Destiny 2’s “followable” campaign tells the story of the Red War, but other tales are layered around it

originally at: http://www.vg247.com/2017/06/27/destiny-2s-followable-campaign-tells-the-story-of-the-red-war-but-other-tales-are-layered-around-it/

Destiny 2 is going to have a story you’ll actually notice happening around you – and other narratives to explore, too.

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Destiny 2 is going to have a “followable narrative”, addressing one of the most notable criticisms of the original vanilla release. A significant proportion of Destiny players could not tell you what happened in the first game’s story without a long think and six or seven wiki pages.

As such, the “inclusion of a story” is “probably” the biggest change to the formula this time around, Destiny 2 director Luke Smith told GamesRadar.

“[Destiny 2 is] actually focusing on having a followable narrative, and having a big sort of storyline, epic scenario. Layering the story content in a way we haven’t done yet for Destiny,” he said.

Smith said the main story campaign in Destiny 2 is called the Red War. This is the central storyline we’ve seen in marketing materials so far, which focus on Ghaul, a leader of the Cabal and Destiny 2’s main villain.

Giving you a single villain to battle against is an effective narrative device in gaming, and it’s one Bungie has already had a go at in The Taken King, Destiny’s 2015 expansion. Smith as one of the leaders of this team, which then moved onto Destiny 2 – which may be why 2016 expansion Rise of Iron dropped the ball a bit in that regard.

“In Taken King it’s certainly something myself and the team tried to bring in and improve. We’ve got the space in Destiny 2 to let that breathe a little,” he added.

Smith hopes Bungie’s attempts at a “cohesive campaign” will help attract new Guardians to Destiny 2, but fans of the science fiction setting will be pleased to learn there’ll be other story content, too.

“That main campaign, that’s what the trailers are about. Then, below that in the layering, you have adventures that are stories about the worlds, the planets and the particular enemies contained therein – it doesn’t directly relate to the Red War, it tells a different story, Smith said.

So we can probably expect to see more of the Fallen, Hive and Vex as we wrack around Destiny 2’s four destinations with Vanguard leaders Commander Zavala, Cayde-6 and Ikora Rey. (Hopefully that makes up for there being no Grimoire cards in Destiny 2; since vanilla Destiny was so light on story and lore, all the best stuff was locked away in these archives, and it’d be a shame to think that sort of thing was gone for good.)

Speaking of story, we know Destiny 2’s narrative teaches us more about the Light, the mysterious power granted by the Traveller and locked away by Ghaul in Destiny 2. Bungie is saving the story of the Darkness for another day, and has admitted it didn’t really have a plan for that back in 2014.

Destiny 2 releases in September for PS4 and Xbox One, with PC release to follow. As ever, anything you might want to know about it can be found in our Destiny 2 guide. Perhaps most pertinently, the Destiny 2 beta start times are available.

The test kicks off next month, so it’s definitely time to book some leave and get in non-perishable foodstuffs.

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San Diego Comic-Con Will Organize 'Game Creator Connection' to Help Game Developers Network

originally at: http://toucharcade.com/2017/06/26/san-diego-comic-con-will-organize-game-creator-connection-to-help-game-developers-network/

San Diego Comic-Con is a beast of an event with all kinds of things happening, but, surprisingly, gaming-related events aren’t usually part of it. This year, SDCC’s organizers are introducing a new event called Game Creator Connection, organized and run by professional game developers, including a former executive director of the International Game Developers Association. The organizers want this event to provide an opportunity for current and aspiring game developers to network and receive advice and mentoring. If you were to attend, you could seek guidance about how to build a strong portfolio, how to get your career going, and so on. There will be a timed rotation so everyone can get a chance to talk to the mentors there.

There will also be the Game Pitch Review, where you will pitch your game to a panel of professional game developers and get feedback on how it went. The Game Creator Connection will take place at the Marriot Marquis & Marina on Saturday, July 22nd from 1-3 PM, and the Game Pitch Review will take place at the same place and on the same day but between 11 AM to 12 PM. And you will need to have a SDCC badge to be able to participate. If you’re interested in attending, you have to email programs@comic-con.org to register. For details, head over to this website.

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SNES Classic: “significantly more” stock than NES Mini but you might only have till the end of the year to get one

originally at: http://www.vg247.com/2017/06/27/snes-classic-significantly-more-stock-than-nes-mini-but-you-might-only-have-till-the-end-of-the-year-to-get-one/

SNES Classic won’t be as thin on the ground as Nintendo’s last retro hardware, but you’ll need to move fast regardless.

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SNES Classic was announced overnight and is already doing bonkers numbers, if social media is anything to go by.

It’s not hard to see why: the retro console has a fantastic list of classic SNES games built in, and everyone’s still feeling burned by the whole NES Classic situation. The good news is Nintendo is ramping up supply this time.

“We aren’t providing specific numbers, but we will produce significantly more units of Super NES Classic Edition than we did of NES Classic Edition,” Nintendo said in a statement sent to Gamespot, among other outlets.

Unfortunately, it looks like the SNES Classic is another limited time offer, like the NES Classic Mini was.

“Super NES Classic Edition is currently planned to ship from September 29 until the end of calendar year 2017. At this time, we have nothing to announce regarding any possible shipments beyond this year,” Nintendo said.

So there you go: you’ve been warned. SNES Classic is probably not going to be on sale for long.

It’s not surprising this message is being underlined heavily: Nintendo reiterated recently that it didn’t do a good enough job communicating that the NES Classic was a limited run product.

The mini console sold out almost instantly, and was almost impossible to get hold of directly even though Nintendo extended its plans with further shipments. The platform holder then declined to produce any more despite ongoing demand.

If Nintendo’s intention with the SNES Classic is once again to produce a limited product than you’ll probably want to get a pre-order in ASAP. Be wary, though: retailers weren’t always able to honour pre-orders last time, so you’re not guaranteed a unit. Good luck!

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'Hang Line' is Like a Vertical 'Hook Champ' and is Heading to iOS and Android Soon

originally at: http://toucharcade.com/2017/06/26/hang-line-trailer/

Every once in a while a trailer comes rolling across my desk here at TouchArcade and within a few seconds of watching it I instantly think “Now THAT is exactly MY type of game!” That describes just what happened when I watched the trailer for Hang Line, the first mobile release from developer Ed Kay, who has worked on mobile and console games previously but this is his first release entirely solo. The goal in Hang Line is to shoot your grappling hook out to hook onto chunks of a mountain, most of which will just instantly start falling once you’ve hung your weight on them. This means you’ll need to quickly fling yourself from point to point trying to reach ever higher while also avoiding your everyday typical hazards like avalanches and goats attacking you. You know, normal stuff. Check out the awesome trailer.

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As mentioned in the headline, the grappling hook and rapid way in which you’re constantly shooting it out gives me a heavy Hook Champ [$2.99 / Free] vibe, except in a more vertical way. Hook Champ is a stone cold classic, mostly due to how much it nailed the core hooking and swinging physics which made it a joy to play and master. Hang Line looks like it has a similarly refined core mechanic going on, and coupled with the constant drama of falling boulders and attacking goats I’m really quite excited to give it a spin. While no specific release date is set, Hang Line is said to be “coming soon” to iOS with an Android release to follow, and we’ll give you the heads up once it arrives.

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Destiny's PlayStation-Exclusive Content Will Hit Xbox One This Fall, After Destiny 2

originally at: http://www.shacknews.com/article/100447/destinys-playstation-exclusive-content-will-hit-xbox-one-this-fall-after-destiny-2

In a blog that details changes coming to Destiny and looks ahead to Destiny 2, Bungie revealed that certain content that has remained exclusive to PlayStation 3 and 4 will arrive on Xbox 360 and Xbox One this October.

Sundry activities and in-game items were part of a timed exclusivity agreement between Destiny publisher Activision and Sony. That agreement is winding down, but won’t expire until after Destiny 2’s console release in September. “Exclusive content from The Taken King will migrate to all four launch platforms, including legacy consoles—including PlayStation 4, PlayStation 3, Xbox One, and Xbox 360,” wrote Bungie community manager David “Deej” Dague. “Exclusive content from Rise of Iron will only migrate to PlayStation 4 and Xbox One. We’ll follow up with a more exact date before it arrives.”

Dague went on to explain that while servers for Destiny will remain online even after Destiny 2’s launch, some parts of the game will go dark. The game’s final Iron Banner even will take place on August 1. On August 11, Destiny players will get the opportunity to go through one last Trials of Osiris.

Destiny 2 is slated to release on Xbox One and PS4 on September 8. The sequel will be available on PC as well, although not until October 24. For more on Bungie’s plans for Destiny 2, check out our E3 video interview with “Deej” below. Also at E3, I played Destiny 2 for the first time, on PC, which also happened to be my first time playing any Destiny game. I shared my impressions of the demo, which unfolded across one of the game’s campaign missions.

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League of Evil – Switch level editor teaser, game should release next month

originally at: http://gonintendo.com/stories/283826-league-of-evil-switch-level-editor-teaser-game-should-release

We’ve also learned that League of Evil should be hitting Switch sometime next month. The 3DS version isn’t as far along, so that will be launching at a later date.

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'Clash of Clans' Nerfing Night Witch and Battle Machine

originally at: http://toucharcade.com/2017/06/26/clash-of-clans-nerfing-night-witch-and-battle-machine/

Supercell continues to tinker with the beast that is Clash of Clans [Free], and this time around some of the newest units are getting hit with the nerf hammer. The developers have admitted that the power levels of the new units were in need of additional balancing. The anticipated changes are an HP decrease for the Night Witch along with a reduction in the number of Night Witch Death Bat Swarms from 4/6/8 to 2/4/6 per ability level. Bats spawning limit will also be reduced. All of these nerfs should have a pretty significant effect on the Night Witch’s power level.

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The Battle Machine is also going to see a nerf, with Level 6-10 HP growth reduced from 2% to 1.5% per level, and from 10 and up from 2% to 1% per level. Finally, there will not be an additional Army Cap in Builder Hall 6, since the developers felt it would make things too offense-heavy. Go here for all the details.

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Star Citizen Developer Addresses Rumors of Financial Struggles

originally at: http://www.shacknews.com/article/100446/star-citizen-developer-addresses-rumors-of-financial-struggles

Cloud Imperium Games co-founder Ortwin Freyermuth assuaged concerns from the Star Citizen community when fans noticed that the studio had taken out a sizable loan from UK banking institution Coutts. The studio’s principals offered Cloud Imperium as collateral on the loan, leading many to believe that coffers had run dry developing Star Citizen. Financially savvy readers can view the filings here (courtesy of GameSpot).

According to Freyermuth, who addressed the rumors on Cloud Imperium’s forums, much ado was made over nothing. The studio’s relationship with Coutts enables it to receive advances on tax rebates, which in turns allows the developer to avoid converting currencies to British Pounds.

“Our UK companies are entitled to a Government Game tax credit rebate which we earn every month on [Star Citizen’s single-player campaign] Squadron 42 development,” Freyermuth wrote on Cloud Imperium’s forums. “These rebates are payable by the UK Government in the fall of the next following year when we file our tax returns. [We] have elected to partner with Coutts, a highly regarded, very selective, and specialised UK banking institution, to obtain a regular advance against this rebate, which will allow us to avoid converting unnecessarily other currencies into GBP.”

Freyermuth and his partners watch the financial market, and applied for the advance after considering which currencies make up the bulk of their income. Moreover, the Star Citizen IP is excluded from being offered as collateral in the studio’s agreement with Coutts, so there’s no concern that Cloud would lose control of its game. “We obviously incur a significant part of our expenditures in GBP while our collections are mostly in USD and EUR. Given today’s low interest rates versus the ongoing and uncertain currency fluctuations, this is simply a smart money management move, which we implemented upon recommendation of our financial advisors.”

One could argue that fans had every right to be concerned over Star Citizen’s future. The game has raised tens of millions through crowdfunding since 2012, but seems gridlocked in perpetual development. Bits and pieces materialize, leaving many players to speculate when, or if the full product will surface.

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Retro was working on an original FPS for GameCube, which was eventually turned into Metroid Prime

originally at: http://gonintendo.com/stories/283827-retro-was-working-on-an-original-fps-for-gamecube-which-was-even

Coming from a Switch Player interview with Senior Designer Mike Wikan…

“When I came on board, the Engine group was significantly behind schedule and there was no way to create gameplay demonstrables in an effective fashion. I was told, quite literally, by leadership that designers would design the game on paper, then hand it off to engineering and art to create it. In my opinion that was insanity.

When Nintendo arrived suddenly, wanting to see demonstrables of all the games that the teams were working on, only our FPS had demonstrable real-time scriptable content. Nintendo liked what they saw and proposed we adapt that game and viewpoint, but restart it as a Metroid game. The moral of the story is that if you see a problem, work to solve it; don’t assume someone else will take that responsibility on.”

Now that’s pretty insane when you think about it. Metroid Prime only exists because of a FPS prototype Retro was toying wtih. If Retro didn’t have that FPS engine to show off, Nintendo would have never asked them to adapt it to the Metroid series. We almost missed out one of Nintendo’s most beloved franchise entries!

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