The creators of Halo launched their first new game after leaving Microsoft and started in multiple formats, but fate is clearly not used to the people around it to visit.
When world media gathered to watch their new game, they had a very stressful energy in their office in Seattle, but most nerves seemed to be on the side of Bungie.
Obviously, they prefer that we don't know what this game is called fate, which is sci-
Online shooting games and large multiplayer games (MMO)game.
But unfortunately, the internet holds a lot of leaked marketing material, although when a legal dispute between Activision and Infinity Ward resulted in a publication contract with Bungie being made public, the cat was taken from the bag for the first time.
Because this is the first new game that Bungie created after leaving Microsoft and their first non-
Halo champion since 2001 Oni.
Although both companies kept the secret of Bungie's independence in 2007 and subsequently signed a 10-
Sign a publishing contract with Activision.
However, Bungie reserves the right to fate and seems to be doing all the creative shoots-Activision is basically just funding the effort.
Before Bungie started unveiling their only surprising part, we visited their office, which was strange, located in a small shopping center, it used to be a diversified cinema and a bowling alley.
The lower floor has a full test room, not only full of consoles, but also hidden cameras to accurately record how people react to each game, including everything in a smile (or grimace)
How do they control the face of the controller.
The test room is called the lab, and the Spandex Palace, which turned out to be an action capture studio, is now converted to allow performance capture for the first time in Bungie games.
This is basically a HD version of normal motion capture, and it's not just monitoring the basic movements of the body, but also includes facial animations and subtle movements such as a single finger.
Except for a small coin. op arcade (
Including three street fighter machines, two dragons and Joust)
The rest of the ground floor is filled with cabinets, which contain an impressive mixture of Halo merchandise and the bungee award.
At this point, our guide is starting to get excited about the prospect of using up products and destiny goods to fill them up, pointing to a lonely Marquette that currently stands for the only game.
We are not allowed to take pictures upstairs as this is where all the real work is done.
It's a huge open area and apparently only one person has an office, purely because his voice is annoying.
On the surface, there doesn't seem to be any obvious coverage, just there are countless monitors and tables for about 270 people who seem to enjoy the fact that they work for Bungie very much.
While we notice that it seems like fate itself in the internal test room, take a closer look-the game is not played, but some sort of first person shooter game is clearly displayed on the screen.
Through the mezzanine, we can also clearly see that someone seems to be playing games from a third person perspective-as far as we know, this only happens in social center games on the Internet. As (literal)
While it provides little substantive information, peeping is OK, and this is a complaint you can make against the subsequent presentation itself.
It was a fascinating joke for an hour and a half and made us very excited about the new game-but it was still just a joke.
This game was launched by a series of confusing different Bungie people, starting with COO (
Chief Operating Officer)
Pete Parsons-the guy who took us to the studio.
While the first thing he does is introduce Activision Publishing CEO Erich Hirshberg, he's not the type of person that usually appears at new game launches.
He may be a suit actor, but every time we see him he gives a good impression, he is very excited about his work and he seems to be very excited about working with Bungie
Although as a businessman he was given the effort to ensure that no one of us described fate as the work of MMO, although this is clearly closely related to MMO.
"This is a type we can't determine.
"It brings together different things in a new way and looks very fresh," Hirshberg began . ".
"Obviously it has elements of the first person shooter game-Bungie is doing just as well as everyone else on Earth.
It has the elements of the open world sandbox and the elements of the persistent world.
It brings them together in a very fresh way.
"We realize that the fate is called before these
The types of games available are almost what we think can be offered to players, or what we promise.
We realized that we almost needed to create a new phrase to capture the entire content of the game and what type we thought it belonged.
I think Bungie created the first shared world shooter in the world.
"It's a growing world and your role will continue to improve.
This is a wide border game that allows you to roam and explore freely.
In this world, even in story mode, you may intersect and engage with other players who perform their own tasks.
Sometimes who gets in the way of you and sometimes works with you, but the world is always shared and inhabited by other players.
"Of course, it provides all this in combination with the internal organs, the heart --
The shock immediacy of a professionally produced first person shooter game.
Now, I can see that there are thought bubbles all over our heads.
I know there are a lot of rumors about the business model of this game, I just used the word "stick to the world", which is the assumption of a certain business model.
But I would like to fix this in advance and tell you that we absolutely have no plans to charge subfee for fate.
"But my most exciting thing has nothing to do with the business model, and we will have enough time in the coming months to talk about the business model.
What I'm most excited about is that I think fate is more than just a game.
I think fate is a world.
I 've been working with these guys for a while, watching their creations progress, and I feel like Bungie's creative process really starts from there, from the world.
"What rules are there, what politics are there, what history is there, what myths are there in this world, what heroes are like, I think Bungie's unique ability to create the world we all want to live in, we all want to explore and we all want to be involved, which makes them different from most other developers.
"It's a marketing ad, but it's from the heart and it's hard not to share the same passion in the end.
In particular, they are showing the following video documentary.
Although at this point, we rarely realize that this may be the most enlightening thing in the whole event.
It's also the only one that seems to show any in-
Although we were later told about the action.
When we complain that Activision does not provide any screenshots)
It's not actually a live game.
When viddoc is completed (
About 40 of us were sitting in Bungie's huge theater room)
Hirshberg handed over to Bungie co-
Jason Jones, founder and creative director
Before that, he gave a brief overview of Bungie's history and commented on how Halo completely changed the shooter who was one of the first questions that inspired us.
He also briefly mentioned that in addition to Bungie's own experience in first-person shooter games, the company "learned relevant courses" from MMOs and Facebook games ".
It never explains what that really means, and unfortunately, even after the Q & A, most of the details about fate are pending in a similar way.
But he did try to summarize the whole game with these three core features: 1.
Mysterious New World 2
Expand and customize your role. Co-
He then revealed the seven pillars of fate, which has apparently not changed since the game was first imagined in 2009.
At this point, we felt like we took notes at the university lecture, although luckily there was no exam later: 1.
A world you want to enter.
A bunch of interesting things to do.
Reward for people's concern 4.
New experiences every night
But not necessarily in content)5.
Share with others.
Players of all skill levels enjoy it.
Play by tired, impatient and distracted people-remember players don't want to work hard, don't want to read, don't want to go to the Internet to find out the answer. We simply think that the last point is to portray fate as an opposite.
Dark Souls, it's fun because Bungie continues to describe the way in which to interact with other players seems strangely reminiscent of Dark Souls, especially the journey.
But we will discuss that letter again.
Bungie is obviously very serious about the seventh pillar, which apparently not only leads to the design of the UI (user interface)
, And tried to make it as invisible as possible, but also saw some ideas cut from the game, just because there is no way to make it easy for them to beHardcore players
Joe Staten, screenwriter and design director of Destiny, will be on stage and will help explain the story and background of the game.
Like all the other content in the preview, there is not much detail, and most of the content was leaked in November.
Instead, he tells a story, probably a typical common story.
Op task in game.
If you don't know the context of fate, it happens after the golden age of human space exploration, in which the entire solar system seems to have been colonised.
But it seems that several aliens of different races later invaded and brought humans back to Earth, almost extinct.
In the end, only the traveler-a huge city-saved the human race.
Apparently sacrifice their white sphere to save the Earth.
As with everything else, it doesn't seem that bangji has told us a lot of things, but Staten insists that despite the fact that bangji has created a world in which, any story is likely to be the most personal experience in the game that will be the player experience, as well as their interaction with others. The story of Staten (
Telling in the most ridiculous and gorgeous prose, his poetic desire will make a wogon feel ashamed)
Starting with the last safe city on Earth, the city is built under the remains of travelers.
The city does not seem to have a name, but it is implied (
Especially in other non-
Descriptive Press release)
As a social center, you can explore and interact with other players through a third person view.
Each player plays the role of a guardian who lives in the tower on the wall.
Staten described the other players gambling there just for better gear or in his case, meeting with Jason Jones and continuing to work together
Perform tasks.
Three different categories of Guardian characters are mentioned, and Jones is the Titan: "Serious straight-up soldier’.
Staten is a warlock, which seems to be equivalent to a mage.
Each player can customize the look of their character with a custom section so that everyone is different (
We don't know how many helmet artists Bungie has hired, but certainly a lot).
Staten is still vague about how magic works, but it is clearly part of the power of travelers.
"All I know is that whenever I fire one of my Warlock skills, it's like hitting someone's face with a piece of Sunshine," says Staten . ".
He described Jones as "greeting him with an expression" and then the two walked up to the hanger to watch their boat.
Jones is clearly a better one of the two, and Staten says it shows how much he gains in the competition-an interesting hint of how the game economy works.
The two are trying to sneak into a lost human city that is now under the control of an alien called the cabal-described as "a large armored Rhino carrying a nose slug worm "--
Throw and drive huge tanks.
Fighting with them was Staten and Jones, and only with the intervention of a third player can they be rescued from the upcoming airdrop.
The female player is a hunter professional with exotic pulse rifles, although it's not clear what other special abilities she has besides her seemingly cool abilitieslooking sci-fi motorbike.
Staten added her to his "fire brigade" and they tried to get into the "Dust Palace" in an attempt to claim rare loot on a floor on the ground floor.
There are many clues here about how the game details work, and dust Palace is described as a "public area" where you can cross with other guardians.
Some people will perform the same task, but most obviously not, but although we try to determine if this means that certain areas on each planet are divided into separate, common
As you might expect right now, operative and competitive play Bungie are reluctant to say.
Although they do confirm that the whole game can be played by itself if you want.
However, we do want to know that one of their conservative secrets is that the game does not allow voice communication, or at least greatly hinders voice communication.
You'll notice that Jones obviously just greeted Staten with an expression, but Staten also described how the Hunter posed at the entrance to the Dust Palace, "will we do that ? " "There is no time to mention voice communications, and then, when we think with other journalists about the revelation of the day, many of us believe that Bungie is trying to avoid the problem of Internet bean bags, but no one spoke.
We may be wrong, but we particularly suspect that travel is an impact and voice communication is allowed only between confirmed friends.
When Staten left the stage, it was the turn of artistic director Christopher Barrett to discuss the least ambiguous elements of fate: its artistic direction was unusually beautiful and diverse.
We believe that fate will succeed, but even if it is not a move, it depends on art books to make money.
Unfortunately, we can only share a few pictures that Bungie has given us, but in addition to the technical capabilities, what is impressive is the variety of locations and creatures.
According to Barrett, he sees fate as a "mythical scientific fiction", a world of games where anything can happen, with sights that no one has ever seen before.
Destiny is a world full of color, a world full of hope.
This is an interesting place from time-
Driving Robots on abandoned ships floating in the rings of Saturn to magical places
He waved the warlock with his assault rifle, he said.
This is probably the most encouraging and ambitious thing we 've heard over the years about any big budget mainstream game.
Barrett claims that he and his team have created more conceptual art for fate than all of their previous games add up, and we are on a quick trip to start with earth ruins outside of the city.
Here you can see the ruins of the old world, the remains of cars and half of the demolished skyscrapers of the "edge of Europe's death zone", and the "old Chicago Swamp ".
There is the city under the traveler, then further away there are "lost cities buried under the ice of Europe", "sparkling Martian sandy beaches", "abandoned fleet floating in the rings of Saturn", "Broken Moon" and "unknown Dawn "deep ".
Barrett also described "many surreal, wonderful places" with the concept art of strange aliens"
When the islands float in the air at right angles to the rest of the world, the laws of geometry and physics seem to have been broken.
While not saying where these places are or what the "mega city Pyramid Boat" is, it all looks great.
In fact, the enemy "mouth of hell" on the moon seems to include not only the collective effect style remains of the human base, but also the more strange alien technologies and forts.
On top of that, it looks more like the path to death of Lord Of The Rings than hard science fiction.
Barrett continues to describe "a mile long tomb ship and their dungiou", as well as the aliens themselves, including the "planet"
Spider pirates and rusty machines (
From the first creature that officially released the artwork)
Time already mentioned
Traveling robots and "evil space zombies "(
As Barrett clarified, their official name is not.
We also show the concept artwork of the Guardian and the weapon of Ian M.
Name of Bank style like "super good advantage.
There's also in-lens.
The engine models of many creatures, though often without textures, are relatively unhelpful in trying to imagine how they look in the game-which is certainly the intent of Bungie.
The next speaker is Chris Butcher, technical director, who confirmed that Bungie has been working on the game for six years and is planning to make an impact over a longer period of time: the engine is completely much more
Threading performance across all platforms today and over the next 10 years.
We have a brand new graphics engine and a complete
Featured world editors make us more expressive than ever before.
But instead of talking about graphic technology, he focused on network technology and how the Mars mission described earlier actually works.
The game is constantly paired with other players, according to Butcher, but there is no menu screen or progress bar to prove this.
He compares it to how the phone works because they are connected all the time and re-connected to the phone launch tower, although you only have one consistent connection as far as you are concerned.
Butcher predicts that all games will be social in the way of fate in the future, but he quickly gave way to Hao Chen, a senior graphics engineer, who entered (relative)
Details of the game's visual effects.
Although at first he seemed to be more concerned that he would not be allowed to swear as he would normally do on display.
Considering he still managed to give up a few f-
We can only imagine that he usually turns the meeting room into a perfect blue color.
However, Chen is an engaging and enthusiastic speaker when he shows a real
He said he still can't believe it was created with his engine and we believe him.
After all, it is almost intolerable beauty, hardly distinguished from the early conceptual art.
But at this point in the presentation, Bungie was reluctant to provide any real details, which began to limit what the speaker could actually show.
When Chen tells a technical demonstration of how lighting works, it's all very interesting, but it's also very abstract.
Especially when he repeated earlier comments about the fate graphics engine, he said, "it fits well with the hardware of the current and future generations ".
Then, it seems that technical art director Ryan Ellis presents a short video of senior editor Gorgnok, which not only has the best name for any similar tool, but is considered the most powerful ever
While we can now be sure you can guess what the answer is, when asked if the player can use it (‘no comment’).
But Ellis was able to give a very brief technical presentation.
Game engine running on PC.
This is not the game itself, but a quick glance at the old human device on the moon.
The graphics here look earlier than anything possible on the current generation console, and it's exactly what you expect from Xbox 720 and PlayStation 4, with stunning level of detail and almost realistic stunning lighting effects.
We saw Ellis wandering over the water for a few minutes, and then that's it, and community manager Eric Osborne seemed to complain that he was talking about how fate was linked to smartphones and Bungie.
Net will never be as exciting as it is now.
While it is clear that in many ways this social connection is equally important to the overall appeal of the game.
Finally, Marty O'Donnell, Bungie's famous audio director and composer, came on stage to show the clips from the game's soundtrack.
Or rather, with the help of Paul McCartney, the soundtrack created at the AbbeyRoad studio provides inspiration for developers.
Although many tracks will be adapted for use in the game, the whole symphony is created without any specific mention of the moment in the game, which is very unusual, but given the quality of the music, there seems to be a good return.
There is a lot of chorus in Halo, but reflecting the game itself, the diversity of musical styles is much wider and there is a more melodic approach to John Williams style. And that’s it.
This is one of the longest and odd races we 've played in many ways.
In fact, everyone we talk to later is very excited about fate, even though they admit that we still don't know anything about it.
The question of what format it will release and when it will be released is especially unclear, however, we would be very surprised if the Xbox 360 version was not released at least this year. (
The contract mentioned at the beginning of the demo indicates that fate will be released exclusively as Xbox 360 this fall, although it suggests that the current gen version will be released at the same time. )
We won't be surprised to find that the game is a big player in Microsoft (and perhaps Sony's new console.
While what we are most sure of is that Bungie hides a lot of very important secrets about the game.
We can't wait at least to learn more about them.