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Destiny 2’s livestream today kicked off with a new cinematic trailer. Give it a watch below if you missed it, or just want to watch it again.



Destiny 2’s first official trailer – as opposed to the teasers we’ve sen so far – is here. Bungie debuted it during the Destiny 2 livestream event today.

The trailer was posted by IGN. We’ll replace it with the official version when it’s released.

As well as this cinematic trailer, you might want to take a look at the first Destiny 2 gameplay footage. We came to love Destiny’s patchy storytelling and characters, but we’re all here for the shooting, right? Of course we are. It is rad to see the whole Light-addicted-zombie angle coming to the forefront, though.

Destiny 2 releases September 8 on PS4 and Xbox One, but the PC version of Destiny 2 has not been dated.

Today’s reveal event yielded stacks of new information about the sci-fi, shared worlds shooter. As suspected, you’ll lose all your powers and have to progress new subclasses in Destiny 2. Destiny 2 PvP’s going to be pretty different. There’s going to be better matchmaking for PvE Destiny 2 content, and – oh, so much more. Take a look through the Destiny 2 tag for now, while we get a hub page sorted out.

It’s gonna be all go on Destiny 2 until September. Hold onto your butts.
Destiny 2 news for the hardcore faithful, which is to say, news about guns. Take a look at some of the new weapons here.

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Destiny 2 certainly has a plot and whatever and I’m sure we’ll all care about it very much, but let’s be real – most of playing Destiny is collecting guns, arguing about guns, and using guns.

Since we’re going to lose our whole arsenal when we migrate to Destiny 2, we’re naturally very interested in what will replace them. The first Destiny 2 gameplay footage certainly went out of its way to show us a lot of guns, but of course we don’t yet have details on what we were seeing.

So let’s look elsewhere for news on Destiny 2’s guns. For starters, if you scroll down the official Destiny website you’ll find a section on weapons with nine boomsticks on display; the images are reproduced below.

These nine weapons are divided into three types – “kinetic”, “energy” and “power”. This replaces the old primary, secondary and heavy distinction from the first Destiny.

Most of the weapons you’d think of as primary types – assault rifles, hand cannons – can be either kinetic or energy types, which means you can equip them in either of those slots (your dreams of double hand cannons have come true at last). The weapon in the energy slot gains an elemental bonus.

Classic secondary and heavy weapons are now “power” types. Bungie hasn’t said much more about all this, so stay tuned for updates on Destiny 2’s three weapon types.

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If you look closely at the images, you might see the logo of a new manufacturer – Veist. Destiny 2 lead Mark noseworthy confirmed this new company joins returning manufacturers Hakke, Omolon, Suros and Tex Mechanica.

View image on Twitter
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Follow
[​IMG]Mark Noseworthy

✔@knowsworthy

Suros.
Omolon.
Tex Mechanica.
Hakke.

And now Veist joins the family of Destiny weapon foundries.

6:53 PM - 18 May 2017
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That’s all we were able to glean from the assets, unfortunately; Bungie has wised up and stopped putting useful snippets of intel in the filenames. Curses! That said, we have had hints that weapons will get a shakeup – there seems to be a new SMG weapons class in Destiny 2, for example.

Matt and Arekkz were at the reveal and their previews should be coming online soon, so hopefully we’ll get some answers to our questions about Destiny 2. Not just about guns, mind. But quite a few about guns, hopefully.

Destiny 2 releases in September for PS4 and Xbox One, with the PC version of Destiny 2 as yet undated.

You can expect a fair bit of good old Destiny247 from here on, cats. We know what we like.
Destiny 2 not only introduces new subclasses, it revamps the old one. Let’s revisit an old favourite.

Destiny 2 is going to start us out from scratch without the powers of the Light we’ve accumulated in the first game, but that’s actually good news, because it’ll give us all a chance to rediscover the existing subclasses.

And yes, they’ve changed. As well as introducing new subclasses with Destiny 2, Bungie has overhauled exisiting ones. Arekkz will be going through each of the existing and new subclasses to drill down on their associated skills and abilities in detail, starting with the Gunslinger – the very first class baby hunters were exposed to in the first Destiny.

As you’ll see in the video, the way the skill tree is arranged has changed for Destiny 2. You’ll now find skills grouped by type – grenade, class ability, jump, and two passive trees – in this case Way of the Outlaw or one we don’t know the name of yet, which include all the buffs and synergies for other powers.

The class ability bit is new in Destiny 2. In the case of the Hunter Gunslinger, it’s a dodge – but it’s not clear whether this is true of all Hunter subclasses or just the Gunslinger. If it is across all subclasses, this acts as a further differentiator between the tree classes, beyond the super, grenade and jump differences that will carry over. We’ll have an update on that as soon as possible.

It’s not yet clear whether you’ll be able to pick and choose between the two available passive trees, or have to commit to one or the other in full. The latter seems unlikely as it would mean character builds are less flexible in Destiny 2 than the first game.

Here are the skill nodes available for the Hunter’s (first?) Solar subclass, the Gunslinger, in Destiny 2. Most of them will be familiar to Destiny veterans.


  • Super: Golden Gun
  • Press L1+R1 to summon a flaming pistol that disintegrates enemies with Solar Light.

  • Grenades
  • Incendiary grenade:
    An explosive grenade that catches enemies on fire, causing additional damage over time.
  • Swarm Grenade
    A grenade that detonates on impact, releasing multiple drones that seek nearby enemies.
  • Tripmine Grenade
    An explosive grenade that sticks to surfaces and and detonates when enemies pass through its laser trigger.

  • Class ability: dodge
  • Marksman Dodge
    Automatically reload your equipped weapon while dodging
  • Gambler’s Dodge
    Dodging near enemies generates Melee energy

  • Jump
  • High Jump
    Upgrades Double Jump with even greater height.
  • Strafe Jump
    Upgrades Double Jump with better directional control while in the air.
  • Triple Jump
    Upgrades Double Jump with a third jump.

  • Way of the Outlaw – passive tree
  • Chains of Woe
    Precision kills increase reload speed for you and nearby allies.
  • Bombs for Bullseyes
    Precision hits generate grenade energy.
  • Six-Shooter
    Golden Gun can be fired up to six times but has a shorter duration.
  • Explosive Knife
    Throw a knife at enemies that explodes shortly after impact when melee energy is full.

  • Passive tree 2
  • Knife-Juggler
    Throw a knife at enemies when melee energy is full. A precision kill with this ability instantly recharges it.
  • Gunslinger’s Trance
    Enter a trance with each precision kill, reducing the cooldown of your Golden Gun.
  • Crowd-pleaser
    Precision hits with your Golden Gun generate Orbs of Light for your allies.
  • Line ‘Em Up
    Precision hits with Golden Gun increase its damage and extend its duration.
Destiny 2 releases in September for PS4 and Xbox One. There is no release date for the PC version yet. Hit up the Destiny 2 tag for all the latest news as it comes.

And it will come. Oh yes. It’s all-in now, cats.
If you have a powerful enough PC, you can run Destiny 2 at nearly five times the frame-rate of the console versions.

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There are too many things people at the Destiny 2 reveal have been talking about, but one of the loudest conversations pertains to the game’s frame-rate on console vs. PC.

Destiny 2 will be the first game in the franchise to come to PC, but Bungie wants to get it right the first time. The build demoed at the event ran at 4K, 60 fps. It turns out, Destiny 2 can do so much more.

Speaking to PC Gamer, PC lead at Bungie David Shaw confirmed that Destiny 2’s frame-rate will be uncapped, meaning it can go well beyond 60 fps, if your PC can do it.

“[sic]… if you want to play at 144 [fps] and your rig will handle it, it’ll do that just fine,” he said, confirming that the PC build at the reveal was only running at 60 fps because of the monitors it was demoed on. Acer provided their latest XB271HK monitors to all PCs at the event. This impressive model has a native resolution of 4K, and supports G-Sync.

However, the monitor only goes up to 60 fps, hence why all reports from the show talked about the game hitting 60 fps. Now that we know Destiny 2 can go as high as 144 fps, the ultra-high frame-rate could be a lot more doable on 1080p and 1440p.

Shaw also confirmed that the console versions all run at 30 fps. PS4 Pro is what was used to demo the game, so we know that all available consoles will be locked to 30 fps. There’s been no talk about Xbox Scorpio yet, so it’s unclear whether we’ll be seeing an unlocked version of the game there.

Destiny 2 is out September 8 on PS4, and Xbox One. Bungie could not provide a release date for the PC version, beyond “soon.”
The Dawnblade is the Sunsinger’s replacement for the Warlock in Destiny 2. Find out all about it here.

Bungie officially unveiled the three new subclasses Destiny 2 will bring to the Titan, Hunter, and Warlock classes we know from the first game. These are the Sentinel, Arcstrider, and Dawnblade respectively.

Not much is known about the Arcstrider, and the Sentinel just yet, but the build of the game everyone got to play at Destiny 2’s reveal event did show off the Warlock’s new Dawnblade subclass. Dawnblade will be the new Solar subclass, replacing the Sunsinger.

In his video above, Alex shows off the full skill tree for the Dawnblade, as well as the new Super move. If you missed it, he did similar videos for the upgraded Titan Striker, and Hunter Gunslinger.

The skill page’s layout is the same, with your Super icon in the middle, and everything else taking shape around it. Your grenade options occupy the top, and the different jumps the bottom. You have your two passive skill trees with four nodes each. This is where things get granular.


  • Super: Daybreak
  • Press R1+L1 to weave Solar Light into blades and smite your foes from the skies

  • Grenades
  • Solar Grenade:
    A grenade that creates a flare of Solar Light which continually damages enemies trapped inside
  • Firebolt Grenade:
    A grenade that unleashes bolts of Solar Light at nearby enemies
  • Fusion Grenade:
    An explosive grenade that causes bonus damage when attached to its target

  • Class ability: Rifts
  • Healing Rift:
    Conjure a well of Light that continually heals those inside it
  • Empowering Rift:
    Conjure a well of Light that increases the attack power of those inside it

  • Jumps
  • Balanced Glide:
    Glide jump ability provides bonuses to both speed and control
  • Focused Burst:
    Glide jump ability provides an initial burst of speed
  • Controlled Glide:
    Glide jump ability provides better directional control while in the air

  • Passive skill tree 1
  • Phoenix Dive:
    Auickly descend from mid-air and regenerate health
  • Skyfire:
    When Daybreak is active, descend causes explosive damage when you land
  • Risen Angel:
    While in the air, aim your weapon to hover in pace for a short time. Dealing Precision damage will extend this effect’s duration
  • Igniting Touch:
    A powerful melee ability that ignites enemies and causes them to explode

  • Passive skill tree 2
  • Firestarter :
    A powerful melee ability that damages enemies while also increasing your movement and reload speed
  • Wild Fire:
    Engage your enemies in mid-flight. Fire weapons and throw grenades while gliding
  • Everlasting Flames:
    Killing an enemy with Daybreak extends its duration
  • Blazing Dash:
    Dodge in mid-air
Destiny 2 is out September 8 on PS4, and Xbox One. The PC version does not have a release date just yet.
Destiny 2 is big business this weekend, thanks to the big reveal yesterday. While we’ve taken a look at the sub-classes and ogled the armor, it’s time to have a look at three of the Exotic Weapons.

In the video from Arekkz above, the three Exotics available during his hands-on with Destiny 2 in Los Angeles were the Hand Cannon Sunshot, Sweet Business which is an Auto Rifle, and the SMG Riskrunner. We were given a look at the latter back in May when the weapon popped up in some promotional art and Matt said he had a rather good time using the weapon during his hands-on.

The Sunshot used by the Hunter is a hand cannon that deals 200 attack damage, can shoot 150 rounds per minute. It’s Perks are Sunburn which produces explosive rounds which highlight targets, and Sunshot which makes enemies explode in Solar Energy.

Anything else you want to know about the game? Then you should check out our Destiny 2 guide hub page. It’s all there, and will be updated continuously.

Sweet Business is the Exotic Auto-Rife carried by the Titan class. It deals 200 damage and can 360 rounds per minute. It’s Perk Payday increases hip fire accuracy and a large mag. The other perk title isn’t listed, as it just shows a placeholder icon, but when holding down the trigger, this will boost the weapon’s range and rate of fire. Plus, it automatically loads ammo pickups into the magazine.

Finally, the Warlock’s Riskrunner, as stated above, is an SMG which doles out 200 damage at 750 rounds per minute. The Arc Conductor perk makes it so taking Arc Damage increases the weapon’s power. When Arc Conductor is active, the other perk will provide a chance for shots fired to become chain lighting and return ammo. It doesn’t have the best ranged, but up close, it rips through enemies like butter, or some other soft food.

Kinetic, Energy, and Power are your new weapon slots. Kinetic weapons use bullets, Energy shoots, well, energy, and your Power weapons are fusion and sniper rifles, grenade launchers, shotguns and the like. We’ll find out more on these weapons as time progresses.

Destiny 2 is set to release on September 8 for PlayStation 4 and Xbox One. A PC release date has not been determined.

https://www.vg247.com/2017/05/19/de...so-far-sunshot-sweet-business-and-riskrunner/
he Riskrunner drags me back in.

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So many games struggle to get the crunch and weight of combat right. I want to feel threatened, I want to triumph through gritted teeth. Destiny 2 has that.

I have a new favourite gun in Destiny. That makes me happy. The Riskrunner submachine gun spits bullets with a little upwards recoil. It’s easy to compensate for, and most importantly, enemy heads pop off when the lead makes contact. I took down a couple of new enemy types like the Gladiator despite their bulk and intimidating, relentless stomp towards me. It feels good to be back.

To say Destiny 2 is more of what made the original so good is disingenuous but there’s a lot here that’s feels so familiar in all the right ways. The Dawnblade subclass for the Warlock has an active Super that completely destroys anything in its path and provides precious seconds of domination. You know once it’s gone you’ll be back to strategically flipping through your arsenal and picking off enemies, slowly building your Super back up as you dodge and sprint, taking cover from assaults, hoovering up ammo and surging forward with the sights up.

I loved every second of Destiny 2 so far mainly because it’s still got that shit-hot feeling of deadly gunplay. It sounds simple, but so many games struggle to get the crunch and weight of combat right. I want to feel threatened, I want to triumph through gritted teeth. Destiny 2 has that.

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The campaign mission Homecoming that you will have seen from this week’s reveal is a slick mix of old and new. I’m happy to return to The Tower even though it’s been torn apart by a devastating attack, defending your old stomping ground as the Red Legion continues its relentless push. Seconds later you’re seeing new parts of the city previously hidden tantalisingly close but always locked away. Minutes after that and you’re running across a speeding battleship as its cannons boom, wind and rain spatter against your face and rockets rain down on your position. Keep moving, keep pushing forward, keep firing. Oh, by the way, it looks beautiful on PC and pretty tasty on PS4 Pro too.

New weapon classes – kinetic, energy and power – should provide some interesting loadouts and hopefully a little less frustration, so you can wield two hand cannons if that’s your jam. Energy weapons are designed for enemies with shields and other Guardians using their Super, and I could feel a difference between those and your standard kinetic weapons.

Those new submachine guns are welcome for the pure speed at which they fire and quickly became a favourite for me. The grenade launcher humbles any Guardian who goes up against it.

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The Inverted Spire Strike also felt familiar, as you dance between complete failure and glorious victory. Playing with two strangers wasn’t a problem because the rules are the same as they ever were – you work as a team, rez downed Guardians, concentrate fire on the adds and slowly chip away at the boss.

This particular Strike threw in a floor that either burnt us or disappeared completely to keep us on our toes but we pretty much nailed it within 20 minutes with only one restart.

New PvP mode Countdown perhaps wasn’t the best way to demonstrate the all-new focus on 4 versus 4, with rounds only taking a few minutes at most. Players either defend or plant bombs and it’s unforgiving for those that aren’t co-ordinating. My team got completely torn apart in almost every round. I was never a big PvP fan in Destiny and Countdown hasn’t done much to change my mind.

I dropped out of Destiny shortly after Rise of Iron but picking up Destiny 2 today it all came back. I’m ready to get obsessive all over again.

We can’t judge the game too deeply at this point and there’s a lot of questions that will only really become clear once we’re all hours into Destiny 2. It’s certainly addressing some of the major problems with the original game, from clans to what to do with the end game.

Adventures – 15 minutes side missions with loot rewards – should liven up the drab Patrols of old, and Lost Sectors are designed purely for those that like to root around behind every rock. Again, loot and enemies are your rewards for curiosity. It’s a shame we didn’t get to try those today, but they might prove to be an interesting addition if Bungie treats them like as part of its weekly reset.

Bungie has done a great job with its first big reveal for Destiny 2. The hype on the show floor in LA today was real, the crowd air punching and freaking out to the point of parody. But there were also no complaints about what’s been shown far – a tease of a what looks like a delicious campaign, the teamwork and comradeship of a Strike and an unforgiving multiplayer game. I dropped out of Destiny shortly after Rise of Iron but picking up Destiny 2 today it all came rushing back. I’m ready to get obsessive about Destiny all over again.
When Bungie revealed the first gameplay trailer for Destiny 2 on Thursday, fans made a lot of noise about the new superpowers available and the CGI trailers setting up the new “Red War Campaign” story mode. There was even a comically loud cheering section when Bungie execs announced that, at long last, players wouldn’t be kicked to the game’s waiting zoneevery time they wanted to do a new activity. But a lot of the nuts-and-bolts changes to Destiny 2 went unmentioned onstage.

Luckily, I spent time on Thursday playing a healthy amount of the new Crucible multiplayer, a full-fledged three-person strike, and the introductory story mission. It’s safe to say that Destiny 2 feels and looks a lot like its predecessor — the changes here are going to be subtle ones. But they are important tweaks that will have some drastic effects on how you play both cooperatively against the AI and against other human opponents in competitive games.

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NEAT CHANGES TO EXISTING SUBCLASSES
Naturally, Bungie made a big deal out of its three new subclasses, including a fan-pleasing reveal of the Solar Warlock class, Dawnblade, during the first gameplay trailer. There’s also going to be a new Void Titan class, Sentinel, that is a straight up Destiny version of Captain America, shield and all. As for the Hunter, there’s a new Arc subclass called Arcstrider similar to the original game’s Bladedancer that replaces daggers with a lightning-imbued staff.

This was all pretty much known after Bungie’s presentation. What the developer didn’t tell you, however, is that even the old subclasses are getting revamped. I only had a chance to spend time with the Titan’s traditional Striker class from the first Destiny, but it was noticeably different.

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For one, after using its signature Fist of Havoc skill, my super stayed active. I was able to run around the map while charged up with lightning and burst into my enemies at high speeds. It made the super skill less of a one-off shot in the dark and more of an ongoing strategic threat. Bungie has confirmed that there will be significant changes to the other existing subclasses to keep them feeling fresh.

I did however ask about whether the newly announced subclasses would mean the end of Sunsingers, Defenders, and Bladedancers, and Bungie designer and social lead M.E. Chung wouldn’t say in my interview with her. So for those who are desperately hoping the self-resurrection and bubble skills are still in the game, there is still a faint glimmer of hope.

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NEW LATENT ABILITIES
A brand new addition to Destiny 2 is latent subclass abilities. In the first game, the only things that differentiated one subclass from another were jump styles, grenade and melee types, and super abilities. There was of course the unevenly distributed subclass skill, like Shadestep and Shoulder Charge, but those always felt like fun tricks rather than strategic tools.

THESE ABILITIES MAKE COMBAT MUCH MORE DYNAMIC
Now, each subclass has a series of latent abilities that can be used on recharge. For instance, the new Dawnblade class for Warlocks allows players to create a temporary pool of light that either heals surrounding teammates or gives them a damage boost. This is also coming to older subclasses. The Titan’s Striker class can now create artificial walls to use as cover, while the Hunter’s Gunslinger can use quick dodges that simultaneously reload weapons.

During my time playing the strike as a Dawnblade, the pools of damage-boosting/healing light were critical in taking down higher-level enemies and staying alive during particularly grueling parts of the three-stage boss fight. We can expect every subclass to have some pretty unique abilities not dependent on a super charge, as Bungie seems intent on making the divisions between classes more pronounced.

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A WEAPONS SYSTEM OVERHAUL
Perhaps the most noticeable change to how Destiny 2 looks and feels is in the weapons system. The original game had three weapon slots: primary, secondary, and heavy. Primary weapons were things automatic rifles, revolvers, and burst firing guns. Secondary weapons contained sniper rifles and shotguns, while heavy weapons were exclusively large machine guns, rocket launchers, and, later on, swords.

Now, in Destiny 2, weapon slots are divided between kinetic, energy, and power weapons. Kinetic weapons still feel like standard primary ones: you have your hand cannons, auto rifles, pulse rifles, and so on. Yet energy weapons are now a kind of hybrid class that consists of any non-power weapon with an elemental charge. That means sidearms, but also any hand cannon or auto rifle with a solar, void, or arc flavor to it. In other words, your loadout can consist of a hand cannon in one slot and an elemental auto rifle in the next. This brings up a lot of interesting new combinations — imagining taking down an enemy's solar shield with your auto rifle and then swapping quickly to a hand cannon to land some head shots when his defenses have evaporated.

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The power weapons are now where every one-hit-kill weapon has been grouped together. That means shotguns, fusion rifles, sniper rifles, rocket launchers, and all-new grenade launchers are all in one category. You can only have one equipped at any given time. In my time playing the new attack/defense game mode, Countdown, this created an interesting dynamic. Firefights remained long-range at first, as every player used the new submachine class or relied on a hand cannon or auto rifle. But as the power weapon counter went down, players began stocking up on shotgun, sniper, and rocket ammo and the fight took a radical shift toward more hectic, close-range and one-shot play.

Chung told me that this was designed to make Crucible more friendly and less about who could either close the distance faster and pull off that shotgun blast or camp and nail a sniper headshot. “Destiny 1 could have been better on the readability scale,” she said. “One-shot kills suck when they happen to you.” She added that Bungie wants Destiny 2’s multiplayer to be “learnable and watchable experience,” so that when you die you learn something new. This inevitably means less dependence on a “meta” weapon type and more strategic use of supers, latent abilities, and unique loadouts.

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CRUCIBLE COMBAT CHANGES
The new weapons system has had a noticeable effect on multiplayer combat. During my time playing Countdown, it was clear that Destiny 2 has borrowed more from the arena shooter realm dominated by Halo and thrown in some of the strategic teamwork of Counter-Strike and Call of Duty. In doing so, the game is leaving behind the more of the free-for-all slugfest aspects of the original Destiny that had everyone shotgunning each other — until someone wiped an entire squad with a super.

COMBAT FEELS SLOWER AND MORE STRATEGIC
This means it’s quite a lot harder to take an enemy down, and it’s far easier on the opposing end to recover from a surprise attack and retaliate adequately. Enemies feel like they have more health and move quicker in relation to your ability to track them with your weapons, which has the effect of slowing down the combat from engagement to the time someone notches a kill. This resulted in some intense bouts that felt more like an exercise in environment control and critical thinking and less about instincts, timing, accuracy and other traditional shooter metrics.

It was a refreshing change, especially given how the original Crucible devolved into an ever-constant game of tag to see who could keep up with Bungie’s balancing system the best. Now, at least for the launch, players can look forward to combat that is fresh and, in my experience, fun to learn.

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Destiny is coming to PC for the first time with Destiny 2, and there already appear to be growing pains. Not only is the PC release likely launching after the console versions, but PC project lead David Shaw said that neither version’s multiplayer will run on its own servers.

“It is a complicated typology,” Shaw told PC Gamer in an interview following Destiny 2’s live gameplay reveal yesterday. “We do not have dedicated servers for Destiny 2 on PC.”

Instead, Destiny 2 will likely continue to use the tech of the first game. Destiny and its expansions use a form of peer-to-peer networking for their multiplayer modes, which is typical for online console games. The issue with peer-to-peer, however, is that it can come with some major latency issues; since data is transmitted to each player individually, there are more points of failure.

PC gamers are more used to dedicated servers, which are generally regarded as more reliable. While they may be disappointed by Destiny 2’s lack of them, many console-based Destiny players have also long requested dedicated servers for the sequel.

The game’s Reddit is filled with highly upvoted threads asking for dedicated servers:

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We’ve reached out to Activision, the game’s publisher, to confirm whether Destiny 2 will use the same networking as the original Destiny. We’ll update accordingly.

Update: Producer Mark Noseworthy confirmed that the game won’t have dedicated servers on either console.

“We are not getting dedicated servers,” he said around the one hour, 10 minute-mark in a video interview with IGN.


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Here’s a new Sniper Ghost Warrior 3 video for you, featuring a track from Royal Deluxe.

Titled Dangerous, after the song, this Sniper Ghost Warrior 3 video shows off the various ways in which Jonathan North can take out enemies.

Along with sniping and armor-piercing bullets, Jon can stab foes, use exploding barrels, run folks down with a vehicle, and give bad guys a good knee to the face.

Sniper Ghost Warrior 3 takes place in northern Georgia and features large, open-world maps with dynamic weather and a day and night cycle. The latter two will impact both play and decisions.

Players can also customize weapons, equipment, accessories, vehicles and a drone.

Announced in 2014 for an early 2016 release, CI Games pushed back the release to January 2017 as it needed more development time. In October of last year, the game was once again delayed and scheduled for April 4. In March of this year, the developer announced Sniper Ghost Warrior 3 would once again see a delay, but only by three weeks.

The game will be finally be released later this month on April 25 for PC, PS4 and Xbox One.



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Back when Microsoft first announced Project Scorpio at E3, the only image it showed was that of the system’s motherboard. Last week when the console’s specs were revealed, we were shown more pictures of that same motherboard. Now, we’ve gotten an idea of what the final system may look like thanks to recently released pictures of the Project Scorpio dev kit.

These images come to us via Gamasutra, who visited Microsoft in Redmond and spoke to the head of Xbox, Phil Spencer. As you can see, the dev kit bears a strong resemblance to the original Xbox One, albeit with some key differences.

The front of the unit has an OLED screen with a navigation button and five programmable buttons. This screen shows developers information like frames per second. Very useful indeed, though it is unlikely that this will be in the consumer version of the system.

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This dev kit has the same amount of ports that the retail Scorpio will. Its vents are located on the sides and not the top. This way, devs can stack Scorpios on top of each other (like the image below) without any overheating issues. The dev kit also sports an extra network interface card. This transmits data while playing multiplayer games.

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As Microsoft previously stated, Project Scorpio will be able to run Xbox One games. The dev kit can actually switch between Xbox One, Xbox One S, and Scorpio settings. This allows developers to optimize titles for each Xbox console. Xbox head Phil Spencer told Gamasutra that Microsoft has “millions of customers that have made a commitment to the Xbox One generation.” He doesn’t want anyone who owns an Xbox One to feel left out or disappointed. This also means that, at the moment, there will be no Scorpio exclusive games.

“When you ship an Xbox One game two years from now, even if you don’t look at Scorpio as something that you want to take advantage of, fine. That’s up to you. We’re not mandating that people go and do Scorpio-specific work.” Spencer said that most AAA developers already have 4K assets for the PC version of their games. Using these assets for the Scorpio version of a title shouldn’t be much of a problem.

Please keep in mind that the retail version of Project Scorpio will not look resemble the dev kit exactly. However, it does give us an indication of what the upcoming machine will look like. Hopefully, we will get to see what the consumer version of Scorpio looks like during this year’s E3.



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It’s for “that premium customer, the gamer that expects the absolute best versions of the games,” says Microsoft.

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Microsoft’s new Xbox console, codenamed Project Scorpio, will be more expensive than the PlayStation 4 Pro.

The PS4 Pro currently retails for $373 in the US and £349 in the UK – no small beans.

According to Eurogamer’s interview with Mike Ybarra, corporate VP of Xbox at Microsoft, Project Scorpio is for “that premium customer, the gamer that expects the absolute best versions of the games”. And the site states that “one thing seems clear: Project Scorpio will be more expensive than PS4 Pro.”

Digital Foundry estimates Xbox Scorpio will run $499, the same price Xbox One was at launch. That’s $100 more than PS4 Pro, depending on the retailer.

Microsoft has revealed the tech specs for Project Scorpio today in a collaboration with Digital Foundry.

First talked about last year, Project Scorpio is Microsoft’s hardware refresh for the Xbox One and takes on Sony’s PS4 Pro, released late in 2016.

We’re expecting to see a bunch of Scorpio games announced at E3 in June, including a detailed look at those already confirmed including Crackdown 3 and Sea of Thieves.



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Microsoft revealed the details on the specs for the new Xbox Project Scorpio console to exclusively EuroGamer. Microsoft has touted this new console as the “world’s most powerful console.”

Here’s a look at the specs, compared to Xbox One and PS4 Pro.

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The Xbox Project Scorpio is available to run games at native 4K, 60 FPS. EuroGamer shared some footage of Forza running on the system in 4K.

“To me, [4K] means a very specific set of things. It’s a lot more than delivering than those eight-million-plus pixels to the screen while playing games,” says Kevin Gammill, Group Program Director of the Xbox Core platform. “It’s about delivering those pixels with 4K assets, so they look great. It’s about delivering those pixels with HDR and wide colour gamut fidelity. It’s about delivering those pixels with no loss of frame-rate compared to the 1080p version of that title – that’s super-important to us. Spatial audio adds to the immersive experience as well: to truly land that gameplay experience, it’s not just about what you see, but what you hear.”

The new system on chip for Project Scorpio is developed in partnership with AMD.

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In addition to allowing developers to improve games on Scorpio, playing non-Scorpio updated games on the Project Scorpio has improvements too. The system itself provides a smoother performance and reduced screen-tearing.

“We’ve taken the approach that we do with 360 [games] on Xbox One, where you will never see a torn frame, because we have enough performance there to ensure that.”

Alongside this, Microsoft plans for a GameDVR for Scorpio which should record and capture gameplay at 4K60FPS resolution, alongside with overall faster loading up and system performance.

We should note that Microsoft says this new console is a “premium console” for high end users. Pricing wise, it will be priced higher than the PlayStation 4 Pro. EuroGamer estimates the console may cost $499 at launch. It is expected to launch in Holiday 2017.

SOURCE: EuroGamer (1, 2)

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King, developers of the popular Candy Crush mobile game saga, has revealed that they are working on a brand new mobile experience for Call of Duty.

King Digital Entertainment, founded in 2003, was acquired and is now wholely owned subsidiary of Activision Blizzard Inc as of February 2016 for $5.9 billion. When Activision announced the acquisition of King, Activision Blizzard CEO stated that they wanted to expand King’s reach into new opportunities within the Activision Blizzard family. Today, that first opportunity has been revealed.

King Digital has launched a new recruitment website announcing a new studio in Stockholm, Sweden that will focus on bringing Call of Duty to mobile devices.

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We are a new King team, located in Stockholm, Sweden, and we’re working on an exciting new project. The team is adapting one of the most iconic game franchises of all-time: Call of Duty®, to become a mobile experience. This is a rare and exciting opportunity. Our challenge as a team is to create a Call of Duty experience on mobile that will strive to transform the best console experience fans know and love, while also breaking new ground for mobile and redefining the genre. Our approach and ambition is to be fresh, social, and highly accessible, while providing a very authentic game experience. The team will prototype extensively, have the freedom to think outside the box, and be encouraged to stretch their expertise in ways to create surprising results.

On the new recruitment website, King confirms that they are working with Activision to create this game. King has been extremely successful in the mobile division, with Candy Crush saga seeing almost $2 billion in revenue since its launch on mobile. King website says they want to create a Call of Duty experience “that fans will want to play for years.”

To support this project, King currently has a few job openings at their new studio.

King has not announced an expected release time frame for this new mobile game.

SOURCE: King

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