Destiny News.net http://destinynews.net The Destiny Game News Site Sat, 30 Aug 2014 03:42:00 +0000 en-US hourly 1 http://wordpress.org/?v=3.9.1 Raid Armor & Weapons http://destinynews.net/raid-armor-weapons-2/ http://destinynews.net/raid-armor-weapons-2/#comments Sat, 30 Aug 2014 03:10:05 +0000 http://destinynews.net/?p=7730 Destiny News.net
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In the latest weekly update, Luke Smith gave us some insight into raid-specific armor sets and weapons. Q: What’s kind of loot will I get in the Raid? Each class has an entire set of gear to chase across the two difficulties. And of course, there are Raid weapons. Each of Destiny’s nine weapon archetypes ...

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In the latest weekly update, Luke Smith gave us some insight into raid-specific armor sets and weapons.

Q: What’s kind of loot will I get in the Raid?

Each class has an entire set of gear to chase across the two difficulties.

And of course, there are Raid weapons. Each of Destiny’s nine weapon archetypes (Auto Rifle, Hand Cannon, Pulse Rifle, Fusion Rifle, HMG, Rocket Launcher, Sniper Rifle, Shotgun and Scout Rifle) has a Legendary version that has been created specifically for the Raid.

The armor and weapons are completely unique to the Raid activity. They are visually and thematically connected to the combatants you’ll fight in the Vault of Glass.

What is this gear he’s referring to? Reddit user cgmcnama helps us out with this question.

Raid Weapons

You’ll notice that each of these weapons have the Oracle Disruptor perk.

oracledis

Armor

Blue Raid Set (Normal)

Blue Armor Hunter Titan Warlock
Head Mantic Zealot Helm Faceguard of Kabr Cowl of the Hezen Lords
Chest Mantic Zealot Cuirass Kabr’s Might Cuirass of the Hezen Lords
Gauntlet Mantic Zealot Gloves Kabr’s Defending Grasp Grips of the Hazen Lords
Legs Mantic Zealot Greaves Kabr’s Lifegiving Treads Boots of the Hezen Lords

Gold Raid Set (Hard)

Gold Armor Hunter Titan Warlock
Head Prime Zealot Helm Battlecage of Kabr Facade of the Hezen Lords
Chest Prime Zealot Cuirass Kabr’s Wrath Robe of the Hezen Lords
Gauntlet Prime Zealot Gloves Kabr’s Brazen Grips Gloves of the Hezen Lords
Legs Prime Zealot Greaves Kabr’s Forceful Greaves Tread of the Hezen Lords

Again we see Vex-only bonuses.

Lore

Hunter: 

Forged from the cores of Hezen Vex. If you feel a sense of revelation, remove immediately and inject antientheogens. Forged from the ruin of Hezen Vex armor. The sensory interface feels more natural than bare skin. Forged from the remnants of broken Vex. Some of the component matter is older than the solar system. Skinned in the membranes of the Hezen Vex. There is very little risk they will become permanently attached to your body.

Titan: 

Kabr fought the Vex alone. But somehow they didn’t kill him. In the aftermath, he became obsessed with the machines. He consumed their technology like fire. Fashioning armor from their remnants. He was claimed by the Vault. His armor and myth are all that remain.

Warlock:

The helm’s nerve interface incorporates Vex cells. They’re dead, of course. But not too dead to dream. “Slept in the armor last night. Woke to feel my heart stuttering to the pattern of an unknown signal.” “Capable gauntlets. Extremely effective. I have only one piece of advice: never touch a living Vex.” Rumor has it that the exile Osiris came too close to understanding the Vex.

For more about raids, straight from Luke Smith, check out this article.

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Future of DestinyNews.net http://destinynews.net/future-destinynews-net/ http://destinynews.net/future-destinynews-net/#comments Sat, 30 Aug 2014 02:15:25 +0000 http://destinynews.net/?p=7699 Destiny News.net
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I’ve received a few similar questions regarding the future of this site, so I’d like to address that in this article and let you all know what you can expect.  The DestinyNews community is filled with like-minded players who truly enjoy Destiny. We strive to deliver a friendly social environment for our members, no-matter what their game ...

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Destiny News.net
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I’ve received a few similar questions regarding the future of this site, so I’d like to address that in this article and let you all know what you can expect. 

The DestinyNews community is filled with like-minded players who truly enjoy Destiny. We strive to deliver a friendly social environment for our members, no-matter what their game of choice is. We’re much more inclusive than your average online destination. DN is for gamers of every breed; new members are the fiber that binds our community, so we welcome them warmly! Our focus is around our members, and the staff team works tirelessly to ensure that everyone enjoys their experience.

Our goal is is to provide you all with the latest news and info about Destiny. Our aim is to be a 1-stop shop for Destiny, so you don’t need to go to multiple places to view the content you enjoy – just follow us and we’ll deliver it ASAP. 

With the release date creeping up on us, the ‘news’ is inevitably going to slow down, but we aren’t! DestinyNews.net is not going to stop reporting on the latest Destiny info. We’re dedicated to covering all things Destiny for as long as people are playing the game (10+ years). Once the game is released, we’ll be posting – with spoiler warnings – campaign walkthrough guides, raid strategies, tips and tricks, and a lot more. If you have any suggestions for content you’d like to see on our site, please don’t hesitate to contact us or comment below.

In addition to the news on our homepage, we also have a thriving community forum. If you’re interested in talking with other Guardians in a welcoming and easygoing forum, I’d encourage you to get involved today! In addition to talking about Destiny, and whatever else that’s on your mind, you can also advertise your clan and create a home for it with our clans application.

poststat78

 

I really can’t emphasize enough how great our forums are. After nearly a year, we’ve got one of the most popular Destiny-specific forums in the world. The community we’ve built is so amazing, and literally every single person that posts is respectful and friendly; Just take a look through the forum posts and see for yourself. If you’re tired of being surrounded by trolls and negativity, give our forums a try.

Here’s what some of our members have to say about the community:

  • “the community here is great and the news provided is also excellent, I look forward to gaming with you all when 9/9 reaches.”
  • “It’s insane how quickly these forums are growing, I almost can’t keep up with all the greetings posts!  It’s great!”
  • “I came here to get some extra ammo for news stories and to discuss some of the Elements of Destiny.  After being here two weeks I have had a massive upswing for my YouTube channel, and I owe it to this awesome group.  Can not say thanks enough!”
  • “This site is the best one in my book for getting news and discussing Destiny. And as a bonus theres no grief and trolling. Keep up the good work.”
  • “I can’t remember my life before finding this forum haha”
  • “its taken over some of my daily time, and is about 9000% better than the bungie forums”
  • “I think that this is the place where Bungie employees come to feel good about Destiny.  They may be anonymous or incognito, but if I were working on Destiny and wanted to feel good about it, this is where I would end up. “
  • “Came for the news, stayed for the friendship.”

Take a few seconds to register (for free) and introduce yourself… I promise you won’t regret it. 

In short: DestinyNews.net isn’t going anywhere. We will continue to follow all of the latest Destiny news, and we’re open to your suggestions on what you’d like to see at our site. Our YouTube partners MoreConsole and DattoDoesDestiny also have great content in the works, so be sure to keep an eye out for that.

Thanks so much!

While we’re waiting for the PAX Prime panel, Killworthy Gaming has some videos with a lot of speculations, the latest one explores some possibilities with the Traveler.

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Weekly Update 8.29.14 http://destinynews.net/weekly-update-8-29-14/ http://destinynews.net/weekly-update-8-29-14/#comments Sat, 30 Aug 2014 00:24:01 +0000 http://destinynews.net/?p=7682 Destiny News.net
Destiny News.net - The Destiny Game News Site

This article is also located at Bungie.net  This week at Bungie, we saw a little more of Destiny escape into the wild. The game we’re launching in just over a week (let that sink in for a moment) is usually a thing that’s isolated to dev kits or videos bound to the Internet. We’re getting ...

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Destiny News.net
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This article is also located at Bungie.net 
This week at Bungie, we saw a little more of Destiny escape into the wild.
The game we’re launching in just over a week (let that sink in for a moment) is usually a thing that’s isolated to dev kits or videos bound to the Internet. We’re getting ready to see our baby fly from the nest. It’s freaking us out, but we love it.
The monitors we used to track the Destiny Beta are back on. We watch as the population numbers rise and fall like an erratic heartbeat. People on our team have taken home actual discs, and we’re preparing your red carpet for the inevitable stampede.
Meanwhile, Guardians are making appearances in the actual, physical world.
BwOxbN3CMAAGlqm
Advertising agencies call this an out-of-home campaign. If we were to serve up some nice hi-res art from these placements, would you have any use for them? Without waiting for an answer, here we go…
Earth_OOH_Panorama_Blog Moon_OOH_Panorama_Blog Mars_OOH_Panorama_Blog
Bosses of the Final Boss
This close to launch, a lot of the chatter in the community is about endgame content. It’s one of the few very closely guarded secrets about Destiny that remain. As much as the Raids that await the most vigilant Guardians are shrouded in mystery, there are some things about them that should be known prior to Day One.
Venus_OOH_Panorama_1080Thus, Design Lead Luke Smith has become uncharacteristically chatty about them. Through a contrived question and answer session under the hot lights, he’s spilling the first of the beans that lie between you and the completion of the toughest content Bungie has built to date. Check out the debriefing that he offered up voluntarily:
Q: I read somewhere that it took 45 minutes just to open the door to the Raid, what’s the deal with that?
Luke: Sounds like that group (it was DeeJ’s!) had some communication issues.For the majority of Raid encounters, you’re going to need to work as a group. That group of six is trying to form a metaphorical key which opens a given encounter’s lock.By design, we don’t provide much in the way of information to groups in Raids. There aren’t waypoints to follow, or objectives explaining what to do in a given situation.
Realistically, for many players, they’ll be turning to the Internet for help on how to do a bunch of the Raid.

There’s an old Bungie quote about not wanting players to go to the Internet to figure out solutions. That quote certainly wasn’t about Raiding in Destiny.

We fully expect players to either publish strategy guides on the Internet or keep their group’s secrets guarded close to the vest in an effort to keep their rewards even more exclusive.

Once your group understands how to open the Vault, it’s not going to take anywhere near 45 minutes.

Q: What about the rumor that some “clan” spent 16+ hours playing the Raid and didn’t beat it, what’s the deal with that?

Luke: There’s a whole bunch of missing information in that sentence. So let’s just talk about that particular weekend.

In March 2014, we brought an organized clan of folks in to playtest the Raid. This would be one of the only times the Vault of Glass would be played by external participants.

These folks are shooter players, not — for the most part — Raiders from other games. They are a group of people used to working together primarily in competitive multiplayer games, and hadn’t been exposed to an experience like this before.

We arranged the 24 visitors into four teams.

We put them through a pretty lengthy UR study, filmed them, datamined their adventures, and watched them play it live. Later, the Raid team spent a bunch of time watching player perspective films we captured during the day.

We did not offer them help, tips or tricks during their time here. We didn’t clarify mechanics for them. We watched, listened and learned.

In two days of playing – where they broke for meals and had some ramp up time with the game on day 1, here’s what happened:

Two groups made it to the final encounter. Neither group defeated it.

One group made it to the final encounter, but had to be skipped through an earlier encounter.

One group washed out and elected to go back to playing Strikes, Missions and Patrols.

With the goal of as many players beating the Normal Raid as were willing to organize, cooperate and communicate, we made a bunch of tuning changes through the rest of the Spring.

Q: A “Normal Raid?” What is that? How does difficulty work in Destiny Raids?

Luke: There are two difficulties for Raiding: Normal and Hard. Upon finishing a Raid on Normal, players can attempt the Hard-mode version of the Raid.

Normal mode is about learning the mechanics, working together as a team and building strategies to overcome the encounters.

For instance: I’ve gotten a handful of Bungie groups through the Raid on Normal, and you guys (the playerbase) are inevitably better at the game, smarter tacticians, and more clever than we are.

Hard modes demand execution.

In addition to deadlier combatants, tighter tuning windows for encounter mechanics and a handful of targeted differences, Hard-mode encounters leverage an even harsher death penalty than the Normal modes.

Were we to track things like World Firsts, we’d be verifying Hard-mode kills instead of completing the Raid on Normal.

Q: Seriously, how long will it take, I have a life.

Luke: Because we store your progress in a given week, you don’t need to clear the activity in one-go. Your group could simply make your way into the Vault and call it an evening, reconvene later in the week and pick up where you left off.

However, your progress for the week is reset each Tuesday at the Weekly Reset.

Q: What’s kind of loot will I get in the Raid?

Luke: Each class has an entire set of gear to chase across the two difficulties.

And of course, there are Raid weapons. Each of Destiny’s nine weapon archetypes (Auto Rifle, Hand Cannon, Pulse Rifle, Fusion Rifle, HMG, Rocket Launcher, Sniper Rifle, Shotgun and Scout Rifle) has a Legendary version that has been created specifically for the Raid.

The armor and weapons are completely unique to the Raid activity. They are visually and thematically connected to the combatants you’ll fight in the Vault of Glass.

And of course, there are more rewards behind the Vault’s door that we won’t detail today.

Q: How does looting work in Destiny Raids?

Luke: The loot you get is private to you – just like the rest of the game.

Obtaining loot from a given encounter means that character is not eligible to receive loot from the same encounter again in a given calendar week. This is often referred to as a “Lockout.”

I italicized “character” above, because if you have multiple Raid-ready characters, you can run the Raid again on a different character – and the Lockout isn’t applied to it.

Each encounter has a fixed inventory of items it can award to players, e.g., certain pieces of gear or weapons can only drop from certain encounters.

Lockouts are cleared at the Weekly Reset.

Q: Would you give an example of a mechanic that we’d face in a Destiny Raid?

Luke: Absolutely not.

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Destiny @ PAX http://destinynews.net/destiny-pax/ http://destinynews.net/destiny-pax/#comments Fri, 29 Aug 2014 00:57:29 +0000 http://destinynews.net/?p=7666 Destiny News.net
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As we reported on the 15th, Bungie will have a panel at PAX on the 31st - “So our game is called Destiny. Now what?” Design Lead Luke Smith will be moderating a conversation about boosting Destiny into orbit, and keeping it there for the months and years that follow. Technical Art Director Ryan Ellis will ...

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Destiny News.net
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As we reported on the 15th, Bungie will have a panel at PAX on the 31st - “So our game is called Destiny. Now what?

Design Lead Luke Smith will be moderating a conversation about boosting Destiny into orbit, and keeping it there for the months and years that follow. Technical Art Director Ryan Ellis will provide a look back at how Bungie has built Destiny. Design Lead M.E. Chung and Engineering Lead Luke Timmins will talk about how they intend to keep the world alive with action and danger and rewards.

Bungie will discuss the challenges that surround launching a brand new game and keeping it in orbit. Join them for a look back at how they built this brave new world, and a look forward at how they intend to keep it packed with action that can engage and surprise for a long time to come. Moderated by Design Lead Luke Smith, the conversation will feature Technical Art Director Ryan Ellis, Design Lead M.E. Chung, and Engineering Lead Luke Timmins.

This article will be updated with all of the new and interesting information that’s released during their panel and interviews.

Unfortunately so close to release, we’re not getting much new content to discuss. If you haven’t already, join our community forums with dozens of other Destiny fans to talk about everything we know so far.

While you’re waiting, check out the second video in a new series by My name is Byf:

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PlayStation Exclusive Content Video http://destinynews.net/playstation-exclusive-content-video/ http://destinynews.net/playstation-exclusive-content-video/#comments Wed, 27 Aug 2014 17:19:04 +0000 http://destinynews.net/?p=7620 Destiny News.net
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Check out this extended look at the Destiny content coming exclusively to PlayStation systems when the game launches. Remember: these are timed exclusives until at least Fall 2015. In other news, IGN just released a short interview with Jonty Barnes that let’s us know what to expect after launch.

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Destiny News.net
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Check out this extended look at the Destiny content coming exclusively to PlayStation systems when the game launches. Remember: these are timed exclusives until at least Fall 2015.

In other news, IGN just released a short interview with Jonty Barnes that let’s us know what to expect after launch.

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Xbox Digital Guardian Edition Pre-load http://destinynews.net/xbox-digital-guardian-edition/ http://destinynews.net/xbox-digital-guardian-edition/#comments Wed, 27 Aug 2014 15:59:06 +0000 http://destinynews.net/?p=7604 Destiny News.net
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The Xbox One version of the Destiny Digitial Guardian Edition has been added to the Xbox store. A full breakdown can be found in this announcement at news.xbox.com Once purchase is complete, download this game by selecting the “Manage” button on the product details page on your console. Upgrade to the Destiny Digital Guardian Edition to ...

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Destiny News.net
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The Xbox One version of the Destiny Digitial Guardian Edition has been added to the Xbox store. A full breakdown can be found in this announcement at news.xbox.com

Once purchase is complete, download this game by selecting the “Manage” button on the product details page on your console. Upgrade to the Destiny Digital Guardian Edition to receive a digital download copy of Destiny, and access to the Vanguard Armory and Emblem pre-order bonus, an exclusive Ghost Casing, Player Ship, and Player Emblem, and a reservation for two upcoming Destiny Expansions featuring all new storylines, new cooperative and competitive activities, and new weapons, armor, and gear to earn.

You may download the game from XBL before 9/9, but it will not be playable until 12:01 AM PDT / 3:01 AM EDT on 9/9. 

Microsoft confirmed by saying,

We’re thrilled to make Destiny available for pre-order and pre-download for Xbox One owners around the world. This option was available for a short period of time before the official pre-order window opened. We’ll have more details to share soon about the pre-order and pre-download window for Destiny.

While we’re on the topic of the DGE, the US PS4 version is apparently less than 20 GB. Oddly though, in the UK store it shows that it’s 29.7 GB. Whatever the case, without compression it’s probably closer to 40+ GB.

US UK
In other news, check out this new series of informational videos by My name is Byf - this one focusing on the Golden Age:

Finally, MoreConsole has another video showing off some rare and legendary items on the Dark Below mission.

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Unofficial Windows Phone App http://destinynews.net/unofficial-windows-phone-app/ http://destinynews.net/unofficial-windows-phone-app/#comments Wed, 27 Aug 2014 04:48:58 +0000 http://destinynews.net/?p=7581 Destiny News.net
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A new (free!) application for Windows phones has just been released. The app is called Destiny Stats, and while it can’t do everything as the official Destiny Companion app, it’s basically the only quality Destiny app for Windows phone users right now. The majority of its reviews have been very positive and it looks really easy to ...

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Destiny News.net
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A new (free!) application for Windows phones has just been released. The app is called Destiny Stats, and while it can’t do everything as the official Destiny Companion app, it’s basically the only quality Destiny app for Windows phone users right now. The majority of its reviews have been very positive and it looks really easy to use.

You can see user’s reviews and download it here.

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Bungie on Destiny’s Art Direction http://destinynews.net/bungie-destinys-art-direction/ http://destinynews.net/bungie-destinys-art-direction/#comments Wed, 27 Aug 2014 02:42:03 +0000 http://destinynews.net/?p=7566 Destiny News.net
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Gamasutra recently posted an interview with Jason Sussman, senior environment artist at Bungie, about the art direction for the game. If you’re interested in the official Destiny Art Book, check out this article.  Can you explain the art direction for Destiny? JS: Well, what it is… So, what it is, when the Traveller came, humanity branched out ...

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Destiny News.net
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Gamasutra recently posted an interview with Jason Sussman, senior environment artist at Bungie, about the art direction for the game. If you’re interested in the official Destiny Art Book, check out this article

Can you explain the art direction for Destiny?

JS: Well, what it is… So, what it is, when the Traveller came, humanity branched out across the universe. So there’s evidence of humanity across the universe. That’s the foundation.

All of that is based, specifically from an art perspective, in reality — the destinations as a whole. We’re amplifying that, of course, with humanity branching out. We’re also bringing some of that mythic science fiction in there with the vibrance and color, and the hopefulness of all these spaces. Because, humanity being lost, you could have gone in a different direction. But we definitely wanted to go in this hopeful, inspiring direction for this title.

How do you communicate that visually?

JS: A lot of it is the vibrance. And we’re taking something that something that’s been depredated and falling apart, and showing how life still flourishes, in a nutshell. We’re showing how life can still live, and still be vibrant, even though humanity has been lost.

The game switches seamlessly from mode to mode. How do you structure play spaces for multiple play-styles?

JS: From the ground up we designed them that way. Because you can play single-player [or] you can play with your strike team. Other people are seamlessly walking through the world you’re playing in, and you can jump in with them.

What we did was, from the top down, we knew that the story missions would flow this way, the strike missions would flow this way, and the raid missions would flow this way. We knew that these are all the places we wanted the player to explore. We built that in a way that you’re always encountering other people whether you’re by yourself or not. It makes the world feel much more alive and vibrant that way.

When you say “you’re always encountering other people,” is that due to the fact you’re creating spaces that shunt people into spaces where they might encounter each other?

JS: Oh, no, no, no. It’s just crossing paths. How we have them cross paths, whether they’re going from Point A to Point B, is there’s an area of interest along the way. It’s how we compose the space as a whole. We wanted to push away from the linear space. Even though a lot of our maps on previous titles like Halo, they were broad and big, they still felt linear. So it was like, “How do we broaden that, and let the players explore, organically, within each one of these destinations, and come across other players?”

So we specifically designed it in a way that entry and exits were very, very apparent, yet they’re seamless within the environment. And there are certain heroic items from the next area that you’re going to go to that you can see in the space. You know you’re going to get there.

BG_Venus_Academy

So is it about landmarks that draw people toward them naturally?

JS: Absolutely. Absolutely. And landmarks even within the space. Each space has its own theme, in a way. There’s a lot of variety of interest for actually going to all of these areas.

And there are different worlds, but is every culture that you’re experiencing human culture on the different worlds?

JS: There’s a lot of variety out there.

How much thought do you put into the cultural underpinning of the spaces you make?

JS: A lot of it is, we’re first and foremost grounding these spaces in reality. You know, “Okay. What would this look like in reality?” We’re using a lot of reference shots of dilapidated spaces or shelled-out spaces — whatever it is — and then we’re taking that and amplifying that or raising it up another level, and adding that element of fantastic to it so it’s not just ordinary. We want that to be a space that people want to come back to over and over again.

Is that just a visual “want to come back to”? I’m assuming not. It’s also a “I had fun,” right?

JS: Yeah. Visually we’re doing that with the environment, but we’re doing it across the board. For public events and the rare events that happen in these spaces. And there are tons of places to explore. And we’re still having this happen within Bungie — we’ll have guys jump into spaces and not even know they can explore down these hallways and it opens up to a whole ‘nother area, and they’re like, “What!?” There are all these hidden secrets all over the areas.

Plaza Night

Plaza Night

Also you’re designing contiguous spaces. It’s got exploration.

JS: Yup. You can go in as Level 5 and just walk around, go to town. You’d get destroyed, but one of the things that I’m really happy to say that we did… Say you saw this whole area that’s just all Level 20s — they’re all Level 20s and you’re just Level 5 — we ensured that you can get by those guys if you’re nimble and very quick, and look for some of the ninja routes to get by.

And when you do that, you can actually circumvent some of those guys and get to a whole ‘nother area you never could have gotten to otherwise. We want to make sure you can get back through and have this challenge, but as a lower-level player you get to explore as much as possible.

You want to make the world a destination for players.

JS: Yes. We want to make it a place that each time they come there they find something new. We intentionally built things in certain ways so that when you come back to this space, “I had no idea this was here!” and you tell all your friends. We’re trying to bring some of those elements into each destination.

You’re an artist, but it sounds like you’ve got a little bit of a fuzzy boundary between level design and level creation.

JS: There is. We’re definitely working with the designers, but we’re also doing some of the design ourselves. There’s definitely a design team, and we have our art team. There are different segments within that; we have environment artists, 3D artists, and character artists.

Within the environment art team, we work very closely with story and with design, and we’re trying to drive all of those fictional elements through in all of the spaces. And we’re trying to also design the spaces in a way that no matter what angle you’re coming into, there’s always a point of entrance, and always a challenge.

This is a huge production. How do you make it happen?

JS: When I started at Bungie, we were 80 to 100 guys, and now we’re 500-plus. And so it’s definitely been a challenge. So one of the things we’re making sure we do is stay in constant communication with each other and make it as organic as possible without getting too departmentalized. Because we don’t want to do that either.

Even though we do have our different departments that do their unique tasks, we always try to merge it together and come together, whether it be meetings or working side-by-side. We actually adjust our desks, every time there’s a change. We move the groups together and work them together. We’re ensuring that we’re constantly keeping that communication going. Which is crazy with 500-plus people.

In other news, today DeeJ had a chat with some gaming bloggers and a Best Buy Blueshirt.

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The Reef http://destinynews.net/reef/ http://destinynews.net/reef/#comments Tue, 26 Aug 2014 20:58:01 +0000 http://destinynews.net/?p=7516 Destiny News.net
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This article may contain spoilers! The Reef, in the Asteroid Belt, isn’t a place often discussed by Bungie. The Collapse, caused by the Darkness, left The Reef to deteriorate in the way that it has. We know it’s now shattered and torn apart, filled with debris from ships and ruined structures. This may be another small third-person space, ...

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This article may contain spoilers!

The Reef, in the Asteroid Belt, isn’t a place often discussed by Bungie. The Collapse, caused by the Darkness, left The Reef to deteriorate in the way that it has. We know it’s now shattered and torn apart, filled with debris from ships and ruined structures. This may be another small third-person space, similar to the tower, a sort of social hub.

The Reef is home to the Awoken, who fled there after the Collapse. It’s been speculated that Humans fled there during the Collapse, and the Darkness is responsible for ‘creating’ the Awoken. According to the Awoken’s Grimoire card, Earth-born Awoken who visit the Reef will receive no warm welcomes.

It is said that the Awoken were born in the Collapse, descended from those who tried to flee its wrath. Something happened to them out on the edge of the deep black, and they were forever changed. Today many Awoken live in the distant Reef, aloof and mysterious. But others returned to Earth, where their descendants now fight for the City. Earthborn Awoken sometimes venture out to the Reef, hoping to learn its secrets – but find no special welcome from the reclusive Queen.

The Reef is controlled by an Awoken female: the Queen of The Reef (assumed to be voiced by Jen Taylor). She is known to give out bounties to the player, and her Emissary is a vendor that has gear and weapons for sale. The Queen desires the elimination of specific targets across the solar system, and you’ll be rewarded for doing so.

The Queen of the Reef has many enemies. Accept her kill orders to settle old scores and earn her favor.

As we can see from the images below, she has a lot of protection, including what looks to be Vandal Fallen. The House of Wolves DLC will probably expand on the story of the Fallen that protect her. Do they fear her? The Speaker gives us some insight, “The Wolves are near, she is a fool to think she can control them.”

The Crow is an Awoken that supports the Queen, who’s not necessarily an ally. We can see him protecting her in 2 of the images below, and in each screenshot, he’s in a very defensive position. In the E3 trailer he asks us “why the City is breathing down his neck”  which let’s us know that he does not support the City.

Interestingly, it appears as though we’ll be able to access The Black Garden on Mars after we complete a story mission called A Key Awaits, in which we’ll have to kill the Vex Gate Lord that protects the “Endless Steps” in the Eye of the Gate Lord mission. Clearly the Cabal & Vex are enemies of the Queen, since the “Black Garden Spire is held behind the wall of the Cabal Warbase.”

protectqueens1

The Queen rewards those who take up her cause, and take down her enemies.

Like Xûr, Agent of the Nine, the Queen’s Emissary is a mysterious vendor with the look of an assassin, who we don’t know much about. For now all we know is that the Emissary is a protector of the Queen, and will sell us “Queen’s Wrath” styled items. Queen’s Wrath appears to be the Queen’s/Emissary’s faction. To complete the Warrior of the Reef bounty, we’ll need to equip some of gear that the vendor sells.

queene2mos

crownqueenThis is the symbol for the Queen’s crown – The Crown of the Sovereign, which we can see in the images above, as well as on some armor.

Queen's Armor

Queen's Armor

Talk about this and a whole lot more at our community forums!

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Destiny Changes from Beta http://destinynews.net/destiny-changes-beta/ http://destinynews.net/destiny-changes-beta/#comments Tue, 26 Aug 2014 20:29:09 +0000 http://destinynews.net/?p=7550 Destiny News.net
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In addition to the Interceptor changes, Destiny has some buffs in store for the Voidwalker Warlock. Datto gives us an overview of the changes coming for the Voidwalker, a minor change for the Hand Cannons and whether or not locking in your subclasses will make it into the final game. Also, as we reported in this article ...

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In addition to the Interceptor changes, Destiny has some buffs in store for the Voidwalker Warlock. Datto gives us an overview of the changes coming for the Voidwalker, a minor change for the Hand Cannons and whether or not locking in your subclasses will make it into the final game.

Also, as we reported in this article last week, Bungie’s Director of Production Jonty Barnes spoke about what they have planned for Destiny when the game launches and beyond.

“We’ve got plenty of ideas! We’ve got some things like UI readability we’ve got for day one that’s just better. But we do have things we’re going to change over time that will make those experiences better. You’ll see stuff and you’ll go, hey, have you seen what they’ve done to the explore mode recently? Maybe we should do some of that – it seems a lot better. We’re going to try to do that for all of the game and build on the world. Having gamers participate in the dialogue about what they would like to see, not just our own team and user research group of gamers coming in and out, it certainly makes – it has done historically for Bungie – our games better,” Barnes said.

As you know, there won’t be any custom games at launch. However, what the community wants will largely influence the developers decisions. As Jesse van Dijk explained, “we’re going to interpret the way people play the game and cater towards that by offering new content and literally making sure there’s a new thing for you to do every single day.”

Finally, the Sunsinger subclass had a name change to Firesinger, but it’s since been changed back to Sunsinger.

firesinger 

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