Yearly Archives: 2013
Destiny: Bungie Opens The Floodgates On Its ‘Shared World Shooter’
Posted on February 26, 2013 at 3:50 pm
How far along is development on Destiny?
Well, I’m playing it daily at my desk; we’re deep into it and the wonderful thing about the sport without delay is that you just only really find out how the sport works when it’s up on its feet and playable.
And Destiny is a lovely complicated game, it has got an investment system and chronic characters, a huge social shared world, so having it playable for real with your entire systems running is a fairly large accomplishment and we’re learning so much.
This is precisely where that you must be as designers, playing it each day with our friends at our desks, seeing what’s broken and fixing it. We’re definitely there now, that’s evidently.
It appears like you’ve had trouble actually defining what Destiny is?
It’s only been inside the last six months that we’ve been ready to play [Destiny] with everything running.
For a long time lets play parts of the sport; lets play the action shooter, the usual sandbox shooter that Bungie’s made and loved and does well. We’ve been ready to play that for a long time.
We could play, cut loose that, our investment systems in a ridicule way, where lets just play through it in Excel tables with drops and loot and notice how that component of the sport played, but we hadn’t smashed them together yet.
We could play parts of our big open world, broken up into sections that import into our engine, but as our engine became more robust shall we import large swathes of our world.
It’s been within the last six months that we’ve taken these items, which have been up and running separately, and got all of them working in concert. During that point when [Destiny] was in bits and pieces, i believe it was challenging for us to describe to Activision, even people on our team, what the sport goes to be.
We will discuss it, lets have you ever read words, and walk through it in animated storyboards and sequences and say ‘this is what it’ll feel like’.
But it was all just a little on paper, it wasn’t for your hands and playable.
So, it has been a challenge to explain what exactly it can be. The key to keep in mind about [Destiny] is that at the start it is a Bungie game and people are the games we make and love.
You’re in a major world that’s populated by other players, a living world where things happen although you are not there.
It feels real, it has got time of day, big open environments, it has social places where you could gather and it has got a persistent character, someone you grow through the years.
You’re going to select who you’re during this world and each decision you’re making influences the way you look or the way you fight. It definitely has properties of what you’d go together with MMOs, nonetheless it is at its heart an action game.
A Bungie shooter, but it surely has these kinds of other great, good things added to it, which we expect really think makes it a revolutionary experience within the shooter space.
Innovating within the FPS genre appears to be the base line for Bungie and Destiny?
Absolutely, i suspect Jason [Jones] said it well.
When you have got a studio that’s this size and with this amount of talented people here, what do you need to indicate it at, what is the big challenge you could tackle?
Certainly, shall we make standard shooters, we’ve done that and know the way to do it, it is a genre that we adore, but we would have liked to appear into the long run and think hard about what is the way forward for action games?
Are they going to remain largely solitary, linear narratives that feel loads like a Hollywood blockbuster or are they going to be something different?
What do we try this makes them better and enriches the experience? And we thought lots about our co-op history. Bungie games have always been highly co-operative if you need it and we needed to truly expand that.
Could we actually make a global that is not just shared with two or three people for your couch, but could we make it shared with dozens, hundreds of alternative people? Is that have possible, is it fun?
And for a very long time we thought ‘well, lets do these innovations, but is it going to set off a greater game?’ And what is really great now, as we play the sport at our desks each day, we actually see that paying off. The investment is worthwhile.
When you run into someone inside the big wide world you were not expecting and inside the shared spaces you collide for a short time, overcome a drawback, get rewarded for it and move on, it is a really transformative experience.
It makes you observed of shooters in a completely new way. We needed to push, not only what we’re good at, but what we predict the genre can become, too.
But what about traditional storytelling, cutscenes and characters?
Sure, we observed that once we first showed the sport, but we predict concerning the story as books.
In the straight-up campaign component of the sport you’ll absolutely be experiencing stories that experience a robust narrative spine, which have a beginning middle and an end.
There’ll be a cast of core characters that, such as you , evolve through the years.
We absolutely are going to inform good narrative stories and linear stories, but those are only a part of what you could engage in with Destiny’s world.
We think about those as our ‘marquee content’ that gets you serious about the realm and draws you in, but after that there is a good deal more available in Destiny.
Does that mean players can expect to have an analogous character for the 10 years that Destiny is planned for?
Well, the sole thing we’re saying at present is this is you character on earth of Destiny.
For so long as that world exists you will be that person, we actually want it to be in a situation that, yeah, the choices which you make early on inside the game, they matter and that they persist with you and also you really grow your character through the years. That’s very important to us.
Up to we enjoyed switching from side to side between protagonists sometimes from the Master Chief to the Arbiter, an ODST, we’re much more occupied with this world where you’ll be a true person.
You could make interesting choices and you’ll stick to this character through the years.
You know it’s really important if you end up in a social shared world to have an identity that folks recognise, that folk can remember.
And not only in your friends, but for the folk you meet out on this planet. ‘Oh, that’s that Hunter with that crazy cloak and that tremendous spaceship.
Is that a holographic sight on his sniper rifle, that’s crazy, where did he find that stuff? Who’s that guy? I’ve seen him before, I’ve matched with him in public places, I see him within the city sometimes.’
You really are going to be identified by the options you are making, so it’s really important that your character sticks around for a very long time.
Is it true that players gets their hands on spaceships, will there be space combat?
Well the simplest thing we’re sure of immediately is that the spaceship is a specific thing that’s going to take you from place to put. Like other things that belong to you, you’ll be ready to personalise it.
You’ll certainly have some choice over which ship you’ve. It’s another thing like your weapons or your armour that makes you you on the earth of Destiny.
Will you furthermore mght present the social action in a 3rd-person style rather then first-person?
The stuff we’ve shown within the city there was a 3rd-person camera. i believe it’s safe to imagine once you’re in a social space combat is less significant so it would make sense to wreck out to a camera that’s slightly more social.
Within the social spaces that you have to see and be seen, like walking down the carpet on the Hollywood academy awards.
When you walk right into a social space you will want top present yourself and it’s fun in fact to peer the way you look besides.
Yeah, absolutely, when you are within the city and the Tower, combat isn’t a concern, it’s interacting with other players.
Will Destiny include competitive multiplayer?
Destiny is built on a powerful foundation of co-op and competitive play and it is a Bungie game. We adore competition, we like that element of the gamer.
We’re not talking about that component to Destiny yet, but you need to assume that it is a Bungie game and we like competitive multiplayer, in the event you love that then you’ll love Destiny, too.
Some of Destiny’s innovations – persistent characters, upgrades – were utilized in Halo 4, what did you believe of it?
We for sure examine all sorts of games from Halo 4 to name Of Duty and positively more MMO games or RPGs where character customistion is a much bigger part.
I think for us and the shooter space, we saw that there has been some experimentation with customistation, however the big thing about customisation in most games is that it’s really siloed by activity.
You’ve got a personality for the campaign and you have got another character for competitive multiplayer.
In Destiny, your character is your character. Regardless of where you go within the story or the co-operative activities or competitive multiplayer, you’ll always have that character and it’ll persist from one mode to a different.
That is the massive difference in terms of character customisation in Destiny. You’re you regardless of where you go on the planet.
Will there be any differences between the present-gen and next-gen versions of Destiny?
Anytime you search out new hardware you’ll attempt to make the most of everything it has to provide.
I know bobbing up at E3 we’ll be talking more in regards to the specific features, but the same as with any hardware leap, absolutely, we are going to push this game as far it is usually pushed on whatever platform.
It’s going to see great on PS3, it’ll look awesome on 360 and it will look great on PS4 to boot. You’ll be able to bet that in spite of where we’re, we’ll make the sport look great.
Is there still ’30 seconds of fun’?
This is a Bungie sandbox action game, from moment-to-moment the selections that you just make in combat are still just as important as it’s ever been.
If you’re keen on that fast cycle, sandbox gameplay that Bungie is understood for you will love this game. We’re tuning the entire weapons and the combatants to make that a superb 30 seconds of fun experience time and again.
Posted in Xbox Games
Brashcast: Episode 25: BioShock Infinite vs. X-Men: Destiny
Posted on February 24, 2013 at 3:53 pm
Ross gets a role in gaming and a complete bunch of latest consoles to play with. Liam however plays X-Men Destiny……..really…….no really, the fellow who still has Mass Effect 3 and much Cry 3 sitting on his shelf was playing X-Men Destiny.
There’s gaming news, suspect weekend shenanigans and a few of the foremost enjoyable gaming moments of the generation. All this and, as always, much, a lot more.
Please, should you like what you hear, check us out on iTunes and provides us a shout over at Twitter (@brashcast) and Facebook.
Enjoy!
Podcast: Play in new window | Download
- Great Games on the cheap – Bodycount (360/PS3)
- My Week in Gaming – Pro Evo Rage
- Games as art – are we there yet?
- X-Men: Destiny – Xbox 360 Review
- Great Games on the cheap – The Club (Xbox 360/PS3)
- Bulletstorm sales “disappointing” – is Epic’s shooter too goofy for contemporary tastes?
- Next generation consoles……..who needs ‘em?
- John Lennon Headline’s Upcoming Rock Band 3 DLC
- Konami Reveals Clubs in Pro Evolution Soccer 2011
- MySims return to save lots of the Skies
Posted in Xbox Games
Crytek: Graphics Are “60% Of The Game”
Posted on February 24, 2013 at 3:50 pm
We caught up with Cevat Yerli to invite him one of the debated questions within the history of gaming…
Crytek boss Cevat Yerli is – like many whose stripes rank them well outside of PR influence – a person who speaks his mind.
When asked whether he feels better graphics mean better gameplay or not, his answer surprised us.
Why? Because finally, here’s someone using logic to achieve what’s in our opinion the correct answer to this query.
“People say that graphics don’t matter,” says Yerli, “but play Crysis and tell me they do not matter. It’s usually been about graphics driving gameplay.”
“In Crysis 3 it is the grass and the vegetation, the best way the physics runs the grass interact and sways them within the wind. You may read when an AI enemy is running towards you simply by observing the manner the grass blades.
“Graphics, whether it’s lighting or shadows, puts you in one more emotional context and drives the immersion.”
“And immersion is effectively the number 1 thing we will use that can assist you buy into the area.”
“The better the graphics, the easier the physics, the easier the sound design, the easier the technical assets and production values are – paired with the art direction, making things look spectacular and stylistic is 60 per cent of the sport.”
You may, obviously, disagree with him.
Posted in Xbox Games
The Death of Lara Croft
Posted on February 22, 2013 at 3:53 pm
Misplaced chivalry? Underlying sexism? Commitment to the nature? Violence within a more grounded setting? Regardless of the reason, i feel that the majority would agree that the somewhat brutal death animations within the recently released Tomb Raider reboot are more affecting than your average videogame death. From massive head trauma to spikes in the course of the neck, watching Lara struggle frantically in her often disturbingly unpleasant final moments is not any easy watch.
As a seasoned gamer, I’ve become somewhat numb to videogame violence through the years. Sure, Leon being decapitated for the 1st time in Resident Evil 4 was as vicious because it was unexpected and that whole eyeball drill thing is Dead Space 2 wasn’t exactly agreeable, but while they certainly delivered a feeling of initial shock, it was always offset by mild amusement and an ‘oh my God!” followed by a silly grin and a mild chuckle.
Not in Tomb Raider though. You may get the “oh my God!” out of me, but that certainly won’t be followed by a wry smile or a sneaky giggle. Death in Tomb Raider is just not fun. Not within the slightest……..that isn’t necessarily a nasty thing though.
It could certainly be argued that the death animations are a touch excessive , but in defence of the event team, here, it actually feels justified. In the beginning, I wasn’t sure if it was simply down to Lara being female, but honestly, i suspect it’s more to do with me actually caring in regards to the character. Yes, Lara being female still plays an element (I’m simply not acquainted with seeing such a believable female character subjected to such outright brutality), however the fact remains; thanks to these opening hours, due to her being a completely developed character (no pun intended); seeingLara die hurts. It hurts plenty. I care what happens to Lara and seeing her suffer as a result of my incompetence isn’t really a nice experience.
It’s a tricky strategy to teach gamers easy methods to watch out, but by God, does it ever work. Fall into the rapids……won’t do this again. Caught off-guard…….won’t do this again. Wholly unpleasant, yes, however the threat of death is nonetheless given the type of gravitas usually reserved for the likes of Demon’s/Dark Souls. Yes, it is a very different approach, but believe me, losing my progress and loot was bad; seeing Lara die another grizzly death could be even worse.
Lara must live.
Posted in Xbox Games
Next-Gen Xbox Indie Games: ‘I Hope They’ll Try Something Similar’
Posted on February 22, 2013 at 3:50 pm
Next-Gen news and rumours of ‘always-on’ connections are all well and good, but what concerning the games?
The Xbox 360 commenced with Xbox Live and Indie games as a core portion of the experience, but will that come again as a core feature within the next-gen?
While our regular trawl of the Indie Games channel usually ends with us playing dross like Are You Smarter Than A Cheerleader?, we do come upon the odd gem.
Hardcore action-platformer Bleed is one such game, a slick 2D variant at the Devil May Cry template and a title so polished that it wouldn’t look misplaced on XBLA.
We caught up with the single-man-team behind the sport, Ian Campbell, to profit about Bleed’s journey from notepad doodles to finished article…
What is your experience of Xbox Live Indie Games as a platform? Do you observed the volume of joke/gimmick/awful games on there prevent people from finding gems like Bleed?
I have mixed feelings in regards to the XBLIG platform. On one hand, it’s incredible that Microsoft spread out console development to aspiring indies, especially since they made it so user-friendly.
On the alternative hand… there certainly is a glut of sub-par games on there, which hurts our credibility and makes it harder to be noticed. XBLIG devs are answerable for deciding what gets released at the platform, though, so it’s hard to understand where to indicate the finger.
At 400 Points, Bleed sits towards the pinnacle end of the Indie Games finances. Did you are feeling this was risky when such a lot of indie games are available in at 80 Points?
It was definitely of venture, because – as you are saying – there are such a lot of other Indie Games at a far lower cost point.
However, i believe Bleed is an absolutely-featured, legitimate game, and that it might be a disservice to myself and the product to not charge a valid price for it.
Hopefully, it intrigued players and made them approach the sport a bit more seriously.
With Microsoft phasing out XNA, what do you suspect the long run will hold for indie games on Xbox 360 and beyond?
I honestly don’t know what it means for Microsoft Indie Games, but i’m hoping they’ll try something similar on their next console. XBLIG has its problems, but i believe the theory behind it’s great and hope it gets a second chance.
What’s next for Bootdisk Revolution?
More games… or getting a ‘real’ job, haha. i suppose we’ll see how Bleed finally ends up selling! i actually like to do a game with a time loop, like City Tuesday, but who knows how lucrative that could be.
Posted in Xbox Games