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  1. Hi every one, new to the forums. I'm Matt AKA Sniperclysm. I'm 33 years old and love all kinds of vast variety of PC video game. Been playing video game since i was 7 years old on consuls to the PC. I play Counter strike:Go, Doom, Battlefield games and star wars battlefront games as-well. Been a long time since i play halo. I played a lot of halo 2 back in the day and i truly miss it. I hope in the future that halo will be on PC one day. I love PC's and building them. I like Chines food & BBQ stuff. I'm into Lord of the rings and star trek: next gen Anime Fan: Dragonball Z, Cowboy bebop, Naruto, Bleach, Tri-gun & more. Movie's/Shows: Star Wars, Star Gate SG1/Atlantis, Dr.Who, The Avengers, Fast in the Furious Movies, Dead Pool, Riddick Movies. For fun and as a hobby i create Epic video game footage on my YouTube channel. I have funny and epic moment videos & Pubg chicken dinner wins. Trying my best on getting subscribers & people to comment on the videos & giving me some ideas. I love to hear from you all and hope you enjoy the videos. My YouTube Channel: https://www.youtube.com/channel/UCtCunUUoM-ePTd0XJ0VYlcg My Twitter: https://twitter.com/sniperclysm
  2. Hey there Zandrill! So this is my attempt at submitting a map for you to check out. I'm used to Forgehub, so this is a little out of the norm for me. Hopefully I'm doing this right Map Name: Gatelord Author: Ascend Hyperion Player Count: 2-8 Players Gametypes Supported: Team Slayer, 6 Man FFA, Multi-Team, Strongholds, CTF, Oddball *Team Slayer is the default for the map Download Link: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=Ascend%20Hyperion#ugc_halo-5-guardians_xbox-one_mapvariant_Ascend%20Hyperion_f4a093eb-cfd6-41fe-b8d8-c692ab11b17b Description: "This battle has happened, it is happening and it will happen." Gatelord is a versatile core map inspired by the Vex architecture from Destiny. Set deep within the Spire Ruins on Venus, players will navigate the time weathered machines of the Vex in an all out battle for domination. Built to blend fast paced vertical play with the rigid decaying structures of the Vex, players can flow freely through the diverse paths on the map, slide and clamber about and even use the timegates to teleport from low and high points on the map. I hope you enjoy it!
  3. So, a bit of background on this, I had a few ideas that Destiny could implement to make the game more fun and increase it's lifespan in the form of a new DLC, and there was a lot I had wanted to see in Crota's End that I didn't, so I figured I'd write my thoughts on what I would like to see in future expansions. Anyway, this is never really happening, but enjoy! Destiny Expansion III: The Frigid Gulf Includes- Six new exotic gear pieces and four new exotic weapons Weapons: . The Unmarked Grave – Exotic machine gun . Dying Wind – Exotic hand cannon . The Nine’s Fable – Exotic fusion rifle . Hush – Exotic pulse rifle Gear: . The Widow – Exotic gauntlets (Titan) . Minotaur’s Conscience – Exotic helmet (Warlock) . Jack’s Folly – Exotic helmet (Hunter) . Goblin’s Downpour – Exotic helmet (Titan) . Exodus – Exotic chest (Hunter) . Fame and Fortune – Exotic boots (Warlock) Two New Strikes One Man’s Treasure [level 28] On the frozen shores of Europa, a fallen ketch lays dead in the frigid waters with treasures untold, however still guarded by a sleeping kell. After arriving at the ketch, the first part of the strike is to get through a hatch at the top, which is relatively easy as there is no enemy forces sitting atop, however the second level is guarded by two indestructible fallen turrets. You must deploy your ghost into a nearby console to shut down the turrets, which is difficult as the console is amid the path near the turrets, and the second you are spotted you are fired on. This makes teamwork in this strike key as you need players to distract the turrets while you reach them. Once these turrets are shut down, the hard part begins. You reach a circular arena area, with a pod sitting in the middle. Suddenly, the walls burst, doors opening with older fallen, these fallen looking much different and more high tech than their future scavenger counterparts. Destroying these troops will prompt you to psychically open the middle pod, and when your guardian opens it, prepare to battle. Out comes a kell, Karok, dual wielding shotguns and with a roar, he stomps to the ground, his AI pursuing you with rage. It will take teamwork and time, but Karok can be brought down, as he drops two loot chests in his wake. Opening these chests can grant any sort of reward that is a legendary or above. After this, the strike is done. The Nine's Task [level 32] The Nine have issued you on a perilous journey deep within Europa’s snowy wastelands. Under an old colony base lies what is believed to be a vex hive centuries old. Your mission is to destroy these vex and what is controlling them before they awaken and march unto Europa’s surface. Arriving at the entrance of the base, you and your fireteam dig down into the base’s science center, where a few precursor vex and a precursor goblin are stationed. Fighting these vex off, you deploy your ghost and he unlocks a jammed door, only to enter into a room with a vex hydra absorbing energy from a nearby console, protected by quite a few precursors. The hydra, named crusader, has a full shield so you must use a nearby EMP cannon, which charges slowly but completely drops his shields for some time. After he is defeated, you discover he was attempting to relay information deeper below the station, and your ghost hacks an elevator, sending you into the frozen depths of Europa. In the icy cavern, many precursor vex goblins stand, seemingly inactive. As you dig down, you see more and more precursors frozen in this state, and reach the conflux room, in the middle of the room where currents run in a small cylindrical power core, firing on this unleashes the final boss. A mechanical roar is heard and one of the frozen rocky walls bursts open, a light blue precursor gatelord named arkyon, wielding a large vex slap rifle emitting a purple shot to the normal red one and doing void damage. He is supported by a legion of harpies with the same distinctive blue tone known as spitfires. Destroying the gatelord first is critical as he can spawn for spitfires which can grow into immense numbers. Once both are dead, your ghost reveals that the rest of the vex are awakening, and teleports you out in a cinematic cutscene with you and your fireteam. Three new story quests and many new bounties Frozen Hell – you are called upon by Kaliber, a member of the nine to investigate a crashed awoken ship on Europa’s frozen over coral reef. When you arrive, fallen are already scavenging the ship, littered with dead awoken and loot. You fend off the scavengers until you reach the ship’s cockpit door, locked, with a baron named Xylus and a group of vandals trying to get in. You eliminate these fallen and bust the door open in a cinematic cutscene, finding Kaliber at the helm, wielding a fallen dreg by the neck and crushing it, silencing him. He gestures you to leave as the mission finishes. Quarry’s End – Kaliber reports that the ship has sunken through Europa’s frozen ocean into a deep quarry, and the vex have made it their home. Your job is to board the ship and eliminate the ship’s reports which could spell the end of the nine. To reach the ship, you have to jump through the extremely large hole, which would kill you on impact unless you boost at the right time so caution is key. Landing on top of the now decimated ship, your ghost cuts a hole into the ship at the main hall, and when you jump in you are attacked by a group of goblins with a frozen appearance as their metal is much more silver and they are slower than usual. Killing these vex, you navigate to the engineering room, and a group of four hydras lay, siphoning power. These will not attack you unless you catch the gaze of a security camera, which emits a long blue light, so you should be able to see it. Sneaking by, you enter the log room and deploy your ghost, taking the information. A mechanical roar screams through the ship as a gatelord named arkyon blasts open one of the doors and enters, you need to make haste and get out of the ship the same way you came in as your ghost warns you that the vex are awakening throughout the ship due to seismic activity below Europa. Getting out through the hatch by jumping, you reach the top of your ship, and through the tunnels in the cavern, an extremely large hive ogre appears, Tagoth, the pet of Evyx. The creature blasts its large stream of bright blue light at the ship, blasting a giant hole in it shaking the ground. As it makes a dash at the ship to tear it apart, your ghost teleports you out. The Myth of The Nine – One final order is issued by Kaliber straight from The Nine, to eliminate the fallen kell that betrayed The Nine and killed one of their agents, this is your chance to end the House of Kings. The mission opens on a frozen colony bridge on Europa, fallen and vex battling it out as the bridge dangles, barely surviving the harsh snow and combat. You must rush through the forces to the kell, named Krosis, seen commanding the troops from atop a spider tank, making the tank look small in comparison to his brutish size. When he sees you, his tank pulls back, opening a fallen field that cannot be pierced by bullets or entered. To take down this shield, you must eliminate the two fallen walkers on the bridge with siphons at the top. After doing this, the shield goes down and the walker retreats back, supporting the kell as he fights you, a sword in one hand and a sniper in the other. Only after taking out the support tank can Krosis be killed, though he can still attack you. After a long fight Krosis is eliminated by your hand, and the bridge begins to collapse, fallen and vex beginning to slide off, you must run up as fast as possible to a nearby ledge, as your ghost prepares to summon your ship. Once you reach the ledge, a cutscene begins and your guardian jumps from the ledge unto your ship, just barely making it as you fly away, the wreckage of the bridge behind you. Completing this mission unlocks a legendary auto rifle named ‘The Nine’s Spirit’ that fires explosive rounds instead of having arc, void, solar, or kinetic damage. One New Raid The Roar of God – deep below Europa, evyx lives, leading the hive tunneling through the planet to it’s core and exhausting it of it’s resources, as well as preventing our reclamation. You and a team of 12 guardians must tunnel below and face a hive god that has destroyed an entire world.[level 32] *(This mission must be played by 12 people, no more, no less.) Arriving at the same hole in the ‘Quarry’s End’ mission, you must venture down deep below to the now desolate area with only burnt wreckage lying about. You must then destroy a fallen outpost below to steal three devil walkers that can be operated by two players each. These are essential to opening a hole into Eryx’s home. Taking out the base, led by a group of barons, you board the tanks from an opening in the back, and one player must drive the slow vehicle while the other guns. The other six players are responsible for eliminating the fallen on the way. Soon after, you reach a large cavern with waves of hive coming that require a fallen hardlight shield which must be taken from a nearby ketch. Your tanks need to fire on the ketch and get it lower, which will allow you to scale rock formations and board. Once on, a team of about three must enter the engine room and grab it, leaving as fast as possible. The shield needs to be operated by three people as well, so take that into account. Getting to the ground, once you have the shield a large platoon of wizards will enter the cavern and make a rush for your team, first, the center player must deploy the first part of the shield, and two beams will extend from both the left and right sides of the shield, two small triangular figures on both ends. Then, the other two must also deploy these two to fully activate the shield, and they must hold it for as long as possible, which drains health from the three slowly but steadily. This forces the team to use the shield wisely and only when needed. You will hear a roar after a certain amount of waves and you can relax as the waves stop and that is your signal to move forward. Now the tanks are no longer needed, and must be abandoned, so feel free to leave them. Near the end of the cavern, a hive designed console sits, activating this will open a hive door near the top of the cavern, getting there requires skillful scaling of the wall’s rock. Each member of the raid team must individually scale the pieces of rock carefully to reach the opening. Once there, you must travel through the small tunnels into a large room where fallen bodies lay, trapped in the pavement in the ground. These fallen’s eyes will soon glow green, signaling the next phase, the room begins to close upon itself, no opening in sight, this requires a titan with the ward of dawn ability as when he deploys it the door will struggle against it and push back upward, giving you time to exit to the other door in the room, however, to get all twelve out it might take two ward of dawns consecutively, depending on the speed of the team. But if one single player dies in the closing room, he cannot respawn for the rest of the raid unless the team restarts from the last checkpoint. After this phase, the final phase begins. You reach a throne room, a hive wizard sitting on the throne, Evyx, the daughter of Oryx. Two doors open next to the wizard, her bodyguards, the hive knights emerge, both carrying cleavers with a dark energy upon them. These hive are nearly invincible, can only be effected by solar damage, and will instantly kill you and prevent your respawn if they hit you. Staying high and far away from the knights is best as your team uses solar to take them both out. When the two are killed, the wizard summons Tagoth to destroy you. He is the last guard standing in your way, and you must kill him by using the environment such as falling rocks which you will be notified of. After the colossal creature is dead, Evyx stands and sends a shockwave out into your team of twelve, teleporting six random players to the moon as the six must fend off hive whilst the other half weakens the wizard, and after enough hits, the six sent off will return, one cursed with ‘The Nomad’s Folly’ in a short time the player will explode and die, and this damage will stun Evyx if used at the right time. When that player is dead he cannot return, so be aware of that and make every shot count. Teleportation will happen about three more times before Evyx grants all players ‘The Vision of Oryx’ in a last ditch effort, which will stun guardians into place, meaning you can only turn your head and gun, not move or jump. In one final effort, Evyx will die from enough damage and the curse will be lifted, granting players new raid gear or one of the above exotics. And yeah, that's my idea for the third expansion. Let me know what you think, questions, comments, and criticism are always welcome. Peace out ladies and gentlemen.
  4. Hello! How is everyone? I'm a long-time Halo Series fan who has been around since the CE days. I've been gaming since the mid 80's and have been an online gamer since the early 90's. In the years since those early days of Commodore 64, Apple II, NES, Sega and so on, there have been a MAJOR increase of gamers world-wide. It has been an interesting gaming life I must say. I've met people from every walk of life, hell, I bet I've met a few aliens...I'M SURE OF IT! My love for gaming stems very deep for a multitude of reasons. Through hard times, through boring times, through manic times, gaming has brought a center to many of us. It's this center that I wish to tap. The many years of experience on multiple platforms coupled with a strong creative desire has pushed me into making my own gaming channel. I wanted to express my views on the gaming culture and although we are just getting started (we started the Youtube account about a month ago) our goal is to cover every game we can get into a video. Our main focus now is our Iron Jugganot series. It is a tounge-in-cheek tale that depicts it's characters as roving mercenaries who have the ability to travel to other dimensions. They achieve this by stepping into a device we like to call a "Gyroscopic Continuum Transducer". Much like a Star Gate or Transporter, this is our mechanism to achieve inter-dimensional travel. To the viewer, one might see Halo or Destiny or even GTAV but to the characters, they have teleported into another realm. The story started-out as a bit of a gag, just wanting to see how to make a video combined with some PvP clips from Destiny. The idea grew, editing became easier once I got the hang of it, then more people started getting on board. Eventually, the Youtube channel was created and the videos grew into a bit of a comedic endeavor. Aside from our web series, we have and will continue to produce how-to videos, game demos, funny skits, and occassionally live-stream on Xbox One. If you care to check out our YOUTUBE CHANNEL check it out https://www.youtube.com/channel/UCzQMzCT1Mpl6HeTCTEKT20w
  5. I am the Leader of the Dark Blood Clan and i am recruiting i'd recommend that all recruits have a Mic or will be getting a mic within a week if you have any questions you can message me on Xbox 360 and the clan has a strict Ranking System that i'll attach the Ranks to this form Dark Blood Clan.rtf
  6. Halo 5 - Destiny Easter Egg
  7. Still missing the Destiny Red Bull Code for The Taken King exclusive Quest and Focused Light EXP Boost, either because you don't live in North America, or you just can't find them? Well look no further! I will be giving away 3 Destiny Red Bull codes! If Red Bull weren't so damn expensive, I would've gotten more. Pretty much how this works is everyone who signs up will be put into a drawing. Now, out of the 3 drawings, one of them will be exclusive to those who don't live in the US or Canada, since they can only be found there. The deadline to signup will be August 31st 11:59PM EST. Winners will be drawn on September 1st, two weeks before The Taken King releases. If you win, you will receive a PM with the code. You can only win one code. Good luck! Participants Yang Xiao Long Hayley Kenway​ Aramis Cortana Frankenzer Melody CabooseTheChase​ Skummgummigubbe​
  8. Bungie recently revealed in their Weekly Update a few new details about the VIP rewards for Year One players coming with The Taken King, let's take a look! Destiny is a sci-fi FPS with MMO elements created by Bungie and published by Activision. The game's newest expansion, The Taken King, which is coming this fall, will have a few goodies in store for the loyal players who have stuck around. On Bungie.net, a Weekly Update showcased a video which contained each of the VIP rewards, accessible to fans who have either reached light level 30, or purchased both prior DLCs. You must also own The Taken King by February 2016 to obtain any of the VIP rewards. The Founder's Pack, as it is labelled, will have it's contents easily obtainable through the multitude of vendors in the Tower. The rewards include a tan/white Ghost Shell called the Brave Ghost Shell, a mostly black striped shader called the Old Guard shader, a black Sparrow called the S-34 Ravensteel, and finally a legendary emblem called Be Brave. Another emblem, Moments of Triumph, is also currently obtainable and requires a host of Year One activities to have been completed by the launch of the major expansion. As said above, if you have previously played Destiny and either reached level 30 or bought both DLCs, you will be entitled to the rewards contained in the Founder's Pack once The Taken King drops on September 15th. View attachment: ttkyearonerewards.png All images and information obtained from Bungie and Activision.
  9. Bungie Studios has confirmed that over the next ten years, your destiny characters will transfer through games, so you won't have to worry about restarting. Destiny, created by Bungie Studios, was released in September 2014 to a mixed reception, and to follow two expansion packs, The Dark Below and House of Wolves, were also released to further extend the game's roster of activities and content. With the future in mind, Bungie has confirmed that your playable character will carry over through the years of Destiny games, this information relaying from GameSpot.com. Destiny's lead engineer, Luke Timmins, explained that, "We certainly take it seriously that Destiny is a ten-year thing. It's a long-term thing and with these adventures that we're adding my contract to you--and any player--is that your Guardian will always be there." With this in mind, they confirm that they want you to continue on the saga as your own character, but whether weapons, gear, and other items like that will transfer along with your personal Guardian is a mystery. It is also unknown if you'll be limited to transferring only one character to future games and major expansions. The next adventure in Destiny, The Taken King, will be released in September of 2015 and Bungie has confirmed that another game is in the works. Rumor also has it that two other expansions will follow The Taken King, but details about these are unknown. View attachment: ttk.png All information and images sourced from Bungie Studios, Activision, and Luke Timmins.
  10. So, should I buy Destiny?? I was very excited about it at first, but then I kind of lost interest in it. But now I'm kind of looking into it since I've neglected it for some time. So should I buy Destiny and if so then why??
  11. Ello gentlemen and women of the forum, today marks the first in a series I will be hosting called Destiny Weekly Recommendations. If you're unfamiliar, each week there is a reset bringing new items, bounties, missions, strikes, etc. What this series will be focusing on is the inventories of important vendors and whether or not you should purchase their wares. Let's begin with Mr. Variks. Variks, House of Judgment [Titan] Kellslayer's Grips - 53 D / 53 S [Hunter] Kellhunter's Rally - 103 I [Warlock] Kellbreaker's Gloves - 114 D Hunters and Warlocks have something to look forward to this week, Titans, not so much. The Rally is something that you should probably pick up if you are going for an intellect roll, but 103 is pretty average. Still, if you don't own it, pick it up for now, it's not like anyone would blame you. The Gloves have a great stat roll of 114, so fans of grenades like axion bolt and such will probably want to run PoE this week for them, you have my permission to go after these. The Grips are... Iffy, to say the least. 106 total is better than nothing, but for Strength and Discipline, it seems wasted. Variks has sold better and will sell better, so unless you wanna complete your full set Titans, pass. [sniper] Shadow of Veils So, the weapon of the week is one I've been long awaiting, the Shadow of Veils, an interesting sniper rifle, to say the least. It does Arc damage, which is good for those of you without an Arc sniper, though my Efrideet's Spear scratches that itch quite well for me. For perks, you have Replenish, fill your magazine when a Super is cast, a choice of Speed Reload, Perfect Balance, or Extended Mag, pretty self explanatory, and... Shank Burn... :c By no means is the Shadow of Veils a bad sniper, the opposite actually, it's a good sniper for a great many things. Replenish won't help that much in many scenarios, but all three middle perks are excellent. Then you have Shank Burn... Just puts a sour taste in your mouth, don't it? Shadow of Veils is worth getting, if not for it's middle tree variety than for collection, since Gulrot is not at all difficult. Just don't expect a Black Hammer, or an Efrideet's, or an Eye of Sol, this is a Shadow of Veils with Shank Burn, know that going in. Brother Vance Inventory coming later on, Xur coming later in the week. Thanks for reading, kiddos.
  12. A tweet from Destiny's twitter page confirms that a live action trailer will be shown this Thursday, no specific time or place has been told where to view the trailer yet but we might get an update on that pretty soon. The link in that comment brings us to this image, it could possibly be a script or a document that tell explains how the trailer will play out. You can see the words "Law Of The Jungle" printed, this could tell us that the trailer will be set in a jungle area on Earth or on of the planets in out solar system.
  13. Sony's E3 Press Conference has revealed that there will be a bundle with a copy of Destiny on PS4 and a white console, controller, and 30 day PS+ Subscription card. Sony's Electronic Entertainment Expo this year kicked off with a large bang as Destiny content was shown straight out the gate, starting off with the announcement of the Beta date, the 17th of July, and of course early access for PlayStation users. What really kicked it off though was the reveal of a white PlayStation 4 bundled with a copy of Destiny, which can now be viewed on PlayStation's account. The bundle will accompany, as said above, a white console and DualShock 4 controller, the game itself, and a month's worth of PlayStation Plus. As was also revealed at Sony's E3, Destiny will have a ton of exclusive armor sets, missions, and other bonus content for the PlayStation version of the game. The bundle will ship on the same day as the main game, and the bonus content will be available day one, however it is unknown whether it is timed content, or if Xbox owners may never get the content. View attachment: PS4Destinybundle.jpg What are your thoughts on the Destiny PS4 bundle? Or how about the exclusive armor and weapons only available to PlayStation owners? Let me know below, thanks for reading!
  14. Here we have 3 new pieces of Destiny concept are have just been discovered from the Game Informer magazine. Thanks to Drizzy_dan for showing me these images. This image is on one of Jupiter's, as you can see there are building ruins that's confined in an icy environment most likey one of the locations humanity once colonized and one of the locations we may visit and reclaim. This image appears to be in space as two space crafts fly through huge structures, it looks as if the structure is falling apart or is heavily damaged maybe a battle is taking place there. And the third picture, it looks very industrial factory facility. As you can see what appears to be some kind of tower buildings as there are people or aliens that are about to enter one and they supported by huge chains. To me the image above reminds me a little of the tower structures from bungies MAC game Marathon 2: Durandal (image below) with having somewhat similar shapes and the patterns of lights on them.
  15. (image courtesy of Bungie.net) As the dust settles from events at E3, gamers anticipate additional information drops and little tidbits of any new revelations of Bungie's upcoming title Destiny!! This information includes audio played at Blizzard's massive multimedia main stage. Bungie referred to the stage as the Ronut! (see video below) http://www.youtube.com/watch?feature=player_detailpage&v=yuRyrlQDkBM Now sit back, relax and listen to new audio found in Destiny by Martin O'Donnell and Michael Salvatori! Program Notes by Marty O'Donnell: Repeating patterns and signals enfold us day and night and in all ages. Unmoved mover that moves all others. Inclining from heaven towards the Seven. New music heard so deeply that it is not heard at all. Enjoy the concert!! http://www.bungie.net/pubassets/1455/Awakening.mp3
  16. Here we have a full analysis of the destiny vidoc from IGN, it does thorough job at going through everything from the video. We get to look at enemy factions, vehicles, beautiful environments and a lot more. This Entire analysis is from IGN. Credit to Drizzy_Dan for the video. http://www.youtube.com/watch?feature=player_embedded&v=HjqYn2Bc1Hw Pillar #1: A World Players Want to Be In “This pillar really influenced us early in development,” Jones said, noting that Destiny has already been a six-year odyssey for him, while the rest of Bungie started to get in on the action in 2009 and jumped fully onboard after Halo: Reach shipped in September of 2010. “Is this world cool? Do I want to stay here? Do I want to learn more about it?” That world is a post-apocalyptic earth. Humanity has been nearly wiped out, but saved by the extraterrestrial protection of The Traveler, a gigantic white globe that now floats claustrophobically close above the planet’s last safe city – a place where humanity’s greatest minds have come together. Over time, humans have regained their technological mojo and again taken to exploring the stars of our own galaxy: Mars, Venus, the Moon, etc. Except now various forms of alien life seek to stamp out humanity once and for all, and it’s up to you as a Guardian to help stop them and keep earth safe. Not much is known about the Black Garden.. Pillar #2: A Bunch of Fun Things to Do Staten proceeded to tell a story about a possible gameplay scenario in Destiny, in which Staten’s Warlock class character and Jones’s Vanguard (Staten explained that every Guardian wields some of the Traveler’s power: “You can call it magic, I guess.”) head off on an adventure together. You’re at the Tower, a reinforced monolith that serves as your home. Here you can socialize, gear up, or group up and then aim for the stars – literally. Many other players mill about. Some you may know, some you may not. Some are making plans for adventure, but others may simply be watching the sunset – a worthwhile endeavor thanks to the spectacle of Destiny’s new engine, which pairs real-time dynamic lighting with global illumination for some truly spectacular vistas (one of the few things I actually did get to see with my own eyes). Jones is a higher-level player, and as such has better gear, including an impressive sleek, black spaceship that makes Staten’s smaller, simpler vessel look like, in his own joking words, a “Space Corolla.” Ships will serve various purposes. Only a Scout class was specifically mentioned, though it was implied that space combat will factor into Destiny as well. Mars' Exclusion Zone is controlled by the Cabal. Whooshing to Mars, the pair finds “the bones of a lost human civilization.” It’s “an ancient city,” Staten detailed. “Buried in sand. The precious remains of a golden age.” Here to prevent you from reaching any of the literal gold that’s rumored to lie beneath the ruins of the Dust Palace are the Sand Eaters, a group of massive, armored rhino-esque creatures known as the Cabal. A shootout soon turns ugly for Staten’s Warlock and Jones’s Vanguard. Fortunately, a mysterious female player – rocking a Hunter class – speeds in on the very Ghost-like Pike vehicle and helps turn the tide thanks to her unique weapon, dubbed “The Fate of All Fools.” The battle was won thanks to invisible, behind-the-scenes matchmaking that linked the players – think of it as the next evolutionary phase of Bungie’s groundbreaking hopper technology that served as the online backbone for every Halo game starting with 2. Earth's moon is broken. Check out the tectonic action! “Every time you run into another player, it’s amazing,” Staten exclaimed. “It just doesn’t happen in other shooters.” The Hunter class of Guardian lies in wait as a few different foes pass. “And just like that,” Staten explained. “The Dust Palace becomes part of my story. The breadth and depth of Destiny’s world encourages me to find my own adventures." Pillar #3: Rewards Players Care About Jones explained how the game will have “a lot of great things to earn, find, and make,” reiterating that “everything you do in Destiny earns rewards.” Besides unique weapons, every piece of your kit will be your own, from your helmet to your cape to your armor pieces to your face. Their goal, he said, is to keep players coming back “day after day, week after week, month after month, [and] year after year.” The two of them are now three, and the trio plumbs the depths of the Dust Palace, reaches Charlemagne’s Vault, and Staten scores a new pistol. Like the Huntress’s sidearm, it too has a custom name: “Thorn,” a fitting description for a 45-caliber hand cannon. With this outing complete, the Hunter leaves just as quickly and quietly as she arrived. If this sound a bit reminiscent of IGN’s 2012 Game of the Year Award-winning Journey in that regard, you’re not alone. Pillar #4: A New Experience Every Night “Imagine you could spend an hour and accomplish something,” Jones mused. Bungie aims to have emergent activity, where “you get distracted from doing the thing you meant to do when you logged on.” Furthermore, Jones expressed hope that “every time you sit down to play Destiny you have a different experience than last time.” All we know about the Vex is that they're time-traveling robots. The word “raids” – a term MMORPG fans know well – was used at one point during the presentation, suggesting large group scenarios as well as solo and smaller-party endeavors. Bungie says they’ll have “an activity for every mood.” As an extension of this pillar’s concept, Destiny will have no main menu. Instead, it just lives and you’re always in it when you boot the game up. Pillar #5: Shared With Other People Though all of the Bungie representatives on hand made sure to emphasize that there’s plenty of fun to be had in Destiny by yourself, they made repeated efforts to nudge my thinking in a more socially minded direction. You'll have at least three classes of Guardians to choose from: Hunter, Warlock, and Titan (left to right). “Everything that’s fun to do is more fun to do with your friends,” Jones mused. Naturally, of course, there will also be a fully featured competitive multiplayer mode, though neither Jones nor anyone else from Bungie was willing to offer even a hint about any details just yet. Well, other than the fact that you won’t be forced to engage in player-vs.-player combat unless you explicitly desire to. Pillar #6: Enjoyable By All Skill Levels He also made a point to emphasize that Destiny seeks to appease everyone from shooter neophytes to hardcore FPS players. “All core activities can be enjoyed by a novice player,” Jones promised. That, he intimated, is not hard. “What’s hard is keeping it interesting for your advanced players.” Pillar #7: Enjoyable by the Impatient and Distracted Destiny is alive whether you’re in it or not. But you’re busy can’t live there 24/7. To that end, a Destiny mobile phone app – shown as a prerecorded iOS demo this time – illustrated how the game could send you updates about new quests and what your friends are up to. Bungie also teased that you may be able to use the mobile connection to affect your friends’ games, but declined to provide any additional details. This image is interestingly titled "Hellmouth." Can't imagine why... Within the game proper, Jones said they know that players “don’t want to work hard, they don’t want to read, and they don’t’ want to go to the Internet to figure out our bull****.” In other words, they understand that what they’re making is escapist entertainment. “This has led us to a huge investment in [user interface],” Jones explained. Clearly, Bungie has a story to tell and information to convey, but they don’t want to bog you down with any of it. What Else? Talk about "dead space"... Bungie art director Christopher Barrett dubbed Destiny a “mythic science fiction” universe and shared a number of locales we can look forward to visiting: the Cosmodome Breach, the ruins on the edge of the European Dead Zone, the swamps of Old Chicago (likely a nod to Bungie’s original home city), derelict fleets floating in the rings of Saturn, the earth Moon’s Hellmouth, the uncharted depths of Reef, giant obsidian pyramid ships, mile-long tomb ships, and much more. Then there are the characters we’ll be encountering: fellow Guardians in at least the Titan, Warlock, and Hunter classes; the Fallen, the time-traveling robots known as the Vex, the aforementioned Cabal, Spider Pirates and their rusted machines, evil space zombies, the FOTC (apparently a Guardian faction of some kind) and...that's everything they'd cough up for now.
  17. 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.
  18. An Interesting part from the destiny presentation at GDC was that the player will be able to choose from different races. Besides being a human there are 2 others that are selectable when customizing your character they are "Awoken and "Exo. Bungie describes the awoken as exotic, beautiful and mysterious beings and they said they look to ghosts, angels and vampires to capture the feel of this race. the Exo, which bungies describes as sinister, powerful, and tireless beings they said the looked to famous characters such as the terminator, the undead and their very own master chief to capure the feel of the Exo race. Here is a picture of these races. As the humans have different classes (hunter, titan and warlock) I'm pretty sure the awoken and exo will each feature their own classes to choose from. So from the pictures and the descriptions bungie gave which race do you like best at the moment?
  19. Today Bungie was in the spot light at the game developers conference, they discussed some of their techniques and inspirations when building destiny but the main part of it all was the new concept. As a large amount of concept art was shown I will try and provide the most interesting pieces I captured from the video First up we have an abandoned colony on Europa which is one of Jupiter's moons Here we have alien ruins on Venus it's unknown which alien race once inhabited this place These are some early concepts of of space ships that did not make the cut Here is a space station and a space ship which bungie said they focused more on these so it's possible these made the cut. Here is hanger where human ships are docked one of the bungie guys said this is a place where heroes show of their armor and personal space ships. This seems to suggest the player can customize their own personal ships Here is a place that bungies describes as a frozen city occupied by machines where towers and skyscrapers become dungeons. Here is a place currently known as the buried city as you can see ruins buried in mountains of sand on Mars. This is one of the enemy races, space zombies but officially named "Hive". The flooded streets of Old Chicago. And here are some different types of weapons, they didn't mention that these were early concepts or finalized concepts but no doubt we will be seeing some of these in the game.
  20. A bungie.net user BadgerDeluxe spotted some unnoticed art from Bungies next game Destiny at the Sony PS4 presentation. I assume these have gone unnoticed by the majority of the community as I have never seen these posted before or seen any one discuss them. Now the they aren't the best quality but they do open the window to Destiny's world a little more. Check them out below. First up is this one, what we can see here is some kind of pillar or watch tower, I'm getting the feeling of a human presence from this image as to me the structure seems to have a human architectural look to it. The tower seems to watch over a deserted and dead piece of landscape with what it looks like the sun is taking up the entire horizon. Maybe this was a human colony world that the human once inhabited I'm guessing this could be Mercury which it is the planet that is the closest to the Sun and as it appears the Sun is massive in this image. Here is the next image this looks to be one of the walls that surrounds the last city on Earth as it is very similar to structures that can be seen in earlier reveals and which was said to be a wall surrounding of the city. In this image we have a human warrior (a guardian) that is encountering creatures that are currently called "space zombies" the human appears to be carrying out an attack towards them and it appears that he or she possess some kind of power as a streak of light it shooting from their hand and seems to tell us that the player will have some kind of power to use as a defensive move. In this image we can see a night time stage and a human soldier approaches a building (assuming an enemy occupied area) from a wooded environment. This could be showing us that we will engage in stealth missions. There isn't much to tell with this image, it appears that another guardian is battling of an enemy alien that appears to be a part of the Fallen faction. And the final image again seems to feature the Fallen but the character that it mainly focuses on seems to be a high ranking figure or possibly a leader within the faction as it's dressing and it's bodily actions seems to show that it is giving orders and shows superiority.
  21. Reporters caught up with Bungie's COO Pete Parson to talk about life after Halo and their next game destiny. This is no doubt the biggest challenge Bungie has come up against, Pete explains to us how the idea of destiny came about, how much of an impact their project will be on them, the technical side of destiny and more. Credits to Lil Dog for finding these. Articles and interviews conducted by VetureBeat and TechHive VentureBeat Interview Parsons left his job at Microsoft to become the COO at Bungie after Halo launched. In 2007, he left Microsoft to start Meteor Solutions, a viral-marketing startup, and worked double duty for a time. As Bungie prepared to leave the Microsoft fold and move on to a new franchise, Parsons came back. He returned to the studio in 2010. Parsons is now fully focused on getting Destiny out the door and managing the culture and talent inside Bungie’s 80,000-square-foot headquarters in Bellevue, Wash. After a few years of secrecy, Bungie finally revealed concept art from its new game universe while announcing that Destiny would debut on the PlayStation 4 (and likely other platforms). We visited Parsons at Bungie HQ last week, and here’s an edited transcript of our conversation. GamesBeat: You must feel good right now. Pete Parsons: [Laughs] Well, I think it feels good to be Bungie right now. We’re always about doing great things and ambitious things. That’s because we have such a great team, because we can do that. It’s a great time to be at Bungie. It’s an energy that many people haven’t felt since some of the earliest days of Halo. That’s exciting. We still have a lot of the old guard around, but we’ve been able to bring on a massive amount of new talent. GamesBeat: Did somebody in particular sell you on the idea of Destiny? I think you came in after it started, right? Parsons: No, we’ve all been working from the very beginning. Well, it depends on how you look at it. Destiny has been an idea bouncing around since even before the technology to make it existed. Destiny is very much a product of everybody at Bungie, but its inception comes from Jason [Jones, co-founder of Bungie]. This is very much a vision that Jason has. Then, he gathers a small group of really talented people who have been here a long time, and they begin hammering on it. It’s had multiple incarnations until it finally landed into what it is today. That’s fun to watch. Not just on technology, but art and story. GamesBeat: It sounds like you did have options, though. Was there a point where you bought into Destiny and said, “I want to do this too?” For 10 years or whatever it will be. Parsons: As naïve as this may sound, if Jason believes in something and he’s ready to go for it, I’m in. No joke, I still walk in the door every day and think, “Who gets to do this? This is awesome, to be a part of this thing.” Even when I’m having a ****ty day, I feel that way. There are so many other things I could do that, for me, wouldn’t be as satisfying or as interesting. They might be enriching. They might satisfy some level of my curiosity. They might be exciting. But there’s something about these people and this place. GamesBeat: Did you feel any tug when Halo went off in another direction, with Microsoft’s 343 Industries, and then Bungie went its separate way with Destiny? Parsons: Personally, I did not. I love the Halo universe. I think it’s great. It inspires me. It inspires my children. They’ve never played, but they know the universe. One, though, I’ve spent a lot of time with Halo. Two, the mythic science fiction of Destiny immediately attracted me. It was that first image … It’s a simple image, but it took weeks of back-and-forth to put together. There were a few images already, maybe three or four, but they didn’t speak to what it was. The moment that image was done, it was like, “That’s it.” That’s the game. That’s the idea. That’s a place that I want to be. GamesBeat: Is that published now? Which image is that? Parsons: I don’t know if it’s ever been published. It was just this very striking image that had that feeling of — this is not purely a science fiction universe. It’s not just about two big military-industrial complexes smashing into each other. It’s a place with myths and lore. There’s a guy with sci-fi armor on, and yet he’s got a rifle that looks like it’s from an ancient desert somewhere. It was super cool. That certainly spoke to me. I didn’t look back. At the time, we were working on both Halo: ODST and Halo:Reach. I still love the Halo universe. It’s an interesting place. But I think what we’ve been able to do is create an incredibly deep fiction and a place that you’re going to want to be in. GamesBeat: You had a leak. You had some interesting reactions. What was it like, looking at the reaction from the inside? Parsons: You’re never really excited when you first learn that a leak happens. Then you get to see the reaction. We had this really quick thing. We said, “There’s a leak happening. We can either say nothing, or we can say, ‘Yeah.’” Instead of looking at images that we didn’t want you to see, let’s give you one that we want you to see. So, we released the picture of the Fallen. When our community, who we love, reacts so positively to an image — “Oh my God. That’s so great. That’s a place I want to be in. I can’t wait to learn more about that” — we go from, “Oh, man” to “Sweet!” Within less than half an hour, we were like, “This is the course of action. Let’s go. TechHive Interview Game On: Where did the idea for Destiny come from? Parsons: After Halo, we asked ourselves some tough questions. What was worth doing? What comes next? How do we turn a genre on its head? We have a studio filled with incredibly talented and passionate people, and we could have pointed them at anything, but we wanted to do something ambitious. That ambition was Destiny—a universe filled with mystery and adventure set within our own solar system. What were your goals heading into this new project? We took all of our combined talent and experience and set out to make a game that would entirely redefine how people play action games. It’s a Bungie action game set in a bold new universe. Players create their own unique characters that grow and change over time. From the ground up, Destiny is built to be a social and cooperative game, but it’s also filled with a broad range of activities, from solo to group, casual to intense and cooperative to competitive. What was it like starting anew after being immersed in the same universe for so long? Creating this world is the most ambitious challenge we've ever taken on. It’s a new intellectual property with greater breadth of scope than anything we've done before. Huge worlds, larger than any we've ever built. And these are living, open worlds, with evolving stories, changing time of day, and plenty of players. That’s a bold vision, but it creates a lot of challenges, because Destiny is unlike any other action game. How did this impact the creativity of your team for Destiny? It’s an exciting time to be at Bungie and it started the moment we made the decision to commit the entire team to this single vision. That energy grows with each and every milestone. Every day I walk in the door I am inspired by the insane amount of talent that work and play within our walls. What are the challenges that exist today in launching a new IP like Destiny? We have a bold vision that requires a scary amount of art, design, technology, and creative focus to pull off. It’s a huge challenge. For example, our technology has to take this great action game, fuse it with a richly simulated world that we fill with unique player characters, each with their own history and unique abilities and characteristics. Our technology has to create a seamless social world where those players can meet up and experience their own shared stories, and it has to do it all invisibly. How do you hope Destiny pushes the shooter genre forward? We want players to tell their own stories. We’re going to give them the ability to customize their character, and their experience. Then they’re going to go on epic adventures with their friends. You can play Destiny solo, but we believe that everything fun to do in Destiny is more fun when you’re playing with friends. It’s that unpredictable human element that will create the most important moments in Destiny. Can you talk about the technology engine, Grognok, behind this game and what you feel it opened up for your development? We had to rebuild our engine and tools to support Destiny’s enormous size, scope and vision. Our graphics engine, world builder, lighting engine, and more were all custom-built to support the team’s vision. But all the tech doesn’t mean anything by itself. What matters is how it creates player stories. It’s been a huge challenge, but we’ve already begun to see huge rewards for all the hard work. How have you utilized performance capture or new technology to work with the actors in this story? Bungie has our own full-featured performance and motion capture studio on site, lovingly dubbed “Spandex Palace.” We’re not ready to crack the lid on the story, or our talented actors yet, but it’s something we’re looking forward to talking about in the future. What are you most excited about gamers being able to experience with Destiny? I hope gamers will put Destiny on the same shelf of great memories as they put amazing entertainment experiences like Star Wars, Raiders of the Lost Ark or Lord of the Rings. I believe the efforts and talent of our team is creating a universe that will ultimately have deep meaning for the people who come and visit our world. Halo has become a fixture in eSports. Have you thought of eSports (something Treyarch focused on with Call of Duty: Black Ops II) when designing the multiplayer of Destiny? We’re not talking specifics about any of Destiny’s core activities at this time. We’re too busy playing.
  22. 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
  23. From playstations latest issue of their magazine we get to know a little more about bungie and their approach to their new universe. With over half of the team that worked on Halo: Combat Evolved they are still here today helping to bring us a brand new universe. This article is from The Official Playstation Magazine If we’ve looked at any developer with green eyes here in the realm of PlayStation gaming, it’s Bungie. A studio that defined the first-person console shooter formula with its pioneering two-weapon, recharging health mechanics in Halo and went on to make that formula so effective that gamers spent a collective 235,000 years playing the series. A studio that created one of the most iconic player characters in history, and a multiplayer experience that’s hosted over two billion games since Halo 2’s release in 2004. These numbers aren’t intended to sting your eyes, nor should they. Bungie’s new project Destiny, a persistent shared-world FPS, is heading to both PS3 and PS4 – and with platform-exclusive content to boot. It brings not only the Halo studio’s undeniable shooter mastery, but one of the most ambitious visions we’ve ever heard. And it’s all funded by Activision, creator of enormous, world-stomping franchises. If any partnership can make such an ambitious game as Destiny actually work, it’s this one. So now we can finally acknowledge Bungie, and it feels great. But who exactly is this studio? A collective of savant coders in green spacesuits that stomped DualShocks on sight until its split from Microsoft in 2007? Do the staff bounce around the office on space hoppers, extolling the merits of a Valve-esque ‘flat hierarchy’ and taking bi-hourly group hug breaks? To crack into the Bungie psyche, we explore its Seattle headquarters – a converted cinema. “This mezzanine is where the projectors used to be,” says COO Pete Parsons, guiding us through an impressive open space littered with awards gongs, life-sized Master Chiefs and wide-eyed journos. Sure enough, there’s a touch of the unorthodox to Bungie: a ten-foot climbing wall where most offices would have a couple of sofas, an absence of individual offices, masking-tape marks on the floor where a kind of knighting ceremony for new employees and five-, ten- and 20-year veterans took place several weeks back, and an ever-shifting desk arrangement. “Over half the team that created Halo: Combat Evolved back in 2001 is still here today, working on Destiny” “Back in 2005 we decided to put everybody’s desks on wheels,” says Parsons. “We probably do ten to 15 desk moves every week.” These are the affectations of a studio that’s earned the right to hang a little loose by its body of work. You could walk through the doors in foot gloves and a propeller hat if you had a particular predilection for it… so long as you helped make one of the biggest shooter series of all time. And there’s more to that knighting ceremony than fistbumps and bro-ing out – over half the team that created Halo: Combat Evolved back in 2001 is still here today, working on Destiny. An increasing rarity in game studios that’s well worth celebrating. And arguably for the first time since 2001, the studio’s truly out of its comfort zone. Destiny is a rather nebulous project at the moment: it’s a persistent online world, but not an MMO. It’s a first-person shooter, but bears glaring RPG elements that include loot, character upgrades and stat progression. One thing’s crystal clear, though: this isn’t a rebranded Halo for multi-platform release. As Activision CEO Eric Hirshberg describes it: “I think what Bungie has created is the world’s first shared-world shooter. It’s a game that’s always evolving, with persistent progression for your character.” Bungie’s approach? Build an awesome world (these guys love the word awesome), and you’ve already won half the battle. It’s even one of the seven ‘pillars’ of design that creative director and co-founder Jason Jones describes: “A world you want to be in… This pillar was a big influence early in development. It let us create a world that was hopeful, that was full of mystery, a world you wanted to be part of and to explore.” You can throw in all the brutal melee takedowns and slo-mo ‘mark for death’ mechanics you like, but if your world is as fun to inhabit as an Aldi car park, your game’s going to fail
  24. Marty O'Donnell and Mike Salvatori were at video games live where they brought us a piece of music from the Destiny album Music of the Spheres, they also give us an interview where they both talk about themselves and destiny and answer some questions from the community. Videos uploaded by Datto Does Destiny.
  25. 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!
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