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Ghost Recon

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Everything posted by Ghost Recon

  1. I hope they do since that will be Pokemon's 20 Year Anniversary.
  2. I would like to play but my hands hurt from playing almost all day long.
  3. I am ready for Christmas since it is a day off for a lot of people and also it is a time to relax. Also you get presents to.
  4. I am ready for 2014 it is going to be a brand new year which means a lot of new video games will be coming out for the systems like for Xbox One Halo 5, Destiny, Titanfall, also for the Xbox 360 Halo 5, and I think Destiny. Also there be new stuff coming out to.
  5. 343 Industries Episodic Halo & A Possible Return to Massive Sandboxes. http://www.adroitgamer.com/343-industries-episodic-halo-a-possible-return-to-massive-sandboxes/#more-1752 343 Industries are looking to recruit a Producer/Program Manager to help with “future episodic storytelling endeavours”, noting Halo 4 episodic narrative driven game play of Spartan Ops and storytelling of Halo 4: Forward Unto Dawn, both of which were introduced by 343. “You will work hand in hand with all disciplines to define, develop, and ship an all-new Halo entertainment experience” 343 Industries in relation to recruiting a Producer/Program Manager. There’s no confirmation that this role is linked to a Halo game title, and could relate to a totally new Halo project. The role could also relate to current developments such as the Halo TV series. 343s’ introduction of Spartan Ops in Halo 4 was a new concept which wasn’t overly successful and would need further innovation for it to work within a new Halo game. In my opinion I can’t see 343 introducing episode’s in to the Master Chief’s story, but who knows, personally I hope this doesn’t happen. What I believe is more likely is a parallel storyline between a game mode such as Spartan Ops and the Halo TV series, running side by side. Halo: Spartan Assault lead designer Mike Ellis told OXM that Halo is bigger than any one type of game and that 343 wants to bring Halo to as many formats as possible. Halo is a franchise that goes beyond the games, I’ve read the books and have Halo statues, however I’d argue that a large proportion of people who tap in to other aspects of Halo other than the games initially fell in love with Halo due to that first person experience, I certainly did. I understand that Halo is a global brand and there’s a market for things such as toys and books, however it’s the games that set the tone, if they falter, so does the brand. It’s for this reason that I’m pleased that 343 are also in the market for a a designer who can build terrains and expansive spaces. “Artists who specialise in creating terrains and building expansive exterior encounter spaces.” This may be great news as it could see Halo returning to those massive sandbox multiplayer arenas which we all know and love. I personally feel that we are about to see a change in power regarding FPS games. Call of Duty Ghosts has sold well and tops the games chart however reviews have not been as positive as previous titles and there’s a sense that gamer’s want something new. With games such as Destiny, created by Halo creators Bungie and Titanfall due for release next year, other titles will need to up their game in terms of innovation, Halo is no different. Halo 4 was a great game and 343 Industries did a great job, but their next instalment will need to step up again. It’s a big challenge, but it’s one that 343 will relish and I believe they’ll produce a great game once it launches. With a shift in power on the horizon, can Halo take back the mantle, hopefully next year may tell us. I’m interested in your thoughts, are you keen on Halo as an episodic driven game, and can Halo re-take the FPS crown? Thanks for reading, please take the time to like the post and stay tuned to Adroit Gamer on Facebook, Twitter, Google+ and subscribe via e-mail for more Adroit updates.
  6. http://www.examiner.com/article/halo-5-games-just-a-part-of-a-larger-halo-universe-says-designer Halo: Spartan Assault lead designer Mike Ellis said the game's developer 343 Industries is looking to create "Halo experiences" on as many formats as possible, according to a report today from Official Xbox Magazine, which is why the top-down iteration of the series will head to the console platform in lieu of a large-scale new title like Halo 5. In an interview with Games Beat, Ellis said Halo is more than just games; it’s “an entire universe of experiences.” “You can look through our portfolio now. We have games. We have books on the New York Times bestseller list. We have toys and things like Mega Blocks and McFarlane figures,” Ellis said. The next venture is for Halo: Spartan Assault, originally designed for smart phones or tablets, to head onto the console, Ellis said. "The games have a lot of the same values," Ellis said. "A lot of the building blocks of the core gameplay are the same. It was just a matter making sure that this version of the game was appropriately native to the console.” Ellis said 343 took a deep look at the game and "evaluated what changes needed to be made to make it a successful console shooter." That said, Ellis said gamers shouldn't fret over the moving to the new platform, as he said each version of the game is "tuned to the platform it's created for." "We try to have a level playing field across all of them. It just depends on where you're used to playing as a gamer and what you particularly like," Ellis said. Halo: Spartan Assault will drop for the Xbox One on Dec. 24 and should head out for the Xbox 360 sometime next year.
  7. http://www.examiner.com/article/new-halo-mod-sins-of-the-prophets-release-adds-covenant-and-flood The Halo-themed Sins of a Solar Empire mod, Sins of the Prophets, received a significant new release on Sunday that upgrades the game to the Rebellion version of the main game and adds the Covenant and Flood as new factions. Sins of the Prophets was originally released in beta form all the way back in January and gives players the chance to engage in the space battles from Halo lore that are often mentioned but never made playable. It is a total conversion mod for Sins of a Solar Empire, a 4X space RTS, with ship models based on the Halo franchise, a refreshed user interface, new technology research trees, custom maps, new musical score and voice overs. The gameplay has been tweaked as well to make battles more fast-paced along with the size of planetary gravity wells. Previously, the game only featured the UNSC faction but, in cooperation with the Covenant at War and Halo Homefront mods, the Covenant are now a competing faction and players have the option to activate the Flood in the game which changes the dynamic of the game from one of conquest to one of survival. "[T]his product is almost a different game compared to our [sins of the Solar Empire: Entrechment] release due to the engine upgrade as well as new, highly skilled, people who have brought much to changing SotP from just a mod to a total conversion," Lead Designer Dianno explained. "Flood replace the 'Pirates' and should not be thought of as the same. Activating Flood mode in game will turn it from a standard game to more of a horde mode, last man standing gametype. "We at SotP are very excited to be able to bring this mod to you. We would like to remind you that this is still a work in progress and an alpha. We have a lot in the game to offer, but we still have more to do to bring this to completion." Releasing the Covenant into the game required plenty of balancing re-work as there were many UNSC ships already but not much diversity. Those have now been divided up between utility ships that can repair other ships and combat ships who serve an obvious purpose. Meanwhile, the Covenant currently features ships of increasing power up to the Capital class. The combat is designed to reflect what is part of the long-running Halo-lore which is that the UNSC is best served delivering a powerful opening volley to try and decimate as much of the enemy as possible. If the Covenant is not knocked out early it will wear down the UNSC in long, drawn-out fights. Those interested in trying the latest Sins of the Prophets release will first need a copy of Sins of a Solar Empire: Rebellion. The game can be picked up at Steam for $39.99 but is often on sale for less. You'll then need to download the mod from the ModDb home page and follow the installation instructions. You can follow Scott via Facebook, Twitter, RSS feed or email alerts for all the latest game news and deals as well as the weekly Furious Fourcast podcast/videocast. All game news on Examiner can be followed at the Game On Facebook page and Twitter feed. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Join the new beta of Halo: Runner. http://www.microsofttranslator.com/bv.aspx?from=&to=en&a=http%3A%2F%2Fwww.halodestiny.net%2Fnews-2687-participez-a-la-nouvelle-beta-de-halo-runner.html%23skip Earlier this year, we proposed you to participate in the first public beta for Halo: Runner, a new title developed by the creator of Halo Zero, Dorbermann, exclusively for Windows Phone. The latter lasted several months, the perfect time to gather valuable data and users! Since that time, the game has progressed and is entering its final phase. Thus, a new public beta is announced, much more complete than the previous one which had only a level and no customization of the player, his Spartan, or even rewards and bonuses to win following your wins. More accomplished, this new beta is the last stage before the public release of the game on the virtual market of Windows Phones. Many new features are also noted: -Customization of Spartan (helmet and colors) -Earn credits based on your results, to spend in the barracks -Barracks: internal game store allowing you to buy items for your Spartan and bonus How to participate? Start first by register you on the forum from the developer, Dobermann, in order to communicate about the game and send your feedback, which will be very useful: Dobermann Software listing Once, go to the next page and enter the address that you use for your Microsoft/Windows on Windows Phone : testers program Registrants will receive shortly an e-mail advising them how to access the beta since Windows Phone market, for version 7 & 8. Do not hesitate to share information and to us to express your opinion!
  8. Also some of the enemies look like Locusts from Gears of War, also one of them looks like a Brute from the Halo Series. The Enemies Of Destiny First Page: http://www.gameinformer.com/b/features/archive/2013/12/16/the-enemies-of-destiny.aspx?PostPageIndex=1 With the Covenant and the Flood in Halo, Bungie knows a thing or two about creating iconic enemies. Art director Christopher Barrett told us all about the four new alien foes that players will be gunning down in Destiny in terms of background, looks, architecture, and more. The Fallen Barrett: The feeling we wanted to get across with them is they’re space pirates, basically. They’re these vicious race of guys who act like a pirate crew. They might mutiny or there’s a captain who might lead them on a particular ship. We wanted a race that could show up anywhere. They didn’t need some big base or installation. You find them around a corner and they were scavenging for loot or whatnot. We wanted to give this idea that they were this once proud and noble race with these great houses, but now they’ve fallen. And that’s where they get their name. Now they’re scattered to the winds and have their own pirate ships, but they still wear the banners and flags of their once great house. Maybe someday the houses will reunite. There are a lot of fun ideas we can play with there. They have four arms, which is unique to them. We actually went back and forth a few times on the four arms thing. We weren’t sure how it was exactly going to work. People were worried that it would look like that guy from Mortal Kombat [Goro -- Ed.]. They have pieces of body armor, but then they’re pirates so it’s torn and tattered. They’re like the bounty hunters of the solar system. They have cloaks and pieces of armor. Playing up the four arms idea, they’re a little bit spidery I guess. Because they’re sort of nomadic you see them mostly in their ships. [They’re inspired by] Maschinen Krieger [Kow] Yokoyama style of mechs and vehicles. It’s kit bashed pieces of armor. It’s almost like a weird rusted futuristic submarine kind of style. We may someday come across a bigger Fallen space. The Cabal Barrett: We knew for a space sci-fi kind of game we needed the big, huge, militaristic empire kind of theme. They definitely fit that. They have huge capital chips and giant tanks. Their bodies are huge, their armor is huge, and their guns are huge. So they might just go and take over a planet by force, just kind of roll over it. They definitely are coming to the solar system and setting up these bases and trying to take over by force. We definitely wanted big, heavy space marine kind of look so that’s why you have the heavy armor, almost an animalistic feel to their armor designs. When they take off their helmet they’re big lumbering space rhinos. They come from a warm, humid climate so they have to keep wet inside their suits. They’re basically big beasts. We joked for a while about lining the inside of their spaceships with troughs so they were like horses. We wanted their ships to be basically space barns. I don’t know if you’ll find hay on the ground, but you want that feel. I don’t know if we’re actually going to end up doing that. They’re gruff but they’re really ordered as well. They have a hierarchical military order to them. It’s sort of that back and forth of the beasts that are really gruff and aggressive mixed with that kind of order is kind of a cool thing to play with. [Their structures are] massive, metal, and industrial. There will be black smoke pouring out of them. There will be oil streaking down the sides of the facades -- these monolithic industrial military structures. [Next page: Read about The Vex and The Hive] Page 2: http://www.gameinformer.com/b/features/archive/2013/12/16/the-enemies-of-destiny.aspx?PostPageIndex=2 The Vex Barrett: The fantasy of them that we wanted to play was these endless waves of metal armies marching at you. They aren’t entirely machines. They have some organic part to them as well. They’re a little bit of a mixture of robots and creatures. We wanted to make them with tails and long, claw-like fingers, not your typical sci-fi robot or android. We didn’t want to go that route. They’re creating armies. They’re creating these big warp gates around the solar system. They can potentially bring in armies from elsewhere. They might time travel or come from another distant time. Where they came from or when they came from is inscrutable. They’re not shiny, brand new, right off of the assembly line. They’re made of almost something that feels like hammered brass or something that could be thousands of years old. But that mixed with the robotic design of them gives you that [feel] of ancient robots. Their weakspot is not their head like many of the other characters. It’s in their abdomen. It’s a glowing white energy core. And when you shoot it, it just explodes this glowing liquid. [Remember] in Halo the grunt birthday party skull? When you shoot a grunt there’s this spray of confetti and this noise like, “Yay!” That’s absolutely what inspired the way you kill Vex. We wanted with them to create architecture that wasn’t logical in some way. Like you don’t understand why they’re making it. I think that’s the crux of why we did that. It’s inscrutable in some way. Whether it’s some routine they’re running or some ceremonial thing they’re doing or if they’re just doing it because they have always done it. You’ll come across [everything from] small pillars of stone to massive towering citadels. The architecture that they build is almost like stone anthills. They’re building in an organic fashion. There are corridors inside them where it’s almost imperceivable what’s up and what’s down. You don’t go in there and see staircases and railings and the coffee machine. They’re very much alien. The Hive Barrett: Think space zombies. They’re the most fantasy-inspired race. We’ve imagined them as this ancient alien race that’s kept themselves alive by some magical means for millennia. They just float through the solar system on these big, sarcophagus-looking ships. It’s really playing up the feeling of zombies and fantasy undead. It also plays with the feeling of royalty, like they might have kings or they might have knights. Their main units are a mixture of organic and inorganic so they’re not clothed like a lot of units. You’re not sure if the armor is organic or if it’s ceremonial armor that they put on a million years ago and it’s sort of grown into their skin. An organic shell that’s sort of grown in a way that almost resembles knights’ armor. You’ll see their dry, mummy-like flesh exposed. And then when you shoot them they’ll burst into dust and embers. Imagine when you look at pictures of shipwrecks underwater and they’re just kind of covered with barnacles and they look like they’ve eroded because they’ve been there for a long time. We want to make their ships feel like that. Basically spaceships that feel like they’ve been covered in space barnacles or whatever and have been eroded because they’ve been moving like shipwrecks for millennia. It’s much more darker, gothic inspired. But still alien and sci-fi at the same time. We’re trying to mix those two, but they’ll have what might typically feel like a dungeon or more ceremonial throne room-like spaces or dark corridors filled with webbing. ----------------------------------------------------------------------------------------------------------------------------------------------------------------- Bungie Artist Builds His Own Destiny Gunhttp://gaoom.com/2013/12/16/bungie-artist-builds-destiny-gun/ Sloan Hood is an artist at Bungie. He’s also an avid cosplayer. The two activities met last month when he dressed up as a class from the studio’s upcoming space shooter Destiny, and while the outfit is impressive, it’s the gun that’s got my attention. Call it “cheating” if you must, but since he’s one of the people making the game, Hood has access to all of its 3D models. So his replica of the “Thorn” sidearm isn’t some best-guess effort based off some screenshots and concept art. He was able to get the actual model for the gun from Destiny’s 3D artists, break it up and run it through a 3D printer. The result is a gun that’s as close to the real thing as you’re ever going to get.
  9. Nice and Awesome post to read.
  10. Updated: 12-15-2013 http://www.oxm.co.uk/68114/more-destiny-details-from-bungie-youre-going-to-fail/ Some more information has trickled out on the upcoming Destiny next year, and of all the games you'd expect the former keepers of the Halo series to be taking crib notes from, Dark Souls doesn't seem a likely candidate. However, according to Bungie - that's exactly what they're doing. In a video interview with GameInformer, lead investment designer Tyson Green has mentioned a few games that the folks at Bungie have been taking inspiration from for their own RPG/FPS hybrid. Green mentions Borderlands as one of the more obvious ones, praising how that game offers "very, very many possibilities of items" but at the cost of not a lot things to use them on, particularly in the late game - so Destiny will have "less randomly generated stuff" and aims to replace them with ones that are less frequent but "a little more interesting, a bit more meaningful to you." ZoomPerhaps most intriguingly, Tyson says that a massive influence on the game is From Software's Dark Souls, saying that the lack of hand-holding and direction in that game is something to be praised, with people talking to each other outside the game in order to figure out how to beat the toughest challenges. "It made the Dark Souls experience so much better, because you were essentially playing it in a virtual co-op mode." "The notion that the game is not just a completely open book that's spoon-fed to you in little nibbles like baby-food is something that we really appreciate, and we thought Destiny should have a little bit more of that actual depth." Green says Bungie is creating encounters where it's not immediately obvious how you should proceed, and that in fact, you might not even succeed. "Oh my god! You're actually going to play a triple-A videogame and fail a lot!" Those of you who aren't into that sort of brutality though needn't worry too much, as Tyson says Bungie are also building some things that will be easier to get into - giving the example of some of the story missions as being more suited to those who just want to get through some stuff at the end of a hard day's work. What say you? Will you be taking the easy path or will you be hunting out the more punishing parts of Destiny when it lands next September? As a reminder here's a bunch of other Destiny details that were revealed recently.
  11. Maybe they will make the Skulls like Halo 3 where you have to find them.
  12. Also I like to use the Carbine.
  13. I think she might come out in Halo 5 as the new A.I. that is just my opinion. Also if she does wonder if she would be a playable character once you complete the whole game from Normal through Legendary. Also I wonder if there will be a secret Difficulty once you beat the game on Legendary.
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