Destiny Beta Arrives Early 2014, Called a “Massive Undertaking”
It’s starting to hit me. Bungie is back. And what they’re bringing with them is best quantified between “pants tightening” and “mind blowing.” That’s right: it’s pants blowing.
Though, some waiting is required before the world races into Bungie’s MMO-FPS hybrid, Destiny, due out sometime in 2014. But!While supplies hold out, your pre-order at a participating retailer gains you access to Destiny's beta planned for the Spring. Bungie community honcho, Eric Osborne, labels the beta a “massive undertaking,” and I'm inclined to agree. The beta, which will be available across all platforms the game is on, encompasses way more of Destiny's open-world than a paltry few disjointed sections.
"The Destiny beta, in many ways, is being treated like a full product launch,” said Osbrone in an interview with GameSpot. “We can’t just carve out three competitive multiplayer maps this time around. We’d only be gathering data on one facet of the overall experience — one that is the least resource intensive and most well understood by our team. Destiny demands more.”
Bungie wants to include rich, sprawling destinations in the beta for you and your friends to explore, introducing players to the core emphasis on discovering unique story elements, treasure, and engaging in “face melting action.” More importantly, Osborne wishes to stress test the game under the harshest conditions imaginable: by slamming Destiny into a wall of human interaction.
We can, and do, perform a lot of small to large-scale testing, but nothing beats a turbulent sea of gamers smashing up against our code, services, and content,” says Osborne. “No amount of prediction or intuition can account for the delightfully random human element that will ultimately define Destiny.”
Destiny, the first title out of Bungie’s doors since 2010’s Halo: Reach, releases for the PS3, PS4, Xbox 360, and Xbox One next year, and is the first part of a proposed ten year cycle for the sci-fi franchise.
Check out this absolutely pants blowing trailer for the game called The Moon.
Assassin’s Creed IV Trailer Sets Up the Perfect Nautical Heist
Though the bandits of the high seas never seem to fail at capturing our imaginations — “Yo-Ho” pirates I mean; modern pirates would sooner hold you hostage than your imagination — their portrayal in pop culture as of late doesn’t quite jive with history. Somehow, heavy doses of mysticism and heavier amounts of eyeliner are what comes to mind when you say pirate.
That’s part of the reason I want Black Flag so badly. Assassin’s Creed, by its very video gaming nature, must take liberties with historical accuracy (you won’t find Ezio and Altair in the history books, sorry for the harsh reality check), but its devs assure us their pirates are right on the money. A producer’s comparison of Black Flag's cast of gloomy, galleon storming misfits to the Sons of Anarchy keeps bouncing around in my head.
Just the tone that sets has me sold on the narrative — which, glimpsed in this trailer, appears to have an extra touch of the cinematic — and it doesn’t hurt that every single person that’s demoed Black Flag immediately has a laundry list of praise to for it.
North American shores see the 360, PS3, and Wii U editions of the game on Oct. 29th, the PS4 version on launch day Nov. 15th, the PC version on Nov. 19th, and the Xbox One edition on its launch day of Nov. 22nd. You get all that?
"I’m already exhausted from being involved in the console war (laughs). Metal Gear Solid V is being basically developed on PC. That’s the meaning of multi-platform, multi-generation, multi-device. It was originally planned to be made for the current machines.”
— Hideo Kojima, translated from Dengeki Online
This early out, more than several third-party titles slated for both the PS4 and Xbox One are being developed on high-end PC’s first. Some publishers, like Ubisoft, say the PC counterparts of PS4/Xbox One games will undoubtedly house “next-gen features.”
In Metal Gear Solid V's case, Kojima admitted the game's presence on both current and next generation systems may cause the game to look somewhat…dated. “Fox Engine was created with the current generation in mind,” said Kojima. “Maybe with other games that are being created exclusively for next-gen it might look a little behind.”
Kojima Productions still managed to squeeze out 60fps for MGSV on next-gen, so high fives all around.
Even while we sleep, we will find
You acting on your best behavior;
Turn your back on mother nature.
It’s my own desire; it’s my own remorse.
Help me to decide. Help me make the most
Of freedom and of pleasure.
Nothing ever lasts forever.
Everybody wants to rule the world.
Anyone miss this Columbian, semi-transparent, semi-innocent bystander to Booker’s savage exploits, yet? I dooo.
Finally. Done. For the gift book to Ken Levine and Irrational.
Much to my unwittingness, last week’s debut of Mortal Kombat: Legacy's sophomore season didn't just see the first episode posted online — the whole damn ten part arc launched at once. I was of the expectation that it'd once again have the staggered release schedule season one did.
To hell with my expectations. You’re able to down the whole affair in one sitting, like I did, starting with Episode One.
To reiterate, Legacy's first run of episodes impressed the pants off me. I didn't care about blasphemous character reinterpretations or sudden budgetary dips. The series was stylish, thoroughly chocked with TV-MA action, and got way closer in spitting distance of the source material than 1995 and '97's royally cheesy film adaptations.
So. Is Legacy’s second season a flawless victory? Short answer: no. Long answer: hit that Read More.
The Evil Within - Extended Gameplay Video
Man, these ex-Capcom employees are on a rampage. First Keiji Inafune decides to make a “spiritual successor” to Mega Man that looks more like Son of Mega Man than anything else. Now, Shinji Mikami is making a survival horror title that’s practically the Resident Evil sequel he/we always wanted.
But where our investigation of the Spencer Estate went crazy, Det. Sebastian Castellanos’ jaunt through an abandoned asylum goes psychotically batshit fucking insane. The asylum is decorated in equal parts blood and shadows. A malevolent, mute brute spends his time mincing up still moving bodies when he’s not relentlessly barreling after you with a chainsaw. The building shakes and contorts, both pulling you deeper into its madness while trapping you within it more and more.
This is hard, roving terror at its finest. I’ve got twelve minutes of gameplay here that’ll remind you survival horror once meant you were screwed from the get-go yet, irrationally, you pressed on into the dark anyway.
Resident Evil Remake’s Poor Sales Upped the Action in RE4
Survival horror just ain’t what it used to be. In Resident Evil's case — in which its modern titles each and all feature robust amounts of gunplay and even martial arts action (you'd slap me if I told you that during the PS1 era) — a marked shift away from its survival horror roots can be traced back to one pivotal turning point in the franchise's history.
Series mastermind Shinji Mikami recalls that it was the 2002 Resident Evil remake’s financial failure that goaded him to turn Resident Evil 4 into Die Hard with parasitic, pitchfork-wielding villagers. I understand; I was befuddled by this news, too. The game was lauded as a critical success, after all. But Capcom’s exclusivity deal that locked REmake onto the Gamecube (and, years later, the Wii) might go a long way in explaining the disparity.
"The Resident Evil remake is one of my favorites of the series too,” said Mikami in an interview with IGN initially about a totally different game (The Evil Within). “But it didn’t sell very well. Maybe there weren’t many people ready to accept that. Because of the reaction to the Resident Evil remake, I decided to work more action into Resident Evil 4.”
Had the remake sold well, RE4 would have been a scarier, more horror driven game says Mikami. “With Resident Evil 1, 2, 3, and all the rest of the series beforeResident Evil 4, I was always saying to the staff, ‘Scaring the player is the number one thing.’ But for the first time, in Resident Evil 4, I told the team that fun gameplay is the most important thing… That all came out of the commercial failure of the Resident Evil remake.”
Even after all these years, Shinji is still burned about RE4's dominance overREmake. “And then of course Resident Evil 4 sold really well. I have kind of a lingering trauma there, because the Resident Evil remake didn’t sell — much more than people would think.”
My, my, our RE creators are having themselves a walk down memory lane as of late. Not too long ago, Hideki Kamiya was reflecting on how he very nearly ruined the hell out of Resident Evil 2 (the game was restarted from scratch at Mikami and team’s insistence even though the original build neared 60% completion). Can’t wait to hear in another decade just what the hell went awry with RE5 and 6. Keep an eye out for that article come 2023.
Keiji, you miraculous motherfucker.