effect Trilogy for sale on the next-gen platforms. Pictures down here: There's no release date yet and untill EA releases some more details we shouldn't get our hopes up just yet. But what IF this would happen. Would you buy it? Now onto Destiny (Yes I know... So much Destiny this week!) The game Destiny will be released on the platforms Xbox 360, Xbox One, PS3 and PS4. And people have been shouting from the top of their lungs 'WHY ISN'T THIS COMING TO PC?!?!?' And Bungie responded. Bungie is creating the game on all 4 platforms themselves. (Unlike Titanfall dev's Respawn who let a different company create the Xbox 360 version) And this ofcourse quite the effort. It isn't that simple to make the PC version next to the current platforms, although they wish it were. They also stated that the idea of making a PC version isn't completely scrapped. They just don't have the time for it now. If a PC version were to be released, would you buy it? As always leave answers and comments down below! Thanks for reading! Sources: http://nl.ign.com/news/8891/mass-effect-trilogy-op-komst-voor-next-gen-consoles http://nl.ign.com/news/8897/destiny-misschien-nog-naar-de-pc
  2. Bungie has just released a new Destiny gameplay video titled "The Devils' Lair" as it follows a team of guardians fighting their way through the depths of Old Russia. In this seven minute long video we see a Fireteam of Guardians on a strike mission beneath the ruins of the Cosmodrome in a location called "The House of The Devils' Lair" in Old Russia as they take on the Fallen and the Hive, two of five enemy races Humanity will battle against to save Earth and their colonies. Destiny is a completely online game that encourages team play with co-operative modes that involves raids and strike missions as it is shown in the video. This has been the first proper video of solid full length gameplay since Bungie's presentation at last years E3. Fans itching to see more Destiny content will surely be tied over until more of it returns in just less than two months at this years E3. What did you think of the new gameplay, are you looking forward to the game?
  3. Bungie has just released a new Destiny gameplay video titled "The Devils' Lair" as it follows a team of guardians fighting their way through the depths of Old Russia. In this seven minute long video we see a Fireteam of Guardians on a strike mission beneath the ruins of the Cosmodrome in a location called "The House of The Devils' Lair" in Old Russia as they take on the Fallen and the Hive, two of five enemy races Humanity will battle against to save Earth and their colonies. Destiny is a completely online game that encourages team play with co-operative modes that involves raids and strike missions as it is shown in the video. This has been the first proper video of solid full length gameplay since Bungie's presentation at last years E3. Fans itching to see more Destiny content will surely be tied over until more of it returns in just less than two months at this years E3. What did you think of the new gameplay, are you looking forward to the game? View full article
  4. New Destiny footage?! You know you want this! Bungie has uploaded 5 more video's to showcase their new baby. 5 video's! Okay now don't get too excited because their just about 15 seconds long... I know... Dissappointment But with the video's they released earlier this week this adds up to 8 video's in just a few days time. Video 1 http://instagram.com/p/nT52JTFXOp/ Now would you look at that. It looks so pretty, so smooth, so wow. This might show a group of players entering in some sort of raid. (Thanks to JL on that last line!) Video 2 http://instagram.com/p/nTr_8dFXFf/ This video shows the planet Earth first and then a map. Will this map be the entire playground? And will the other 3 planets have the same size playable area's? If so, AWESOME! Video 3 http://instagram.com/p/nTY8q6lXNV/ Here you see some ships flying... Whoopie. But this opens up some questions. Are these used for transport only? Or are they used in combat? Video 4 and 5 are at the bottom of this next link. I couldn't share it any other way. Sorry. http://nl.ign.com/news/8881/destiny-krijgt-vijf-nieuwe-gameplay-trailers Video 4 shows the amount of choas involved in combat. Literally everything is happening! Video 5 shows an enemy fron The Fallen faction shooting his gun. I guess this is to shows off animations? Will you be getting this game? Leave answers and comments down below! Thanks for reading! Source: http://nl.ign.com/news/8881/destiny-krijgt-vijf-nieuwe-gameplay-trailers
  5. Bungie just updated their Destiny site and revealed alot of new details. There has been a major update to the site revealing a lot of new details Link here: http://www.destinythegame.com/au/en On this site you will find all the details you will need to know when you jump in. The guardians/classes The enemies The solar system And a offer to join the beta Let's summarize each section. The Guardians There are three guardians to choose from. Each with their own abilities. Here is a trailer. http://www.destinythegame.com/au/en The video doesn't show any names so I'll put those down here with their respective summaries taken from the site. The guardians you see are called: -The Titan (Right) -The Hunter (Left) -The Warlock (Middle) (Special thanks to Caboose) Here are their summaries: The Titan The first Titans built the Wall, and bravely gave their lives to defend it. Now, you stand in the same place, steadfast and sure. Our enemies are deadly and merciless, but so are you. You hail from a line of legendary heroes and your strength and skill will be needed to shatter their ranks. Sounds like the powerhouse class of the three. Heavy weapons and armour. The Hunter Hunters once prowled the wilderness and wastelands, taking big risks for even bigger rewards. Making your own luck has always meant bending the rules. But you are no outlaw, at least, not anymore, and your unique brand of daring and ingenuity will be needed now more than ever. Sounds like a stealthy type. Might depend on quick strikes to take down the enemy. The Warlock Warlocks have long studied the Traveler, mastering some of its arcane energies. Its true purpose still remains a great mystery, but discovering truth has always driven you into the unknown. Now, our enemies stand between you and your greatest discovery – the secrets of the Golden Age. Sounds like a class that relies on it's abilities. Also very mysterious Pictures are found here http://www.destinythegame.com/au/en/game/guardians Which guardian will you be going for? Now onto The enemies There are four different factions of enemies. Named The Fallen The Hive The Vex And The Cebal Here are their summaries The Fallen Fallen are hardy creatures who can survive in a wide range of environments without heavy armor or complex modifications to their physiology. They travel light, hit hard, and are gone before you know it. Fallen may look like mere scavengers, but on closer inspection you will see hints of a splendid, sophisticated past, and the proud markings of their ancestral "Houses." Sounds like a smart enemy. Might wanna be on the look out for ambushes by these. The Hive Hive manipulate the physical world in ways that we can only begin to imagine. The Hive have carved a kingdom deep into the lifeless core of the Moon, and it is there they remain, silent and buried among many dark and terrible secrets, a reminder of the tremendous power that brought forth the Collapse. Sounds eerie. Let me take a trip to my house of NOPE in the city of NOPE right over the border of NOPE NOPE NOPE!!! The Vex Scattered reports indicate that the Vex appear to be mass-produced machine units, constructed of an unknown metal alloy resembling hammered brass. All attempts to communicate with them have failed. They are hostile. They are unrelenting. They are deadly. This is why you should never trust robots... The Cebal Few Guardians have faced Cabal and lived to tell the tale. They are a professional military operation. On every front we have found them on the march, they have already dug in and ringed their installations with razor wire. Now, it seems they've turned their eyes towards us. Yikes! Fully armoured power houses! Again the pictures are found here http://www.destinythegame.com/au/en/game/enemies Now onto the last segment The Solar System These are the planets the game plays around The Earth The Moon Venus And Mars Here are their summaries The Earth Our home. After the Darkness swept over us, we found the Traveler where it made its last stand. Beneath, we built The City – our last – within its protective aura. From here, Guardians stand watch, defend our civilization, and strike out into the wild frontiers of Earth – and beyond – to reclaim our lost worlds. Looks like our base of operations. Gear up! The Moon Like Earth, the ruins of humanity's former glory can be found scattered across the familiar lunar surface. Recent exploration attempts have been repulsed, reporting increased enemy activity, and even strange tectonic phenomenon. The City has since classified the Moon as a "Forbidden Zone,” open only to our most brave and experienced Guardians. Remember, this is where The Hive faction is present. Now on a enirely different topic, have you seen my flamethrower by any chance? Venus Venus was once the site of great discovery – a paradise. Now, it is a monument to all that we have lost. The old stories say we built an academy dedicated to learning and research on the shore of a wondrous sea, and that the waters themselves boiled and rose up to shatter the coast, washing away all that we had built. Yup... Sounds like paradise Mars What little we know of Mars may as well be a myth. We built a massive metropolis in the red dust. The Darkness swept nearly all of it away; the sand itself claimed the rest. No one knows what remains of our lost age, now buried beneath the dunes. Mystery ensues. Luckely, we still have the pictures http://www.destinythegame.com/au/en/game/destinations This is alot of new details and I highly recommend going to the site youself! Thanks for reading Leave thoughts and comments down below!
  6. Branching Out While Getting Back to Their Roots. For those who have not yet heard about its unveiling yet, undr zid (Affiliate, Admin of ForgeCafe), has finally released his shiny new baby to the public as of April 18th, 2014. This was the 5th anniversary of the ForgeCafe's existence dating back to the days of bungie.net. DestinyCafe has been in the works for over a year according to undr zid and his very helpful Cafe Staff had been helping him all while keeping it under wraps all this time. Destiny is going to be Bungie's huge hit game this year so Destiny forums are going to be necessary. Zid saw this opportunity and took it by buying the DestinyCafe.net domain. Undr zid says his goal with the site is to give the members the same feel that made members love bungie.net in the first place. "The idea is to slowly shift focus from FC to here," zid said about his site. This will hopefully build a fan base for Destiny on one site and then Some nice features on the site include its Streams tab where you can catch Twitch Streams of anyone you follow that has a Stream on site, the Clans system which allows you to essentially be an admin of your own sub-forum in a way, and its nice clean look. DestinyCafe is of course a Destiny forum but welcomes any other game fans as well. Being on the testing team months prior to its launch, I did get to see some changes and it's amazing how fast undr zid and his Staff can work. There are already some familiar faces there from ForgeCafe's harry_c0 and OxK Nym to our very own -Sparky- and Silent Orbis. Congratulations undr zid and I hope your sites do well with both titles launching this year. Thank you for letting me experience the site as it was changing. Hope everyone gives it a try and it is another Cafe so there might be coffee.
  7. 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! View full article
  8. 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!
  9. We know melee weapons exist. We've seen enemies using swords, and apparently also gotten hints that players may use them as well. But exactly how do you want them implemented? Because, yes, this is kind of a mix between a FPS and an RPG, and I would really love to use swords running around cutting into people in a swifter way than the Energy Sword's clunky 1-slash-then-cooldown-timer in Halo games. Not only that, but think of how fair it is that in competitive MM you've got a gun, put down some bullets into a guy, only to have him sprint up close and slit your throat? There's fairness issues, but I desperately want to use swords at the same time. How do you want them implemented and how do you think they will be implemented?
  10. From the album: Tacos and what not

    I sketched a little Warlock character from Destiny a while back. I also made a colored version which is displayed in the logo area of the Destinynews forums.

    © Numero Uno Self Destruct.

  11. 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!""
  12. 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
  13. 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.
  14. 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
  15. 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.
  16. 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
  17. In the final instalment of our month of Destiny updates, we chat with investment lead Tyson Green about how you'll upgrade items and abilities on your characters. Learn about specific focuses for all three classes and what makes Destiny's progression system different from Call of Duty's prestige structure. Flexible Character Tweaks Green: We want to have a well balanced upgrade experience for your gear but also for your abilities. And we want to give players the ability to actually commit to some of the decisions that they made so they can distinguish themselves from one another. But that sort of comes along with, “Well, what do you want to do when someone wants to change their mind about something? Do they have to throw their character away?” And that was really unappealing. We want to say “No, you are your character.” When you decide to roll an Exo Hunter that’s because both being an Exo and being a Hunter were things that were exciting and appealing to you. So when you want to change your mind about something, whether it’s a weapon or whether it’s what abilities you’re using, we let you change the stuff that your character is using and we let you upgrade the stuff that your character is using rather than having to reset your character or throw your character away. I think Call of Duty is really interesting in this respect because they have the prestige system. You might say, "Why would anybody reset their character and throw all of their guns away?" The answer is people actually like that. People like making progression with their character. And if doing that let you be different or distinct from your friends or your competitors in some way, I think that’s a really exciting experience for players. So we really sort of looked at that and said, “People enjoy this, so let’s build a good system that lets them do that, that doesn’t make them throw their character away.” Upgrade Categories Green: The three things that all characters can upgrade are their weapons, their armor, and their focus. Those all level up as you use them. So when you’re wearing your armor and earning experience your armor’s leveling up. When you’re using weapons to get kills, those specific weapons are leveling up. And your focus also levels up when you’re getting kills or completing activities. Describing Focus Green: A focus is a thing that captures all of your abilities in one bundle – sort of a thematic bundle, but also a functional bundle. It carries your grenade abilities, your super attacks, it carries certain passive abilities that change the way your character plays. The focus is the thing that defines how your character is going to play at both the lowest and the highest level. It’s what your character is thematically about and it’s also functionally what abilities you have available to use. You could call it a spec. You could call it a build. You could call it a lot of things. For a long time we called them builds, but your build is a bigger thing because it also brings into account which weapons you’re using and what modifiers are on your armor. I want people to be able to talk about playing a Void Warlock sniper build, which is something that encompasses more than just the focus item. Experience Distribution Green: Everything gets the XP [reward] unless you have an XP bonus or something. You might have a piece of armor that gives plus XP to your weapon. So you might take that 10 XP on every piece of gear except your weapon, which might get 11 XP because of the modifiers. You might have a consumable or a perk active that gives you a bonus to how fast something else levels. It can vary from object to object. But generally speaking we’re definitely not asking anyone to make any hard decisions like, “Maybe I should only equip this one piece of gear because that’s the only thing that needs to level up so it power levels that one thing.” We’re trying to keep those mechanics very straightforward. Tuning Weapons To The Task Green: You can absolutely have more than one weapon that you’ve configured differently. Like you have one sniper rifle which is really good in competitive multiplayer because it has high burst damage and a good precision damage modifier. But you might have another sniper rifle which is better in cooperative campaign where you’re looking at doing more damage to an enemy. You have to be able to burst a target down over a longer sustained period of time so it’s got a bigger magazine and can carry more ammo. Those could both be the same base weapon just configured differently. A Titan Focus Green: The Fist of Havoc focus [Editor's Note: not a final name] is really about close quarters combat. It’s about getting into melee range and using powerful arc damage attacks to take your foes out. It can be built slightly different so it’s more about area control. It can be a little bit more defensive or a little bit more aggressive, but fundamentally that one is about smashing the door down, leaping into the room, and just absolutely nuking everything inside with point blank melee range damage. Fist of Havoc is the name of the super attack for that focus. That’s the one where you basically just smash the whole area around you. And there are some twists on that super like you can project more of the force forward so it becomes a longer range attack. You can have it leave behind damage in an area so it’s more of an area control ability. That’s true of all the supers. They have different ways to be built. A Hunter Focus Green: The Hunter build that we show off the most is the Gunslinger build. That’s centered around the Ghost Gun ability. Ghost Gun basically allows you to bring out this weapon which you only get a couple shots on, but they’re very devastating thermal damage shots. Very good for taking down high value single targets at a distance. Very much feared in competitive multiplayer. People see that Ghost Gun come out and they’re just like, “Either I’m going to get really lucky or I’m going to be respawning in a second.” Any abilities that support that super are abilities which are about maintaining a standoff distance with your targets. There’s sort of an area control aspect to that build where you can say, “I want to make you come out that door and not that door because I’m going to have my crosshair on that door.” It’s an offensive oriented build with subspecs that are more about standoff and zone control. Two Warlock Focuses Green: The Warlock build that we show off is the Circle of Night build. And that build is built around the Warlock ability Nova Bomb. Circle of Night is a really offensive, almost glass cannony build where you have lots of ability to deal damage at a distance and not a lot of ability to take damage.This is sort of true for a lot of our offensive builds that they can specialize for direct offense or zone control from direct offense. Some of those will be better in competitive multiplayer. Competitive multiplayer a lot of times you just want to go for the direct offense, you know, go for the kill rather than the potential for a kill. But you might find that when you’re doing cooperative scenarios that a zone control build is capable of doing a lot more damage. Persistent damage fields are really effective against the AI. They do a lot more damage per ability use. The Circle of Night build can be built in either way for more persistent damage and zone control or more direct damage and burst. There’s one version of Nova Bomb which causes it to leave a persistent damage field, but there are also grenade abilities that cause it to do persistent damage, and then there are passive abilities that will be synergistic with those things, like make those last longer or give you advantages against people who are afflicted by those things. I think the other one that we’ve touched on the most would be the Solar Warlock. That’s the Heart of Fusion build. Heart of Fusion is built on an ability called Radiance, which provides beneficial buffs to yourself but also nearby people.And that build is more of a supportive, team-oriented build where it not only benefits you and benefits your allies, but it has fairly good zone control abilities. You can say I want to block that doorway off or I want to keep people at standoff. And the other thing that Radiance does is it can revive other players who have fallen and also buffs them, giving them health bonuses or damage bonuses. http://www.gameinformer.com/b/features/archive/2013/12/27/the-character-progression-of-destiny.aspx View full article
  18. In the final instalment of our month of Destiny updates, we chat with investment lead Tyson Green about how you'll upgrade items and abilities on your characters. Learn about specific focuses for all three classes and what makes Destiny's progression system different from Call of Duty's prestige structure. Flexible Character Tweaks Green: We want to have a well balanced upgrade experience for your gear but also for your abilities. And we want to give players the ability to actually commit to some of the decisions that they made so they can distinguish themselves from one another. But that sort of comes along with, “Well, what do you want to do when someone wants to change their mind about something? Do they have to throw their character away?” And that was really unappealing. We want to say “No, you are your character.” When you decide to roll an Exo Hunter that’s because both being an Exo and being a Hunter were things that were exciting and appealing to you. So when you want to change your mind about something, whether it’s a weapon or whether it’s what abilities you’re using, we let you change the stuff that your character is using and we let you upgrade the stuff that your character is using rather than having to reset your character or throw your character away. I think Call of Duty is really interesting in this respect because they have the prestige system. You might say, "Why would anybody reset their character and throw all of their guns away?" The answer is people actually like that. People like making progression with their character. And if doing that let you be different or distinct from your friends or your competitors in some way, I think that’s a really exciting experience for players. So we really sort of looked at that and said, “People enjoy this, so let’s build a good system that lets them do that, that doesn’t make them throw their character away.” Upgrade Categories Green: The three things that all characters can upgrade are their weapons, their armor, and their focus. Those all level up as you use them. So when you’re wearing your armor and earning experience your armor’s leveling up. When you’re using weapons to get kills, those specific weapons are leveling up. And your focus also levels up when you’re getting kills or completing activities. Describing Focus Green: A focus is a thing that captures all of your abilities in one bundle – sort of a thematic bundle, but also a functional bundle. It carries your grenade abilities, your super attacks, it carries certain passive abilities that change the way your character plays. The focus is the thing that defines how your character is going to play at both the lowest and the highest level. It’s what your character is thematically about and it’s also functionally what abilities you have available to use. You could call it a spec. You could call it a build. You could call it a lot of things. For a long time we called them builds, but your build is a bigger thing because it also brings into account which weapons you’re using and what modifiers are on your armor. I want people to be able to talk about playing a Void Warlock sniper build, which is something that encompasses more than just the focus item. Experience Distribution Green: Everything gets the XP [reward] unless you have an XP bonus or something. You might have a piece of armor that gives plus XP to your weapon. So you might take that 10 XP on every piece of gear except your weapon, which might get 11 XP because of the modifiers. You might have a consumable or a perk active that gives you a bonus to how fast something else levels. It can vary from object to object. But generally speaking we’re definitely not asking anyone to make any hard decisions like, “Maybe I should only equip this one piece of gear because that’s the only thing that needs to level up so it power levels that one thing.” We’re trying to keep those mechanics very straightforward. Tuning Weapons To The Task Green: You can absolutely have more than one weapon that you’ve configured differently. Like you have one sniper rifle which is really good in competitive multiplayer because it has high burst damage and a good precision damage modifier. But you might have another sniper rifle which is better in cooperative campaign where you’re looking at doing more damage to an enemy. You have to be able to burst a target down over a longer sustained period of time so it’s got a bigger magazine and can carry more ammo. Those could both be the same base weapon just configured differently. A Titan Focus Green: The Fist of Havoc focus [Editor's Note: not a final name] is really about close quarters combat. It’s about getting into melee range and using powerful arc damage attacks to take your foes out. It can be built slightly different so it’s more about area control. It can be a little bit more defensive or a little bit more aggressive, but fundamentally that one is about smashing the door down, leaping into the room, and just absolutely nuking everything inside with point blank melee range damage. Fist of Havoc is the name of the super attack for that focus. That’s the one where you basically just smash the whole area around you. And there are some twists on that super like you can project more of the force forward so it becomes a longer range attack. You can have it leave behind damage in an area so it’s more of an area control ability. That’s true of all the supers. They have different ways to be built. A Hunter Focus Green: The Hunter build that we show off the most is the Gunslinger build. That’s centered around the Ghost Gun ability. Ghost Gun basically allows you to bring out this weapon which you only get a couple shots on, but they’re very devastating thermal damage shots. Very good for taking down high value single targets at a distance. Very much feared in competitive multiplayer. People see that Ghost Gun come out and they’re just like, “Either I’m going to get really lucky or I’m going to be respawning in a second.” Any abilities that support that super are abilities which are about maintaining a standoff distance with your targets. There’s sort of an area control aspect to that build where you can say, “I want to make you come out that door and not that door because I’m going to have my crosshair on that door.” It’s an offensive oriented build with subspecs that are more about standoff and zone control. Two Warlock Focuses Green: The Warlock build that we show off is the Circle of Night build. And that build is built around the Warlock ability Nova Bomb. Circle of Night is a really offensive, almost glass cannony build where you have lots of ability to deal damage at a distance and not a lot of ability to take damage.This is sort of true for a lot of our offensive builds that they can specialize for direct offense or zone control from direct offense. Some of those will be better in competitive multiplayer. Competitive multiplayer a lot of times you just want to go for the direct offense, you know, go for the kill rather than the potential for a kill. But you might find that when you’re doing cooperative scenarios that a zone control build is capable of doing a lot more damage. Persistent damage fields are really effective against the AI. They do a lot more damage per ability use. The Circle of Night build can be built in either way for more persistent damage and zone control or more direct damage and burst. There’s one version of Nova Bomb which causes it to leave a persistent damage field, but there are also grenade abilities that cause it to do persistent damage, and then there are passive abilities that will be synergistic with those things, like make those last longer or give you advantages against people who are afflicted by those things. I think the other one that we’ve touched on the most would be the Solar Warlock. That’s the Heart of Fusion build. Heart of Fusion is built on an ability called Radiance, which provides beneficial buffs to yourself but also nearby people.And that build is more of a supportive, team-oriented build where it not only benefits you and benefits your allies, but it has fairly good zone control abilities. You can say I want to block that doorway off or I want to keep people at standoff. And the other thing that Radiance does is it can revive other players who have fallen and also buffs them, giving them health bonuses or damage bonuses. http://www.gameinformer.com/b/features/archive/2013/12/27/the-character-progression-of-destiny.aspx
  19. With around 500 developers now working on the project, Destiny has ballooned to become one of the largest projects in game development history. Technical art director Ryan Ellis was there from the beginning. As one of the first people assigned to the top secret "Destiny" game at Bungie, Ellis has watched and helped shape this sci-fi epic into what it has become today. As technical art director, Ellis is responsible for making sure the game looks as good as possible across all of the game's many platforms. While visiting Bungie for our January cover story, I spoke with Ellis about the early days of the then third-person game, the balance between scientific accuracy and fun, and the possibility of a PC release. Soure-Gameinformer
  20. 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.
  21. Bungie is designing it’s MMOFPS Destiny to be played on your own, if you prefer. But the developer has now dropped a heavy hint that the end-game missions may require you to team up with some other players. “You absolutely are going to be able to play Destiny by yourself and have the same kind of fun shooter-experience that you could have in a single-player campaign, which is a word that we’ve weeded out of our vocabulary,” Bungie’s Jason Jones told Game Informer. “But we’re going to give you this great player-progression on top of that, and we’re going to give you as many opportunities as we possibly can to expose you to other people, so that hopefully you’re drawn into some social experiences, because those are incredibly powerful and interesting, but we’re not going to force those on you. “We describe it in a lot of ways as sloping the floor towards socialization, without putting a requirement on it,” he continued. “I would say that there’s some sort of – if you wanted to talk about it in MMO terms, you’d say ‘end-game activities’, but some of the most intense non-competitive activities in the game do require cooperation. They require a group of players to tackle at once. “I guess at some variable, distant endpoint we are going to say, ‘Yeah, if you show up at this door, and you don’t have five friends, you’re not going to be able to succeed,’ but the core experience that solo players have enjoyed in shooters, they’re going to be able to get that, and we’re going to pull many of them into social experiences as well.” So, it sounds as if it won’t just be a case of these missions being too difficult to tackle alone, but rather that being part of a team will be a requirement. Source-vg247 View full article
  22. Bungie is designing it’s MMOFPS Destiny to be played on your own, if you prefer. But the developer has now dropped a heavy hint that the end-game missions may require you to team up with some other players. “You absolutely are going to be able to play Destiny by yourself and have the same kind of fun shooter-experience that you could have in a single-player campaign, which is a word that we’ve weeded out of our vocabulary,” Bungie’s Jason Jones told Game Informer. “But we’re going to give you this great player-progression on top of that, and we’re going to give you as many opportunities as we possibly can to expose you to other people, so that hopefully you’re drawn into some social experiences, because those are incredibly powerful and interesting, but we’re not going to force those on you. “We describe it in a lot of ways as sloping the floor towards socialization, without putting a requirement on it,” he continued. “I would say that there’s some sort of – if you wanted to talk about it in MMO terms, you’d say ‘end-game activities’, but some of the most intense non-competitive activities in the game do require cooperation. They require a group of players to tackle at once. “I guess at some variable, distant endpoint we are going to say, ‘Yeah, if you show up at this door, and you don’t have five friends, you’re not going to be able to succeed,’ but the core experience that solo players have enjoyed in shooters, they’re going to be able to get that, and we’re going to pull many of them into social experiences as well.” So, it sounds as if it won’t just be a case of these missions being too difficult to tackle alone, but rather that being part of a team will be a requirement. Source-vg247
  23. 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
  24. 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
  25. 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.
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