Destiny - I beat Destiny. I have become Space Lord.


I beat Destiny. I have become Space Lord.

Posted: 22 Jun 2017 06:18 AM PDT

To close out Destiny for myself, I created my final montage video of colorful space explosions.

I am really really happy with how this one came out.

I wont go on a long diatribe about how much Destiny means to me, because I would just be repeating the same thing many of you folks already feel and understand.

But holy fuck, I love this game.

It's been a fun few years here on r/DTG with you guys and I look forward to exploring and going on new adventures with a lot of you.

Now watch the video because its fun and you deserve to be happy.

https://www.youtube.com/watch?v=kKBs13l-Oj8&t=2s

submitted by /u/HipsterBrewfus
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Zavala's ghost is such a troll

Posted: 22 Jun 2017 07:30 AM PDT

Every ghost I've ever seen, mine included, transmaterialises your body a couple of feet above the ground, so you revive on your feet. In the cinematic trailer for D2, you can see Zavala's ghost clearly doesn't give a fuck, it just leaves him on the ground where he died.

https://www.youtube.com/watch?v=-MGuklrmm_U

submitted by /u/Serendiplodocus
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Destiny 2 brought its release date forwards so the servers don't melt at launch.

Posted: 22 Jun 2017 09:43 AM PDT

Interesting article that came out this morning with Luke Smith saying the reason Destiny 2 is coming out on Wednesday instead of Friday.

GameRadar Article

submitted by /u/OutlawFMA
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Calling it right now, the nightfall for the week of Sept. 5th is gonna be Cerberus Vae.

Posted: 21 Jun 2017 08:40 PM PDT

Whether we wanted it or not...

submitted by /u/TheOneAsylum
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D2 PC project lead on recoil on the pc version of the game:

Posted: 22 Jun 2017 10:47 AM PDT

1/2 Re:Recoil model on PC- it's modified heavily on PC for awesome M/KB gameplay that still feels like Destiny. But we still have recoil.

Source: https://twitter.com/shockandshaw/status/877942060048728064

Unsure on how this will feel as opposed to recoil on consoles, thoughts?

submitted by /u/ohreo
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Answering a few common questions, AKA why we stood absolutely no chance against Ghaul's invasion

Posted: 22 Jun 2017 02:17 AM PDT

Bear with me, we might be in for a long one here.

So over the past few weeks, since the reveal really, I've seen the same question posed, and so many multitudes of answers given, I wanted to put them all in one space, and maybe answer a few lingering questions, and pepper in a couple of personal thoughts and/or theories as to what's going on with the Cabal invasion, and why we didn't stand a chance from the off.

How did Ghaul get in to the City so easily?

This is a loaded question at best. There's so many factors that come in to play, and I want to split them up a little and maybe explain a few things on my way there, but this is the major, overarching question I want to answer in this post. It seemed just a little too easy, considering we killed a Vex Time Lord, a Hive God-Prince, a self-professed Kell of Kells (everybody forgets Skolas!), a Hive God-King and the heavily mutated mastermind of the Splicers. Why couldn't we have done more? Let's take a look at some of the things people seem to think we could have done, and why they weren't necessarily in play.

You have your ships, we have a Rasputin!

Except, we didn't. As we've seen from the trailers and the Homecoming mission, Rasputin does little to nothing for us. But there's a very simple explanation. Everything we know about Rasputin is that he controls the Warminds and launches his attacks... from space. Here's where you need to bear with me a little.

Rasputin communicates and controls his network of Warminds throughout the solar system. This means he has the power to communicate through space, and that communication is more than likely, with the real world science we know, done through a system of highly advanced satellites. Each Warmind would be hooked up to one or more of these satellites (more, probably, redundancy - duh!) and Rasputin gives his orders to these Warminds by communicating with them that way. In addition to this, every time he's struck some sort of attack, it's been from Orbit. In the SABER strike, for example, he threatens us with "Orbital Death from above", and we know that in the days of the Iron Lords, he struck them down from the air as they were charging towards the SIVA replication chamber.

What we also know is that the Red Legion take out our satellites. From the first trailer for D2, Ikora, Cayde and Zavala are discussing the fact they can't communicate with the satellite system, which likely means the Cabal shut them down (probably by obliterating them, I mean, come on, it's the Cabal...). If we can't communicate with them, Rasputin wouldn't be able to either, rendering him practically useless.

Surely that should have warned us that something was afoot, no?

Not necessarily. The trailer goes on to show a major storm, interfering with comms everywhere. If comms were being broken by the storm, that could easily have been the reason given for the lack of communication with the satellites. Now don't get me wrong, the storm is highly irregular, but in the scheme of things, especially considering that at that time we didn't know the Red Legion had mobilised against us, we wouldn't have thought it to be anything more than a freak weather event. This is sci-fi land, where an extra terrestrial being made Venus, a ridiculously hot planet, inhabitable. It's not exactly out of the question.

Alright, but we do have Stormcallers. Why didn't they realise it wasn't a normal storm?

Good one! This one I only came across today, and it poses an interesting proposition, but one I believe there's still a counter for. We're not the only ones who can use elemental energy.

This is a little bit further out in the land of theory-crafting, but I believe I have the right of it here. Look at all the enemies we face in the game, and look at ourselves. We channel elemental energy in the form of Supers, and sometimes are able to infuse that energy in to other things (Voidwalker grenades, burning throwing knives as examples). Most enemies use elemental based weapons. But some do something slightly different, and can channel elemental energy. Wizards fire Arc energy at us, Ogres fire Void blasts. The Taken are also very good at channeling elemental energy, but that's neither here nor there. The ones I want you to look at is the Psions. The Psions are a captive race under the control of the Cabal, and though they fire solar guns at us, that's not the MO I'm looking at - that goes to the Arc shockwave. So we know the Cabal can use Arc energy. We know they have a captive race, who, at their best are very powerful, especially in a group (Psion Flayers, anybody? And what about the Shield Brothers Strike, where they come out in a gigantic group on Fresh Troops and Arc Burn week?). It's not so out there to think that the Psions manufactured this storm, and they did it by manipulating Arc energy in much the same way Stormcallers can, which lends credence to the fact that the Stormcaller order didn't pick it up.

We also had a Dead Orbit fleet. Where the f... were they?

This one I don't have a great answer to, but I do have something, at least. The Dead Orbit fleet is referred to many, many times. We never actually see the damn thing. And we all know that the factions are vying for power - why wouldn't they exaggerate their fleet to create a bigger influence in the Dead Orbit name?

But that's a sidebar to my main point. My main point here is that we knew about the attack almost at the exact moment it happened. The Cabal fleet was in firing range of the tower by the time we saw it as we see in the trailer. Zavala only just manages to save some people in the short amount of time he has (his super has been charging for 3 years now, unsurprisingly it's a strong bubble /s) before the first Cabal projectile hits.

With this in mind, how long did the DO fleet have to mobilise. Seconds, minutes at best. It's highly likely that the factions played no part in this war, simply because there just wasn't time for them to get in to it. We've seen the swiftness of Ghaul's attack on the City. We've seen how quickly he takes the Traveller's light from us. The factions in general, and Dead Orbit specifically, just simply didn't have the time.

But we killed a God-King who had a bigger and more powerful fleet!

We killed a God-King, yes, but don't fail to notice that he was significantly weakened and driven mad with revenge. When we killed Crota, it drive Oryx mad, but also dealt him a heavy blow. By the logic of the Worms, one of Oryx's biggest tributaries was broken, which means his power was much less than it could have been. Now, if he had sat back, repaired the lines, let his Worm feed again, maybe led a conquest on to a much smaller, weaker race and conquered them, he would have been very significantly more powerful. We're lucky he gave in to the revenge tendency.

And secondly, let's talk about his fleet. We don't actually know the size of the fleet, but it was large. Probably on par, or bigger than the Cabal fleet. But look at what happened when they entered the system - the Reef stepped in and dealt a few counter blows of their own. The Harbingers were released upon the Hive and it took out a whole bunch of the fleet, the Reef ships, led by Prince Uldren, did some more damage. His entire fleet was essentially neutralised and forced to stop in Saturn's rings by the time we even got close. Add to this that they were also fighting with the Cabal on the Dreadnaught itself, and you have a whole bunch of shit that Oryx was dealing with while being consumed by rage and revenge, coming after us. His fleet, for this reason, is incomparable with Ghaul and the Red Legion.

And there's more. Ghaul prepared. For the entire time we've been in the Destiny universe, we've been in sorties with the Cabal. We've taken a few outposts out, killed a couple of generals here and there, and the biggest sleight was killing the Bond Brothers (all three, don't forget, one of them was Taken by Oryx, and we killed him in the Regicide mission too...) who were in the employ of blowing the shit out of the Dreadnaught. Throughout all of this, we haven't really encountered a massive Cabal stronghold, we've seen scouts and that's about it. And what do scouts do? They report everything back. Look at all the Grimoire cards that support this. Most of the Cabal grimoire is their reports back to... someone (who we can probably assume is the Emperor, with Ghaul being privy to those reports). This is the first real show of Cabal strength, but they know their enemy at this point.

Finally, to this point, and this more ties with my last point more than Oryx, but the Outbound Signal mission tells us specifically that the Cabal have contacted their Emperor. Although it's true that this was done to give them warning about Oryx and his legion of Taken, it's reasonable to think that they'd worry a lot about the people that take out that exact threat that consumed their base on Phobos so easily.

But once again, we killed a Atheon, Crota, Skolas, Oryx and Aksis! Guardians are stronger than this!

I love this point. We is a collective term, and it's incorrectly used here. You are the hero here, along with your 5 fireteam members that took on the raid. That makes 6 incredibly powerful Guardians, the likes of Toland, Osiris, Dredgen Yor, Shaxx and the rest of the legendary Guardians out there. Every other Guardian is not as strong as you canonically. I am not in your universe, neither are my other two Guardians, or your other two Guardians. You and your fireteam are the A-squad. The likes of Eris Morn and her fireteam, Kabr and his fireteam, and everyone else who failed where we succeeded are the B-Team, and most of them don't exist any more. Everyone else is leading short sortie missions, some strikes, and a few patrols. They're not the ultra-powerful end-game beaters that you are. That's why you go and Raid, and face the ultimate threats, not these others. Don't compare all other Guardians to your own - the only ones even close to being equal to you and your fireteam are the Vanguard, Saladin and Shaxx. Efrideet, too, if she'd pick up a damn gun. (Probably a couple others that I missed, but you get the point, they're finite in number).

A few supporting links, and stuff...

Homecoming Trailer

Noru'usk grimoire (Oryx being mad, not powerful)

Rasputin Grimoire cards, for anyone interested

I'll add more to this post if I think of more, but I'd be interested in your comments, too. Happy to answer any questions you have if I can.

[Edit] - Changed my description of Venus. My bad, I got it wrong.

submitted by /u/TijoWasik
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GETREKT 2 The UK's First Live Destiny 2 Event

Posted: 22 Jun 2017 08:44 AM PDT

GETREKT 2 is the sequel to the hugely successful GETREKT, the UK's biggest Destiny live event and Tournament. In 2016, 130 Guardians gathered to celebrate the Destiny Community, and this years event is an ambitious 2 day festival featuring a social tournament and a competitive event powered by AN00BIS and Farcognitions!

Check out the promo trailer here! https://www.youtube.com/watch?v=01kV2u9E_Q8

NOW FEATURING DESTINY 2!

DAY 1: Social Event and Casual Tournament (including a mix of PVP and PVE activities). Take a stroll down memory lane as we race through Destiny's history and test your skills in a variety of PVP game modes.

NOW FEATURING OPEN BETA DESTINY 2 PLAY ON PS4!

8 teams on XB1 and PS4 required

"Guardian Down After Party"

DAY 2: Competitive PVP event partnered with Farcognitions! Test your skills in the Ultimate Destiny 1 live tournament experience in a double elimination fight to the death! CLAIM YOUR THRONE!

To celebrate the launch of Destiny 2, all those who have purchased a competitor ticket will have the option to take part in the INVERTED SPIRE STRIKE RACE ON DESTINY 2!

8 teams on XB1 and PS4 required

We will be partnering with the Thinktank Science Museum in Birmingham, in an attempt to raise money for the Birmingham Museum's Trust with all proceeds going to charity!

You can attend as a competitor or just as a spectator, to take in the atmosphere and share a few drinks with like minded Guardians.

Special guests include content creators such as MyNameIsByf, LeahLovesChief and Meganyy!

For details follow us @an00bisgaming

Thank you to our sponsors Multiplay for providing the consoles and monitors for the event!

*TICKET TYPES: EACH TICKET GRANTS YOU ACCESS TO 2 DAYS OF DESTINY FUNTIME.

*YOU WILL ONLY BE ALLOWED TO COMPETE ON ONE DAY OF THE EVENT, SO DECIDE WHETHER YOU WANT A CASUAL OR COMPETITIVE EXPERIENCE!

*IN ORDER TO ATTEND YOU MUST BE OVER THE AGE OF 18 (16+ attendees must be accompanied by an adult)

*IN ORDER TO COMPETE YOU MUST HAVE A FULL FIRETEAM OF AT LEAST 3 MEMBERS UP TO A MAXIMUM OF 5 (you will be expected to rotate in team members as only a max. of 3 can compete in each event)

Further event details can be found at www.an00bisgaming.com and on Twitter @an00bisgaming

submitted by /u/aN00BisGaming
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Tower Thought- Oryx takes the living, the Traveler takes the Dead.

Posted: 22 Jun 2017 10:51 AM PDT

I think theres a duality here. The traveler gives light to the Dead and makes them guardians of the living. Oryx takes the living and turns them into Taken Zombies. The light and the Darkness.

submitted by /u/RedWarBlade
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Melee Only Titan - best alt ever?

Posted: 22 Jun 2017 12:54 PM PDT

I was solo queueing some Zone Control last week, and got matched with a uniquely named ally. He topped our team's leader board, going 22-16 with a 1.38 KD. And his name? MELEE-ONLY-TITAN. And the map was Shores of Time. I took a pic of our match on Destiny Tracker (I'm pvt_gitsome):

http://imgur.com/DL01e3j

I chuckled when I saw his name, then a few minutes later, I get a msg:

http://imgur.com/ubNxAST

I checked his stats, and sure enough, as of now MELEE-ONLY-TITAN has 3,747 melee kills and zero everything else.

http://destinytracker.com/destiny/character/ps/melee-only-titan/2305843009427096467

Not only is this probably the most hilarious alt character I've ever seen, it's also kind of a sad commentary on the state of the meta. Yes, a melee only striker titan can maintain a positive KD, average 13 kills per game, and go 1.36 on Shores of Time.

Here's to you, MELEE-ONLY-TITAN!

submitted by /u/Technoclash
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Crucible Derps for your enjoyment

Posted: 22 Jun 2017 10:35 AM PDT

Hello, everyone!

I decided to start a new series on Youtube based on my absolute awfulness in the Crucible! Please enjoy. I'm not great... Spoiler alert.

Please let me know what you think! I titled it episode 0, because it's more of a test run of the idea. Thanks guys!

Video Link!

submitted by /u/DestinyDispatch
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The evolution of “The Darkness” and how it impacts the past and future story of Destiny

Posted: 22 Jun 2017 09:00 AM PDT

So what's up with The Darkness? It has come up a great deal lately, mostly surrounding it's "removal" from the game. It's not being removed, per se, but rather being refined so that it represents what is basically a single entity or faction. As Luke Smith recently admitted, they really didn't know what it was at the beginning either, so it was used as a rather nebulous concept that really didn't mean anything – a generic "all your bad guys are belong to us" term applied to any non-human race.

That didn't really make sense, as the Fallen/Eliksni were also visited by the Traveler and had their own golden age. By all accounts, this was destroyed in a manner identical to humanity's golden age, in what they called "the whirlwind." The Fallen aren't servants of the darkness any more than we are, they just want the Traveler back but are kindof being dicks about it.

In the Kotaku interview, Luke Smith says this:

We didn't know what it was, and we, for a period, we chose [that] we're going to lump all the races [in together], and you see this in the tooltips in the game. "Minions of the darkness." And we had taken all the races and said, "Ah, they'll just be The Darkness." But that's not what the IP deserves. It's like, literally not.

So in D1 the darkness was basically just another word for "evil". Darkness zones were anywhere our powers were diminished, presumably as the Traveler's light couldn't penetrate the places where evil held sway. The darkness consumed us when we failed. It was everywhere and nowhere at the same time.

Like a lot of things from Vanilla, they were unsatisfied with such a vague story element, as honestly we all were. Everybody wanted to know what the Darkness is, but nobody really did. So what's changing? Is the darkness "gone" now? Is D1's story getting trashed wholesale to get rid of all that?

This is discussed better in Game informer (emphasis mine)

"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."

So, no major retconning necessary, they're just cleaning things up. Mark Noseworthy says this in the same piece:

"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."

Conclusion: As some of us have long suspected, the identity of the Darkness was actually revealed during TTK, in the Books of Sorrow. It's personified here: "The Deep itself," the antithesis of the Traveler - The guy behind the guy behind the guy (Oryx).

The source of the power of not only the Hive, but the Worm Gods as well. The Hive/Taken are his minions, nobody else. Not the Cabal, and certainly not the Fallen. The Vex? Well… they did draw some power from the Deep, that thing in the Black Garden still fits in the new definition of "darkness" too. So they are a grey area, though they don't actually serve the darkness directly and have been fighting the Hive for thousands of years.


Sure, Darkness zones are gone, as is being "consumed" by the darkness on the wipe screen. The Cabal don't serve the darkness, so that's not what's going to happen to us during the D2 raid. Instead, our light fails. It's just different nomenclature that actually makes sense this time.

The Darkness, however, still exists, still (presumably) caused the collapse, and still is ultimately the source of the power the Vex were worshipping in the Black Garden. What's happening is that we actually know what the Darkness is now, and it will be explored further once this whole Gary thing blows over, either in a D2 expansion or (less likely) D3. What is the nature of the Darkness, then?

In the parlance of the Hive, The Darkness is The Deep, and The Light is The Sky. The Traveler is a God of the Sky, but whether or not she is actually "The Sky" with a capital 'T' like the entity Oryx speaks to in the card above, or more akin to the Worm Gods, a conduit to The Sky, is not currently known. I suspect she is on par with The Deep since she was able to push it back to prevent the complete destruction of humanity and give time for her ghosts to create us to continue the fight. But that's just my opinion.

So in a way, we are the Sky equivalent of the Hive, just without that pesky vampire parasite part where the worms eat the Hive if they don't kill enough things. This is the key difference between the two factions: The Sky gives, The Deep takes.". The Traveler gave us power, while the Deep forces the Hive to take it from their victims, like a pyramid scheme. Same with the Taken - Instead of forming alliances, Oryx "takes" his enemies and forces them to fight for him.

The Sky gives power and knowledge freely to help others, and alliances (like the Ecumene) are encouraged so everyone can work together to bulid ever greater civilizations. The Hive, on the other hand, are a death cult; treaties are a sign of weakness in their religion. Either they kill you or you kill them, those are the only two options. Oryx himself wonders if he is a nihilist, since "all I do is break things." In the philosophy of The Deep, survival, and being the strongest, is the only goal. If I can kill you, you don't deserve to exist::

If a civilization cannot defend itself, it must be annihilated. If a King cannot hold his power, he must be betrayed. The worth of a thing can be determined only by one beautiful arbiter — that thing's ability to exist, to go on existing, to remake existence to suit its survival.

So that's the Darkness, and where we are now. D1 was (mostly) about Darkness. The identity of the Darkness is now known, and not all alien races are a part of it. D2 is about the Light. Ghaul wants it, and does not (consciously) serve the darkness, so there's no darkness zones in D2 and the darkness is not consuming us when we wipe. But it's still around, waiting.


TL;DR: The Darkness is basically the Hive's pantheon of Gods. They will be back.

submitted by /u/John_Demonsbane
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If we get another ARG, when would you expect to see it?

Posted: 22 Jun 2017 07:44 AM PDT

I am getting the sense that Destiny likes using ARGs to hype their game leading up to content drops (Alpha Lupi, Rezyl Azzir, Owl Sector). If we get an ARG for Destiny 2, would you expect it in the week leading up to the Beta or the week leading up to launch?

submitted by /u/jlewis10
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Most rediculous titan smash I've ever seen

Posted: 22 Jun 2017 10:59 AM PDT

Inside Bungie: A historical look at the company’s game design mentality, and their frustrated, glorious ambitions [Article post + summary]

Posted: 22 Jun 2017 10:38 AM PDT

Hi everyone!

This is a quick review of the "oral history of Halo" compiled by Stephen Haske over at Halo Waypoint. I swear I'm not wasting your time: even though Halo isn't Destiny, and the Bungie of 1998 isn't the Bungie of 2017, reading this piece had me thinking, over and over, "Oh, so that's where their heads were at when they fucked up XYZ that one time!!" I came away feeling that our Bungo overlords were a lot less mysterious and ineffable than I'd thought, and that I understood their perspective much better than I had before. Think of this article as a flanking maneuver on Deej, in other words.

The super-duper tl;dr is this: Bungie has spent 20 years now dreaming up gigantic, beautiful sci-fi FPS games that feel both mythological and very human. They keep trying to make these games perfect in every way: music, visuals, gameplay, story and lore, replayability, pacing, balance and fairness, competitiveness, originality…they want to have it all. And so every single time, they bite off more than they can chew. And every time there are complications, whether it's a late-stage upheaval in story or art direction, an out-of-nowhere shift in publisher demands, or a clash between team leads. The result is a bizarre mix of game components polished to perfection and game components that are just flat-out missing.

 

Sound familiar?

 

The article is about 35,000 words long, and it's entirely made up of quotes from the developers themselves, after a short but excellent intro. It covers everything from OG Halo up to Halo: Reach in a lot of detail, with a lengthy epilogue for 343 and some asides about Destiny.

It's full of juicy details and fun facts, but what's really striking is how much the dev's comments about company culture and design philosophy seem to explain how Destiny has turned out, from the insane pre-release hype to the incredible gameplay and mechanics, from the mess that was release-day Crota's End right on up to Schreier-gate. It all fits with the Bungie portrayed in this piece, and I don't know if that's because I want it to fit and have an over-active imagination, or because they've hired people with similar creative energy, similar work ethics, and a similar tendency to dream a little too big. My honest guess is that it's a little from column A, a little from column B.

 

If this sounds like your kind of thing, then you've got to go read the whole article - it's just so damn good. In case dissertation-length journalism isn't your idea of a good time, though, I've compiled a highlights-only selection of r/DTG-relevant quotes from across the whole dang thing.

 

Enjoy, guardians :)


 

Halo: Combat Evolved

  • Joe Staten: "It wasn't even clear that there was going to be a story at the beginning. It was a simple multiplayer game to begin with. Like a lot of Bungie games, that's where prototyping starts and how they find the fun."
  • Marcus Lehto: "We tried all kinds of multiplayer stuff. Jason wanted something like a hilarious super jump where the longer you held crouch, the higher your jump would be. So you'd let go and fly 300 feet. We had all kinds of crazy interactions, and we thought, "Alright, we're all having fun here, so something is right.""
  • Jaime Greisemer: "The reaction was amazing. I think we kind of blew people's minds about what was possible in a shooter, so they were really excited. And then we sucker punched them [by ditching Mac and going over to Xbox]."
  • Marcus Lehto: "We had an insanely short period time to figure our shit out—to actually convert Halo from a third- to first-person game and build a real world. I swear, it was like nine months...There was no way we would be able to build everything for the story, which worried us. We were up against a very hard deadline. So I floated the idea of reusing some of the environments—and we shamelessly reused at least three or four, played through backwards and modified a little bit. But we really needed to do it…We knew what we had to leave behind, because we just couldn't finish it otherwise."
  • Joe Staten: "My entire time at Bungie, I was the duct tape guy. A level would get cut: Can you put some story duct tape over this giant gap?…I can't remember how many levels were cut."

Halo 2

  • Jaime Greisemer: "We tripled everything. The engine was torn completely apart—for the first year of Halo 2's development, we couldn't play it, which makes it impossible to make any real progress…"
  • Marty O'Donnell: "They had taken a gamble on what I think was called a stencil lighting model...Then we had the famous Halo 2 demo at E3 2003…when we came back we realized: we can't ship this. It wouldn't run. There was no way we could do the whole game this way. It was a huge, horrible realization that the entire plan that had been worked on for two years was basically going to be thrown out…Jason brought Paul over, and they went into a little room called the clubhouse with Joe Staten to come up with the new plan for what Halo 2 was going to be…and the team was like, "Okay, what's going to happen now? What are we going to be working on?""
  • Joe Staten: "Then we just plowed ahead, much like we'd done with Halo, with one notable exception. We ordered ourselves a giant sandwich, took a bite but didn't realize exactly how big it was before we started in. And we did that across the board, technically, artistically, and story wise. But of course, we didn't figure that out until way too late…We ended up completely cutting Halo 2's third act, which was brutal and horrible, and something nobody wanted to do."
  • Marcus Lehto: "…Halo 2 didn't really wrap up right. It kind of left you dangling on a thread. It felt disjointed…We were obsessed with detail and with quality overall, so whatever we were going to ship, we knew it was going to be something that played well. But we all knew what it could've been, had we actually had our shit together."
  • Marty O'Donnell: "If you search for "worst endings in the history of video games," you'll see Halo 2 right up there…I could not believe what we were doing. But we had gotten ourselves into this bind, and there was no way to change it…The famous Halo 2 crunch was so bad. We had to renege on so many promises. And this is such a typical Bungie story, as it happens over and over again. We just couldn't deliver." [Note: this is one of the people who stayed through to Destiny...]
  • Paul Bertone: "I became mission design lead. We basically started a complete redesign of the campaign about a year and a half in, a very silly Herculean effort…There would be mornings I'd wake up at home and not remember how I got there, and many others where I'd wake up at my desk, or somebody else's."

Halo 3

  • Max Hoberman: "The single-player game was such a mess up until the very end—Jaime and Jason (Jones, Bungie co-founder) were rebalancing all of the weapons in the campaign for the two weeks before it went gold. Unfortunately, the weapons were shared with multiplayer, and it broke the game…I spent an entire year of my life trying to figure out how to get feature parity with Halo 2 in the online feature set [party chat etc.]."
  • Jaime Greisemer: "The Halo 3 story was written by a bunch of guys in the middle ground saying: "I want to do it this way but I can't explain why, and I'm not sure my idea's better than yours so I'm just going to defend it loudly.""
  • Paul Bertone: "We were just trying to figure out the game…and there were probably 70 or 80 people on the team at that point. It was just too hard to be creative…We'd have a creative meeting, everyone talks to their people, and they get feedback. It comes back, then we talk about the feedback, then the feedback goes back in and out. Then a couple weeks later maybe we've made some progress, maybe not…I was mainly just sitting in meetings."

Halo 3: ODST

  • Marty O'Donnell: "People would think, wow, for a $30 expansion pack, this is almost as good as a full-fledged release. We had Halo 3 in the title so everybody knew it was an expansion pack, and for an entire year of talking about it to the press we'd say, "Yeah, this is a campaign expansion," and tell them to expect some extra fun in the Halo 3 engine."
  • Joe Staten: "But the Microsoft Xbox leadership looked at what we had and said, "Hey, this is bigger than DLC, and we want to charge $60 for it.""
  • Marty O'Donnell: "We were on our knees, begging them not to do that. Now we were over-promising, with the threat of under-delivering. It was the opposite of what we wanted. It'd be a gem at $30. But as a major release, it was going to get dinged. And it was."

Halo: Reach

  • Marty O'Donnell: "Meanwhile, we were building a brand new engine for Reach, which was going to cause the same problems it always does when you don't have the tools and technology finished and the content creators are pulling their hair out because they don't know how to use the engine."
  • Paul Bertone: "For content creators and designers, a new engine is a massive upheaval. You spend the first year and a half of the project not being able to do any work that you truly feel confident about making the final game. As technology changes, you've got to rebuild environments, characters, and re-assess your design. There's a lot of needless churning."
  • [All three games on the Halo 3 engine are badly represented by these quotes, and H3 in particular is probably the most widely-worshipped FPS game ever made (?) - but I'll let you read about it on your own.]

BONUS! Halo 4 by 343

  • Max Hoberman: "As far as I could tell, from the information I gathered, they had done a pretty serious reboot on what Halo 4 had been…"
  • Kiki Wolfkill [343 franchise head]: "I think Ryan originally had a different vision for Halo 4. He had some really amazing and expansive ideas, and injected a lot of fresh and valuable perspectives into Halo, coming from his Metal Gear background…"
  • 343 Hired Ryan Payton just a couple of months after he'd shipped Metal Gear Solid IV
  • Ryan Payton: "I challenged myself and the team to think differently about what a Halo sequel could be…To give you an example of the kind of creativity that I'm interested in, you know, Halo is 90 percent shooting. [So] what more compelling territory can we explore then, in mission 5 of Halo 4, [if we] have no shooting?…It actually got a lot of pushback, obviously we never ended up shipping that mission...I was full speed ahead on the project for two years…Then one day I was informed that I was no longer creative director. Effective immediately, I was now narrative director, in a diminished role, and not managing the design team. That was a hard day."
  • Josh Holmes [the new lead]: "I was coming in, trying to understand what pieces were in place with the experience, what the goals were for the game. I was taking a lot of ideas that had been set in motion and boiling them down into something that was practically achievable."

Destiny

  • Jaime Greisemer: "I eventually worked on pre-production for Destiny for almost four years, and then left….the stuff that I was working on doesn't have a lot of resemblance to what Destiny became…Once ODST and Reach shipped, all of a sudden the Destiny team was up to 300 people. I was having less and less impact and the game was veering more and more toward Halo, which was more comfortable for them in a lot of ways. Originally it was this third-person fantasy co-op game, but it would click closer and closer to Halo every few months."
  • [That guy is the ultimate author of the H:CE, H2, and H3 sandboxes. Bring him back for chrissakes.]
  • Marty O'Donnel: "Jason for the most part had very little to do with Halo 3, almost nothing to do with ODST and very little to do with Reach. He was starting work on Destiny because we convinced him to. He was thinking about what else he wanted to do, and travelling a lot. All the while, he was still a Bungie employee. Because, you know, we had convinced everybody that all the magic sauce came from Jason."

Conclusion

  • Stephen Haske: "Halo may have spawned a legion of fans on the back of its legendary shooting, but across a number of interviews I did with Bungie vets, I was told it isn't how they see the series' core. Instead, as former Microsoft Games Studio head Ed Fries puts it, the games at their best are "vista moments"—evocative and hard to pin down, and maybe best encapsulated by the camera slowly tracking out above the bluffs in Halo 3's debut trailer [your first Atheon takedown in Y1], Master Chief diminishing in the weight of the moment. That there's an emotional core entombed somewhere under the stratum of dropped bullet casings and alien corpses is no secret among many the series' many architects."
  • Too fucking right Steve.

Seriously, read this thing

(Edits: added H3 trailer link and some JG appreciation, fixed two of what're presumably many typos.)

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That was interesting chain of events that unfolded

Posted: 22 Jun 2017 12:14 PM PDT

https://youtu.be/EwLrPOomlIQ

Idek what Im doing at this anymore. I just do shit that seems interesting

submitted by /u/Multirman
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Proof (to me) that Destiny is truly a good (if not great) game

Posted: 22 Jun 2017 01:25 PM PDT

IMO simply the fact that a game can sustain such a robust community on Reddit (and other forums) is proof enough to me that Bungie was successful in creating a good if not great game.

I'm not just talking about people who comment on their love for the game either. If you have people passionate enough to actually get salty about every little thing/change/quirk in the game, it means they care.

Bad games don't get people to care, they just languish in irrelevance.

submitted by /u/TouchdownJeebus
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Interview with Destiny 2's PC devs: why didn't anyone realise arcstrider will be called poledancer, will voidwalker become a roaming super and what's happened to HMGs?

Posted: 21 Jun 2017 02:37 PM PDT

It's gonna take Gary a long ass time to steal our light if he's gotta hop from instance to instance in the Tower and take us out 16 at a time...

Posted: 21 Jun 2017 12:05 PM PDT

Don'tcha think?

Edit: First time on the front page! Hi mom!

submitted by /u/Zergrys
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Hi guys, TL;DR - Loved Bungie's Halo franchise, but never played Destiny 1. Any "raw playthroughs" on youtube you guys would recommend?

Posted: 22 Jun 2017 12:17 AM PDT

Hi guys, I've been traveling to Asia a ton since 2012, so I never really had the time to pick up an Xbox 360 or PS4 and play the original Destiny. Consoles on this side of the planet simply are not as popular as gaming PCs. I was always a fan of Bungie's Halo series (please note that I said, "Bungie's" Halo series, as I've not played the Halo games 343 productions made).

How much do I miss out on just by watching playthroughs of Destiny 1 on YouTube? Is there a "Legendary Ending" like there was with Halo 1? Am I missing out on much by not playing Destiny 1 and going straight to Destiny 2?

EDIT: I ask because When I first went to China 9 years ago, a friend of mine said he had played Halo 1 and Halo 2 for PC, but he had never actually played Halo 3. I said to him, "If you want to play Halo 3, you basically have to buy an Xbox 360."

submitted by /u/BreAKersc2
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Fanart for a friend.

Posted: 21 Jun 2017 11:48 PM PDT

http://imgur.com/PqdRMbP.png

Resolution's weird because it's built for his monitor. Apparently it's smaller than normal.

submitted by /u/Sidhepock
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Daily Thread - Lore Thursday [SPOILERS AHEAD]

Posted: 22 Jun 2017 06:00 AM PDT

Welcome to Lore Thursday! Let's discuss the lore and story in Destiny.

Be sure to sort by new to see the latest questions!

In need of more Destiny Lore? Come visit /r/DestinyLore!


Rules



You can find the full Daily Thread schedule here.

submitted by /u/DTG_Bot
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Who are your Guardians?

Posted: 21 Jun 2017 08:41 PM PDT

With D1 coming to a close, I thought it'd be interesting to see if anyone has in-depth ideas of who their guardians are. Names, personalities, likes/dislikes, favorite loudouts, etc. I had only really thought about it before in passing, but I decided to really think about it and here's what I came up with.

Wolfgang-99: The exo warlock. A quite, contemplative voidwalker. Master strategist in the crucible and expert in all things vex. Highly intelligent, but prefers to learn through experience, and doesn't enjoy being stuck in a library. Highly enjoys indexing alien species for study and analysis. Wouldn't be caught dead without his Red death.

Vez: The Awoken Hunter. The leader of the group who lives for the thrill of the hunt. Her marksmanship skills are unparalleled, and her abilities in tracking and stealth make her an expert huntress. Would prefer to put a bullet through a problem's skull from a mile out rather than face it head on. However, still leads the team in the heat of combat with fire in her heart and First Curse in her hand.

Tomyris-30: The Exo Titan. A striker titan through and through. Hates plans, hates alien scum, loves charging into battle shotgun first, loves shooting first and asking questions never. Claims to be a descendant of a corrupted war mind, and very well may be. Fierce fighter, and fiercely protective of her fireteam, especially Vez. Sleeper Simulant is a favorite of hers, reminding her of her supposed heritage.

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