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by Sam Machkovech

While opinions have been mixed on Destiny, Bungie’s first post-Halo video game, most impressions and reviews of the game thus far—including our own—have at least praised its online stability. That’s no small feat for an always-online game, especially in its first week, but error reports are beginning to accumulate from Destiny players across all four of the game’s consoles.

There’s a reason for that: Bungie launched its “shared world shooter” without much of a customer support structure in place. Eight days after launch, users who haven’t been able to connect—including one of Ars Technica’s own contributors, who still can’t get online with an Xbox 360 copy of the game—have exhausted all of the suggestions listed at help.bungie.net. At that point, those users are directed to visit Bungie’s forums, “staffed by community mentors who are here to help you.”

The end result is a funneling of complaints to a forum whose topics are broken down not by official categories but by hashtags. With nothing in the way of a trackable “ticket” system or a customer service hotline, users are stuck with a “#help” page that is currently dominated by topic titles like “I’ve Given Up on Destiny and Got My Refund; Here’s Why Maybe You Should Too” and “Bungie Please Give Us Info.”

Worse, our hunt for official Bungie posts resulted in only one major response thus far. A thread titled “Help us help you” starts with a post from an official Bungie account, which essentially asks users to figure answers out on their own:

We are working diligently to provide information that helps players resolve their Destiny issues. We are finding that many guardians are quite adept at coming up with new and interesting solutions to a number of the error codes they receive. If you received an error code and were successfully able to fix the issue, post your steps here.

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Complaining users seem to be doing their due diligence before posting to Bungie’s forums, particularly a user who complained about Bungie’s animal-themed error-code system: “I have seen bee, fly, caterpillar, centipede, lion, flatworm, heron, etc,” PS3 user Lone Ronin wrote. “Really, enough to make my own zoo, and each as insulting as the rest since if the problem was my PS3 then GTA, BF, MOH, and COD would not hold a connection as well.”

Reported issues range from frequent disconnects within minutes of a mission’s start to the utter inability to log into the game at all, and none of Destiny’s four consoles is safe from reports. It’s hard to gauge how widespread the connectivity issues actually are, or which console has taken the worst drubbing.

Ars correspondent Robert Lemos confirmed issues connecting with the Xbox 360 version of the game; after following Bungie’s client-side recommendations, he additionally deleted every Destiny-related file and the system cache with hopes of success. “Two support chats with Microsoft later, and nothing is solved,” Lemos said. “They concluded that the Xbox is fine and my connection to Xbox Live is good.”

Comparatively, Bungie has given its players no phone number or even Twitter handle to contact with any complaints or concerns—which stands in stark contrast to Blizzard, another game developer in the Activision family, whose Battle.net support page offers a ridiculous glut of contact options. “I can’t even CALL you guys,” one Bungie forum poster wrote after talking about his help getting a digital download refund directly from Microsoft. “And if I did, the analogous scenario would be that I would just reach an automated voice that would say ‘PLEASE HOLD’ with no further information… and no one would ever actually pick up the phone.”

We have questions out to Activision and Bungie about current Destiny connectivity issues and whether the companies plan to institute a more robust support-reporting system for the always-online game. We’ll update this post if we receive a response.

Update: Bungie issued a statement to Ars Technica that blamed “a small number of issues” on “largely the result of Internet filtering from institutions like universities. Bungie’s networking team has been working actively with those institutions and hardware providers to make sure we’re doing everything we can to keep people playing.” Bungie did not respond to our questions about the company’s current customer service methods.

http://www.gamersoutpost.net/

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by Eddie Makuch

When Activision announced Call of Duty: Advanced Warfare back in May, comparisons to Respawn Entertainment’s Titanfall were immediately made, with claims flying that Advanced Warfare was an imitation of Titanfall because it was future-focused and had mechs.

Now, the studio behind this year’s Call of Duty, Sledgehammer Games, has responded to a criticism that Advanced Warfare is a “ripoff” of Titanfall. Advanced Warfare and Titanfall are two very different experiences and people will realize that when they play, according to Sledgehammer co-founder Michael Condrey.

“No matter how hard you try and try, people will always be convinced that Advanced Warfare is a ripoff of Titanfall,” someone on Twitter wrote to Condrey. He replied, “Not worried about it. When people play it in November, it will speak for itself.”

Titanfall launched in March for Xbox One and PC, before coming to Xbox 360 in April. Advanced Warfare, on the other hand, will be released across Xbox 360, Xbox One, PS3, PS4, and PC on November 4.

http://www.gamersoutpost.net/

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by Andrew Webster

It’s an exciting time for Legend of Zelda fans. Following the release of last year’s brilliant A Link Between Worlds on 3DS, Nintendo is working on a brand-new, open-world Zelda that’s shaping up to be Link’s most exciting adventure in years. But while Wii U owners anxiously await that game’s 2015 release, Nintendo is launching something a whole lot weirder this month: Hyrule Warriors, a game that blends the Zelda universe with an obscene amount of action. It’s not what you’d expect from the series, but it can be a lot of of fun.

Hyrule Warriors is actually a mash-up of two different games. It’s part Zelda, and part Dynasty Warriors, an action series that dates back to 1997. What’s most surprising about Dynasty Warriors’ lasting appeal is that all of the many, many games are basically the same, and they feature some of the most simplistic combat around. In most cases you can just mash the attack button without actually thinking about what you’re doing. What makes the games interesting, though, is their sense of scale; Dynasty Warriors is basically a game version of those insanely huge battles from the Lord of the Rings movies, except you play as a massively overpowered character that can take out dozens of enemies in a single move.

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This remains unchanged in Hyrule Warriors. To give you a sense of just how crazy things get, in my very first mission, less than 15 minutes into the game a pop-up appeared announcing that I had already defeated 1,000 enemies. I hadn’t even faced off against the first boss yet. The combat is simultaneously thrilling and tedious, but it’s helped along by some light strategies that force you to take over different areas of the map before you’re completely overrun by bad guys. There are also some cool — and, of course, gigantic — boss creatures that require you to do things like aim and dodge instead of just mashing a single button.

If this doesn’t sound anything like a Zelda game, that’s because it isn’t: Hyrule Warriors is developed by the team behind Dynasty Warriors and features virtually identical gameplay. What makes it Zelda is all of the fan service thrown in. There’s a huge line-up of characters you can play as, from Link to Sheik, and you’ll be battling across iconic Hyrule landmarks like Death Mountain and those colorful floating islands from Skyward Sword. You’ll even hear the all-too-familiar “hey, listen!” to alert you to action happening elsewhere in the level. It’s little more than a Zelda-themed coat of paint, but it’s surprisingly effective: I’ve always found the Dynasty Warriors games to be bland and tedious, but it’s a whole lot more interesting when you’re playing as Princess Zelda and wielding familiar weapons like bombs and boomerangs.

Nintendo has a very spotty history when it comes to letting other developers handle its properties — Other M is definitely not the Metroid game I was hoping for — but Hyrule Warriors is a surprisingly good use of the Zelda license. It’s not a particularly deep or challenging game, but it’s mindless fun with plenty of moments and details that longtime fans of the series will pick up on. It’s crazy, sure, but crazy enough that it works. Hyrule Warriors is coming to the Wii U on September 26th.

http://www.gamersoutpost.net/

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by William Usher

It’s often debated that a game’s brand worth and the development studio behind it are determined by the Metacritic score – an aggregate of reviews from a collection of websites. This hotly contentious subject has become a topic of discussion recently due to all the middling and less-than-enthusiastic reviews that didn’t quite line-up with the hype surrounding Destiny.

Game Planet makes the observation that Destiny’s current Metacritic ranking and Gamerankings score are not good, relative to what they needed in order to secure post-launch bonuses.

Over on Gamerankings. the Xbox One version of Destiny sits at 78.42%, with the PlayStation 4 resting comfortably at 76.03%. Over on Metacritic, the Xbox One version of Destiny carries a 79 out of 100 and the the PlayStation 4 version has settled in at 76 out of 100.

The reason this is brought up is because back in 2012 a contract had leaked between Bungie and Activision discussing what sort of conditions the development studio would have to meet in order to payout bonuses. As mentioned in the article from two years ago…

“Bungie has to make good on each release and if they do they will be contractually granted an additional $2.5 million dollar bonus if the game gets a 90 or above on Metacritic. What’s more is that another stipulation for Bungie is that Destiny has to move at least 5 million SKUs in its first six months otherwise Activision can void the entire contract and walk away Scot-free. “

Interestingly enough, I don’t think that the five-million SKUs will be a problem for Bungie or Activision. Ubisoft had an internal estimation for Watch Dogs needing to push six-million SKUs before the next fiscal year, and they cleared that number by a sizable margin. A lot of those trumped up figures has to do with the fact that these games with large sales estimates are being released as cross-generational titles, so even if Destiny only sold a million copies on each platform (e.g., Xbox One, Xbox 360, PS3, PS4) they would just need to shift an extra million to hit that margin. Given that they’ve already sold-in $500 million worth of Destiny copies to retailers, I don’t doubt that they’ll hit their goal within six months.

However, hitting 90 on Metacritic just isn’t happening. It would take quite a few 100/100 entries across the board to boost up the score from where it currently resides.

The likelihood is that Bungie may be out of their $2.5 million bonus from failing to hit the Metacritic target. Of course, it should be noted that depending on how the money was actually distributed to Bungie could determine how stable the studio is for the long haul. The lack of a bonus payout to Obsidian for Fallout: New Vegas for being 1 point off their Metacritic target forced them to layoff staff.

However, if sales are good then it’s likely Activision will stick with the brand – they already made back their $500 million investment and it’s not unlikely that they have a long roadmap of DLC planned, along with some sequels down the line. I mean, if you break even the first day with sell-ins on a brand new IP, why not milk the brand for everything it’s worth?

http://www.gamersoutpost.net/

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by Alex Schmitz

Guerrilla Games’ new IP codenamed Horizon concepts were leaked yesterday on a Chinese site. The game will have robotic dinos and a redheaded female protagonist.

New details on the IP have been revealed by well known industry insider Shinobi. He says that the game will be absolutely gorgeous and will have varied locations.

He says that there will also be a dedicated single player component and co-op.

“There’s a dedicated single player. Gorgeous landscapes, snowy tundras, jungles, vast savannahs, open world comparable to the Witcher. Cool weapons, villages and towns to encounter, “tribal” societies,” he revealed.

He also said that the game may get an E3 reveal but this leak may change Sony’s plans.

“The plan is an E3 reveal. I’m not sure if this leak will force their hand sooner or not though,” he added.

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The game sounds really promising and is said to be an action RPG. Whether Guerrilla Games can pull it off or not remains to be seen. Take this as a rumor for now but Shinobi is usually very trustworthy.

Tell us what you think in the comments section below.

http://www.gamersoutpost.net/

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by Giuseppe Nelva

It all started on the official Bungie Forums. Just before the launch of the game I came across the message of a gamer just like me and you. The only caveat is that Jebi, or “Jebitron” if you want to use his PSN handle, is terminally ill.

Jebi’s words were positive and enthusiastic, full of anticipation for Bungie’s new game, and I’d like to share them with you, raw and unedited.

“Terminal illness has created a home-bound living environment for me so I have plenty of time to play Destiny. So! My wife and I have spent all of August and a bit of the other past months to prepare for September 9th. We’re making sure everything we need to do is done already. Such as major house chores, long talks with our parents out of the way, shopping is out of the way for at least a few months, etc… Our PS4 Destiny Bundles and Ghost Editions have been pre ordered and arrangements made to pick them up at midnight such as a carrying case, cab fare, the perfect “camp” chair to sit in for line waiting comfort and snacks/drinks to stay awake.”

“On the same night we’ll activate DL content, and navigate our screens to the create character option and power down both of our new Dedicated Destiny PS4 systems. Then we’ll go to sleep and wake up to an all day playing of Destiny all rested and alert for a fresh start. The morning of September 9th holds our beginning to our new life… Destiny, Destiny, more Destiny, and lots of Destiny. We’ll get plenty of sleep after our first day playing for at least 12-16 hours. This continues every day afterward until a Dr apt, or other such necessities are required to disrupt our adventures. Pill organizers have been prepared and of coarse we’ll have reasonable breaks, food, showering, etc… A life in Destiny, after all, is a life to live.”

“Monitors, proper stereo audio adjustments, “gaming caves” and Destiny Themed enthusiasm has long been prepared. Posters, shelving to display future Destiny merchandise and other wall-mountables have been placed for gaming motivation. We’ve prepared for this day and it’s finally here. We’re ready. September 9th’s arrival will be welcomed with open arms! We even make jokes that we’ve treated this historical event similar to how others prepare for their new-born. Ha! See everyone starside!”

After reading Jebi’s post, I decided to contact him, and to ask him a bit more about his condition, his gaming hobby and his strong and positive outlook on life and gaming itself.

Jebi lives in Milwaukee, Wisconsin, with his wife, and is affected by Duchenne’s Musculary Dystrophy. Doctors kept telling him that he could live only until 12 years old, then 19, then 25, and then 32. Now that he’s 37 years old he’s still fighting, and intends to keep fighting.

Below you can read what he told me. I won’t write anything further after his last answer. I spent a couple hours thinking on the best way to conclude this piece, and honestly I can find no better ending than the words of Jebi himself. We probably all have something to learn from him.

Giuseppe: Now that Destiny has been out for a while, and you’ve had plenty time to play, What’s your opinion of the game?

Jebi: Destiny is a very fun world to play in. I play almost all day and still feel like I can’t play it enough! The design, vistas, missions, mystery and lore, mechanics, music and multiplayer aspects are very well thought out and well done. The views are amazing and there’s always a way to stay busy. There’s also a special “feeling” I get when I’m playing Destiny. I got attached to it early on and have grown even closer to it now. I love it!

G: What class/race are you playing in game? And what level did you achieve?

J: I’m currently playing as an Exo Warlock and am level 21. I plan on trying another class someday but right now I’m very connected to the Warlock. I like being the Exo race because I rely on machinery to keep me alive. My next character would probably be a Titan.

G: What’s your favorite thing in Destiny? And is there something you’d change if you were in charge?

J: Wow! Favorite thing? Being a machine of war capable of space magic! Besides that, I find myself mostly playing PvE and trying out as many weapons as possible. My favorite thing to do in Destiny would probably be leveling up by completing bounties and Paroling the locations to find new things. I love discovering things.

I don’t think I would change anything if I were in charge. I think Bungie is doing a great job so far and am very content with what’s available in the game. If they can keep a guy like me busy all day and excited about future plans, they’re doing something right.

G: Given your condition, how important is your hobby and identity as a gamer to you, and how relevant is it in your daily life?

J: This is the best time to be a gamer. A lot of people in my life know I’m a gamer. Gaming in general is very important to my daily life. I’m home-bound and in a motorized wheelchair. I can’t do much for myself without the help of an aid or my wife. DMD has weakened my immune system and I have to stay home so I don’t get sick. When I play video games, I have a lesser chance of getting bored because there’s always something to do. This aspect in Destiny, for example, is important in my daily life because it keeps me focused and makes me feel a lot less confined. I have chronic pain so likewise, video games distract me from feeling some of it. I don’t have to sit and think about how miserable things could be. I can feel free and spread my wings. I feel very blessed to have all the things I do, despite my situation.

Video games also allow me to do many social activities with people I normally wouldn’t be able to do outside my home. I can be a hero with my friends, go exploring and share moments that I normally wouldn’t be able to experience while being at home.

My wife (PSN Gabija) is an active gamer as well, so being able to share our time together is priceless. When my wife and I started playing together, we realized that we could go on vacation every time we turned on our PS4′s. Being able to do that in Destiny, for example, with my wife’s company, is something I can’t express with words and Bungie has made that possible. Video games can make that possible. There are other games we play together, but after playing Destiny, we feel its new technology allows us to feel more engaged in the game. It’s almost like going outside where you can see other people or run into people we know.

Identity wise, video games make me feel comforted. Destiny‘s story kind of describes how I see myself. The Guardians are at war with aliens that came and took our civilization because the Traveler was deeply injured by the Darkness. DMD came and took a lot of my muscle mass away. There’s a constant struggle in Destiny and a lot of other video games. I can relate to that in my daily life. like the Guardians of the Traveler in Destiny, I must stay strong and overcome my struggles with DMD, almost in the same way they must protect the Traveler from the Darkness and all who desire it’s power.

DMD wants all my strength and I must fight to make sure it won’t take me without giving it some heavy punishment. I use video games to keep my hands strong enough to do the things I still can; and keep doing them. There are a lot of health problems DMD has given me but what it has not taken… is my will to fight. That is something the Darkness can never take from a Guardian in Destiny, similar to how DMD will never take it from me in real life. DMD has given me a rare opportunity to become a stronger person and I sometimes see that as a blessing, not a curse.

Don’t let life’s challenges bring you down. Accept them and become stronger. I know it’s easier said than done, but we can all do something to become a better person no matter what our situation may be. Live life. Be happy.

http://www.gamersoutpost.net/

by Erik Kain

Plenty of gamers appear to be disappointed with Bungie’s new video game Destiny. That’s why it was bombed on Metacritic the day it launched, receiving about as close to zero out of ten as you can get from gamers on day one, though that number has come up quite a bit since the initial bombing, hovering in the 6 out of 10 range.

Many critics seem to agree that the game is by and large a lackluster effort.

The Escapist’s Jim Sterling gives the sci-fi shooter a 6/10, calling the game “overwhelmingly unimaginative” and noting that its gameplay is “a cocktail of ideas taken from other titles that specialized to create superior experiences.” Sterling, like many other critics, found himself underwhelmed by the story and the world.

“Destiny exists in the shadow of multiple games,” writes Sterling, “taking a little from each, and doing nothing truly remarkable with any of it. It’s a prime example of how the nebulous concept of “content” can be used to puff up a game without adding anything to it. There’s a ton of “stuff” in Destiny. You’ll never want for things to do … but it’s terrible at providing motivation to do any of it.”

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Polygon employed two critics to cooperatively review Destiny—Arthur Gies and Phil Kollar—and they collectively gave it a 6/10.

Gies is unimpressed with the game’s lack of things to do outside of shooting, and notes that even the shooting stuff gets old thanks to all the repetitive environments.

“Boiled down to its essence, Destiny isn’t like other MMOs, because shooting is all it does,” writes Gies. “There are no character relationships to explore, no crafting to speak of. There’s no monuments to build or spaces to make your mark on. In fact, there’s not even much variety to speak of — each environment in the game feels small, and playing just through the campaign missions, you’ll see the same parts of them multiple times. You’ll spend literal hours retreading the same ground, shooting the same mobs.”

Jeff Gerstmann at Giant Bomb also delivers a 6/10 (or three stars out of five) as does GameSpot’s Kevin VanOrd.

Some smaller sites gave higher scores, but by and large the consensus among major gaming sites with scored reviews published is a solid 6, which for all intents and purposes is a “D” letter grade.

User scores on Metacritic average to 6.4, pretty in keeping with what critics are saying, though lower than the 75/100 average from critics.*

As Paul Tassi notes, this means that critics and gamers are pretty lined up on this one, which isn’t always the case.

But it’s also true that plenty of gamers really do like Destiny and are enjoying it quite a lot, and one interesting thing I’ve read in forums and comment sections is the notion that critics are giving the game a low score because they didn’t get early review copies and had to play the game pretty much right at launch.

This is a totally preposterous idea, of course. Lots of games have this problem, including many titles that are online only, including the very well-reviewed Diablo III (88/100 from critics, 3.9/10 from users on Metacritic.)

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(On a side note: This reaction to low review scores for Destiny just helps prove a point: As a game writer, you’re pretty much doomed no matter what you do—even if you avoid social justice warfare in favor of just writing about games. With the whole #GamerGate thing swirling about, the notion that game journalists and critics are all corrupt and in bed with game makers has taken center stage. But just as quickly, readers will accuse critics and websites of petty retribution over a late review copy.)

For my part, as I’ve been reviewing Destiny, I can’t help but feel like it’s simply an incomplete effort. For all the talk of a vast and epic story, the game feels rather short. Multiplayer feels a little bare-boned. And the worlds get boring and repetitive quickly.

The leveling and loot systems are pretty good, but without crafting and other systems in place outside of first-person shooter combat, the experience feels pretty featureless compared to a lot of other MMOs on the market.
While Bungie is running special events with special rewards in the PvP Crucible mode, and while end-game raids are on the near horizon, I’m mostly concerned with the game’s paid expansions. The first one, The Dark Below, launches in December for $19.99.

Now this is quite a lot of cash to lay down after already dropping $59.99. And while Bungie has confirmed that the expansion will include a new story and new content for each of the game’s modes—story, Patrol, Strike, Crucible—they’ve also confirmed that it will reuse some of the game’s areas.

Which makes me want to gnash my teeth and rend my garments. If the game were truly open world, this wouldn’t be an issue since retreading old ground is sort of the par for the course in game’s like Skyrim and most MMOs. But in a game delineated into very specific, instanced missions, reusing so much of the same territory is extremely frustrating. Playing through the same enemies in the same zones in several different game modes is irksome and tedious, and I can only imagine my frustration at this after spending another twenty dollars.

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Perhaps even worse is the way the expansions will begin to fracture the game’s community. When certain maps or game modes are only available to gamers who purchase the DLC, this creates a segmented community. We see this with Call of Duty each year, but it’s almost more crucial to an MMO-like game for everyone to be able to play in the same arenas.

I think Guild Wars 2 still has one of the best models in this regard. New content and special events are always available to everyone who purchased the game. Everyone playing the game is involved in the same universe with the same features, and revenue streams are maintained through microtransactions that are largely either aesthetic or buffs.

Whatever controversy Destiny has stirred up based on its failure to deliver on the vision originally created by Bungie will only deepen as paid expansions set up new boundaries between players. And unless Bungie can work miracles and really make this game a living, breathing experience I’m not sure it’s going to have the sort of shelf-life it needs for the long haul.

Both Bungie and Activision should be looking at the long-term vision at this point, also. You can make a few dollars on selling an expansion, but if it ultimately hurts your game’s community you have a problem. Think of how long it took for Blizzard’s first World of Warcraft expansion to launch. The Burning Crusade launched three years after vanilla WoW and included two new races and their new starting zones, the enormous Outland area, an increase of the level cap from 60 to 70…essentially tons and tons of new content, years after the release of the original game.

Admittedly, all of this content came at a suggested retail price of $39.99 and you still had to pay that monthly subscription. Destiny doesn’t require a monthly subscription and its expansion is half the price. But does it come with half the content? Multiple high-level dungeons and raids? New races? Mounts/vehicles? A sprawling new story?

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Not that I mean to compare Destiny directly to World of Warcraft, though in some ways it is the first MMO from publisher Activision-Blizzard since the release of WoW, whether or not Bungie is calling it an MMO.

And certainly looking to the success of World of Warcraft to glean lessons in running an MMO-ish community is a reasonable thing to do.

Either way, it will be interesting to see if the most pre-ordered game in history, and one of the most hyped, has the staying power to survive a poor critical reception and a dearth of content. Will a community fractured by DLC just three months after a game’s launch be able to survive?

And will Destiny become a game alive and vibrant enough to sustain long-term interest and loyalty?

We shall see. Whatever the case, while Destiny plays it safe in almost every regard, it’s somehow managed to be one of the most controversial games of the year, and quite possibly the most divisive video game release of 2014.

Stay tuned for my review of the game’s PvP system, The Crucible.

*As a side note, I don’t believe the game is ready to receive an official score yet—at least not until we’ve had some time with the special events and raids. Certainly it needs to be scored—if scoring is what you do—before the launch of the expansion, and likely within a week or two of the first raid.
http://www.gamersoutpost.net/

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by Patrick Klepek

I would mostly describe myself as someone who sticks with single player. Crucially, these games have a beginning and an end, which lets me feel comfortable with moving onto the next game. Not having enough time needed to become skilled in multiplayer is certainly part of that, but I also like playing lots of games, and seeing whatever games can offer me. Credits give me that cue.

Even though I’ve played 20 or so hours of Diablo III in the last two weeks or so, there’s precious little I could tell you about that experience. That’s not to say it wasn’t fun–I had a total blast. It was just a blur. Attack this, dodge that, equip this, upgrade that. Rinse, repeat. Diablo III is pleasurable repetition incarnate. I played the game co-op, and conversation dominated much of it. Even on expert, Diablo III is a cakewalk whose delicious loot is best enjoyed with a friendly companion. On the occasional night I was on my own, it felt completely alien. It was certainly something that I had the option to do, but I was only doing it because I had to.

We’re seeing more and more games designed with multiplayer from the outset, but out-and-out excluding the option is heresy, so games come up with ways to include it. Respawn Entertainment’s Titanfall includes a light campaign mode, but it might as well not even count. Titanfall became one of the first truly big games to say goodbye to single player.

Enter Destiny, Bungie’s ambitious post-Halo experiment to mingle shooters and MMOs.

While playing Destiny, it gives me Diablo III vibes. And I now understand why Bungie won’t allow matchmaking for endgame raids, instead making players group with friends to take them on. In some ways, Destiny feels like this enormous compromise, a way of bridging the gap between the game they want to make and the games they’ve been making for years now. It’s not hard for me to imagine an early meeting where Destiny could only be played together.

It’s why I’m of two minds when I play Destiny. In one world, we have the traditional way I approach games. It’s me vs. the world, a solo journey. In that case, it feels weird to play a game that seems as though it’s meant for you, but it’s not. It’s an illusion. This looks like Halo, it plays like Halo, but, oh boy, this is definitely not Halo. Your ingrained Halo skills may transfer over, but any idea it’s designed to be played by yourself are quickly washed away.

In Halo, it’s a great singleplayer experience greatly complimented by its co-op and multiplayer. It doesn’t feel like one is sacrificed for the other. In Destiny, it’s a great multiplayer experience that just so happens to include a single player experience, even it’s not really recommended.

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One of the common examples I’ve heard about how Destiny should work is a scenario in which you’re playing on your own, struggling to stay alive, and suddenly a bunch of friends swoop in to save the day. But that situation should never happen. If you’re playing by yourself, it’s not the same game.

But when I play Destiny with a friend, it’s transformative. With both Diablo III and Destiny, I’m not sure where and how to attribute my enjoyment. Yes, the mechanics of both are sound, but given the resounding emptiness felt when played solo, perhaps the co-op element is compensating. I’d go so far as to argue games can be less mechanically compelling, so long as the multiplayer element is engaging. The thrill of barking orders at friends can, in a way, cover design flaws. I hem and haw on the quality of each game’s mechanics because the co-op aspect literally distracted me from engaging with them to some degree. (For what it’s worth, the way Destiny’s difficulty spikes meant that I was paying far closer attention to it.)

But “cover” might be the wrong word. Even if Destiny or Diablo III feels fundamentally less interesting without other people around, that may merely reflect the original design goals.

This isn’t meant to be a deep critique of Destiny, but a gut reaction to a very particular transition. I’m merely wondering when games will become more honest about what they’re actually offering.

When Call of Duty: Modern Warfare multiplayer took off, the copycats were endless. It wasn’t just that every shooter started aping Infinity Ward’s leveling system, but games that never would have otherwise included multiplayer suddenly had new teams assigned to building it. The thinking was that singleplayer brought people to the table but multiplayer kept them sitting down (read: not selling their copy).

Now, we may be seeing the rise of games that ditch single player entirely. It’s not a great PR message. Many are going to be reluctant to actually pull the trigger. But that may be a disservice to everyone involved. Players go into the game thinking they can get something they can’t, and developers are forced to compromise a gameplay experience, knowing it’s not what they’re truly building. That’s a lose-lose.

http://www.gamersoutpost.net/

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by Patrick Frye

The Destiny game is not meeting the expectations of a good number of gamers, and some believe the most apt word to describe the video game is “sterile.” But is Bungie right when they said you simply have to play further in to get to the good stuff?

In a related report by The Inquisitr, an Activision press release claims Destiny sales numbers have already reached $500 million, but it’s possible this claim is not entirely true.

Writing for Forbes, Paul Tassi has been playing Destiny a good number of hours, and he claims it’s the sky high expectations of gamers that has led to disappointment.

“It just doesn’t seem like what was promised. It’s a giant world, but it’s empty, as I explained in detail yesterday. We were promised a ‘shared world shooter’ and quasi-MMO like nothing else before it. Planets to explore! Sci-fi mysteries to uncover! A whole new video game universe to enjoy over the next ten years. And yet, that’s not what the final game delivered, at least not at launch. It’s largely empty maps with an uncomfortably sterile hub world, and on top of it all, a story so incoherent even the game’s most ardent defenders admit it’s terrible….

“In short, it’s about expectations. The problem is that when we heard news about a shooter MMO from Bungie, we expected all the best things about the two genres. The massive universe with so much to discover. Characters to meet, mysteries to solve, friends to make, and so on. Instead, we got the worst aspects of an MMO, grinding for marginally better gear in repetitive zones, without the backdrop of an interesting universe at all. Bungie got two of their key points right, the amazing visuals and the tight gameplay, but they missed everything else.”

It’s reviews like this that has Bungie playing damage control. Bungie Executive Producer Patrick O’Kelley said in an interview posted to Xbox Wire that the best parts of Destiny require committing enough time.

“Twenty hours in, I think that players will find that they’ve evolved to playing a whole different kind of game than the shooter that started them off. They’ll find that they’re immersed in a different world, and are deep into the history of their characters. They’ll have built a community of other players. And, without realizing it, they’ll have learned some sophisticated mechanics that enable them to gear up and dive into a six-player cooperative raid, in pursuit of high-level exotic weapons and armor.”

Many gamers are finding that you can expect around 16 hours of gameplay if you focus on just the main story of Destiny. Besides putting in the extra time, Bungie is also already planning new free updates and of course there is the two larger DLC packs coming down the pipeline.

http://www.gamersoutpost.net/

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by Owen S. Good

Online play in Super Smash Bros. for 3DS is moderated, and players who cheat, disconnect or even engage in unsportsmanlike conduct face sanctions. However, it appears a glitch is causing some users to be automatically banned for doing nothing wrong.

According to EventHubs, users who select Peach in the online “For the Glory” mode have been slapped with erroneous one-day bans. The theory, via Japan’s massive 2ch forums, is that using her down+B attack (a move that pulls a turnip from the ground) early in the first round makes the game think the player has illegally brought an equipped item into the match.

That’s only a theory, though. EventHubs notes that Link also has a down+B attack that pulls out a bomb, but no one using him has gotten kicked.

It’s a day-long ban — 1,440 minutes. Super Smash Bros. on 3DS launched in Japan on Friday, and comes to North America on Oct. 3rd.

http://www.gamersoutpost.net/