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Destiny 2 Hype Train
Mon May 22, 2017 10:46 pm
Pre-Orders
- Destiny 2 Standard Edition | $59.99:
- Beta Access during Summer 2017
GameStop Exclusive: Cayde-6 Action Figure (Limited Quantity)
- Destiny 2 Digital Deluxe Edition | $99.99:
- Beta Access during Summer 2017
Expansion Pass
Legendary Sword
Legendary Character Emote
Cabal Empire Themed Emblem
- Destiny 2 Limited Edition | $99.99:
- Beta Access during Summer 2017
Expansion Pass
Legendary Sword
Legendary Character Emote
Cabal Themed Collector's Box: Booklet with Cabal Empire Secrets, Cabal Schematic, Collectible Postcard Images, Cabal Military Pawns
- Destiny 2 Collector's Edition | $249.99:
- Beta Access during Summer 2017
Expansion Pass
Legendary Sword
Legendary Character Emote
Cabal Empire Themed Emblem
Cabal Themed Collector's Box: Booklet with Cabal Empire Secrets, Cabal Schematic, Collectible Postcard Images, Cabal Military Pawns
Destiny 2 Messenger Bag/Backpack: Holds up to 15 inch Laptops
Frontier Kit: Solar Panel USB Charger/Light, Paracord, Solar Blanket
Previews
Bungie | "Last Call" Teaser TrailerBungie | "Rally the Troops: Reveal Trailer
Bungie | Gameplay Reveal Trailer
Bungie | Homecoming Story Campaign Mission
Bungie | Live Twitch Gameplay Reveal
Polygon | No Dedicated Servers
Gamespot | Grimoire Cards Dropped for In-Game Lore
IGN | Trials Will Launch Well Before Osiris Expansion
Game Informer | Hunter Arcstrider article
Game Informer | Bungie Discusses Story Creation
IGN First | Bungie's Vision for the Sequel
IGN First | Hands-On Update July 2017: Flashpoints, Milestones, and our Early Impressions
IGN First | Endless Vale and How the Crucible is Changing
Polygon | The Beta Sounds Like and Actual beta
IGN First | A Tour of the New Crucible Map 'Vostok'
IGN First | Destiny 2 Themed Razer PC Peripherals Revealed
IGN First | Bungie's AMA
Polygon | Destiny 2 is Familiar, Which is Both Good and Bad
IGN First | Introducing the Latest Crucible PvP Mode 'Survival'
IGN | Beta's Toughest Objective Has Been Fixed Before the Beta Came Out
IGN First | Creating the Coldheart Exotic Trace Rifle
YouTube: DestinyTheGame | Coldheart Trailer
GameSpot | Special Edition PS4 Controller
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Re: Destiny 2 Hype Train
Sun Jun 11, 2017 11:53 pm
Exploring The Hunter Arcstrider
by Matt Miller on June 11, 2017 at 05:35 PM[You must be registered and logged in to see this image.]
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Last month’s big Destiny 2 reveal event offered players a chance to check out the new Warlock Dawnblade, as well as a couple of returning (but evolved) subclasses – the Titan Striker and Hunter Gunslinger. I recently had a chance to dive in and explore another of the brand-new subclasses coming to Destiny 2 when it releases for consoles on September 8 (with a PC release coming later). The Hunter Arcstrider offers a lot of fun options for Hunters looking for a change of pace.
Even in my first moments of playing with the Arcstrider, the tone of the class is clear. Wielding a staff of pure energy and zipping quickly in and out of battle, the subclass feels like an homage to a classic archetype in action movies, RPGs, and games, but one that goes by many names. In Dungeons & Dragons, it’s a monk. In cinema, it is the kung fu master. No matter the comparative name you apply, the Arcstrider is a physical skill adept, moving fast, striking hard, and slipping away before anyone can hit him or her. More than any other class I’ve played in Destiny 1 or 2, the class feels optimized for melee-play and short-range dynamism.
The Arc Staff super serves as the centerpiece for the subclass. The roaming super looks and feels amazing in action. While still moving very fast, it feels more controllable than the Hunter’s previous Arc Blade super that was part of the Bladedancer subclass in Destiny 1. I found it easier to maneuver between targets both in front and behind me, and my strikes inflicted major damage. Even so, the super didn’t feel invincible. In one PvE sequence, I got overconfident and smashed into a large group of Vex attackers, and their energy blasts finished me off.
Grenade and jump options maintain mostly familiar dynamics. A choice between Skip, Flux, and Arcbolt grenades offers little to no change from the existing Bladedancer. The High Jump, Strafe Jump (for better mid-air directional control) and Triple Jump also don’t stray from established convention, but Hunter players will certainly note the absence of Blink in their arc subclass.
The Arcstrider has the same new class abilities available to the other Hunter subclasses; that structure of shared class abilities across all of a class’ subclasses is true for Warlocks and Titans as well. For Hunters, the choice is between a Marksman’s Dodge (which reloads your equipped weapon when dodging) or the Gambler’s Dodge (which generates melee energy when you dodge while near to enemies).
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The most interesting options are along the two subclass paths, viewable to the right of the super. These two groups of four abilities can each be selected for an optimum experience that focuses on different playstyles, but you can’t mix and match abilities from the two paths.
The top path is entitled the “Way of the Warrior,” and its most intriguing ability is Combat Flow, which recharges your dodge class ability upon a melee kill. Used in conjunction with the Gambler’s Dodge (described above) you could remain in close range to enemy groups, dodging and melee-attacking repeatedly. That option is further accentuated by Deadly Reach, which extends the range of your melee lunge temporarily after a dodge. Lethal Current makes your Arc Staff attacks hit twice after dodging. And finally, Shocking Blow makes your fist emit lightning on a strike.
The alternate path along the bottom of the screen is called the “Way of the Wind,” which struck me as being focused on speed and rapid-fire strikes. This path changes up the focus of your melee attacks to a Disorienting Blow; striking an enemy with this melee disorients them, leaving them vulnerable. And if you kill a target with Disorienting Blow, it instantly recharges. It’s also along this path that you’ll see Lightning Reflexes, which lets you take less damage while dodging when Arc Staff is active. A third ability, Battle Meditation, encourages a high risk/high reward style; when critically wounded, melee and grenades recharge drastically faster. Finally, Focused Breathing helps turn your Hunter into a speed machine; with this ability active, sprinting reduces your dodge cooldown, and you gain increased sprint speed.
After playing with the multiple subclasses in Destiny 2, the Arcstrider continues a trend we saw with the Hunter throughout the first Destiny game – a demand for precise and smart play that, when executed well, is absolutely devastating. Managing the timing of the new Dodge class ability is far trickier (in my time with the game) than either the Warlock’s Rift or Titan’s Barricade. But get down the timing for your dodge and melee options, and the Arcstrider becomes a blur of hit-and-run tactics that can drop entire groups. I’m eager to get more time with the subclass, and determine which path I prefer. My broader initial assessment is that the Arcstrider is a skill-focused front-of-the-fireteam threat that will completely rock in the right hands.
We’ve pulled together some additional insights into Destiny 2 drawn from our day visiting Bungie; check out the latest issue of Game Informer for a full ten-page article on the game. And check out some additional insights from the game's leads about where Destiny's story is going in the new installment.
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Re: Destiny 2 Hype Train
Sun Jun 11, 2017 11:56 pm
Lead Creators Discuss Story Direction
by Matt Miller on June 11, 2017 at 05:38 PM[You must be registered and logged in to see this image.]
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I recently had the good fortune to visit Bungie and get an early look at Destiny 2, and I chronicled what I learned in a 10-page feature you can check out in this month’s issue of Game Informer, available today. In addition to plenty of game demos and explanations of the game systems at play in the sequel, I also had a chance to get some insight into the philosophy guiding the storytelling in Destiny 2, direct from game director Luke Smith and project lead Mark Noseworthy. The two discussed plans of how to focus the narrative in the new game, develop a distinct and complex villain, and unfold a comprehensible plot that carries the player through the adventure. They also spoke about the specific aspects of the broader lore that are included – and not included – in this installment of the series.
“Destiny 2 is a game about Light, and what happens when it’s taken from you, and the lengths that Guardians will go to get it back,” Smith says. “We’re exploring the relationship between the player and the Ghost in terms of Light, and Ghaul’s coveting of the Light. As such, we wanted to carve off other things that we didn’t think were important to the release, such as words like The Darkness.” Players of Destiny 1 will recall that The Darkness was a term we heard a lot throughout the life cycle of that game, but there was rarely agreement about what (or who) the term might apply to.
“We’ve never really said what [The Darkness] means,” Smith continues. “Ultimately, we do owe our players a story there – what is The Darkness? – but that’s not this game. We wanted to remove as much of the extra terminology as possible and focus on telling the Destiny 2 story. In so doing, allow Destiny 2 to usher in the rest of the saga. It’s going to start some threads that we intend to carry through.”
As I spoke with the creative leads, a picture began to emerge. The first Destiny game offered a broad swath of mystery about the universe. For better or worse, that vision left a lot of questions unanswered. With subsequent entries, Noseworthy and Smith seem to suggest that Bungie is focused on communicating clear focal points. The Darkness might not be the core threat in Destiny 2, but it is still likely to be very important in later installments. Prior to dealing with that concept, the team is interested in exploring the player’s identity and his or her ties to The Light.
“The manifestation of Light in the game is about what it means to be chosen,” Smith says. “That’s what ultimately happened. The Traveler chose humanity to wield its greatest power.” Over the course of Destiny 2, by robbing the player’s Guardian and all the other Guardian leads (Zavala, Ikora, Cayde) of their Light, players see what that power means in the Destiny universe – a concept that can fuel subsequent storytelling further down the line of game releases.[You must be registered and logged in to see this image.]If the nebulous threat of The Darkness wasn’t going to play into Destiny 2, Bungie needed a compelling conflict to embrace. That threat comes in the form of the alien race from the previous game that had been least fleshed out through Destiny 1 and its expansions – the Cabal. “The Cabal have nothing to do with the Darkness,” Noseworthy says. “They are not of the Darkness, or its representatives. The Hive are the closest, because they worship the Darkness – but you can worship a thing that you are not.” Those are important distinctions for lore followers, but it also points to a freedom for the team to let the Cabal have their own complexities and nuance, freed from the mythology surrounding The Darkness.
The centerpiece of that newly deep Cabal alien threat is the villain named Dominus Ghaul. For reasons that remain unrevealed as of now, Ghaul has felt overlooked and passed over by the Traveler; he believes that the power of the Light should have come to the Cabal, and he’s eager to defeat humanity and its Guardians to prove how wrong the Traveler was.
As Destiny 2’s story unfolds, we’ll get direct insight into Ghaul and his backstory through scenes specifically about him. One central way that story will be expressed is through his interactions with his mentor, a figure we know only as the Consul. The Consul is played by acclaimed actor Frank Langella, whose career includes everything from the role of Gabriel in The Americans to the memorable role of Skeletor in 1987’s Masters of the Universe. The Consul serves as a voice guiding the strength of Ghaul. “The Consul is like the coach on the sidelines while the Olympic runner is getting gold,” Noseworthy says. Long before the Cabal took aim at Earth, the Consul advised Ghaul in his military coup of the Cabal, unseating and exiling the prior Cabal Emperor named Calus.
Even as the game focuses on the extreme might of the Cabal and Ghaul’s Red Legion troops, and the Guardians of Earth’s Last City are brought low, Noseworthy and Smith are both insistent that one aspect of the fiction remains sacrosanct: Destiny’s insistence on optimism in the face of dark times, along with a chance for humanity to rise about its past. “It’s been horrible for humanity, and in the beginning of Destiny 2 things go from bad to worse,” Smith says. “There may be times where the content feels dark and hopeless, but Destiny as a franchise is always going to be about hope.” We’ll see how that hopeful vision extends into Destiny 2’s full story when players finally descend on the game in September.
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Re: Destiny 2 Hype Train
Wed Aug 02, 2017 12:30 am
BUNGIE'S VISION FOR THE SEQUEL – IGN FIRST
BY RYAN MCCAFFREY
- Click Here to Expand the Article:
"Making the sequel to a game like Destiny is...hard," said game director Luke Smith. "Hard in the way that making a sequel to anything people love is hard, but it's challenging because we have this game that brings people together over and over and with making a sequel, one of the first things we thought about doing was, 'How are we going to bring more people into this world?' That was one of our big challenges up front when we started thinking about the roads that we as Bungie could go down with Destiny."
Project lead Mark Noseworthy added, "We are trying to make it a fresh start for everyone. So whether you're steeped in Destiny lore and you've read every grimoire card and played for thousands of hours, or you're brand new to Destiny, you can get something out of Destiny 2, and you start at the same spot. We're trying to really look when we're making a sequel, how do we make this a new platform for years of ongoing content and make it easier for people to get into."
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Re: Destiny 2 Hype Train
Wed Aug 02, 2017 12:36 am
HANDS-ON UPDATE JULY 2017: FLASHPOINTS, MILESTONES, AND OUR EARLY IMPRESSIONS – IGN FIRST
The old, the new, and the revamped. This is our experience with Destiny 2 so far.BY DESTIN LEGARIE
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- Destiny 2 takes everything you know about the original game and molds it into a refined, sleek, and shiny new model. Having played it on PC, it’s hard not to be impressed with the additional attention to detail – be it the rain showering down on the tower or the fiery explosions erupting as you ignite a Cabal’s fuel tank. The sequel’s paramount goal, however, is to address the one major concern heard loudly and clearly through the halls of Bungie: crafting a better story. They’ve reinforced this goal at every turn, and our brief time playing through the “Homecoming” mission at the reveal event in May and again at E3 on PC has done more than enough to quell any concerns we had about the narrative.
All we know about the main storyline is what they told us at E3. They’ve given us just enough in terms of narrative to pique our interest and keep our desire for revenge against Ghaul at an all-time high. He took your light, leaving you vulnerable, definitely killed at least one or two defenseless people when he blew up all of our stuff, and worst of all… there are no signs of life from that purple ball in the tower. I will have my revenge.
But we’ve talked about that story in our E3 coverage and it’s been mentioned in the already-released Destiny 2 trailers. What wasn’t mentioned was how you’ll discover pieces of lore peppered throughout the worlds. For example, while exploring Nessus we were given a side quest from Failsafe to locate recordings left behind by early explorers. These describe their struggles after a crash landing and give us a peek at the early struggles humanity endured in Destiny as they ventured out into the unknown. It was a fantastic example of how Bungie is blending the narrative into the world instead of through grimoire cards to be deciphered from your mobile app or the website.
There are also flashpoints now. Promising Nightfall tier rewards, these are the new reason to get players running to a planet, excited to shoot monsters in the face. Each week a new destination will be selected as your main point of interest, and you’ll be rewarded for completing tasks like Public Events in our case. If you prefer PVP over the PVE experience there will also be a new Call to Arms event, though we were not told specifically about the rewards for its completion. These are all part of the new Milestone system pushing you in the right direction. Milestones are how you track your main goals in Destiny. From your map you can hit LT/R2 to see all of the available missions up for grabs and a clear outline of what you can expect for their completion. It’s all about making the path to progression clearer because after all, the gear game is what Destiny is really about!
On that note we don’t know many specifics, but there will be a light game in some form for Destiny 2. It should be noted that when we played, Bungie made it clear that they were still finalizing the exact details about how the climb works this time around. We do know that engrams drop, allowing you to collect new gear and grow your guardian, but beyond that they were vague. With engrams returning you’ll still need someone to decrypt them and that will be done in the new social space “The Farm.” Tyra Karn survived the Cabal assault as well as a few other staples from the tower like the Postmaster, a new Vault and the soccer ball and fully scored soccer field. One big difference is how the social space feels more alive. It will not remain stagnant. As you advance the story new characters will enter such as the elusive Hawthorne, among others, and there will be mini-events allowing you to get special effects to stand out from the rest. The space can also hold 26 players at once, 10 more than the original social spaces – meaning it’s going to be a very happening spot.
Finally there’s PVP, probably the largest revamp of all in Destiny 2. Now that your weapon loadout consists of a kinetic primary, elemental secondary of the same weapon type, and power weapons that can one hit kill but require heavy ammunition, the game is already vastly changed. Add to that making all PVP modes 4v4 and you’re going to have a unique experience from Destiny 1. That seems frightening at first, but Bungie’s made some smart alterations to keep the events feeling frantic and forcing teamwork while retaining that Destiny feel of excitement with each match. It’s hard for me to go into specifics without spoiling our reveals later this month, but I can say that the new Control feels much faster paced, but still familiar with the tweaks they’ve made retaining moments like those epic multi-kills you love from the original version. More on that July 10th. Then we’ll be back on July 25th with a new mode that had all of us smiling ear to ear.
To be frank, I had concerns about Destiny 2 before getting more time with it. Was it going to feel too “same-y”? Would I really be ready for another gear game of climbing the light ladder to the top? After getting more hands on time the answer for me is yes. It’s because of the new systems and clear progression paths Bungie has worked out with the Milestone system. The lore I always wanted to love, but hated fiddling through the Grimiore system to read have been brought in-game giving players more reasons to care about the world. The PVP revamp teaches me how to be a better player by leveling the weapon playing field and teaching us to work together. If you liked the original then you’re probably already on board for the sequel, and if you were a lapsed player from vanilla due to the grind, Bungie seems to be making the path to max level a brighter one so you can see the end of the tunnel.
If you like Destiny 2 don't forget to check out our Fireteam Chat podcast dedicated entirely to chatting about the latest happenings in the game. The show posts every Friday at 5pm with new insight, details, and sometimes exclusive interviews with the developer all about Destiny. It can be found on YouTube, iTunes, and all major podcast platforms.
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Re: Destiny 2 Hype Train
Wed Aug 02, 2017 12:41 am
DESTINY 2: ENDLESS VALE AND HOW CRUCIBLE CONTROL IS CHANGING - IGN FIRST
Control is back in a big way.BY DESTIN LEGARIE
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Control has always been one of my favorite modes in Destiny. It was first playable during the alpha and I have fond memories of lobbing nova bombs at my enemies and hearing that rewarding ping with cheers from Shaxx in the background after I successfully landed a multi-kill. In Destiny 2, Control and all of the PVP modes are undergoing a change. Each gametype is becoming 4v4, but in my recent experience playing at Bungie, I’m happy to report that the new Control retains the excitement and tension of this particular outing in PVP. Notable changes include the following:- Points no longer capture faster if multiple people are standing on them.
- You can activate a power play if you capture all points.
- Point A and point C begin as captured.
- Capture is no longer a two-step process eliminating neutralization. Now you only have to capture the point.
- If you capture all the zones you now enter a “power play,” meaning you’ll get even more points per kill.
- Matches are now 8 minutes long.
- Mercy rule will be enabled, but is still being developed with the beta.
As for the map, Endless Vale is similar in size to some of the smaller locations you’ve played like The Burning Shrine or Anomaly. It keeps the action frantic while giving you plenty of corners to take cover behind while you push the points. The location is completely taken over by the Vex and takes place on the new destination, Nessus. This allowed the designers to get creative with the red and green color palette, which mixes both alien vegetation like red trees, grass, and leaves with the machinery the Vex have left behind. Bungie did ask that I make one detail about Power ammunition clear because of a small detail in our footage: Power ammo will not spawn at the beginning of the match like it does in our gameplay. This was an adjustment made in our particular build while visiting the studio and is not indicative of final gameplay. Sorry, heavy weapon enthusiasts! Power ammo aside Endless Vale was perfectly sized for Control. I hope you enjoy your time playing on it during the Destiny 2 beta starting on July 18th. Don’t forget to stop back tomorrow for more IGN First as we’re interviewing the story team all about their goals with the sequel.If you like Destiny 2 don't forget to check out our Fireteam Chat podcast dedicated entirely to chatting about the latest happenings in the game. The show posts every Friday at 5pm with new insight, details, and sometimes exclusive interviews with the developer all about Destiny. It can be found on YouTube, iTunes, and all major podcast platforms.- Points no longer capture faster if multiple people are standing on them.
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Re: Destiny 2 Hype Train
Wed Aug 02, 2017 12:47 am
DESTINY 2: A TOUR OF THE NEW CRUCIBLE MAP 'VOSTOK' - IGN FIRST
Your Light will be tested, Guardian... and you will be stronger for it.BY DESTIN LEGARIE
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- If you're familiar with Destiny's Rise of Iron expansion then the next map will bring back fond memories of Saladin, Wolves, and the Iron Banner. Called 'Vostok', this location will have you fighting off against your fellow guardians from competing towers, a network of caverns in the middle, and a few buildings on the edges. It's good to see you again, Mr. Gondola shack! To give you a full breakdown of this new spot we chatted with Environment Artist Jeff Horal over at Bungie and learned all about converting this iconic spot to a PVP map.
Getting notes directly from the developer is always a pleasure, but we know that you would much rather see the map in action! Luckily we had one of the top players at Bungie (who seems to have a special place in his heart for Titans) play and absolutely dominate on the Vostok map. This time he did change it up a touch, showing off the power of the Striker Titan subclass as well as the new Sentinel Titan you'll get a chance to play in the beta.
Finally we have some more Warlock gameplay showcasing the new Dawnblade subclass in action. Before you check out the Warlock in all his glory, Bungie did ask that I make one detail about Power ammunition clear: Power ammo will not spawn at the beginning of the match like it does in our gameplay. This was an adjustment made in our particular build while visiting the studio and is not indicative of final gameplay. Sorry, heavy weapon enthusiasts! I hope you enjoy your time playing on it during the Destiny 2 beta starting on July 18th.
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Re: Destiny 2 Hype Train
Wed Aug 02, 2017 12:52 am
DESTINY 2-THEMED RAZER PC PERIPHERALS REVEALED – IGN FIRST.
For PC gamers who can't get enough DestinyBY FRAN MIRABELLA
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We're excited to give you your first look at Razer’s official, licensed Destiny 2 lineup. Razer and Bungie teamed up to create custom versions of the DeathAdder Elite mouse, Ornata Chroma keyboard, Goliathus Speed Edition Mouse Mat, and, whether you’re on a PC or console, the ManO’War Tournament Edition headset.
The peripherals are available for pre-order now, and go on sale August 21st here in the United States, before Destiny 2 even comes out on September 6. As a reminder, the PC version of Destiny 2 is slated for October 24th.
When asked if the new peripherals would feature Razer’s coveted RGB chroma integrations, Bungie had this to say: “Bungie is committed to delivering an amazing gameplay experience to console and PC players from day one. Chroma integration is something the team hopes to bring to its players in the future.”
As a note, these designs are all based on currently available Razer peripherals.
The ManO'War Tournament Edition is a surround headset. It features a Destiny 2 logo across the top of the headband and on the side of the ear cups.
The Ornata Chroma keyboard features mid-height keys, customizable chroma color, and a hybrid of mechanical and softer membrane feel for the key switches.
The DeathAdder Elite mouse is white and black, and features the Destiny 2 logo icon on the top. In terms of features, it’s a competitive-gamer favorite and well-reviewed for its resolution accuracy.
Lastly, with the Goliathus Speed Edition Mouse Mat, they’ve taken inspiration from Destiny’s director and world maps. Gamers rely on it for size, speed, and optimal mouse sensitivity.
That’s it for our first look at these. I’m looking forward to getting my hands on the PC beta this August. Be sure to follow IGN Fireteam Chat for everything Destiny 2, and catch up on the rest of this month's exclusive Destiny 2 coverage here.
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Re: Destiny 2 Hype Train
Wed Aug 02, 2017 12:58 am
ASK BUNGIE ANYTHING ABOUT DESTINY 2 - IGN FIRST
Post your questions in the Comments section below.BY RYAN MCCAFFREY UPDATE: Bungie has responded! Check below for all of their answers.
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As both the Destiny 2 beta and our month of IGN First coverage on Destiny 2 wind down (catch up here if you've missed anything), we've all learned a lot about the game. So it's time to turn the microphone over to you and let you ask Bungie your best questions. Please post in the Comments section below and, once we gather enough good questions, we'll send them to Bungie to have them answered.
IGN user Wal2Hazard asks: Is there any reason as to why we didn't see a Theater mode in Destiny 1? Will it be included in Destiny 2? And will we at least still be able to do the sword glitch to make fan films?
Destiny 2 project lead Mark Noseworthy: D2 doesn’t feature a Theater Mode. I don’t know for certain if the sword glitch still functions. We’ve changed a lot of the code and content under the hood for how things work, including swords (of which there are now many types).
IGN user Rawah asks: Will we have any sort of Arabic in game? Is there a place I can see a complete list of languages the game supports be it via subtitles or in-game narration?
Mark Noseworthy: Unfortunately, Arabic isn’t supported. Our localization team is eager to take on every language, but they do have limits. Here is the official list of locales we plan to support for D2 at launch: Latin American Spanish, Russian, Polish, and Chinese are brand new to D2. Plus: English, French, Italian, German, Spanish (Castilian), Spanish (Latin American), Japanese, Portuguese, Russian, and Polish get full translation (i.e. native voice acting and text), while Simplified Chinese and Traditional Chinese get partial translation (i.e. English voicea cting and native text).
IGN user Coohippo asks: It's been mentioned a few times that Destiny 2 will be a lot easier to update than Destiny 1. How quick or frequent would this be?
Mark Noseworthy: We regularly patched Destiny 1 and remain committed to again with D2. I think where we didn’t meet our own expectations and that of the community was with rich new content, on a predictable schedule. We tried out a lot of different shapes and sizes in D1, and we’re confident we have a really good offering in the pipe for D2. Players will always want more and we’re going to try as hard as we can to deliver.
IGN user BrigasmV2 asks: Will Destiny 2 Support HDR or have any enhancements on the PS4 Pro / Xbox One X?
Mark Noseworthy: As you can see in the D2 Beta, the PS4 Pro is already supporting dynamic 4K resolution. The Xbox One X ships after D2, so we don’t have any announcements for how we’re supporting it right now but it is something we are interested in. In terms of HDR, we won’t support HDR at D2 console launch. We’re really excited about the feature (I own an HDR TV and want it badly too!) and very much want to see it arrive sometime post-launch. But I can’t promise a date today.
IGN user Stasx asks: Dear Bungie, In earlier comments, you mentioned that, "for the first time, cloud servers will be used for gameplay" in the Destiny franchise. Can you please elaborate on how specifically the networking methodology of D2 will differentiate itself from the at times problematic netcode of Destiny?
Mark Noseworthy: This ‘Code Words’ Blog post on the Bungie Weekly Update covers this better than I ever could.
IGN user Ranondra asks: Will our characters remain mute through the sequel?
Destiny 2 Game Director Luke Smith: Yep.
IGN user lxl_Linc_lxl asks: Are there any multi passenger vehicles?
Luke Smith: Nope.
IGN user BlackSuitSpider asks: With the Resilience, Recovery, & Agility on the armor now, will the armor have a visual look to it that reflects the boosts on it? For example, High Resilience - Heavy Armor, High Agility - Sleeker, Thinner armor.
Luke Smith: With each piece of armor, the design team considered its visuals before assigning stats to it. For instance, armor that looks thick and defensive armor is assigned the Heavy designation, which prioritizes Resilience and Recovery. Our goal with Resilience, Recovery, and Mobility is that these are stats players can feel while they are playing, e.g., a High Mobility Warlock running a Lightweight weapon is going to zoom around the battlefield more than a Warlock who has prioritized Resilience or Recovery. Adding additional Resilience, Recovery, or Mobility to a piece of armor is just one use for the much-discussed mod slot on armor in Destiny 2.
IGN user WBDawg asks: What are some the changes you're making to the game as a result of feedback from the beta?
Luke Smith: By the time beta was live, the team had already been playing a pretty different version of the PvE tuning from our couches (grenades are more powerful, kinetic/energy weapon damage improvements, power ammo economy refactor). We’ve also made tons and tons (and tons) of changes of varying sizes that is a function of closing down a video game (we’re almost done!). In the wake of the beta, we’ve made a few changes that will increase Super Regeneration across the game.
IGN user UnstoppableBullett asks: How much time do we have between launch and the raid first dropping?
Luke Smith: Like I said before, it’s IGN First, not IGN Everything. :-)
IGN user Theguy05 asks: Was their anything that the community missed in Destiny 1 that bungie snuck into the game?
Luke Smith: On one hand probably. On the other hand probably not. It just depends on if you’re left or right-handed.
IGN user Corgi8 asks: Will pvp and pve been balanced separately or as one?
Luke Smith: PVP and PVE are balanced separately in many ways (things like: outgoing damage across weapon archetypes, ability and melee damage are all different). So I think what you’re actually asking is “Will the combat rhythm for Destiny 2 diverge across PVE and PVP?” The answer to that is “No.” In Destiny you build a character with a bunch of powers, abilities, and we hope, a combat rhythm that is consistent across the game.
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Re: Destiny 2 Hype Train
Wed Aug 02, 2017 1:02 am
Destiny 2 feels familiar, which is both good and bad
Our impressions of the betaby Samit Sarkar, Ashley Oh, and Michael McWhertor Jul 21, 2017, 3:00pm EDT
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The Destiny 2 beta is now open to anybody who owns a PlayStation 4 or Xbox One, and everyone will have more than two full days to check it out. A few of us here at Polygon have been playing since the beta went live on PS4 this past Tuesday, and we’ve been putting it through its paces to get a feel for how Destiny 2 plays (and to get our bearings in this universe after many months away).
Bungie said this week that the beta is “based off a build of the game that is now months old,” so there’s a chance that the studio has already addressed our criticisms, or will do so by the time Destiny 2launches on Sept. 6. With that said, here are thoughts on the beta from three Destiny veterans: managing editor Michael McWhertor, social media manager Ashley Oh and senior reporter Samit Sarkar.
Samit: Surprise, surprise: Destiny 2 plays a lot like Destiny 1!
That’s obviously a good thing — of all the complaints leveled against the original Destiny, no one would have told you it didn’t feel satisfying to pop off the heads of Fallen or explode Vex tummy crystals. Also good: The beta looks great. I was struck by the image of the gnarled red-leafed tree in the Tower, burning in the aftermath of the Cabal assault on The Last City.[You must be registered and logged in to see this image.]Cayde-6 is back in action in “Homecoming.” Bungie/Activision
The beta’s story mission, “Homecoming,” is a lot of fun, if only for the moments in which you run into each class’s Vanguard. Those interactions underscore how dire the situation really is, and the ending of the mission, where you meet the Cabal leader, Ghaul, is a chilling introduction to the story’s big-bad. (I’m still not sure if I like it that he speaks English in a distorted voice, like any ol’ villain.)
I’m less thrilled about the overhaul to the classification of weapons. I haven’t had the chance to try out the Crucible yet, but I imagine those players are loving the fact that shotguns and sniper rifles are now power weapons (formerly known as “heavy”) — in the original Destiny, pretty much everyone ran with one of those two gun types in their special slot. It’s almost as if Bungie prioritized PvP balance over PvE.
IT’S ALMOST AS IF BUNGIE PRIORITIZED PVP BALANCE OVER PVE
Speaking of power ammo, it’s nice to hear that Bungie is aware of the absurdly low drop rate of it during the Inverted Spire strike. We had to keep chipping away at Protheon with our main guns because we just didn’t have any ammo for the heavies. The way that battle went reminded me of the bad old days of Destiny, with bullet-sponge strike bosses who just ran around an arena. (The floor disintegration was a neat environmental hazard, at least.)
I wish the beta had more to do, but I know it’s meant to be a taste of the launch version of Destiny 2 (and a way for Bungie to stress-test its servers). I’m definitely eager to check out the full game and see how elements like the weapon changes play out over a longer period of time.
Ashley: When I booted up the beta, I wasn’t expecting anything too different from the first one. But those visuals always surprise me. Both the cutscenes and the maps were absolutely gorgeous, so rich in color — I am a big sucker for shading — and they felt way more polished. I’m really excited for the narrative aspect of this game, especially since we all know the first one isn’t exactly known for that. The “Homecoming” mission did a great job teasing that out. Finally seeing Cayde, Ikora and Zavala in action was really cool. I definitely want to see more of that throughout the rest of the campaign.
[You must be registered and logged in to see this image.]These portals in The Inverted Spire are awesome. Bungie/Activision
As for the weapons, half of why we’re all here, moving the sniper rifle to the power weapon slot really threw me off. I guess it depends on your play style, but I always ran with a scout and sniper rifle (at least in story missions, less so with PvP). Moving the submachine gun up to the top was kind of jarring, though it came in handy during the strike we did. The last stages of Inverted Spire kind of reminded me of the big Crota fight in The Taken King, which was interesting. Taking elements of that huge, culminating boss battle and throwing them in a strike was a surprise. But that also makes me nervous, maybe even excited, for what the bigger boss battles in Destiny 2 will actually be like.
We struggled for about an hour to get through Inverted Spire, but it’s always hard to properly assess things when you’re rusty. Was it the boss? Was it just time away from Destiny? (I have been playing so much Overwatch.) Or was it really the lack of heavy ammo, as you mentioned? I’m curious to see whether they adjust the difficulty or if a new standard will be set for strikes in general.
But the two things I was immediately excited about were the revamped skill tree UI and the subclasses themselves. Selecting your abilities and seeing how they intertwine felt much, much more intuitive with the way Bungie redesigned the interface. It still holds up to the Destiny aesthetic that I know and love so much — clean and natural, but still somehow futuristic with its minimalist tones. I stuck with the default Arcstrider Hunter subclass, and I did not regret it for a second. That electric staff is amazing, and it blows Golden Gun right out of the water. I think I may have found my new favorite super ability.
Mike: Even though I played the “Homecoming” mission at E3 — on PC, mind you — one of my biggest fears about Destiny 2 going into the beta was that somehow Bungie might find a way to screw up the feel of gunplay that (pretty much everyone agrees) was fantastic in the first game. Thankfully, Destiny 2’s guns handle and sound just as solid as they did in Destiny. And I love the thunk of the new grenade launchers. That so much of the original game’s DNA seems to be present in the sequel probably has a lot to do with that, but it felt great to play this game with a DualShock 4 and have it just feel ... right.
But Destiny 2 also feels just a bit too familiar in parts. I got a little deflated when I realized that all four directions on the DualShock 4 D-pad were still mapped to four separate emotes. It’s a small thing, and I know Destiny players love their dances, but it was a clear indicator that, interface-wise, not a lot’s changed since Destiny hit in 2013.
I’m sure I’ll get over it.[You must be registered and logged in to see this image.]Destiny 2’s four-player cap on Crucible teams will take some getting used to. Bungie/Activision
For those who haven’t played the new mode, Countdown, it’s not unlike Counter-Strike’s bomb/defuse gameplay. Teams alternate between planting a bomb at one of two locations, while the other team tries to prevent that bomb from going off. Countdown maps feel pretty small in size, and communication seems absolutely crucial in that mode — not great for solo queuers like me. I really like the current map, Midtown, which is full of lanes and offers two distinct bomb sites, one with a wide-open area and another in an enclosed space. I’m looking forward to digging into Countdown, but only with a full fireteam.
Control feels pretty much exactly the same as it did in the first Destiny, though it’s a bit less dynamic with its smaller player count. I am pretty excited by the possibilities that new Guardian abilities will bring to Control; being able to put up Sentinel Titan shields or Dawnblade Warlock rifts to buff your teammates is going to have a big impact on the strategies players use to capture zones.
As with the original Destiny, Destiny 2’s beta left me feeling a little lukewarm. But I returned to Destiny post-launch and fell madly in love with it, and — based on the fact that this build of the game is months old — I think I’m going to do the same with Destiny 2.
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Re: Destiny 2 Hype Train
Wed Aug 02, 2017 1:07 am
DESTINY 2: INTRODUCING THE LATEST CRUCIBLE PVP MODE 'SURVIVAL' - IGN FIRST
You fight to win Guardian. So fight!BY DESTIN LEGARIE
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A finite number of lives, permanent death, and coordinated team tactics are the three core elements that make up Destiny 2's Survival mode. On the surface, adding a limit to the amount of lives that a team can use may seem like a simple tweak to the PVP formula, but it reinforces the competitive philosophy that's already been established with the addition of Countdown in the Crucible. This is the second of what will hopefully be a plethora of modes that require teams of players to be built before heading into a particular mode. It's exactly what we hope to see more of in Destiny 2's PVP offerings.
Survival turned out to be one of our favorite experiences during the trip to Bungie. While not as competitive as a Destiny 1 event like Trials of Osiris, Survival keeps the importance of staying alive while not making the player feel like they haven't contributed should they get killed once or twice by the opponent. It keeps you on the edge of your seat and we couldn't help but pull off one ear of our headsets so we could communicate effective strategies. It is, in our brief experience so far, a fantastic addition to the existing pool of PVP options that players already love.
In addition to the new mode we were treated to a map reveal! Altar of Flame (see video above) takes us back to Mercury in another medium-sized map with a few lanes for snipers as well as medium- to close-quarter locations for players who like to get up close and personal. The heavy ammunition drop is located in the middle of the map and will force players to meet, should they want to prevent their enemy from gaining the upper hand via sniper rifle rounds. It's hard not to think of Destiny 1's Lighthouse when you're there, as the map's design has elements of the much sought-after Destiny 1 location. I love the fact that with many maps we've seen, there are cases to be made for each weapon type. Destiny 1 struggled with a reliance on the current meta being selected for each scenario and that trend seems to be changing, which give me hope that we're going to see unique loadouts in each PVP encounter. Time will tell.
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Re: Destiny 2 Hype Train
Wed Aug 02, 2017 1:13 am
BETA'S TOUGHEST OBJECTIVE HAD BEEN FIXED BEFORE THE BETA CAME OUT
Turbine trouble.BY HOPE CORRIGAN
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The most difficult and frustrating mission from the Destiny 2 Beta was already caught and fixed for the release version of the game before the Beta was available.
Polygon reports that due to the Destiny 2 Beta being an earlier build than the release version of the game, there were elements that players are experiencing that have already been fixed or changed.
This includes the already infamous section where players must find a way to "Overload the generator" near the end of the opening Homecoming mission. While simple in premise, the difficulty of this objective comes from locating the sunken chambers and then not being insta-killed by two rotating turbine arms.
During an interview with the Namek vs. Saiyan podcast game director, Luke Smith explained that this was not how the mission looks in the final game.
“I was surprised by the turbine, because there’s only one turbine spinning in the shipping game,” explained Smith. “And I was surprised to see two of ’em.”
Smith then said, “That’s a great example of something that we implemented, we found it to be too challenging — you know, especially for that opening sequence of the game — and in the shipping game, we’ve removed it”.
The beta represents a build of the game that's several months old already, so it's perhaps not a surprise that changes had been made in the interim.
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Re: Destiny 2 Hype Train
Wed Aug 02, 2017 1:15 am
CREATING THE COLDHEART EXOTIC TRACE RIFLE - IGN FIRST
Ice is back with my brand new inventionBY DESTIN LEGARIE
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- Destiny 2's Coldheart, from the Omolon foundry, is the first exotic trace rifle in the game. It will begin as a pre-order incentive, but should become obtainable for all players after December 5th, 2017. Bungie chose to reveal this particular exotic with IGN as part of our IGN First this month, and we had a chance to sit with the team to discuss the creation of the weapon (check out the video below). Jesse van Dijk is an art director for Bungie and helped provide the concept for the piece, Jill Scharr is a writer providing the lore and description of the weapon, and Jon Weisnewski is a senior gameplay designer at Bungie who helped balance the weapon functionality across PVP and PVE environments.
While it builds the lore of the Omolon foundry, Coldheart also expands the types of weapons you're able to acquire in the world of Destiny. While the recoil is high, the longer you're able to hold Coldheart onto a target, the amount of damage it causes will increase over time. To achieve the technical aspects of a straight line weapon in the world the team also developed some new technology behind the scenes to ensure it functioned properly. Jon Weisnewski of Bungie did say that the team is trying more interesting player experiences with exotics and all weapons in Destiny 2 moving forward. We'll have to wait and see how damaging the new tech will be to our enemies.
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Re: Destiny 2 Hype Train
Wed Aug 02, 2017 1:16 am
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Re: Destiny 2 Hype Train
Wed Aug 02, 2017 1:19 am
Special-Edition Destiny 2 PS4 Controller Revealed For Europe And Australia
What do you think of the design?Last updated by Eddie Makuch on August 1, 2017 at 6:39AM
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Sony will release a Destiny 2-themed DualShock 4 controller and PS4 bundles focused on Bungie's shooter sequel in Europe and Australia, the company has announced.
As you can see in the images below, the white Destiny 2 DualShock 4 controller's touch pad sports the game's title and logo. The handles feature the character class logos in gold, the Destiny logo, and the number 2. The controller looks pretty neat.
As for the consoles, PlayStation will release jet black and glacier white PS4 Pro bundles that come with a disc copy of Destiny 2, the game's expansion pass, and other "premium digital content" such as a Legendary sword and emote, and a Cabal emblem. In Europe, there will also be a Destiny 2 bundle that comes with a standard PS4. Pricing was not announced for any of the consoles or the controller.
A PlayStation EU blog post says the Destiny 2 DualShock 4 will not be available in the UK, Poland, or Russia. There is no word yet on if it's coming to the US or other markets. We do know, however, that a glacier white PS4 Pro bundle that includes a matching white controller (with no special accents, however) is coming to the US this year.
Destiny 2 launches on September 6 for PS4 and Xbox One, with a PC edition to come in October. The special treatment for Sony is no big surprise, as Sony and Destiny publisher Activision have a timed-exclusive marketing agreement for the game.
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