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New Ever Oasis Video Reveals More Gameplay Details

During this morning's Nintendo Direct, the company showed
off more of its new action RPG, Ever Oasis. If you missed it, you can watch the
full segment right here.

Based on the video below, Ever Oasis looks like a charming mash-up
of The Legend of Zelda and Animal Crossing. Players will spend some of their
time exploring the desert and collecting materials, which oasis merchants will then
craft into items to sell to travelers. The titular oasis acts as your hometown,
and can be upgraded and expanded – you can even coax travelers into moving in by
helping them out with various tasks. You'll also do a little dungeon
spelunking, aided by allies that have unique weapons and skills.

(Please visit the site to view this media)

Ever Oasis releases on the Nintendo 3DS next year. 

www.GameInformer.com – The Feed

New Ever Oasis Video Reveals More Gameplay Details

During this morning's Nintendo Direct, the company showed
off more of its new action RPG, Ever Oasis. If you missed it, you can watch the
full segment right here.

Based on the video below, Ever Oasis looks like a charming mash-up
of The Legend of Zelda and Animal Crossing. Players will spend some of their
time exploring the desert and collecting materials, which oasis merchants will then
craft into items to sell to travelers. The titular oasis acts as your hometown,
and can be upgraded and expanded – you can even coax travelers into moving in by
helping them out with various tasks. You'll also do a little dungeon
spelunking, aided by allies that have unique weapons and skills.

(Please visit the site to view this media)

Ever Oasis releases on the Nintendo 3DS next year. 

www.GameInformer.com – The Feed

Full Details & Release Date For Hitman’s Complete First-Season Disc

So far Hitman's first season has come out in digital dribs and drabs, but Square Enix has announced a specific release date for the physical collection of the game.

The collection ($ 59.99) comes out in a steelbook that has all of the game's content so far, including community contracts.

Furthermore, the Hitman: The Complete First Season game includes three missions from the Summer Bonus Episode; the original soundtrack; a making-of documentary; the pre-release Requiem Blood Money Pack; and, for those who pick up the PS4 version, The Sarajevo Six missions. All of this extra content is via digital download. Limited-time Elusive Targets are included, but only those that take place after the collection comes out. 

Hitman: The Complete First Season comes out on January 31.

[Source: Square Enix]

 

Our Take
It will be interesting to see if these episodes hang together in any meaningful way or if they feel just as disparate – a criticism editor Jeff Marchiafava had of the piecemeal episode structure.

www.GameInformer.com – The Feed

The Devils In The Details: Breaking Down Rise Of Iron’s New Enemies

SIVA is a plague of self-assembling, self-replicating nanotechnology that was created during humanity’s Golden Age. The Iron Lords hoped to use it to better humanity, but the corruption was too violent to be contained, and their quest ended in the downfall of many of humanity’s mightiest heroes. Now, centuries later, the Fallen House of Devils has uncovered this mysterious substance in the depths beneath the Cosmodrome, and this nanotechnology is corrupting them – turning them into deadly machine gods. The universe is in need of a Guardian brave enough to take down this new threat and seal it away forever. Come meet your new foe: The Devil Splicers.

Once Bungie settled on the story for Rise of Iron, the team knew that they had to craft a new set of enemies for players to fight throughout the Rise of Iron campaign. With the Taken King, the team had put together a new race of enemies by pulling creatures from all of Destiny’s existing enemy factions. However, for Rise of Iron, Bungie thought it would be more interesting to transform a single faction into a new enemy.

“Story-wise, the Fallen fit,” senior designer Matt Findley. “The House of Devils are scavengers and each House is really trying to get better than the other and advance themselves. They’re also declining, being pushed into the corner of this new solar system. As scavengers, it makes a lot of sense for them to stumble on this. SIVA doesn’t have its own agenda or anything, but it is an aggressive nanite that allows its users to be transformed. Some of the last instructions given to it were ‘Defend and Protect,’ so it’s got this aggressive, militaristic feel, and the Fallen themselves are like, ‘Oh, we want that, and we want to be stronger and better.’ The Fallen are also controlling it to be more aggressive.”

Bungie felt that there were good gameplay reasons to choose the Fallen as well. For example, the Fallen are a highly diverse race of enemies, and have a bit more variety than some of Destiny’s other races. The Fallen also have a wider arsenal of weapons, which allowed Bungie to experiment with a wider mix of new enemy weapons and combat behaviors.

The Fallen redesign for the Devil Splicers isn’t as dramatic as the Taken featured in The Taken King, but players will notice that the Devil Splicers look a bit more aggressive than standard Fallen. The SIVA nanotechnology has transformed this nomadic race of four-armed aliens into cybernetic warriors. In many cases, several of the Fallen soldiers’ limbs have been replaced with robotic prosthetics – the Dreg even have peg legs. Other Fallen are draped with red SIVA tendrils or robotic pyramid heads. Even the Fallen weapons have gotten an overhaul.

“Where you see a lot of the soft curves in the Fallen weapons, we now have a lot harsher curves,” says Findley. “The projectiles themselves are flying faster. With some of the weapons, it’s like, ‘oh why shoot once when you can shoot three times!’ The way the weapons behave, they fire a lot faster, keeping these things in balance with the rest of the game, but just visually your experience should be that these weapons are more aggressive. Even in death, there’s aggression, so occasionally there is this seeking-ball-of-death that will come out of their heads when you kill them.”

To help further demonstrate the difference between regular Fallen and this new class of Devil Splicer, we asked Findley to break down some of the biggest changes being made to a few of the Fallen enemies.

Dreg Splicers


“Dregs have peg legs. They run around faster. They throw a unique SIVA
grenade which is a red ball of SIVA cloud explosion. If you kill them
with a headshot they have the chance to spawn a deathseeker, which will
slowly chase whoever killed them. We had that discussion a lot, a lot of
‘are we punishing the player?’ We like how it actually adds an element
of ‘I have to keep aware, I’m no longer mindlessly plugging headshots
into these guys.’ If I do a headshot, I’ve got to think about this for a
second. They have the pistol and the shrapnel launcher, which are
slightly different. The pistol is a little snappier, so instead of a
straight line it sort of zig-zags back and forth, sometimes it makes it
miss, sometimes it makes it hit when it should have missed.”

Vandal Splicers


“The Vandals are quite visually distinct. They’ve got the big pyramid
things on them, there’s not a lot of change to their geometry, but they
do have a Berserk ability much like the Hive Knights. So they have the
chance, when they’re at low-health, to regenerate a bunch of health and
get super aggressive and run in as a melee attacker, and that fits with
our aggression profile. Weapon-wise they’ve got the shock rifle, which
instead of being the slow, seeking projectile that the rest of the
Fallen have, we’ve turned it into more of an aggressive machine gun. So
it no longer seeks you but it fires faster. And then they have the wire
rifle, and instead of being a single sniper shot we’ve turned that into a
triple-tap burst. There is a slight spread on their burst so it’s
possible for you to take a partial sniper hit instead of a full sniper
hit.”

Servitor Splicers


“The Servitor has a triple-tap shot as well, so instead of the single
consistent shot that the Servitor used to do, this is more of a
suppression role, and they’ll be firing a lot faster. It’s designed to
keep you in cover. They have a lot more aggressive,
artillery-suppression role. We wanted to make Servitors a little more
interesting instead of just being this machine that sits back, like an
anchor piece. Now it’s something that’s integral to the fight of pushing
the player around the space. Visually, they’ve added a bunch of Flash
Gordon doo-dads on them, so they look a lot more angular.”

Our month of Destiny: Rise of Iron content is still growing, so be sure
to check in on our cover hub for a host of in depth interviews with the
team, a deeper dive into Bungie’s raid philosophy, and a video interview
with the writing team. To see all the content and get up to speed
before Rise of Iron’s launch, click on the banner below.

www.GameInformer.com – The Feed

Ubisoft Reveals For Honor Multiplayer Details, Alpha & New Trailer

At Gamescom today, Ubisoft unveiled more details regarding For Honor, including each faction's four warrior types, details on a closed alpha in September, multiplayer modes, and a collector's case.

Each faction (Vikings, Knights, and Samurai) contains four types of heroes: vanguards (well-balanced), assassins, heavies, and hybrids (who also have "uncommon tactics"). Each of these also have their own skills, weapons, armor, and customization options.

The game's multiplayer co-op (including split-screen on consoles) and competitive modes include (text from Ubisoft):

  • Dominion: A 4v4 objective-based mode in which two teams of four players fight for control of the battlefield. It's a mode that relies upon skill, communication, and teamwork.
  • Brawl 2v2: Each team of two players need to kill the two enemy heroes to win a round. Skill, awareness, cooperation, and the capacity to use the environment to the player's advantage are key components.
  • Duel 1v1 puts two heroes face-to-face in a fight to the death. Skill is fundamental in Duel of course, but as in Brawl, players have the possibility to use the environment to their advantage.
  • Skirmish is a 4v4 Team Death Match-like mode. Combat skills are key in this mode as players score points for their team by killing enemy heroes.
  • Elimination: In this 4v4 mode, the last surviving player on the battlefield wins the round for their team.

The For Honor closed alpha runs from September 15-18. To sign up, head over to the game's official site. The game itself comes out on February 14 on Xbox One, PC, and PlayStation 4.

THE FOR HONOR GAMESCOM TRAILER

(Please visit the site to view this media)

For Honor is also getting a Collector's case, which is exclusively on Ubisoft's Uplay online account system. The Case includes: the deluxe digital pack for the game, the season pass, a collector's box, three helmets for the factions, an exclusive lithograph, and the soundtrack.

If you pre-order the title you get the Legacy Battle Pack that includes three armor outfits.

www.GameInformer.com – The Feed

Report Details The Dangers Of Developer Crunch Time & Its Solutions

The road of video game development is long and hard. Studios have to deal with internal and publisher deadlines – not to mention the public's expectation that the game come out on time – that push the time and dedication of developers beyond the confines of a normal work week. This deadline push, which can happen several times during a project, is called crunch time, and it has become an accepted reality of making video games. A 2015 survey by the International Game Developers Association (IGDA) revealed that 62 percent of respondents said their projects had a crunch, and half of those said this consisted of working more than 60 hours a week.

However, some have questioned the practice, its effectiveness, and most importantly, its effect on developers. Take This is a non-profit charity organization created by ex-Polygon founding editor Russ Pitts, executive editor of GamesRadar+ Susan Arendt, and clinical psychologist Dr. Mark Kline aimed at addressing mental health issues in the industry. Take This and the IGDA have published a report entitled Crunch Hurts outlining the problem. "While crunch may be an inevitable part of the game making process," it states, "understanding the mental and physical impact of the practice can lead to better work practices overall, and ultimately happier (and more productive) employees."

The paper cites industry studies that show that longer hours have a positive effect initially, but this decreases. After five weeks of 10-hour days, productivity falls to levels lower than a normal 40-hour work week. The paper also points out a tangible cost: A study of four U.S. companies found that employee fatigue cost an estimated $ 1,967 per employee each year. Take This co-founder Pitts told us that the organization consulted with its advisory board, which contains developers from around the industry, and received feedback from people with different levels of experience. "People with 'on the ground' perspectives on crunch – both its positive and negative effects – were absolutely a part of this paper's creation," he said.

Being overworked in any industry leads to increased health risks, including worse sleep and a higher risk for heart disease and stroke, and "significantly higher" levels of anxiety and depression, and the disorders associated with them. Long hours also influences employees' home life and therefore those family members' lives as well. In the end, the stresses of overwork can cause some to leave the industry altogether, ending a possibly promising career.

As if the human toil wasn't bad enough, Crunch Hurts cites two studies that state that the crunch itself isn't helping the titles they ostensibly serve. A paper entitled, Impact of Overtime and Stress on Software Quality by James Cusick and Balaji Akula said that software defects were higher for games that required overtime compared with those that didn't, and according to Paul Torzour's Games Outcomes Project, those that reported high crunch had lower Metacritic scores and return on investment.

Crunch Hurts certainly makes the case for the harmful effects of overwork, but it also presents solutions and acknowledges that even if crunch exists, it doesn't have to be detrimental to the game nor developers. "Crunch isn't all bad," says Pitts. "In fact, crunch, in limited, regulated doses, can lead to great leaps in creativity. And we know that if we were to try and tell studios to radically change their process, with no use cases or hard data to back that up, we'd get nowhere fast. Our goal was to provide not only the factual, scientific perspective on the impact of overwork, but also provide real-world suggestions that developers could implement without completely up-ending the process of making games."

The paper advocates short crunch periods followed by short periods of reduced hours or the ability to work from home. Other ways of successfully dealing with crunch outlined include more focused work (set hours, lunches, and breaks) and fewer meetings before milestones to help alleviate the stress; healthy food offerings by companies versus junk food; incentivized health screenings and gym memberships; and telling sick employees to stay home so they not only get better, but so they don't make others sick.

Perhaps most important of all, the paper says that changing crunch culture starts at the top, with management that prioritizes work/life balance and leads by example – including not speaking ill of those who don't overwork – and promoting and backing employees who work more efficiently versus those who simply work more.

Pitts believes the industry has made progress since 2004, when most of the public became aware of the dangers of crunch thanks to developer Erin Hoffman's then-anonymous blog post under the moniker "EA Spouse."

"Companies are now at least taking work-life balance seriously," say Pitts. "I don't think their solutions are always correct, or that they're always looking in the right places, but I do think today you have a lot more people thinking a lot more seriously about employee health, talent retention, and survivability. EA in particular. They've made survivability a huge focus, and as easy as it can be to pile on them with grief, they really are working hard on the problem. Unfortunately, it's a big problem. And game making is still a young industry. Things like mental health, for example, where companies in all industries struggle, are still areas where I see game companies falling down. We've come a long way in the 12 years since EA spouse, but we still have a long way to go."

TTCrunch by Michael Futter on Scribd

www.GameInformer.com – The Feed

Killing Floor 2 Gets Release Date & Multiplayer Details

Today developer Tripwire Interactive announced that Killing Floor 2 is releasing globally on November 18 (PC/PS4), and with it comes modes for both solo players and those playing with and against friends.

Killing Floor 2 supports six player co-op and solo play, as well as a "12
Player PvP Versus Survival Game Mode." In it, a team of humans face against a team of Zeds (the game's zombie-like enemies).

On PC, the game's base release will cost $ 29.99 digitally, and its Digital Deluxe edition will cost $ 39.99. In conjunction with Deep Silver, the game's deluxe edition will come to PC and PlayStation 4 on digital storefronts and retail also for $ 39.99. Check out the game's box art and a host of new screens below.

For more on Killing Floor 2, check out Tripwire's developer diary from last March.

www.GameInformer.com – The Feed

Hello Games Details Patch Notes For No Man’s Sky’s First Major Update

No Man's Sky will officially release next week, and Hello Games has detailed all of the new content and fixes that will be coming in Update 1.03, the game's first major patch. What's most notable, is that while it was believed saves would be completely wiped with this pre-launch patch, Hello Games has now confirmed that "If you had an early copy somehow, your save game will technically work post update, but you will miss out on new content and experiences if you don’t delete your save before updating." The team "highly recommends" that fans who received an early copy should delete their save so that they can enjoy the new features along with everyone else.

This will be the first of many updates, according to Hello Games, and the developer will continue to bring new content to No Man's Sky on a regular basis. This patch will be available starting Monday for the press, and will be available to install on day one, which is August 9, for PlayStation 4, and August 12 for PC. 

Today, servers will be wiped and this will repeat again on Monday leading up to the launch.

Some of the most notable updates include an increase of space for inventory, which will be five times larger, and creatures will have specific diets corresponding to climate and planet. If you pay close attention, you might find valuable loot and resources in their poop (yes, you read that right). You'll also be able to scan right from your ship now while in-orbit. 

Finally, in a following update, Hello Games states that they will be adding a more Minecraft-like element to the game, which grants players the ability to build their own bases and space freighters. Temporal AA, along with "new cloud rendering tech" is also on the way in a future update. Read the full patch notes for Update 1.03 below.

  • The Three Paths – there are now new, unique “paths” you can follow throughout the game. You must start the game on a fresh save, with the patch, as early choices have significant impact on what you see later in the game, and the overall experience.
  • The Universe – we changed the rules of the universe generation algorithm. Planets have moved. Environments have changed biomes. Galaxies have altered shape. All to create greater variety earlier. Galaxies are now up to 10x larger.
  • Diversity – Creatures are now more diverse in terms of ecology and densities on planets.
  • Planets – we’ve added dead moons, low atmosphere and extreme hazardous planets. Extreme hazards include blizzards and dust storms.
  • Atmosphere – space, night time and day skies are now 4x more varied due to new atmospheric system, which refracts light more accurately to allow for more intense sunsets.
  • Planet rotation – play testing has made it obvious people are struggling to adjust to this during play so it’s effects have been reduced further…
  • Terrain generation – caves up to 128m tall are now possible. Geometric anomalies have been added. Underwater erosion now leads to more interesting sea beds.
  • Ship diversity – a wider variety of ships appear per star system, and are available to purchase. Cargo and installed technology now vary more, and ships have more unique attributes.
  • Inventory – ship inventories now store 5 times more resources per slot. Suit inventories now store 2.5 times more per slot. This encourages exploration and gives freedom from the beginning. We’re probably going to increase this even further in the next update, for people in the latter game phases, and will allow greater trading potential.
  • Trading – trading is deeper. Star systems and planets each have their own wants and needs, based off a galactic economy. Observing these is the key to successful trading. We still working on adjusting this based on how everyone plays, but all trading values have been rebalanced across the galaxy, giving a greater depth. A bunch of trade exploits were uncovered and have been removed
  • Feeding – creatures now have their own diet, based on planet and climate. Feeding them correctly will yield different results per species, such as mining for you, protecting the player, becoming pets, alerting you to rare loot or pooping valuable resources.
  • Survival – recharging hazard protection requires rare resources, making shielding shards useful again. Storms can be deadly. Hazard protection and suit upgrades have been added. Liquids are often more dangerous
  • Graphical effects – Lighting and texture resolution have been improved. Shadow quality has doubled. Temporal AA didn’t make it in time, but it’s so close
  • Balancing – several hundred upgrades have had stat changes (mainly exo-suit and ship, but also weapon), new upgrades have been added.
  • Combat – Auto Aim and weapon aim has been completely rewritten to feel more gentle in general, but stickier when you need it. Sentinels now alert each other, if they haven’t been dealt with quickly. Quad and Walker AI is now much more challenging, even I struggle with them without a powered up weapon.
  • Space Combat – advanced techniques have been introduced, like brake drifting and critical hits. Bounty missions and larger battles now occur. Pirate frequency has been increased, as well as difficulty depending on your cargo.
  • Exploits – infinite warp cell exploit and rare goods trading exploit among other removed. People using these cheats were ruining the game for themselves, but people are weird and can’t stop themselves ¯\_(シ)_/¯
  • Stability – foundations for buildings on super large planets. Resolved several low repro crashes, in particular when player warped further than 256 light years in one session (was only possible due to warp cell exploit above).
  • Space Stations – interiors are now more varied, bars, trade rooms and hydroponic labs have been added
  • Networking – Ability to scan star systems other players have discovered on the Galactic Map, increasing the chance of collision. Star systems discovered by other players appear during Galactic Map flight
  • Ship scanning – scanning for points of interest from your ship is now possible. Buildings generate earlier and show up in ship scans
  • Flying over terrain – pop-in and shadow artefacts have been reduced. Generation speed has been increased two fold (planets with large bodies of water will be targeted in next update)
  • Writing – The Atlas path has been rewritten by James Swallow (writer on Deus Ex) and me.  I think it speaks to the over-arching theme of player freedom more clearly now. Early mission text has been rewritten to allow for multiple endings.

[Source: No Man's Sky Official Website]

www.GameInformer.com – The Feed

Hello Games Details Patch Notes For No Man’s Sky’s First Major Update

No Man's Sky will officially release next week, and Hello Games has detailed all of the new content and fixes that will be coming in Update 1.03, the game's first major patch. What's most notable, is that while it was believed saves would be completely wiped with this pre-launch patch, Hello Games has now confirmed that "If you had an early copy somehow, your save game will technically work post update, but you will miss out on new content and experiences if you don’t delete your save before updating." The team "highly recommends" that fans who received an early copy should delete their save so that they can enjoy the new features along with everyone else.

This will be the first of many updates, according to Hello Games, and the developer will continue to bring new content to No Man's Sky on a regular basis. This patch will be available starting Monday for the press, and will be available to install on day one, which is August 9, for PlayStation 4, and August 12 for PC. 

Today, servers will be wiped and this will repeat again on Monday leading up to the launch.

Some of the most notable updates include an increase of space for inventory, which will be five times larger, and creatures will have specific diets corresponding to climate and planet. If you pay close attention, you might find valuable loot and resources in their poop (yes, you read that right). You'll also be able to scan right from your ship now while in-orbit. 

Finally, in a following update, Hello Games states that they will be adding a more Minecraft-like element to the game, which grants players the ability to build their own bases and space freighters. Temporal AA, along with "new cloud rendering tech" is also on the way in a future update. Read the full patch notes for Update 1.03 below.

  • The Three Paths – there are now new, unique “paths” you can follow throughout the game. You must start the game on a fresh save, with the patch, as early choices have significant impact on what you see later in the game, and the overall experience.
  • The Universe – we changed the rules of the universe generation algorithm. Planets have moved. Environments have changed biomes. Galaxies have altered shape. All to create greater variety earlier. Galaxies are now up to 10x larger.
  • Diversity – Creatures are now more diverse in terms of ecology and densities on planets.
  • Planets – we’ve added dead moons, low atmosphere and extreme hazardous planets. Extreme hazards include blizzards and dust storms.
  • Atmosphere – space, night time and day skies are now 4x more varied due to new atmospheric system, which refracts light more accurately to allow for more intense sunsets.
  • Planet rotation – play testing has made it obvious people are struggling to adjust to this during play so it’s effects have been reduced further…
  • Terrain generation – caves up to 128m tall are now possible. Geometric anomalies have been added. Underwater erosion now leads to more interesting sea beds.
  • Ship diversity – a wider variety of ships appear per star system, and are available to purchase. Cargo and installed technology now vary more, and ships have more unique attributes.
  • Inventory – ship inventories now store 5 times more resources per slot. Suit inventories now store 2.5 times more per slot. This encourages exploration and gives freedom from the beginning. We’re probably going to increase this even further in the next update, for people in the latter game phases, and will allow greater trading potential.
  • Trading – trading is deeper. Star systems and planets each have their own wants and needs, based off a galactic economy. Observing these is the key to successful trading. We still working on adjusting this based on how everyone plays, but all trading values have been rebalanced across the galaxy, giving a greater depth. A bunch of trade exploits were uncovered and have been removed
  • Feeding – creatures now have their own diet, based on planet and climate. Feeding them correctly will yield different results per species, such as mining for you, protecting the player, becoming pets, alerting you to rare loot or pooping valuable resources.
  • Survival – recharging hazard protection requires rare resources, making shielding shards useful again. Storms can be deadly. Hazard protection and suit upgrades have been added. Liquids are often more dangerous
  • Graphical effects – Lighting and texture resolution have been improved. Shadow quality has doubled. Temporal AA didn’t make it in time, but it’s so close
  • Balancing – several hundred upgrades have had stat changes (mainly exo-suit and ship, but also weapon), new upgrades have been added.
  • Combat – Auto Aim and weapon aim has been completely rewritten to feel more gentle in general, but stickier when you need it. Sentinels now alert each other, if they haven’t been dealt with quickly. Quad and Walker AI is now much more challenging, even I struggle with them without a powered up weapon.
  • Space Combat – advanced techniques have been introduced, like brake drifting and critical hits. Bounty missions and larger battles now occur. Pirate frequency has been increased, as well as difficulty depending on your cargo.
  • Exploits – infinite warp cell exploit and rare goods trading exploit among other removed. People using these cheats were ruining the game for themselves, but people are weird and can’t stop themselves ¯\_(シ)_/¯
  • Stability – foundations for buildings on super large planets. Resolved several low repro crashes, in particular when player warped further than 256 light years in one session (was only possible due to warp cell exploit above).
  • Space Stations – interiors are now more varied, bars, trade rooms and hydroponic labs have been added
  • Networking – Ability to scan star systems other players have discovered on the Galactic Map, increasing the chance of collision. Star systems discovered by other players appear during Galactic Map flight
  • Ship scanning – scanning for points of interest from your ship is now possible. Buildings generate earlier and show up in ship scans
  • Flying over terrain – pop-in and shadow artefacts have been reduced. Generation speed has been increased two fold (planets with large bodies of water will be targeted in next update)
  • Writing – The Atlas path has been rewritten by James Swallow (writer on Deus Ex) and me.  I think it speaks to the over-arching theme of player freedom more clearly now. Early mission text has been rewritten to allow for multiple endings.

[Source: No Man's Sky Official Website]

www.GameInformer.com – The Feed

New Progression Details Emerge For Destiny: Rise Of Iron

We dedicated 16 pages of our most recent issue of Game Informer to an in-depth look at Destiny: Rise of Iron. Tons of new details are there to uncover from our three days of interviews, demos, and most importantly, our playtime with Rise of Iron. But if you’re a player who is just trying to figure out the nuts and bolts of how your guardian can progress beginning on September 20, we’ve got you covered right here.

Character level is staying at 40, but light values are now jumping from the current cap of 335 up to 385. That cap will be further increased to 400 when the hard mode version of the raid launches some weeks after Rise of Iron’s launch. New rare (blue), legendary (purple), and exotic (gold) gear help players ascend through those new tiers, and the system as we observed it for item drops appears to be very similar to what has been in the game for some time now. 

A new Rise of Iron Record Book now tracks your progress through the entirety of the expansion, echoing similar systems that were used for last year’s SRL event, or the more recent Moments of Triumph for Year 2. This record book has discrete tasks to be completed throughout the Rise of Iron content, and completing any task adds to your overall percentage completion of the record book. Reach designated percentage completion points, and you gain new armor, emblems, and more. 

In addition, Bungie shared that it is releasing a large number of new weapons and complete armor sets. New sets are on offer for the Iron Banner PvP event, the Iron Lords (obtained through the Record Book), Trials of Osiris, the Wrath of the Machine raid, and the new Archon’s Forge arena event, in addition to new options for all the factions. Bungie also introduced us to ornaments, a new aesthetic customization feature that allows players to enhance the geometry and appearance of  individual armor pieces, as well as change the appearance of exotic weapons. 

We also learned about a new collection experience for the newly redesigned artifacts, which is an entirely separate subject deserving of its own dedicated post

On its highest level, Destiny: Rise of Iron doesn’t dramatically reinvent its progression systems, as was the case with The Taken King. During our time at Bungie, the message was clear; Rise of Iron is focused on delivering new content for players to explore, along with dramatically expanded options for letting players look and play the way they like. 

For additional information on game progression, dozens of new screenshots, and all the other things we discovered in Rise of Iron, you can check out our complete cover story.  Click here to switch your print subscription to digital, or to create a new subscription to the digital edition, click here

Destiny: Rise of Iron is set for a release on September 20 for PlayStation 4 and Xbox One.

For all our Destiny: Rise of Iron coverage throughout this month, click the banner below and bookmark our hub page. 

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