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by ‘James’

Ubisoft has issued a response to the recent concerns surrounding the “parity” the studio has made for their upcoming game, Assassin’s Creed Unity.

Vincent Pontbriand, the mind who started this whole commotion by stating they shot for parity between the two consoles to avoid any “debates and stuff” was the first to issue a response. Pontbriand stated that they would “absolutely not” lower the resolution for the PS4 version, something they’ve been working on for four years.

Like before, Pontbriand cites Unity’s massive crowds and the detail Ubisoft has put into Paris as the reasons both versions are 900p/30fps:

“We realize we had also pushed for 1080p in some of our previous games, including AC4. But we made the right decision to focus our resources on delivering the best gameplay experience, and resolution is just one factor. There is a real cost to all those NPCs, to all the details in the city, to all the systems working together, and to the seamless co-op gameplay. We wanted to be absolutely uncompromising when it comes to the overall gameplay experience. Those additional pixels could only come at a cost to the gameplay.”

Assassin’s Creed Unity will be available on the PS4 and Xbox One on November 11th.

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Xbox One with the Kinect motions sensor and the controller is pictured during a press event unveiling Microsoft's new Xbox in Redmond

by Giuseppe Nelva

Microsoft’s Xbox Division head honcho Phil Spencer was interviewed by the good folks at The Inner Circle podcast, and he had a lot to say about the future of Xbox One, starting with the promise that he’s listening to feedback on Backwards Compatibility:

“Back compat is always a hot topic at the turn of a generation, and I get why, especially on 360 so many people bought so much digital content and it means that a lot of us are holding on to our 360s. I get the question. I totally respect the question. There’s nothing I can say now, but I’ll just say “I hear you.” I definitely hear you and I’ll continue to try to work to build something that can help people out.”

He then moved on to talk about the cloud, explaining what we can expect from the technology as it gets gradually adopted by developers and admitting that communicating it better with gamers may be a good idea:

“On cloud, and I don’t know, people always make fun of me when I say cloud, I need to come up with another word (laughs). Just like with dedicated servers and people playing multiplayer, but people don’t think of that as cloud because everybody does it, and I get that, but I think I looked at a stat the other day, and I bet it’s gonna be 34 to 40% of the games live this holidays are gonna be using the cloud technology that we put out in some way.”

“When you look at something like crackdown, you’re picking up something that’s trying to jump a leap ahead and do some things that people haven’t done before. Titanfall did some of this with the AI stuff that they did. […] Halo 5 is gonna be something that’s obviously making use of the technology.”

“In any kind of these technologies, you kind of do a little on the technology platform side, then you get some studio to try to use the tech, they tell you what’s working and what’s not working, the platform makes more progress, and you kinda iterate over time. […] Definitely from first party and third party we’re seeing more and more people look at the technology that we’re putting out there and use it. Maybe we should think about how to talk about it with consumers better.”

Finally, he gave a very straightforward answer on DirectX 12, that some touted as some miracle tech that somehow doubled the power of the Xbox One’s GPU, a view that Spencer doesn’t hesitate to curb with refreshing honesty:

“On the DX12 question, I was asked early on by people if DX12 is gonna dramatically change the graphics capabilities of Xbox One and I said it wouldn’t. I’m not trying to rain on anybody’s parade, but the CPU, GPU and memory that are on Xbox One don’t change when you go to DX12. DX12 makes it easier to do some of the things that Xbox One’s good at, which will be nice and you’ll see improvement in games that use DX12, but people ask me if it’s gonna be dramatic and I think I answered no at the time and I’ll say the same thing.”

Yet, Spencer explained that it’ll ease development especially for those working on both PC and Xbox One, since the API will make using the hardware on both platforms easier. He also mentioned that developers will get better at using DirectX 12 over time, and we’ll see a continuous increase in the fidelity of the games like it happened with Xbox 360.

http://www.gamersoutpost.net/

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by Chris Reed

It’s a rare game these days that offers a high level of challenge. Most popular games are carefully play-tested and tweaked to offer a gentle difficulty curve. It makes sense: if you spent years making a game, wouldn’t you want as many people as possible to experience the entire thing from start to finish?

That said, when a game comes along that uses exceptional difficulty in a smart way, it can give players a truly rewarding experience. To beat these games, you must pay attention, learn and adapt, and you can’t give up. But when you succeed? Oh man, it feels good. It feels like you’ve accomplished something — because you have.

Below is a list of some of the best challenging games that are worth the effort. These are games that pull no punches and give no quarter. They’re also games that give you a feeling of deep satisfaction when you finally do beat them.

Dark Souls (PlayStation 3, Xbox 360, PC)

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The Souls series — which encompasses Demon’s Souls, Dark Souls, and Dark Souls 2, with Bloodborne coming next year — is far and away the highest profile set of games that fit the bill of being super challenging, but worth the effort. Just the fact that these games keep coming out is proof that a substantial number of gamers crave the kind of challenge they deliver.

For my money, the original Dark Souls is the best game in the series. It’s better balanced and easier to wrap your head around than Demon’s Souls. It’s also a little better designed than its sequel. If you’re not sure if you’re up to the task, feel free to use the guides and hints you can find online. There’s no shame in that, and they’re likely to save you a lot of time and frustration as you acclimate to the series. If you find that you enjoy the game, try playing another entry in the series without assistance.

Super Meat Boy (Xbox 360, PC)

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Once you get past the fact that the main character is a squishy hunk of raw meat, you’ll find Super Meat Boy to be a surprisingly fresh take on the platforming genre. There’s no real gimmick to the gameplay here, so you’ll spend all your time running and jumping to get from point A to point B. The only problem is that deadly obstacles are everywhere. Depending on what level you’re in, these may come in the form of saw blades, enemies, or piles of salt — all of which kill you in a single hit.

This might be frustrating if not for the game’s brilliant design. Meat Boy has the perfect amount of inertia, making the controls incredibly tight. When you die (and you will die a lot), you respawn instantly at the beginning of the level, ready to try again. There’s very little punishment for your failure, which makes you always want to give the tough parts another shot.

1001 Spikes (PlayStation 4, Xbox One, Wii U, PS Vita, Nintendo 3DS, PC)

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Another game that’s designed to kill you at every turn is 1001 Spikes, a side-scrolling platformer with a very different feel from Suer Meat Boy. While all of the games on this list demand technical proficiency, 1001 Spikes requires you to play each level again and again, sussing out exactly where the danger will come from. Platforms crumble beneath your feet, spikes pop up in the most unlikely of places, and rocks plummet from the sky without any warning whatsoever.

There’s really no way to complete these levels without a lot of trial and error. That may put some people off, but if you don’t mind throwing yourself at a problem again and again, crossing the finish line can give you an exhilarating rush. No matter how good you are, there’s no way you can know where death lurks until you die.

Splunky (Xbox 360, PlayStation 3, PS Vita, PC)

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Before we talk about Spelunky, we have to talk about roguelikes. A roguelike is a game with randomly generated levels and something called “perma-death.” That means when you die, you lose all the progress you’ve made, and start back at the very beginning. The name “roguelike” comes from Rogue, the 1980 computer game that’s credited with kicking the genre off.

Spelunky is a roguelike. It’s a side-scrolling platformer made up of randomly generated levels, which means no two play-throughs will be exactly the same. The thing is, it’s a long game that takes several hours to complete, so when you die and have to restart from the beginning, it can be a little disheartening (to put it mildly). But for all you lose, you also learn a lot with every play-through. Most people who see Spelunky through to the end spend weeks or months playing before they have a chance to fight the final boss. But by the time you do, no one can say you haven’t earned it.

Hotline Miami (PlayStation 4, PlayStation Vita, PlayStation 3, PC)

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Some games have brutal difficulty, while others have brutal violence. Hotline Miami has both. This game is retro in just about every sense of the word. It has an 8-bit aesthetic (in fact, it’s kind of ugly), and a difficulty level that may make you throw your controller across the room. Thankfully, it also has a forgiving checkpoint system, so you never lose too much progress when you get one-hit killed.

In Hotline Miami you play as a hitman who receives mysterious phone calls, telling you where to go and who to kill. When you get to the location, without fail, it’s a building that’s crawling with bad guys. You can scope out the level, plan your attack, and then attempt your killing spree. It almost never works out the first time you try (or the first 12 times), but once you start, this is a game you’ll want to see through to the end.

Donkey Kong Country Tropical Freeze (Wii U)
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It’s weird to think of a Donkey Kong game as being challenging. He’s so cute and lovable! He’s a cartoon gorilla, for crying out loud! Those things are true, but it’s also true that the levels in this game are designed to kill you. Despite its kid-friendly looks, this is no kiddie game.

The levels in this game are incredibly dynamic, with all kinds of moving parts that can snuff out your life in the blink of an eye. Misjudge a jump or a cannon shot, or simply bump into a deviously placed enemy, and it’s game over. But for all its difficulty, this really is a brilliantly designed game. Each level introduces new ideas that are a blast to experience — even if you die so many times you end up experiencing them over and over.

VVVVVV (PC, Nintendo 3DS, iOS)
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Another retro-style platformer is VVVVVV (that’s six Vs, for those counting at home). In this game, you can move left and right as usual, but when it comes to jumping, things get a little wonky. Instead of being able to do normal jumps, in this game you actually flip gravity, so your feet will leave the ground and you’ll go sailing toward the ceiling, where you can run around until you flip gravity again to come back down.

It’s a great idea, and the controls respond as quickly as you can push the buttons. However, flipping gravity doesn’t come natural to us humans, so expect to strain your brain as you try to navigate between fast-moving enemies and avoid spikes at the same time. (Spikes are everywhere in this game.) Again: a forgiving checkpoint system is in place to save you too much trouble when you die. But this is a game of reflexes, and you’ll be surprised by how quickly you can pass through environments you would have thought impossible just a few minutes ago.

Cloudberry Kingdom (Wii U, Xbox 360, PlayStation 3, PC)

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This tough-as-nails game is also a side-scrolling platformer. (Are we seeing a pattern here? Yes we are.) The levels are randomly generated, but they’re always beatable in the sense that it’s technically possible to beat them. Whether you’re able to do so or not is a matter of skill and luck.

The game doesn’t start out so hard, but as you progress more and more, swinging maces and rotating fire rods populate the levels. Then come the lasers, spike pistons, collapsing platforms, and lava columns. By the end, the majority of the screen is taken up by traps and enemies, and it’s all you can do to survive a few seconds at a time. Thankfully, the game has infinite continues and quick respawns.

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by Sammy Barker

Chuck everything in

In addition to wiping the floor with Microsoft’s abhorrent used games policies, Sony’s strategy for the latest generation seems to have centred on one very simple tactic: bundle everything. The platform holder has announced a dizzying number of hardware packages over the past 12 months, and this set available in Germany is the biggest daddy of them all.

Available for a very reasonable €499.99 (£392), the uber-bundle includes exclusives Killzone: Shadow Fall, Knack, and inFAMOUS: Second Son. It’s a good starter set, for sure – but we can’t help but chuckle at the colossal box. What else do you reckon that the company will squeeze into this set over the coming years?

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by William Usher

Back in June, it was originally confirmed by Insomniac Studios that Sunset Overdrive was going to be 900p at 30 frames per second. Some gamers thought that since the game was in beta and still had a few months to go before release that maybe Insomniac Games would boost up the resolution or frame-rate before release. Well, that’s not going to happen.

In an interview with IGN at the EGX convention, Insomniac Games president Ted Price basically whipped out the news that even with Microsoft giving back 10% of system performance to developers with the option to disable Kinect 2.0’s skeletal tracking, Sunset Overdrive won’t be running above 900p or 30 frames per second.

Price stated that…

“What happened for developers not using the Kinect is that there was a slight boost in CPU power that we got to take advantage of. This game really does push the limits when it comes to the number of enemies on screen, so it was useful for us to have more CPU juice to help with physics, navigation and AI. We’re running at 900p and 30 fps native. This is a game with a lot on the screen and we made the choice to be at 900 because we wanted to push the level of detail, action, the size of the city and the views you can experience as move around. What’s great about Sunset Overdrive is if you can see it, you can go there.”

Anyone who had hoped that optimizations would boost up the resolution or frame-rate within the last few months leading up to Sunset Overdrive’s release at the end of October must feel sorely disappointed.

The reality is that the Xbox One seems to show a bit of its peaking with some titles early on as far as resolution and frame-rate go. I know some people were hoping for more following the XDK update in June, but as director of development of Xbox software engineering, Kareem Choudhry, mentioned in an article on Winsupersite, the optimization for the removal of Kinect’s skeletal tracking was only going to have minimal effects on most titles, saying…

“Previously, 10 percent of the GPU was reserved for system level processing which included Kinect-related skeletal tracking data,” …. “With this change, titles that are not using skeletal tracking with Kinect can choose to use that portion of the system reserve for other purposes.”

In the case of Sunset Overdrive the June XDK update only afforded Insomniac Games an upgrade in the way the game’s core systems performed, as opposed to opening up leeway to expand the specifications of the title.

The likelihood of the Xbox One’s lifespan is that it will nestle in at 900p for most larger titles, and it will hit 1080p for linear or less resource-heavy games. As for the frame-rate… I think stability in frame refresh is more important than resolution in the long run, and hopefully there will be a moderate compromise insofar that we won’t be seeing games drop below 30fps as often as we did during the PS3 and Xbox 360 era, where 20fps was a common occurrence for a lot of triple-A titles such as Sleeping Dogs and Grand Theft Auto V.

http://www.gamersoutpost.net

Bloodborne-3

by Alex Co

Possibly one of the biggest PlayStation 4-exclusive games to come early next year is Bloodborne, and with good reason; given From Software’s excellent work on the Dark Souls franchise.

Speaking to PlayStation LifeStyle in an interview at this year’s Tokyo Game Show, we asked Bloodborne Director Hidetaka Miyazaki why the action RPG is a PS4-exclusive and here’s what he said:

I always wanted to make a game set in the Victorian era, but to make it look good — with all the clothing and the architecture and things — required a console more powerful than the ones that were around. the arrival of the PS4 finally gave us that. Bloodborne isn’t a game that could have been cross-generation, it was only possible on PS4.

Bloodborne will be out on February 6, 2015 exclusively for the PS4.

http://www.gamersoutpost.net/

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by ‘cynella’

PlayStation Home – Server closure notice

PlayStation Home has been serving the PS3 community since December 2008. During that time, tens of millions of users around the world have grown the social gaming platform into a thriving community of creative and enthusiastic gamers.

Due to a shifting landscape, PlayStation Home will cease publishing new content on the 12th of November, 2014. Gamers in Europe will be able to download content until the 3rd of December, 2014. As a token of our tremendous gratitude to the community, we will also be releasing a series of free content prior to the platforms closure on the 31st of March, 2015.

We would like to thank all of our fans for their support of the PlayStation Home platform over the years.

FAQ

Q: What happens to all of the PlayStation Home content that I have earned and bought?
A: PlayStation Home fans will still be able to download content until 26th November 2014. You will be able to use any content you have earned and bought in PlayStation Home right up until the 31st of March 2015.

Q: Am I entitled to a refund?
A: Due to the progressive and innovative nature of the gaming industry, PlayStation is unable to refund on legacy platform or service experiences.

Q: Is PlayStation Home or a similar service coming to PlayStation®4?
A: There are no plans for PlayStation Home to come to PlayStation®4. PlayStation®4 is a powerful next generation console with the connective capability to offer gamers an outstanding social gaming and community experience in brand new ways.

NORTH AMERICA NOTICE

PlayStation Home has been serving the PS3 community since December 2008. During that time, tens of millions of users around the world have grown the social gaming platform into a thriving community of creative and enthusiastic gamers.

Due to a shifting landscape, PlayStation Home will cease publishing new content on November 12, 2014. Gamers in the U.S. and Canada will be able to download content until December 3, 2014. As a token of our tremendous gratitude to the community, we will also be releasing a series of free content prior to the platform’s closure on March 31, 2015.

We would like to thank all of our fans for their support of the PlayStation Home platform over the years.

Sources: http://community.eu.playstation.com/t5/PlayStation-Home/PlayStation-Home-Server-closure-notice/m-p/22301647#M416723; http://community.us.playstation.com/t5/PlayStation-Home/PlayStation-Home-Update-September-26-2014/td-p/44552202

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by Jacob Siegal

Over the past several months, we haven’t had many game releases to occupy our time. That’s all beginning to change, with huge games like Destiny, Forza Horizon 2 and Shadow of Mordor either already out or coming soon, but the free Games with Gold have been doing a stellar job of tiding over Xbox owners in the interim.

October continues to build upon the increasingly impressive library of free games for Xbox Live subscribers with two classics on Xbox 360 and one brand new title from ID@Xbox on Xbox One.

Xbox 360 owners have Battlefield: Bad Company 2 and Darksiders II to look forward to, both well-received sequels which should certainly warrant a download, even during the busy holiday season. If you’ve never played Bad Company 2, many Battlefield fans claim that it has some of the most fun multiplayer the series has ever seen. As for Darksiders II, not many action RPGs can compete with the combat of this series. It only got better the second time around.

Chariot is the Xbox One free game of the month, and like Super Time Force before it, Chariot is an indie game. It’s inclusion in Games with Gold next month will also mark its debut, so be sure to pick it up before it goes back to full price.

http://www.gamersoutpost.net/

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by Steve Wright

As many gamers expected since its discovery, the infamous Destiny loot cave has been patched by developer Bungie. Fair call or not, the way in which Bungie did so is a a slap in the face to anyone playing the game.

If you’ve hit the level 20 soft cap in Destiny, you’ve discovered that you can continue to increase your level up to 30 by using armour equipped with Light. This armour will be Rare or above — so Rare, Legendary or Exotic — and at the moment is mostly obtained via in-game drops.

So, loot.

Saavy gamers found a certain cave in Old Russia that was a constant spawn source for Hive enemies. By headshotting anything that tried to come out of the cave, gamers created a nice little spot where enemies could be dispatched quickly and in a contained space. Sitting at the cave for a while meant you’d have a pocket with a couple Rare or maybe even Legendary Engrams to then redeem in an attempt to try to increase your Light score.

It wasn’t perfect; you still had to take those Engrams over to the Cryptarch and watch as he basically fucked you over more often than not, providing gear that was worse than the stuff you already had.

Anyway, that’s how the loot cave worked, now how Bungie has disrespected its players. Let’s delve into that, shall we?

In a post explaining that the cave had been nerfed, Bungie tried to do it in a jovial manner. They failed. Miserably.

“The social experience of a cave farming run is amazing: the herding to get a team of Guardians all behind the line and firing in the right direction, the rush to grab the loot, the scramble when the panic wave starts, the beckoning glow from inside the cave. The speed at which the community organized around this activity was inspiring and humbling to us.

“But shooting at a black hole for hours on end isn’t our dream for how Destiny is played,” Bungie said. “Our hope is that social engagement in public spaces is only one part of the Destiny experience. Expect changes soon which decrease the efficiency of cave farming and correspondingly increase engram drops from completing activities.”

In case you didn’t pick up on it, Bungie has just told us all that loot farming via the loot cave is wrong. We’re not meant to obtain gear in this manner. Rather, we’re meant to repeatedly play Destiny’s handful of (not-even-remotely-) story missions over and over again, hoping that we’ll get loot drops as we play. We’re meant to go and play through The Crucible, hoping for drops. We’re meant to go and play through increasingly more difficult — and still extremely repetitious — special playlists for drops. Call me entitled, but I don’t like being told how I need to play a game.

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Here’s the problem, Bungie: your game is broken. I don’t want to go and play through Strikes and story missions and then find I get drops that are lower than my character can use. Or are for another character type altogether. I don’t want to slog through the Crucible, picking up the best kill/death ratio of the match, only to receive nothing post-game. I certainly don’t want to do that and find that the worst player of the entire match manages to get a Legendary Engram to boot. I can’t go and take on level 24 “Queen’s Wrath” missions by myself — because I get destroyed — and since you don’t offer matchmaking, I’m left to try to find friends that can play with me at the same time. Even then, this whole broken Light system means my friends have to hope for proper gear to get to level 24 or above or else they’re useless to me.

Hell, when two friends and I finally got to do “Queen’s Wrath” twice, I got the same damn Legendary helmet both times.

I know I can align with a faction and grind through the Crucible and Vanguard missions to buy gear, but all of the issues explained above still apply.

Everything about Destiny is frustrating at the moment, and Bungie, you have the audacity to tell us we’re playing your game wrong? I’m gobsmacked. We’ve got missions that are classified as level 28, but no real path to get to that level without things like the loot cave. But, fuck it, it’s gone cause it’s not how we’re supposed to level up.

The loot cave has already been patched, so you don’t need to “expect changes soon,” as Bungie said. That’s a huge slap in the face as well; Bungie’s quite quickly made sure we can’t use the loot cave, but haven’t addressed other pressing issues that they’ve acknowledged exist. The list of issues isn’t small either.

By your own admission, Bungie, Auto Rifles are better at ranged distances than the Scout Rifle. That’s not fixed yet.

The Cryptarch destroys engrams. That’s not fixed yet.

Strikes are “grindy” — your words, not mine. That’s not fixed yet.

If we’ve resorted to playing your game in a certain way, it’s because your game is wrong. Developers on the whole, know that it’s never a case of people playing your game wrong. To say that is to act like a child, threatening to take your toys away from friends because they’re not playing the way you like. It’s pathetic.

Developers should never scold gamers after they’ve found different ways to play their game. In fact, things like this should be encouraged! Bungie, get off your high horse and listen to what gamers are actually saying, or else you’ll find your user base will be diminished quite quickly.

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by Colin Campbell

Few arrivals in gaming history have been ushered into existence with quite the same level of scrutiny as Bungie’s Destiny.

Apart from Bungie and its anxious paymasters at Activision, no-one will have watched the game’s arrival with as much interest as 343 Industries. Located just eight miles from Bungie’s offices, 343 is Microsoft’s manufactured ‘new Bungie,’ a development studio entirely created to replace Bungie, when it quit the company’s fold. 343’s job is to take over the future of Halo, the franchise that Bungie created, and that made Bungie.

The relationship between the two studios can safely be described as “competitive,” though there is an element of mutual respect and even interdependence. They are both competing in the high stakes space age first-person shooter market, and they both require the other to continue contributing to the good name of that genre.

Microsoft is readying Halo 5: Guardians (below) for a beta introduction later this year, and launch in 2015. Halo 5‘s fortunes are closely aligned with Xbox One’s fortunes. For Microsoft, there is no more important game.

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If the game had been terrible, or sold badly, we might now be reading doomsday predictions about the future of space-shooters. Let us not pretend that Destiny is anything other than a successor to the original Halo games from Bungie, both stylistically and spiritually.

If the game had been a commercial and creative triumph, Halo might have quickly seemed like a thing of the past, a herald for the arrival of the true space-shooter king.

As it is, things have worked out pretty perfectly for 343 Industries…

Destiny Sold Really Well

Destiny‘s commercial success, including sales of $325 million in its first five days, is a clear sign that large numbers of people still want to play Halo-like shooting games in a sci-fi setting. This may seem like a constant given, but tastes change, especially during console transitions.

Although the console shooter has remained a favorite for a decade-and-a-half, subsets within that genre have glowed and faded. Destiny is the best market research Microsoft is likely to receive.

Hype Springs Eternal… Still

Activision showed that an expensive and carefully staged hype campaign still works wonders. Lots of people were enthused by the hype and did not wait for reviews, many of which turned out to be negative.

In reality, Activision showed very little of Destiny before its launch, made a great deal about its high-level aspirations, and reaped major benefits. Even if you do not agree with the reviewers, it is certain that if the sub-80 percent reviews had been available on day one, that $325 million figure would have been diminished. Destiny is Bungie’s lowest rated game since Oni, in 2001.

In the social media age, the ability to control messages through expensive and highly controlled marketing is still highly prized by large companies, and they don’t come much bigger than Microsoft. It is highly probable that Halo 5‘s pre-launch marketing campaign will follow the same drip-drip pattern as Destiny‘s.

Central Characters Have Appeal

One of the questions constantly put to Bungie execs in the run up to Destiny‘s launch was the lack of a central figure like Master Chief. The execs had a canned response about how the game was really about the player and his or her own identity. This is a reasonable direction to take.

However, Destiny‘s story, and the characters introduced throughout the game, were pretty yawn-inspiring. This was a surprise, given Bungie’s pedigree with Master Chief whose stories, while convoluted and confusing, have always seemed appropriate to their setting and enjoyable in the moment.

Microsoft’s 2014 play with the Halo franchise is a re-issue of the games associated with Master Chief, a reminder of the rich fictional world underpinning the franchise. Bungie tried to co-opt some of this heritage by talking up the Destiny narrative setting as a classic in the making, but the reality felt flat and empty. When it comes to personality, Halo still has a significant lead over Destiny.

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Bold New Ideas, Ripe for Revision

Despite its flaws, Destiny was an impressive creation, especially in terms of its world-building and the ways in which its designers sought to integrate single-player and different kinds of multiplayer experiences together.

There were other bold ideas that entwined role-playing elements into emergent character creation, all wrapped up with enemy loot drops and mission choices. Some of these ideas worked out better than others, but few were decisively brilliant.

343 can make use of Bungie’s innovations and shape them to their own designs, without looking like they have basically copied their rival’s ideas. Destiny has innovated, but it has not innovated so far as to change the entire landscape of shooter design. No-one is really saying, ‘how the hell is 343 going to top this?’

Destiny has Failed to Rewrite the Rules

Most of us who like video games tend to cheer for new properties. We want to see something other than sequels, and so we root for the new guys. Games companies make use of this laudable instinct, by affirming our desires with promises that, frankly, turn out to be untrue.

343 will consider Destiny’s launch, its successes and its failures, to be a win

When I went to a Destiny press day a few months ago, I expressed my disappointment that so little of the actual game was being shown, while journalists were assailed with a constant stream of interviews all saying much the same thing; that Destiny was a new kind of game that would make everything before it seem smaller and lesser.

Bungie is not the only company to do this. Witness the contrast between Watch Dogs‘ ludicrously overblown arrival in 2012, with its actual launch in 2014. The media and consumers must take some responsibility for the continued success of these strategies.

Both these games have created enjoyable entertainment and, in their own ways, have progressed the idea of what video games can do. But the level of their progression is not so significant that developers working on other games have been caught unawares.

343 is a fairly new studio, and none of its work to date had come close to the demands placed upon it by Halo 5. But the 343 team members working eight miles down the road from Bungie should consider Destiny‘s launch, its successes and its failures, to be a win for their own project.

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