ReportWire

Tag: Bungie

  • Bungie, It’s Time to Overhaul Legendary Armor Drops in Destiny 2

    Bungie, It’s Time to Overhaul Legendary Armor Drops in Destiny 2

    [ad_1]

    There are a lot of pieces that make up the whole of Destiny 2, and over time a lot of said pieces have been overhauled to the joy of the community. However, I would argue one such element of Destiny 2 that has had everything around it improved but not improved itself is Legendary armor, and honestly, it’s high time Bungie overhauled Legendary armor drops.

    One of the best changes Bungie recently made about armor was the removal the various subclass elements being tied to it. Likewise, the mod system overhaul was a breath of fresh air for how Legendary armor’s mod sockets are utilized. But beyond those changes, the act of using Legendary armor as a reward is still as stale as it has ever been. The difference in excitement I feel between a purple gun and purple armor dropping is night and day.

    I asked myself why that is the case, and discovered that it’s because of rolls and the complete lack of impactful high value rolls.

    Image Credit: Bungie via Twinfinite

    Allow me to elaborate: when purple armor drops, it always has the same four mod slots, and the only thing a Guardian could get excited about is the armor’s gear stat rolls. The problem is that good rolls are incredibly unlikely unless you’re doing endgame difficult PvP or PvE content. This makes the majority of Legendary armor rolls nearly useless because you’re always going to know when to expect good and bad rolls.

    It’s that knowing and expectation that kills the excitement of almost every armor drop. What’s worse is that during the endgame content, the armor may have a high roll, but the gear stat distribution may be in the opposite stats you’re looking for. This ends up feeling awful, especially considering the effort that goes into completing Destiny 2’s difficult endgame content.

    Bungie should look into improving Legendary armor to be more compelling at all times and across all difficulties. This could also end up benefiting the new players experience as well, but that may be a topic for another time.

    As a huge fan of action RPGs and anything that loots after I shoots, when purple armor drops there should be more rolls to consider. I know the argument for more RNG isn’t always a popular one, but if every single drop has the potential to drop as a god roll — with slightly higher chances in difficult content — then that should make each drop all the more compelling.

    I think it would be a net positive for the Destiny 2 experience for players to not only fawn over every new gun, but every armor drop too; just like they would in every other ARPG in existence.

    Destiny 2 stat screen for Legendary artifice armor
    Image Credit: Bungie via Twinfinite

    It wouldn’t be that hard to implement either, or at least to design a framework to build such a system around. One solution would be to give pieces of armor their own traits and origin traits like what guns currently have. These new armor traits would be what gives the armor its gear stat bonuses. Now, imagine three columns of traits that represent metal, fabric, and stitching. Each column’s trait could give two gear stat bonuses. A trait called Tight Weave could give, say, 12 Mobility and 8 Strength, while another in that same column could give 7 Mobility and 14 Resilience instead.

    With such a system in place, players would look at each piece of armor dropped and compare the various armor traits to see if a high roll in two or three gear stats would be possible. I know I would certainly experiment with every drop if that were the case.

    Additionally, a slight tweak to mod sockets could further improve excitement around Legendary armor drops. The change could be as simple as each drop rolling between three and six mod sockets, with four being the average roll. This would make it so current builds and loadouts wouldn’t be changed all that much, while allowing for future drops to give players more mod customization if they get lucky.

    It’s easy to get carried away with RNG on top of RNG, but I’m confident that changes like these would be a net positive. They’d make half of the loot pool all the more interesting and worth playing and grinding for, while also giving players a reason to care about Legendary Armor drops for the first time in forever.

    About the author

    Ali Taha

    Whether its new releases, or a new Destiny 2 season, Ali will flex his gaming and freelancer skills to cover them extensively. He started off writing features for Game Rant but found a better home here on Twinfinite. While Ali waits for the next Monster Hunter title, he enjoys publishing his progression fantasy novels as an indie author.

    [ad_2]

    Ali Taha

    Source link

  • Destiny 2 Just Had One Of Its Wildest Weekends Ever

    Destiny 2 Just Had One Of Its Wildest Weekends Ever

    [ad_1]

    It’s beautiful when video games break. It can also be incredibly fun for players, and a nightmare for developers in charge of making sure everything keeps humming along without issue. Over the weekend, Destiny 2 players discovered a wonderful glitch that let them craft god-like weapons and tear through challenging end-game missions with ease. Days later, Bungie is still trying to put the genie back in the bottle.

    Destiny 2 is a sci-fi MMO shooter built around collecting rare, magical guns and using them to complete cosmic gauntlets with ever-increasing efficiency and grace. This “grind” can at times feel like running on a treadmill, and Bungie spends a ton of time and resources trying to calibrate the variations in speed and incline to make it challenging and rewarding rather than tedious. Balancing the game’s hundreds of weapons is a big part of that, with minute changes to perk descriptions or numerical values leaving huge marks on the overall shape and trajectory of the experience.

    Destiny 2’s bizarre weapon crafting glitch

    On September 15, a new crafting glitch started making the rounds on social media and various Destiny 2 subreddits. It effectively allows players to create a new weapon with any set of perks they want by slowing down the game and swapping screens quickly. On PC, players put the framerate down to 30fps to increase the window of time to pull off the exploit, while console owners initiated massive file installs in the background to create a similar amount of lag. The result was the ability to create bows that fire grenades and auto rifles that shoot shotgun shells, each with mixes of some of the most powerful perks from standard legendary ones like Chill Clip to unique Exotic perks from guns like the Dead Messenger grenade launcher and Osteo Striga submachine gun.

    These broken builds quickly started proliferating in various modes. In dungeons and raids it allowed players to clear encounters and demolish bosses in record time. In competitive PvP like Trials of Osiris, however, it gave players incredibly unfair advantages, and made it easy to essentially glitch your way into some of Destiny 2’s most coveted accomplishments—like flawlessly going through an entire Trials run (without losing). Many in the community assumed Bungie would roll back the game to remove the glitch and anything players had gained from using it. Instead, the studio gave players its blessing to have fun while it worked on a fix.

    “We’re aware of an issue that allows specific weapon perks to be crafted into other legendary weapons and are investigating a fix, which will result in these weapons being reset in the future,” the studio announced on Twitter on September 15. “We currently don’t have any plans to disable Trials of Osiris due to this issue.”

    How Bungie is fixing the Destiny 2 weapon-crafting bug

    Instead of banning players who gained in-game rewards or achievements using the exploit, Bungie revealed the next day that it would work on deploying two fixes. The first would be a server-side update to disable players from using any crafted weapons. The second would reset the “illegal” weapons back to their defaults.

    “This is a complex issue, and as a result of testing, our original timeline for a server-side fix has been extended,” Bungie tweeted on September 17. It disabled the Osteo Striga, Revision Zero, Dead Man’s Tale, Dead Messenger, Vexcalibur, and Exotic class glaives, but over 72 hours later is still working on the second half of the fix to bring everything back online. “Please refrain from asking your local Destiny 2 triage developers how their weekend was,” Joe Blackburn, the game’s director, joked on Monday.

    Bungie even leaned into the chaos with a Ted Lasso TikTok meme encouraging everyone to go ahead and “live.” In response, the top comment reads, “The biggest glitch in Destiny’s history and Bungie is letting us have…..fun?”

    Word of the loot party clearly spread, because Destiny 2’s concurrent player spiked over the weekend on Steam. Where it had been peeking around 80,000 in the last few weeks, it cracked 100,000, a number usually reserved for seasonal updates. While the glitch has likely sent the team into crisis mode and no doubt ruined several developers’ weekends, the unexpected bonanza has also been a bright spot for a game that’s been caught in a bit of a malaise as its pivotal The Final Shape expansion arrives ahead of Destiny 2’s 10-year anniversary. The integrity of the game and its loot chase may have been fundamentally undermined, but at least for the moment anyway, players had a blast.

            

    [ad_2]

    Ethan Gach

    Source link

  • Destiny 2 Taps Keith David As Zavala To Replace The Late Lance Reddick

    Destiny 2 Taps Keith David As Zavala To Replace The Late Lance Reddick

    [ad_1]

    Image: Bungie / Jonny Marlow CPi syndication / Kotaku

    Ever since John Wick and The Wire actor Lance Reddick suddenly and unexpectedly passed away earlier this year, Destiny 2 fans have been wondering what would become of his iconic character, Commander Zavala. Today, Bungie announced that veteran actor Keith David, beloved for his video game work in Halo and Mass Effect, will take over in 2024’s The Final Shape expansion.

    “Lance’s iconic voice led us through the most intense moments in Destiny’s history and his impact on our Guardians, our community, and Bungie as a whole will never be forgotten,” Bungie announced on August 10. “Keith David, a prolific actor on the stage and in television, film, and games, will assume the English language voice of Zavala in The Final Shape and beyond. Separately, Lance’s existing lines in-game will remain untouched for the upcoming release.”

    David’s appeared in a ton of movies, including The Thing, Platoon, and Nope. But he also has a long history of voice acting in games where he’s best known for his performances as the Arbiter in Halo 2, and Captain David Anderson in Mass Effect. “I am honored to continue the great work of Lance Reddick as Zavala. Lance captured the character’s sense of integrity so wonderfully,” he said in a press release. “It is my intention to continue that work.”

    Later, David posted a video message on X (formerly known as Twitter):

    “One of the great qualities of Zavala that really attracts me is his integrity…and his sense of family,” said David. “And I thought Lance [Reddick] captured that wonderfully. And it is my intention to continue that work and continue to bring that kind of integrity to the role.”

    Reddick was beloved within the Destiny 2 community not only as a great talent but also a massive fan of the game himself. He was found to have been playing shortly before his untimely death, and players flocked to the sci-fi MMO’s main social hub to pay their respects in the days that followed. Bungie has promised that The Final Shape, where David will first make his debut as the new voice of Zavala, will be the climactic expansion campaign and raid players have been waiting for as the live-service loot shooter finishes up its first big story arc, a conclusion 10 years in the making.

    Update 08/10/2023 6:29 p.m. ET: Added video commentary from David.

    [ad_2]

    Ethan Gach

    Source link

  • 10 Things You Should Never Say To An Xbox Gamer

    10 Things You Should Never Say To An Xbox Gamer

    [ad_1]

    Image: 343 Industries / Microsoft

    Whether in seriousness or jest, best to just leave all vaguely unorthodox Halo opinions at the door. Halo: Combat Evolved’s campaign is an all-time classic. We shall never gaze upon the likes of Halo 3’s multiplayer community again. Do not say you loved being able to sprint in Halo 5, let alone that you thought the first Halo without Bungie was the GOAT. Master Chief himself, space hockey pads and all, would not survive the psychic damage.

    [ad_2]

    Ethan Gach

    Source link

  • Fan Art Turns Up In Destiny Cutscene, Bungie Will ‘Compensate’ Artist

    Fan Art Turns Up In Destiny Cutscene, Bungie Will ‘Compensate’ Artist

    [ad_1]

    Last week Bungie blew the doors clean off its convoluted and mysterious lore by releasing a cutscene that spelled out exactly what The Traveler—that big white moon central to the series’ storyline—was, and where it had come from.

    For Destiny fans that must have been extremely satisfying, but it was something else for artist Julian Faylona, aka ELEMENTJ21, who noticed that part of the official video sure looked like a piece of their own Destiny fan art that they first published online in 2020.

    “I just realized Bungie took inspiration from my piece for this week’s cutscene”, they tweeted last week. “Certainly took me by surprise when I watched the cutscene”. As you can see below, the similarities between Faylona’s piece (green, on the right) and the art in Bungie’s trailer (black, left) show that the word “inspiration” is being used very generously:

    In response, Bungie told PC Gamer over the weekend that they “are planning to compensate and credit them for their work.”

    “We discovered that an external vendor that helped to create this cutscene mistakenly used this art as a reference, assuming it was official Bungie artwork. We are currently waiting to hear back from the artist to take the necessary steps to remedy this situation.”

    While these “company lifts fan art” stories can often be acrimonious—and rightly so, given they are often outright theft—in this particular case Faylona has been surprisingly chill about the whole thing.

    “To be honest, I’m genuinely excited and happy that the piece I made 2 years ago—which, even back then, I fully acknowledged is based on the Destiny franchise—made it into the cutscene,” they said to PC Gamer in a statement. “It was totally unexpected and completely caught me by surprise. So much so that I wanted to make a shoutout about it.”

    The art in question was part of this cutscene

    [ad_2]

    Luke Plunkett

    Source link

  • Wow, Bungie’s Marathon Is The Coolest-Looking Shooter In Years

    Wow, Bungie’s Marathon Is The Coolest-Looking Shooter In Years

    [ad_1]

    Rarely do I watch a trailer for a video game more than once. Yet with Bungie’s Marathon reboot/sequel/whatever, I’ve found myself looping its slick and stylish announcement trailer. It’s not just because the trailer slaps, but because Bungie is teasing looks to be one of the coolest shooters released in years.

    On March 24, shortly before a Spider-Man 2 trailer would set off a whole new “puddlegate,” Bungie (Halo, Destiny) revealed its next big first-person shooter: Marathon. If that name sounds familiar, that’s because this is actually Bungie returning to one of its oldest franchises, the Mac-only shooter trilogy, Marathon. You can read more about those old games, their beloved lore, and how it connects to Halo and modern extraction shooters in this piece from our very own Claire Jackson.

    However, I’m not here to talk about Marathon’s lore, history, fandom, or anything involving the Bungie mythos. No, instead, I want to just gush for a few paragraphs about how damn refreshing and awesome this game’s look and announcement trailer are compared to most other shooters and games out there today. And I don’t seem to be alone in loving this trailer as it has hit 18 million views on YouTube already.

    PlayStation / Bungie

    Marathon has one of the best game trailers of 2023

    From the moment the trailer’s intense electronic music kicks in at the start, I was engaged. Then we see someone in a rad-looking sci-fi-fi outfit running through a tunnel, all while shots of vibrant-colored robot bugs create intricate android-like beings. What’s happening here? I don’t know, but did you just hear that sick bit in the music?

    Anyway, the running character breaks out of the darker tunnels and enters an incredibly bright world where we see that they are also rocking vibrant colors, including a bright, neon-pink helmet. The music builds as the camera zooms in closer and closer to the runner. Things feel tense as the music builds into a digital mess and then BAM! That’s all she wrote for this runner as they are sniped from afar by a slick-looking and white-as-paper android. Our runner, now dead, is seen collapsing in slow motion into what appears to be a milk-like substance, their blue-inky blood mixing and swirling into the water around their corpse. As the robot sniper rips out something from the dead runner the music builds again, glitches out, and BAM! Bungie reveals that this vibrant trailer was for a new Marathon.

    “Vibrant” is really the keyword here. Everything in this trailer pops in a way that I’ve not seen in most other shooters released in recent years. A lot of modern shooters seem focused on realism, which can look lovely, but also a bit drab. The popular color scheme we typically see on shooters also starts to make shooters like Call of Duty and Battlefield blend together. Or they all look a bit too much like Fortnite, which while colorful, isn’t visually distinct anymore. I enjoy a lot of these modern shooters regardless. But with Marathon, things are different.

    Actually, it’s beyond colorful. It’s almost garish with all of its pinks, yellows, greens, and blues clashing in nearly every frame. Yet it’s all balanced by hyper-realistic lighting, materials, textures, and models. The color palettes are incredible to look at and a few of us at Kotaku couldn’t stop gawking at the trailer.

    Marathon’s new art style is fresh and bold

    Bungie calls Marathon’s art style “graphic realism,” as mentioned in a recent behind-the-scenes video about the rebooted shooter. Bungie dev Emily Katske further elaborates on the game’s art, saying it’s “bold, colorful [and] stylized.”

    The game’s director, Christopher Barret, in the same video, also says that the team wanted the art to be “beautiful” and “vibrant”, “mysterious” and “familiar,” “but also, strange.”

    Bungie

    Normally, I’d roll my eyes a bit at this kind of talk, but after seeing the trailer and concept art of this new take on Marathon, yeah, I get it. Balance is key, though. Bungie has to carefully balance when and where to “dial [things] up to 11” and when to pull back a bit so folks don’t get overwhelmed while trying to play.

    It’s a risky option, taking a beloved franchise and reworking it into something bold. It’s also quite a departure from the original Marathon games, which featured more subdued or grimy textures and Doom-like sprites. I’ve already spotted some longtime Marathon fans upset about this new, more colorful, and stylized direction. And until we actually play the final game, we won’t know if any of this will actually work out. Was this a big, expensive mistake? Or a huge gamble that lands perfectly? No idea!

    But Marathon’s trailer, concept art, and overall style has me more excited than I expected to play this upcoming extraction shooter. I’m not even a fan of that genre of online FPS, but I want to see more of Marathon so badly that I’ll give it a shot. As long as I can waddle around Bungie’s new incredible-looking world for a few minutes before getting killed, I’ll be happy to play and explore Marathon whenever it comes out.

    [ad_2]

    Zack Zwiezen

    Source link

  • 9 Things We Just Learned About Sony’s Big Playstation Plans

    9 Things We Just Learned About Sony’s Big Playstation Plans

    [ad_1]

    With the wind at their back, Sony Interactive Entertainment CEO Jim Ryan and head of PlayStation Studios Hermen Hulst recently presented the state of the PlayStation 5 ecosystem to investors and hinted at what’s coming in the near future. Among other things, the company promised new IPs, more live-service games, and a big push behind cloud gaming.

    While Sony’s big gaming showcase will offer specific details on new game announcements, release dates, and potential hardware refreshes, the investor presentation was a broader look at the current state of the PlayStation business and where it’s headed next. We got a pretty granular breakdown of some interesting sales data as well as cryptic teases of upcoming initiatives, like Sony’s rumored cloud gaming handheld, Q Lite [Update 5/25/2023 11:07 a.m. ET: the devices was revealed in the showcase and it’s wild looking]. Here are some of the biggest takeaways from the company’s latest business meeting.

    PS VR2 is already outselling the first virtual reality headset

    Sony’s new virtual reality headset is a comfortable but pricey bundle that requires users to already own a PS5, but initial sales numbers show it’s actually tracking ahead of the first PS VR headset. PS VR2 sold 600,000 units in its first six weeks, while the PS VR1 sold closer to 550,000. Whether that momentum will build the platform into something more than an expensive accessory for enthusiasts remains to be seen.

    Image: Sony / Kotaku

    Analysts previously called for a price cut to fuel sales, and it’s unclear if big new games will arrive without a larger install base, especially as companies like Meta lay off VR developers amid cutbacks.

    Sony plans to invest a ton in new franchises

    Since the PS5 launched, fans have been waiting to see what new IPs would grow out of the latest console generation. So far it’s been mostly sequels to series that already existed or got their start on the PS4 like God of War, Horizon Zero Dawn, and Spider-Man. But Sony revealed that new franchises are planned. PlayStation Studios’ investment in new IP will hit 50 percent in 2025, compared to only 20 percent in 2019. However the lag in production means we might not end up seeing the results of that spending until late in the PS5’s life cycle.

    Live-service games will be over half of that spending

    Sony’s first-party single-player games have been setting the bar for story-driven blockbusters for years now, from The Last of Us to Ghost of Tsushima. It’s clear the company now wants to do the same for live-service multiplayer games as well, and will be leveraging its recent acquisition of Destiny 2 maker Bungie to achieve that.

    A PowerPoint slide shows how much players spend on microtransactions.

    Image: Sony / Kotaku

    The breakdown of total spending on content this year will be 55 percent on live-service business models vs 45 percent on “traditional” ones. The difference will be even more stark by 2025, when live-service spending will reach 60 percent of seemingly all production costs. It’s possible some of those games will still have a traditional single-player emphasis and just include cosmetic shops, like Ubisoft’s Assassin’s Creed Valhalla. Others are sure to be multiplayer-focused affairs more like Destiny 2.

    PS5 owners spend a ton on microtransactions

    Prestigious exclusives might help sell consoles, but it’s not what makes the most money once players are locked in. Sony revealed that PS5 players are spending over $100 more than PS4 players were at a similar point in the console cycle. That extra money isn’t coming from more games sold, however. It’s coming from spending on add-on content, meaning paid DLC and microtransactions.

    Full game sales actually dropped by 10 percent on the PS5, while add-on content grew by 210 percent. Although Sony collects a 30 percent commission on all in-game purchases in Fortnite, Call of Duty: Modern Warfare II, and Apex Legends on the platform, it would stand to make a ton more if those purchases were made inside its own first-party exclusives.

    Spider-Man sold great on PC while The Last of Us Part I is off to a slower start

    2018’s Spider-Man didn’t arrive on PC until last year. In the eight months since it hit PC, the game sold an additional 1.5 million copies on the platform. The Last of Us Part I, meanwhile, has sold 368,000 copies since it arrived on Steam in March. That’s not bad considering it’s a remaster of a decade-old game many people have already played on PS3, PS4, and PS5. But it’s not exactly God of War numbers, which sold nearly a million copies in its first two and a half months on PC.

    A PowerPoint slide shows game sales on PC.

    Image: Sony / Kotaku

    It’s not clear how much The Last of Us Part I’s rough performance and poor optimization at launch hurt its initial momentum, compared to the overall increase in sales of the game across all platforms following the success of the hit HBO adaptation. It seems like the port was in part a learning exercise for Naughty Dog, potentially as Sony eyes bringing the rest of its games to PC.

    Half of all game releases won’t just be on PS5 by 2025

    In the past Sony seemed afraid to cannibalize console sales by releasing its games on PC. Now it’s clear the company is ready to do just the opposite, porting its exclusives and investing in potential mobile spin-offs. The company plans for 50 percent of its releases in 2025 to be either PC or mobile games.

    A lot of players are paying for the more expensive PlayStation Plus subscriptions

    When Sony unveiled its overhauled PS Plus program, creating three separate tiers and folding its PlayStation Now streaming service into the priciest one, it seemed needlessly complicated. The highest tier, Premium, also didn’t seem worth the extra price in exchange for a slim selection of PlayStation Classics and cloud gaming features that are still a work-in-progress.

    A PowerPoint slide shows how many users subscribe to PS Plus Premium and Extra.

    Image: Sony / Kotaku

    It turns out a lot of people were willing to upgrade, however. Sony says 14.1 million subscribers joined the higher tiers in the first 10 months, which now represent 30 percent of all PS Plus users. And Premium actually accounts for the majority of those with 17 percent of total subscribers, while the middle-tier, Extra, only has 13 percent.

    The first PlayStation mobile game will arrive as early as 2023

    Sony said it’s currently “partnered with established teams on games,” and “bringing some of our most celebrated IP to mobile,” with the first set to release in fiscal year 2023. The company acquired mobile maker Savage Game Studios last August and Bungie has also long been rumored to be working on a mobile version of Destiny 2. According to Sony’s charts, the mobile gaming market is already bigger than console and PC gaming combined, and it only projects that gap to widen in the coming years.

    Sony’s doubling-down on cloud gaming

    In the most cryptic part of the presentation, CEO Jim Ryan said the company has “some fairly interesting and quite aggressive plans to accelerate our initiatives in the space of the cloud.” He didn’t elaborate on what those are, but made the comment in the context of mobile gaming and portability. It certainly raises eyebrows since Sony has also now revealed a cloud gaming handheld codenamed Project Q that would be a remote play accessory for the PS5.

    PS Plus also doesn’t currently support cloud gaming on smartphones either, requiring you to use a PS4, PS5, or PC. We do know that Sony has been developing a number of patents to decrease latency while streaming games, and The Verge previously reported that the company is hiring for a number of roles to build out its cloud gaming infrastructure. Cloud gaming has been at the center of the regulatory fight over Microsoft buying Activision Blizzard, and it seems like whatever the outcome of that proposed merger, Sony wants to take back some of the video game streaming market share it previously ceded to Game Pass and xCloud.

                  

    [ad_2]

    Ethan Gach

    Source link

  • Bungie Wins $12 Million In Destiny 2 Anti-Cheat Lawsuit

    Bungie Wins $12 Million In Destiny 2 Anti-Cheat Lawsuit

    [ad_1]

    As Bungie continues on its warpath against Destiny 2 cheaters, the studio has won $12 million in the lawsuit against Romanian cheat seller Mihai Claudiu-Florentin that began back in 2021.

    Claudiu-Florentin sold cheat software at VeteranCheats, which allowed users to get an edge over other players with software that could do things like tweak their aim and let them see through walls. Naturally, Bungie argued that the software was damaging to Destiny 2‘s competitive and cooperative modes, and has won the case against the seller. The lawsuit alleges “copyright infringement, violations of the Digital Millennium Copyright Act (DMCA), breach of contract, intentional interference with contractual relations, and violations of the Washington Consumer Protection Act.” (Thanks, TheGamePost).

    You can read a full PDF of the suit, courtesy of TheGamePost, here, but the gist of it is that Bungie is asking for $12,059,912.98 in total damages, with $11,696,000 going toward violations of the DMCA, $146,662.28 for violations of the Copyright Act, and $217,250.70 accounting for the studio’s attorney expense. After subpoenaing Stripe, a payment processing service, Bungie learned that at least 5848 separate transactions took place through the service that included Destiny 2 cheating software from November 2020 to July 2022.

    While Bungie might have $12 million more dollars out of this, VeteranCheats’ website is still up and offering cheating software for games like Overwatch and Call of Duty. Though, Destiny no longer appears on the site’s home page or if you search within its community.

    According to the lawsuit, Bungie has paid around $2 million in its anti-cheating efforts between staffing and software. This also extended to a blanket ban on cheating devices in both competitive and PvE modes earlier this month.

    While Destiny 2 has been wrapped up in legal issues, the shooter has also been caught up in some other controversy recently thanks to a major leak that led to the ban of a major content creator in the game’s community.

    [ad_2]

    Kenneth Shepard

    Source link

  • Destiny 2 Fights Back Cheating Devices, Sends Out Warning

    Destiny 2 Fights Back Cheating Devices, Sends Out Warning

    [ad_1]

    Image: Bungie

    Bungie is cracking down on Destiny 2 players using third-party peripherals to cheat in the game’s competitive and cooperative modes.

    The studio is following Call of Duty: Warzone’s example, which implemented a similar ban at the beginning of April, and is now monitoring when players use devices to get the leg up against others. Bungie outlines its policy in a blog post on its website, but stops short of naming any specific software or hardware because it “simply [doesn’t] want to offer a bigger spotlight than necessary.” But broadly, the post lists things like “programmable controllers, keyboard and mouse adapters, advanced macros, or automation via artificial intelligence” meant to let the user use inputs in a way that goes beyond what the game or player is typically capable of.

    Bungie makes a distinction between things like external accessibility aids that make the game playable as intended for people with disabilities and third-party peripherals maliciously designed to give the user an advantage over others. Because Destiny 2’s PvE content also affects things like races to finish the game’s raids at launch, Bungie is extending these rules to cooperative modes, as well.

    “Simply using an accessibility aide to play Destiny 2, where a player could not play otherwise, would not be a violation of this policy,” the post reads. “Using these tools to mitigate challenges all players face, such as reducing recoil or increasing aim assist, would be a violation.”

    Moving forward, Bungie says it will be monitoring for violations, with plans to issue warnings, restrictions, or outright bans depending on the situation. Cheating in online games is as old as the medium, but what that means and how it’s detectable varies from game to game. Valve recently caught and banned over 40,000 cheaters from Dota 2 and then publicized the move as a threat to would-be cheaters.

    While third-party software and peripherals are one part of the conversation, some competitive communities are deciding for themselves what cheating looks like. The Super Smash Bros. Ultimate competitive scene has been dealing with an in-game strategy that was deemed unfair involving the character Steve. Since then, some tournament organizers have made the decision to ban the character outright, rather than having to vet suspect players at events.

    [ad_2]

    Kenneth Shepard

    Source link

  • Bungie Quietly Patches Destiny 2’s Vagina Armband

    Bungie Quietly Patches Destiny 2’s Vagina Armband

    [ad_1]

    Image: Bungie

    Destiny 2 has gotten a bunch of hotfixes since the Lightfall expansion launched several weeks ago, but none like yesterday’s update. A fix not mentioned in the patch notes secretly changed the game’s newest Warlock armband armor to make it look less like a vagina.

    Bond of Detestation is a class item that drops from Destiny 2‘s new Root of Nightmares raid that went live on March 10 and focuses on Nezarec, an old disciple of the game’s arch antagonist, The Witness. Up until Thursday it could have been mistaken for an alien fleshlight, mostly because of a small horizontal slit across the front of it.

    It sort of looks like an eyeball, maybe, not really. Its resemblance to a vulva was especially noticeable when certain shaders were applied. Players suggested all sorts of names for it–Witnussy, Nezussy, Nezzylight–but “Bondussy” was the one that stuck.

    As first reported by Forbes’ Paul Tassi, Bungie has now stepped in to take the horny down a notch. This week’s hotfix addressed a number of bugs. The biggest change from the patch notes was a fix for the infamous Thresher gunships that had been murdering players throughout the solar system. Completely unmentioned was the fact that the hotfix also removed the Bondussy’s slit to make it look much less suggestive. It’s sort of now just a giant space pearl.

    Stealth content changes and visual adjustments like this are rare, in part because the Destiny 2 community is hyper sensitive to every little shift in its sci-fi universe. Bungie removed a piece of armor back in 2017 because it had an alt-right symbol on it with Nazi origins. Bondussy wasn’t hate speech, though it clearly must have run afoul of Bungie’s broader artistic intentions for the raid armor. Or maybe the studio just didn’t like the nickname “Bondussy.”

                

    [ad_2]

    Ethan Gach

    Source link

  • Destiny Players Pay Tribute To Lance Reddick, Their Fallen Commander

    Destiny Players Pay Tribute To Lance Reddick, Their Fallen Commander

    [ad_1]

    Lance Reddick, the actor who’s been lending his voice to games ranging from the Horizon series to Quantum Break, passed away Friday. He was 60 years old. While he’s been in films and TV shows such as John Wick and The Wire, Destiny players know him best as the commander of The Last City, the Awoken Guardian Zavala. Now, folks who’ve heard the news of Reddick’s death are flocking to his in-game character to honor him as their forever commander in a wholesome display of gamer solidarity.

    Read More: Destiny, Horizon Actor Lance Reddick Dies At 60

    Zavala is a mainstay in the Destiny universe. One of the first characters you meet after waking up in the original game and blasting your way through an alien-infested planet, Zavala could be found in the Tower’s war room alongside Cayde-6 and Ikora Rey. A kind of stoic blank slate in the beginning, he would primarily sling a variety of Titan armor in silence. However, he’s been given a lot of emotional backstory in the years since, with the character evolving in significant ways—he’s more talkative when you see him in the Tower now, standing alone and looking out at the Traveler, pontificating on the state of the world and his role in it in Reddick’s dulcet tones.

    In last year’s Witch Queen expansion, he grappled with his faith as cosmic forces challenged it, which gave Reddick even more room to flex into Zavala’s character and personality. Subsequent seasons revealed a familiar tragedy from his past that still haunted him. Infamous lines memed into oblivion like, “We’ve stepped into a war with the Cabal on Mars,” also gave way to intimate personal tales of grief and struggle.

    So, with the news that Reddick has suddenly passed away due to what police are saying is natural causes, many Guardians are now paying their respects to the beloved Titan Commander, heading to the Tower to pay tribute to him as best they can. Games journalist Saniya Ahmed shared a picture of gatherers at the Tower, writing that some players were giving each other emote hugs.

    Kotaku senior editor Alyssa Mercante jumped into the game and confirmed there were folks gathered around Zavala. Several players deployed the Peaceful Rest emote, which surrounds them in neon-colored tower candles. Another held a shield and sword made of light. A few just sat.

    Folks are heartbroken over this loss, including many Bungie employees, who shared their immediate reactions to the shocking news on Twitter. Artwork of Zavala has already been drawn up and sent out. Content creator Uhmaayyze shared an older image of Reddick holding a Destiny gun, beaming. Zavala quotes are circulating online, their meaning holding even more weight in light of this loss. Some players are even planning a “community-wide silent sit-down event” in front of Zavala to pay tribute to Reddick’s stellar performance, while others are trying to organize a shared color scheme to honor him. Reddick’s impact on the Destiny community cannot be understated, especially since the last tweet he liked was about the game.

    Kotaku reached out to Bungie for comment.

    Read More: As Destiny 2‘s Commander Zavala, Lance Reddick Finally Gets To Be The Good Cop

    It’s never a good feeling when a beloved figure passes, especially someone as influential and prolific as Lance Reddick. But thanks to the community’s adoration and his immortalization across mediums, Reddick will live on forever. So, eyes up, Guardians, Commander Zavala is forever watching over you.

     

    [ad_2]

    Levi Winslow

    Source link

  • What We Loved And Hated About Destiny 2: Lightfall

    What We Loved And Hated About Destiny 2: Lightfall

    [ad_1]

    There was a lot of hype going into Lightfall, Destiny 2‘s big cyberpunk expansion. The reality has been much more muted, full of ups and downs, fun discoveries and tedious chores. Live-service games are unwieldy creatures to try and examine under a microscope, and Destiny remains one of the toughest of them all.

    Free-to-play sandbox changes are launching alongside the paid campaign, and separate seasonal story missions will be dropping week to week as hotfixes continue rolling out. Below fellow Kotaku writer and Destiny 2 glutton Zack Zwiezen and I discuss the highs and lows of Lightfall’s initial kick-off.


    Zack Zwiezen: Eyes up, Guardians. We will be talking about Destiny.

    Ethan Gach: Okay, let’s start with the Lightfall campaign. What were your most and least favorite parts? The high point for me was obviously the opening cinematic that shows The Traveler confronting The Witness and everything going sideways. The low point was crawling through air ducts while Osiris barked at me to quit wasting time and become one with the green space magic (Strand).

    Zack: My favorite part was also the opening bit and the ending. It felt like stuff was happening and actually seeing the Traveler do something was amazing. Finally, the orb is helping us. My least-favorite part was how much the rest of the main campaign feels like season three of Lost, just spinning its wheels until the big finale.

    It’s ironic that Osiris is so angry about us wasting time when this whole campaign feels like a waste of time.

    Ethan: I felt extremely torn throughout most of it between the gravity of the story Bungie is telling at this moment and the lightheartedness of the ‘80s tropes littered throughout the campaign.

    Neomuna feels like a cross between a Saturday morning cartoon and an afternoon at a futuristic space mall. The training montage with Strand was cute but also felt like a complete waste of time. Nimbus has grown on me over time, but I think they suffer from being the loan representative of an entire new civilization.

    Read More: 13 Things I Wish I Knew Before Starting Destiny 2: Lightfall

    Zack: I kept wondering, as I played through the campaign, what the point of this expansion was. And the weird mix, as you mention, of ‘80s tropes and serious storytelling, didn’t help. With Witch Queen, I really liked how the narrative developed the idea that the Light isn’t some inherently good thing. That it can instead be used by anyone and how that really shook up Zavala and others. This time around the Strand was just a fun Darkness power we got via a Rocky-like montage, beat Calus (again) and I was left going “Okay…cool?”

    I really enjoy exploring Neomuna and Nimbus has also grown on me. And I do like how the post-campaign quests seem to be expanding more on the lore of the planet and its people. But compared to last year and Witch Queen, I mostly felt disappointed by Lightfall.

    Even the Vanguard have no idea what the hell is going on.
    Image: Bungie

    Ethan: Yes, Witch Queen felt like a very tightly calibrated story with a beginning, middle, and end that built out the lore and stakes of the larger story while still focusing mostly on expanding on Savathûn’s backstory and motivations. No characters really provided that in Lightfall.

    The end-game quests are much stronger than many of the campaign missions, I think, and probably would have provided a nice middle point to help the expansion breathe a bit more. I think backloading finally getting Strand, learning about Neomuna’s history, and also what Rohan was up to prior to our arrival, only served to make the campaign feel even more rushed and underexplained.

    Zack: Yup. And I’ll also admit now that I still don’t fully understand why The Witness couldn’t just pop down to Neomuna and get his fancy Veil thing and do what he needed to do. And I also found it weird that Bungie—which is usually good about seeding stuff long before it becomes a big part of the story—just invented this whole Veil thing outta nowhere.

    It just added to the feeling that this was rushed or not planned out as well as past expansions and seasons. Ethan, where did The Witness go? And will we find out before the next expansion via the upcoming seasons?

    Ethan: I’m sure there will be hints of it throughout the upcoming seasons. But as tends to be the case with the expansion/season divide, my guess is the plot won’t move forward until The Final Shape. Which is fine, honestly. I get why some people felt like Lightfall needed to deliver more than a couple cutscenes, but I would have been completely satisfied if it felt like Neomuna had been properly fleshed out and had more tension.

    I do think it’s been much more successful as a patrol space and launching pad for new exotic missions, however. What have you been thinking of the post-game and the broader content changes and additions in Lightfall?

    Guardians fight in Terminal Overload on Neomuna.

    Terminal Overload is a great public activity, if you can find enough players to help out.
    Image: Bungie

    Zack: I like the quality-of-life stuff! The loadout manager is cool and actually works. The way red frame weapons work now, where you just get the plan right away, is nice. But it’s not all great. I hate the new guardian rank system. And the commendation stuff, which could have been cool, just sucks.

    Commendations seem so generic and everyone is giving them out all the time, regardless of how I played, and it all feels pointless at the moment.

    Ethan: Yea it feels very caught between wanting to incentivize good behavior and also not lead to negativity. Also since matchmaking is reserved for the easiest activities, I’m also rarely ever paying attention to who I’m playing with.

    By the end of a Defiant Battleground or Nightfall I rarely remember who was the person that went out of their way to revive me or kept us from wiping. I do see who is the best dressed, and yet there’s no style commendation. It also feels moot when you can assign one to both people, and a chore considering the number of button presses. How do you feel about the overhauled mods?

    Zack: All of the mod changes are solid and much needed, I feel. The mod manager helps a lot too. I really like how much easier it is to play how I want without having to worry about costs or energy types as much. I also like that the artifact mods are now active perks. Overall I now enjoy messing with mods and my build more than before. And I was someone who barely cared about that stuff before because it was such a chore.

    Ethan: It definitely feels like the builds have less personality around them. Warmind mods had a very specific flavor, and I miss elemental wells a ton. Overall I think the changes are good to great on average, though I think the way mod benefits are communicated is still a little obtuse, especially for newcomers.

    It’s clearly part of the design philosophy at Bungie to slap “+10% kinetic damage” on something, which I admire, but the current system requires learning a lot of keywords to break down what are, at the end of the day, numerical trade-offs. Speaking of which, man it’s rough out there for legendary primaries.

    Calus holds up a gold chalice for his next pour.

    Calus is the Sol System’s favorite lush, but his character arc is more than played out.
    Image: Bungie

    Zack: I’m still mostly using stuff from the last two seasons, which is often a bad sign. I’ve not liked most of the new Neomuna-themed legendary weapons. Which feels like a change from past seasons, where I would often end up swapping out most of my stuff for the new toys and having a good time!

    Ethan: The Neomuna weapons haven’t been super exciting, and it’s a pain that the Terminal Overload ones aren’t craftable. I’d almost rather have it be reversed, with Nimbus’ engram weapons being RNG rolls only, since Terminal Overload is a much more targeted farm.

    If the Queensguard weapons didn’t also roll out alongside it, I think there would be a lot more talk of Lightfall lacking loot on par with some of the criticisms of Beyond Light, though the exotics are head and shoulders above other expansions (with the exception of Witch Queen’s Osteo Striga, which remains undefeated).

    One complaint I have is that I’m over 30 hours into the new content and still don’t have a new crafted weapon yet, with the exception of the Vexcalibur exotic. As with Strand, the campaign would have been a great time to level one of the new guns up and grow attached to it. Now, I almost don’t care anymore. Crafting in general, while less painful, still feels under-developed. It was the key feature of last year’s expansion, and it feels like a footnote now.

    Zack: *Looks off into the distance, dreaming of Osteo Striga. What a gun…*

    But yeah without the Queensguard weapons I’d be pretty damn bummed about the loot this time around. And about crafted weapons, I too lack any still. And I often forget about the whole system now that I just hit a button to get the plans. It really feels like a misfire, and keeping it around in this current half-baked form feels bad. Rip it out and just let us have generic plans that can be used to craft stuff, or something.

    I do think it’s maybe telling that we’ve talked so much about the new expansion and neither of us seems excited about Strand. I don’t hate Strand or anything like that. I enjoy using it. But it’s not as exciting to me as the other subclasses after the big 3.0 overhauls.

    A Hunter fires Lightfall's new Strand Exotic sidearm.

    New Exotics are the highlight of Lightfall.
    Image: Bungie

    Ethan: It’s definitely very powerful, and I like that it can be utilized very effectively in both offensive and defensive ways, sometimes even in the same build. The grappling hook, like every moment-to-moment action in Destiny 2, feels great. Sorry though, not trading away my grenade for it. I mostly find myself using it now when I want to speed through lower-level grinds. I also don’t find it quite as visually and auditorily satisfying as Stasis, which, as evidenced by the stellar Verglas Curve exotic bow, remains so satisfying every time. But the damage output on Strand is wild. Players bemoaned the boring-sounding Titan Strand subclass, but I think it turned out to be the most fun version of it.

    Read More: 14 Things I Love About Destiny 2: Lightfall

    Zack: Oh the grappling hook feels soooooo good. But yeah, giving up a grenade for it and the long cooldown compared to the campaign makes it far less enticing to use regularly.

    I think your comment about it not being as visually or auditorily satisfying is accurate and it leads me to the other problem with it: It just doesn’t seem as unique. The other subclasses being mostly elemental worked well to make them stand out. Strand is the first new subclass that seems less obvious to explain to someone. It’s like green space strings…I guess?

    Are you excited about the rest of the year? Or has Lightfall dampened your Destiny 2 excitement for 2023? I’ll admit that I came into this new expansion and year very excited and pumped after Witch Queen and the last two seasons. And this has definitely made me a bit less excited for the rest of the year.

    A Guardian meditates in the Cloud Strider's garden.

    Neomuna is full of beauty that never gets its due.
    Image: Bungie

    Ethan: I was extremely burnt out after last fall, and didn’t play a ton of last season. So far, I’ve actually been playing more of Lightfall than Witch Queen, which I loved it, but which I ended up dropping off pretty hard. We haven’t mentioned the Root of Nightmares raid yet, but I think while not as spectacle-driven as some past ones, it will get a lot more play because of how much shorter and more straightforward it is to grind. That’s especially surprising considering how the more general ramp-up in difficulty this season has completely turned me off of doing Lost Sectors and Nightfalls, which just feel like more trouble than they’re worth right now.

    Zack: Yeah it’s interesting to see the raid be so much simpler than past raids. I wonder if Bungie wants more people playing raids or is just trying to shake things up and not always do some complicated beast for each new raid. Yet, meanwhile, other parts of the game are harder than ever. I imagine Bungie has data to back up these choices, but then again, as I write this, I see the hotfix patch notes for the game mention increasing rewards on solo Lost Sector runs. So maybe this is more evidence that this expansion and update didn’t get as much time in the oven as it needed

    Ethan: As we look forward to the rest of the year—and to be clear, a Destiny expansion really is a year-long $100 commitment at this point (both for Bungie and the player)—there are definitely some things coming that I wish could have arrived alongside Lightfall. An in-game looking-for-group tool is one of the big ones, but the biggest of all is an end to the Power grind. It’s tedious. It gates content. And it’s just not fun.

    RPG leveling has always been an uncomfortable fit for Destiny, which is a shooter at heart and fundamentally about chasing guns. Without skill trees or stats to pour points into, there’s really no reason, besides padding. to have to hit an arbitrary number before being able to participate in new content. It’s always been a fundamental tension in Destiny, but I don’t think any of the solutions have ever fixed it. And on a more optimistic note, I’m more confident than ever that the fundamentals of the game are strong enough to survive without it.

    Nimbus prepares to trade you more junk Engrams.

    Pick an Engram, any Engram.
    Image: Bungie

    Zack: More so than ever, this expansion and season I feel the Power grind and I’m excited to hear Bungie isn’t going to raise it again next season. It feels like the beginning of fully removing it completely. The game can live on without it.

    Reading back through this chat, I worry I sound super down on Destiny 2. But I’m still ready for the rest of the year and I’m excited to play more. I think, for me, this expansion just reminded me of how damn good Witch Queen was. It was always going to be hard to compete with that.

    Ethan: Lightfall is definitely a slow burn. I can’t recommend it to people who aren’t already invested in the game in some way, unlike The Witch Queen, which was arguably the best shooter campaign of 2022.

    But I think, or at least I’m hopeful, that it will bear more fruit over the long run. Season of Defiance is already off to a really strong start compared to other expansion-adjacent seasons, quality of life is improving, a lot of the currencies and grinding is getting streamlined, and there’s room to tie up a lot of interesting loose ends before The Final Shape.

    Zack: Agreed. The future is still bright for Destiny 2. We just have to get there.

    [ad_2]

    Ethan Gach

    Source link

  • Bungie Accidentally Showcases AI-Generated Destiny Image, Asks For Help Spotting Them

    Bungie Accidentally Showcases AI-Generated Destiny Image, Asks For Help Spotting Them

    [ad_1]

    Screenshot: Bungie Community Creations

    You can joke about fingers all you want, but the reason AI-generated imagery is perceived as a threat and not just an idle curiosity is its ability to pass for actual, human-created artwork. On the extreme end of the scale that’s a threat to accurate news reporting, and on the more harmless end it’s making life difficult for the community managers of popular video games.

    Like Destiny, a game that, thanks to its huge and devoted playerbase, regularly shouts out the creators among that crowd by highlighting their movies and artwork. Sadly last week one of those artworks turned out to be an AI-generated image:

    Upon being showcased and instantly called out as an AI-generated image by fans, the person uploading it (“hebb”) is quoted as saying “Woah, I just thought the picture was really neat so I posted on the creations page. I’ll take the post down”. At time of posting the image has not been taken down, and can still be viewed here.

    It’s not the most alarming example of this, I know, but Bungie’s response is interesting because it highlights the struggles that people involved in curating and using artwork are currently facing the world over, whether they work for a video games studio or in an international newsroom. In a blog post called “There’s Nothing Artificial About This Week’s Picks”, Bungie say:

    Artificial Intelligence (A.I.) Art

    Last week, an A.I. art submission was mistakenly featured in our blog. The process of choosing these involves a team effort and with this technology being so new, we don’t have a foolproof way of knowing what submissions are A.I. art.

    We want to keep this celebration of our community for those that work hard to bring their creative selves to the forefront when creating works that the Traveler would find joy in. Because of this, we will not knowingly ever feature A.I. art submissions as a potential #Destiny2AOTW or #Destiny2MOTW winner. That being said, this is still new. We ask for grace if we mistakenly feature a submission generated by A.I., and a respectful heads up should it ever happen again in the future. Appreciate the assist!

    While there’s no definitive guide—especially in cases where the vast majority of a piece is conjured by AI then touched by in PhotoShop—there are already plenty of tips out there for spotting AI-generated imagery that go beyond the obvious, like (as in this image’s case) “counting fingers”. As this Wired guide points out, some other key tells—for now, at least!—are dead, lifeless eyes, misshaped ears, a lack of composition and general acts of weirdness, like someone’s hair extending out of their collarbone, or jewellery/accessories that smoosh into each other.

    [ad_2]

    Luke Plunkett

    Source link

  • Bungie Explains Destiny 2’s Recent 20-Hour Outage

    Bungie Explains Destiny 2’s Recent 20-Hour Outage

    [ad_1]

    Screenshot: Bungie

    Two days ago, Bungie turned off the Destiny 2 servers while the studio looked into a problem that had players apparently losing progress on in-game challenges. This outage lasted a bit longer than everyone expected, with the free-to-play loot shooter remaining offline for nearly 20 hours. So what happened? Today Bungie pulled back the curtain and explained exactly what went wrong and why it had to roll back the game, erasing a few hours of folks’ quest progress in the process.

    On January 24 at around 2:00 p.m., Bungie tweeted that it was taking Destiny 2 offline while it investigated an “ongoing issue causing certain Triumphs, Seals, and Catalysts to lose progress for players.” A few hours later, at 5:51 p.m., Bungie tweeted that it had possibly found a fix for the issue and was testing it, but was unable to specify when or if Destiny 2’s servers would come back online. Nearly four hours later, Bungie tweeted for the last time that night, announcing that Destiny 2 would not be playable that evening. Nearly 12 hours later, at around 9:55 a.m, Bungie announced it had finally solved the problem and servers would be coming back online following a hotfix. The nearly 20 hours of downtime had some players worried about the game’s health, and its future. After years of bugs and broken updates, it was really starting to feel like the seven-year-old shooter was being held together with duct tape.

    So what happened during those 20 hours and why was the game down for so long, seemingly with little warning? Bungie has explained what broke, why, and how it was fixed in its latest blog post. And surprisingly, the developer is more transparent than you might think, going into technical details of the issue.

    According to Bungie, shortly after releasing a previous update for the game (Hotfix 6.3.0.5) players began reporting that many Triumphs, Seals, and catalysts had vanished. Bungie realized that this was being caused after it moved some “currently incompletable” challenges into a different area of the game’s data. To do this, Bungie used a “very powerful” tool that lets the studio tinker with a player’s game state and account. Apparently, due to a configuration error, Bungie accidentally “re-ran an older state migration process” used in a past update. Because of this error, the tool copied old data from this past update into the current version of the game, which basically undid some players’ recent in-game accomplishments

    “Once we identified that the issue resulted in a loss of player state,” wrote Bungie, “we took the game down and rolled back the player database while we investigated how to remove the dangerous change from the build.”

    After creating a new patch that removed the mistaken change the issue was fixed, and following some testing, Bugnie deployed the update. However, as a result of this patch, all player accounts had to be rolled back a few hours before the troublesome update went live. This means any player progress made between 8:20 and 11 a.m. on January 24 was lost. Any purchases made during this time got refunded, too.

    While it sucks that the game was down for so long and that the team was forced to spend what sounds like many late hours trying to fix their mistake, it’s refreshing to see a developer be so open and honest about what happened and how it was fixed. In a time when games feel buggier than ever and players are fed up with delays, outages, and broken updates, it’s smart to pull back the curtain and show everyone just how hard it is to make, maintain, and sustain video games as complex as Destiny 2.

    Hopefully, next month’s new Destiny 2 expansion, Lightfall, and the upcoming Season 20 rollout will go a little smoother than this recent 20-hour hiccup.

    [ad_2]

    Zack Zwiezen

    Source link

  • Destiny 2 Finally Unlocks One Of The Most Confusing Parts Of The Game

    Destiny 2 Finally Unlocks One Of The Most Confusing Parts Of The Game

    [ad_1]

    Image: Bungie

    Destiny 2 is fixing a bunch of stuff for the month and change ahead of February’s massive Lightfall expansion. Players won’t have to grind so much to get into Grandmaster Nightfall missions. Iron Banner will be much more generous with armor drops in the weeks ahead. And armor mods, one of the most fun but esoteric parts of Bungie’s loot shooter, are finally getting unlocked for everyone.

    Destiny 2 sucks for new players. You can have plenty of fun, but some of the most interesting parts of the game are locked behind dozens of hours or more of grinding, unlocks, and luck. One of the things that new players have difficulty accessing is armor mods, which drastically change the ways you can play the game, but which are only sold on a rotating basis by a single in-game vendor named ADA-1 who is hidden in the far corner of the main social hub. While longtime players have access to all of them, new players can get stuck with huge holes in their arsenal when it comes to crafting fun builds. No longer.

    Yesterday, Bungie unlocked all standard armor mods for all players. While raid mods and artifact mods will still need to be earned, Warmind, Well, and Charged with Light and other powerful mods no longer need to be found. Even if you just started playing Destiny 2, you can start experimenting with different synergies or, more likely, copy the best builds making the rounds online.

    ADA shows a Protective Light armor mod for sale.

    Screenshot: Bungie

    “With big changes coming to buildcrafting in Lightfall, we want to give everyone a chance to enjoy all of the standard mods in their current state for the rest of the Season,” Bungie wrote in Thursday’s This Week At Bungie (TWAB) blog post. The studio will outline how mods will work differently in next week’s preview. In the meantime, however, players can enjoy some other quality of life improvements.

    Grandmaster Nightfalls now unlock at 1580 power and only require you to hit 1595 to reach the difficulty ceiling. Focusing costs for Trials of Osiris, Crucible, and Gambit weapons and armor have also all been reduced to 25 Legendary Shards. And most importantly, the remaining Iron Banner events this season will make it almost twice as easy to hit the rank reset and earn a full set of the hot new vintage Iron Banner armor.

    Things have been extremely touch-and-go in Destiny 2 recently. While Season 19 has been applauded as one of the more fun and less grindy updates in some time, there have also been plenty of technical bugs and multiplayer complaints getting in the way. Last week’s Iron Banner session had all sorts of issues, not the least of which was players grinding tons of matches without managing to complete a set of armor. The upcoming changes should help earn some good will back ahead of Lightfall when Destiny 2 will likely once again start to feel like a completely new game again.

               

    [ad_2]

    Ethan Gach

    Source link

  • The State Of PlayStation In 2022

    The State Of PlayStation In 2022

    [ad_1]

    An illustration of a PlayStation 5 is shown with a DualSense controller on top of it. The text "The State of PlayStation 5" is shown below it.

    PlayStation expanded beyond the console in 2022.
    Illustration: Angelica Alzona

    The decision-makers behind Sony’s console juggernaut spent a lot of 2022 putting down railway for 2023 and beyond, dumping money and time into growing the PlayStation brand beyond the funky-looking device in your entertainment center. The company wants the PlayStation name to be ubiquitous, and that has meant expanding not just in the form of video game acquisitions and new services, but bringing the PlayStation line into new mediums and markets. So, while Horizon Forbidden West and God of War Ragnarök bookended the PlayStation 5’s 2022 on the video game side, the brand was busy throughout the year.

    Drake and Sully are seen looking at something in an underground crypt in the Uncharted movie.

    Tom Holland and Mark Wahlberg brought Nathan Drake and Sully (or people going by those names) to the big screen in 2022.
    Photo: Sony Pictures

    PlayStation becomes a movie and TV brand

    PlayStation Productions, Sony’s film and television subsidiary dedicated to putting out adaptations based on the company’s video games, released its first project this year in the form of the Uncharted movie. Featuring Spider-Man star Tom Holland as a vague amalgamation of Nolan North’s original interpretation of Nathan Drake and his own version of Peter Parker if he was slightly more stoic, the film also has Mark Wahlberg as a character who shares his name (and little else) with Nate’s father figure, Victor “Sully” Sullivan. The movie is, at best, aggressively fine. It took a critical beating, but did rake in over $401 million globally at the box office. Sony has plans to make Naughty Dog’s cinematic action game series into a full-blown movie franchise.

    While Nathan Drake put the PlayStation Productions logo in theaters, the company is spreading its brands out to several channels. Amazon is making a God of War TV show, Netflix is signed on for a Horizon series, and Peacock will stream a Twisted Metal show. (Yes, Anthony Mackie is set to star in a series inspired by a vehicular combat franchise that had its heyday on the PS1 and hasn’t seen a proper entry in over a decade.) The next project from PlayStation Productions is the upcoming Last of Us HBO show, which those involved with are promoting in very normal and sensible ways.

    Whether any of the above will be any good remains to be seen, but Sony is making deals to put PlayStation characters on more screens and subscription services. The company has clearly decided that PlayStation games aren’t enough, and that they can instead be the origin point for an expanded universe that ties into the games its first-party studios are putting out. Speaking of…

    Joel and Ellie are seen watching a group of giraffes walk through a grassy field.

    Sony and Naughty Dog released The Last of Us a third time with its PS5 remake.
    Screenshot: Naughty Dog / Kotaku

    PlayStation movies and TV get re-released tie-ins

    Putting an Uncharted movie in theaters and a Last of Us show on TVs is one piece of Sony’s new business model, but the company is also pairing these live-action adaptations with re-releases of the source material. Just a week before the Uncharted film launched, Sony released the Uncharted: Legacy of Thieves Collection, which brought both Uncharted 4: A Thief’s End and Uncharted: The Lost Legacy to PlayStation 5, a console they were readily playable on through backward compatibility. Oddly enough, this only included the last two games in the series, rather than the three games that preceded them. But it was an Uncharted product that people could buy after seeing the movie, or even before, as it included a free ticket to the film.

    The Last of Us Part I, a remake of the 2013 original, launched in September to both praise for the source material and the technical upgrade the release brought to it, as well as a slew of criticism surrounding its $70 price point. The remake carried a cloud over it after a Bloomberg report exposed internal politics at Sony surrounding the project, which began under a PlayStation support studio before gradually becoming a Naughty Dog product. The whole situation stinks to high heaven, but it did conveniently fit into Sony’s business model of making its games into an extended universe. Now, there will be a (near) full-price Last of Us game on store shelves when the HBO show premieres on January 15.

    Kratos and Atreus are seen sitting in a boat, with Atreus' expression seeming troubled.

    God of War came to PC this year, but its sequel only came to consoles.
    Screenshot: Sony Santa Monica / Kotaku

    PlayStation continues to expand beyond consoles and to PC

    Both of these re-releases were part of a PlayStation initiative to get more of its games on PC. Uncharted: Legacy of Thieves brought the series (again, just the last two games, rather than any of the foundational ones that came before) to PC for the first time in October, and The Last of Us Part I will bring Joel and Ellie’s story to a computer near you in March. But it wasn’t just Naughty Dog’s games that got PC love, as God of War, Sackboy: A Big Adventure, and Marvel’s Spider-Man and its Miles Morales spin-off also launched on PC in 2022.

    All that being said, we still have yet to see PlayStation release its first-party games on both its consoles and PC simultaneously. God of War launched four years late on PC this year, but its sequel, Ragnarök, only came to PS4 and PS5 in 2022. It’s been heartening to see Sony make more strides in the space, but hopefully in 2023 we see a more immediate commitment to bringing its games to those who play on PC.

    Key art for Destiny 2 shows three guardians geared up for battle.

    Sony paid a lot of money for Bungie, but Destiny 2 will remain multiplatform.
    Image: Bungie

    Sony acquires Bungie, Haven, and Savage

    All of these adaptations and ports were doubling down on PlayStation’s established brands, but the company also made its fair share of acquisitions and investments in the company’s future, as well. The most notable of these acquisitions was Destiny 2 developer Bungie, which PlayStation bought for a whopping $3.6 billion in January. However, it has no intention of making the shooter exclusive to its platform. The company also acquired the Jade Raymond-led Haven Studios, which hasn’t even released a video game yet.

    Outside of the AAA space, Sony also acquired Savage Game Studios, whose founders previously worked on mobile hits like Angry Birds and Clash of Clans, in an attempt to kickstart a new mobile gaming division. The studio is apparently at work on a new project for phones and tablets based on an established PlayStation IP.

    A render of the PlayStation VR2 headset shows the device alongside its dedicated controllers.

    The PlayStation VR2 will launch next year, but won’t be usable with old PSVR games.
    Image: Sony

    PlayStation VR2 seems like an upgrade, but with caveats

    Sony kicked off 2022 by announcing its second virtual reality headset, aptly named the PlayStation VR2. It sounds like a meaningful upgrade from the original PlayStation VR headset Sony released in 2016, with an impressive-sounding OLED, 4K resolution display, dedicated controllers so you won’t have to use your old PlayStation Move wands anymore, and a single-cord setup that will make using the whole thing more manageable. However, as news has come out about the device, things have gotten a bit more troubling.

    The most egregious drawback Sony has confirmed is that original PlayStation VR games won’t be compatible with the PSVR2 headset. Senior Vice President of Platform Experience Hideaki Nishino said on the PlayStation Podcast that this is because “PSVR2 is designed to deliver a truly next generation VR experience,” citing much of the new headset’s tech as being incompatible with old PSVR games. Regardless of whatever explanation Sony has to offer, it’s a bummer that the PlayStation 5 seemed to be developed with more future-proofing in mind and now we’re dealing with backward compatibility issues again. So if you want to keep playing your old PSVR games, don’t throw your old headset out.

    Oh, and the device will cost $550 when it launches on February 22 of next year, making it more expensive than the console it’s played on.

    The PlayStation Plus logo is shown with the service's three tiers listed below it: essential, extra, and premium.

    PlayStation Plus now has tiers, and whether you’ll get much value on them depends on where you live.
    Image: Sony

    PlayStation Plus launches new tiers with new problems

    PlayStation Plus, Sony’s long-running subscription service for playing games online and collecting a vast array of “free” games, saw a revamp this year that put it more in-line with Microsoft’s Xbox Game Pass. It doesn’t seem like it’s gotten the same resounding love as its direct competitor, though. PlayStation Plus now has multiple tiers, which each have different included features and perks.

    The cheapest is Essential, which is basically just what PlayStation Plus has been for years: online play, sales, cloud storage, and a few free games each month. The second tier is called PlayStation Plus Extra, which includes all of the above, as well as an on-demand library of PlayStation 4 and 5 games. The most expensive tier is PlayStation Plus Premium, which adds a streaming library of classic games from across all the PlayStation consoles, and even the PlayStation Portable.

    Compared to Xbox’s native backward compatibility, streaming old games isn’t exactly an ideal alternative, especially for those who live in rural areas where internet download speeds can’t keep up.There’s a lot of potential in what PlayStation Plus offers right now, but it sounds like it’s having a retention problem following the big relaunch, with millions of subscribers canceling their membership in the months since.

    The PlayStation 5 is (somewhat) easier to find

    The PlayStation 5 is two years old now, but the console is still relatively difficult to find due to supply chain issues that are expected to last well into 2023, if not longer. But as we get further away from the original launch and demand starts to calm down, it’s become marginally easier to track down and buy a PS5 of your own. Brick-and-mortar stores are still hit or miss, but Kotaku had a bit more luck finding the box on digital storefronts. So hopefully by the time Spider-Man 2 launches next year, those still looking for a PlayStation 5 won’t face a massive ordeal.

    A PlayStation 4 is shown with a DualShock 4 controller next to it.

    The PlayStation 4 is nine years old and still got most of Sony’s big games in 2022.
    Image: Sony

    The PlayStation 4 hangs on a little bit longer

    That being said, Sony still wasn’t quite ready to let go of the PlayStation 4 in 2023. The company’s biggest games this year, Horizon Forbidden West, Gran Turismo 7, and God of War Ragnarök, all launched simultaneously on the PS4 and PS5 and were pretty alright experiences on the last-gen console. You know, if you’re cool with your PS4 sounding like it’s ready to take off on a flight across the Atlantic.

    But looking forward, it seems 2023 will be the year Sony really starts to leave the old system behind. That’s a respectable ten years of service since its original 2013 launch, and PlayStation Studios now seem squarely focused on the PS5. Spider-Man 2, the VR spinoff Horizon Call of the Mountain, and Insomniac’s take on Wolverine were all announced as PS5 exclusive, so hopefully as this transition takes root, the PS5 becomes more readily available next year.

    [ad_2]

    Kenneth Shepard

    Source link

  • Alyssa Mercante’s Top 10 Games Of 2022

    Alyssa Mercante’s Top 10 Games Of 2022

    [ad_1]

    This is my cat. Imagine the game is called Cult of the Cat.

    This is my cat. Imagine the game is called Cult of the Cat.
    Image: Massive Monster / Devolver Digital / Kotaku

    2022 wasn’t just the year that I started here at Kotaku, or the year that I accidentally went viral for daring to ask rich guys to dress nice at awards shows—it was also the year that I forced myself to stretch outside of my comfort zone.

    I am a video game jock, always searching for the high of a win earned in buzzer-beater plays through solid communication amongst teammates. I spend most of my spare time playing competitive shooters in an attempt to mimic the feeling I get when I PR at the gym, or beat our rival co-ed footy team after an especially physical match. Much like how I am as an athlete or just a regular ol’ civilian, I’m not a fan of trying new things that I could potentially be bad at. It’s why I quit guitar lessons after a month, why I doggedly refuse to go bowling, why I can only do karaoke if I am absolutely pickled drunk.

    But this year, I tried some new stuff—and not all of it was technically new. I took competitive breaks from Overwatch 2 with round after round of Marvel Snap. I sunk hours into Elden Ring after swearing off Soulslikes. I gave Cyberpunk 2077 an actual effort, rather than just ragging on it to anyone who would listen. I wouldn’t say this is the most well-rounded GOTY list you’ll find here at Kotaku, but it’s indicative of my growth as a gamer.

    I can try new things, and I can like them. Just don’t fucking take me bowling.


    Overwatch 2

    A D.Va emote in Overwatch 2

    Screenshot: Blizzard / Kotaku

    Its battle pass isn’t great, its cosmetics are too expensive (people want loot boxes back, for fuck’s sake), and as a healer main I’m still tired of getting my ass beat in 5v5 combat, but Overwatch 2 has consumed me ever since its launch. It’s the only game I play consistently with people I also hang out with in real life; we send each other daily texts as the workday nears its close that just read “ow?” Then, we spend the night ignoring our respective partners and screaming bizarre Overwatch slang into our headsets.

    With Overwatch 1 dead and gone, Overwatch 2 is the only way to scratch my hero shooter itch. And even though there are aspects of it that bring me great pain (the move towards a more generic, shooter-y shooter being the main issue), I still get so much satisfaction from a hard-fought comp win. I’m an Overwatch-er for life, sadly. I wish I knew how to quit you.


    Cult of the Lamb

    Cult of the Lamb

    Image: Massive Monster / Devolver Digital

    Not long into my Cult of the Lamb playthrough, one of my cultists (a cow my partner named Cunty), tells me that he wants to eat shit. Literally. He has always wanted to try and eat poop. So, I go and collect some shit produced by a fellow cultist of his, cook it up into a meal, and serve it to him. He’s happy. He’s more of a believer. I’m assuming this is what Scientology is like.

    Cult of the Lamb is pretty much this all the way through: dumb fun that looks really good. I find I enjoy the village cultivation more than I enjoy the roguelike elements, but the latter is so simple and solid that it’s easy to zone out and spend a few hours hacking away at enemies. Then, when you return to your village, there’s always something stupid waiting for you, whether it’s a dissenter talking shit or a loyal follower eating it.


    Marvel Snap

    My deck in Marvel Snap

    Screenshot: Second Dinner / Kotaku

    When I first joined Kotaku, everyone was deep in the throes of Marvel Snap. I felt a little left out and wanted to make myself likable as quickly as possible, so I downloaded the mobile card battler on my first day in office. The rest, my little goblin friends, is history—Snap consumed my every waking moment whether I was on the subway, walking to the subway, waiting for the subway, in-between rounds of Overwatch 2 comp, or on the toilet (the latter of which I’m sure my gastroenterologist will be very upset with me about).

    For a while, I stuck with a build that another Kotaku staffer had helped me out with, but then, as my Snap senses improved, I started building decks to purposefully fuck with other players. Now, I am the Snap devil. I’ve only been here a few weeks and I am insufferable. I’ve been told by loved ones that the horrific, evil giggle that escapes me when I hit an enemy player with Elektra one turn, then Killmonger the next, then Shang-Chi after that is concerning, and I would have to agree.


    Destiny 2: The Witch Queen

    My Guardian in Destiny 2

    Screenshot: Bungie / Kotaku

    Bungie’s best bit is coming around once a year to remind you that it still makes some of the best campaigns of all time. The Destiny 2 conversation so often gets bogged down in sunsetting content, skill-based matchmaking drama, and the value (or lack thereof) of the grind, but when an expansion like The Witch Queen drops it’s all anyone can talk about—and for good reason.

    The story of Savathûn managed to fill gaps in Destiny lore, establish her as the best villain the game has ever seen, and lay out a path for the ideological struggles that will continue into the franchise’s future. It was a legible hunk of narrative meat (a rarity for Destiny, which needs video explainers to explain its video explainers) that cashed in on plot threads Bungie has been spinning for years. Plus the Witch Queen gave us a sick raid and new Void abilities for players to go gaga over. Destiny good.


    Stray

    A cat at an NYC cat cafe where you could play Stray

    Photo: Alyssa Mercante / Annapurna Interactive

    I am NYC certified in Trap-Neuter-Return and cat colony management and I have three rescue cats (one of which I caught and socialized myself), so of course I love the cat game. It’s a game where you play as a cat and do cat things. There are cat sounds. My cats like the cat sounds and sometimes they watch me play—this is all very wholesome shit.

    Stray isn’t going to break any boundaries but it is going to let you scratch up a couch like a cat would, and it does feature some of the prettiest level design of the year. I’m also a huge fan of how the robot NPCs react to your little cat: I will never forget when I jumped up on a surface and interrupted two of them playing a tabletop game, just to trot past them a few minutes later and see them still struggling to pick up all the pieces.


    Neon White

    Neon White

    Image: Annapurna Interactive

    Neon White is crazy, sexy, cool. This game has it all: pop-art visuals, speedrunning mechanics, a soundtrack from Machine Girl, and a collection of attractive demons called Neons competing to purge heaven of their demonic ilk. It’s hard to define Neon White, as it feels almost like the anti-game-genre game—there are FPS elements, sure, but there’s also dating sim stuff, and a lot of platforming. There’s cards, but it’s not a deck builder. It’s got puzzles. You’ll speed through some of its levels in under 20 seconds, while larger, boss-y levels may take you a few minutes—but nothing in Neon White will eat up your time unless you let it. Trust me, you’ll let it.


    Apex Legends

    Catalyst in Apex Legends

    Image: Respawn

    Apex Legends is always there for me when I need it. It’ll lay dormant in my gaming pile for months, but whenever I return, it consistently gives me the tight, focused shooter gameplay I crave after some wonky Warzone 2.0 matches or a frustrating Overwatch loss. Apex Legends is one of the best live-service games out there right now thanks to a near-perfect mix of new content, necessary patches, and smart, measured updates. Respawn is always shaking up the maps and weapon pool just enough to keep the game fresh, but not too much that it upends its impressively precarious balance.

    Catalyst, the game’s latest playable character, dropped just in time to obliterate an annoying meta that had been building up for months, and brought with her yet another reminder that Respawn is one of the few popular games unafraid to center trans and non-binary folk. That’s probably why I find members of the alphabet army in so many of my Apex Legends lobbies—and I live for it. Apex Legends is my safety net. It will always be on any GOTY list of mine.


    Cyberpunk 2077

    My V in Cyberpunk 2077

    Screenshot: CD Projekt Red / Kotaku

    Like many who participated in the two-year wait for Cyberpunk 2077 to become playable, I finally decided to try out CD Projekt Red’s latest RPG this year. From the moment I saw the character creator, I knew that it was going to be the kind of time-suck game that would threaten my relationships, gym sessions, and personal hygiene. I pored over every inch of my V, from her buzzed head to the smattering of freckles across her cheeks. I agonized over her body mods and tattoos. When I finally left the character creator and started playing the game, I’d pause and take screenshots anytime her shiny chrome nails were in view.

    When I give myself the time to get lost in Night City, I get lost lost, and emerge blinking into the sunlight of the real world half a day later, crunchy thumpy techno music still ringing in my ears.


    Weird West

    Weird West

    Image: WolfEye Studios

    I previewed this top-down, twin-stick RPG from Raphael Colantonio last year and it was absolutely brutal. It’s still just as brutal today, but getting some proper time with it helps drive home that this is a rock-solid immersive sim set in a supremely cool world. Undead miners and sirens lurk everywhere in this alternate-universe Wild West, but along with an arsenal of weapons you’ve got ample opportunity to use the environment to keep yourself alive.

    And the world of Weird West remembers. At one point, I hired a bodyguard to accompany me across the plains because I was sick of getting my ass kicked. Together, we successfully made it through a tough section, but as we emerged into the next area and got jumped by some zombies, I accidentally lit him on fire. I didn’t think much of it as he died in front of my eyes, but I did pause to rifle through his pockets for spare change. Hours later, when I returned to the town where we first met, an NPC sitting near the saloon was mourning their lost family member. “Oops,” I mumbled under my breath. Weird West doesn’t want you to think of its characters as disposable, asshole.


    Elden Ring

    My Tarnished in Elden Ring

    Screenshot: FromSoftware / Kotaku

    Until Elden Ring, I was a proud Soulslike hater. The games were the epitome of everything I despise: frustratingly difficult, punishingly cruel, and full of gamers with superiority complexes. I had tried and failed to play both Dark Souls Remastered and Bloodborne and wanted no part of Elden Ring—until it was revealed that you’d be able to freely roam through its world, avoiding annoying early-game bosses and honing your abilities so that you’d be strong enough to take that boss down with one flourish of your staff.

    From the moment I rose as a Tarnished in the Lands Between, I knew that this was the kind of title that would be considered a benchmark in gaming history. For it to live up to and exceed the hype that surrounded it for years is something special, but what’s remarkable is how Elden Ring ushered in an entirely new player base thanks to its open-world opportunities. The flexibility of Elden Ring and its beautiful, bizarre world made me FromSoft-pilled, and now I’m ready to go through the studio’s entire portfolio.

    [ad_2]

    Alyssa Mercante

    Source link