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Classic Postmortem: No One Lives Forever 2: A Spy in HARM’s Way

In honor of the 15th anniversary of the release of the campy shooter No One Lives Forever 2: A Spy in H.A.R.M.’S Way, we present this classic postmortem, which first appeared in the January 2003 issue of Game Developer magazine. Sadly, this venerable franchise from Monolith Productions has not received the rerelease that it richly deserves, and that many are clamoring for, due to what seem to me insurmountable licensing issues. But the story behind its design is still fascinating. This in-depth look at what went right and what went wrong during development was written by Craig Hubbard, who was Monolith’s creative director at the time.

When creating a sequel to a critically successful first-person action-adventure game, it’s not enough to measure up to the original. In order to meet fans’ higher expectations, you have to surpass it . Unfortunately, the dizzying rate at which game technology evolves means you’ll probably be rewriting major engine components, such as your renderer or physics, as well as adding and revising game systems and overhauling tools and exporters. Your characters and environments will probably be more detailed, with more animations, more special effects, and more layers of complexity. In other words, you’ll spend more time on less content.

There’s also the problem of keeping people motivated. No one wants to spend a year and a half rehashing a game they just spent a year and a half developing. So you have to evolve the design sufficiently to excite the team, present new challenges, eliminate or rework elements of the first game you didn’t like, and explore new gameplay concepts.

At the same time, you have to stay true enough to the essence of the previous game that you don’t completely alienate your fan base. You’ll find that many fans really want more of the same, only better, so you have to strike a balance between evolution and reiteration. Our mantra for the recently released No One Lives Forever 2: A Spy in H.A.R.M.’S Way (NOLF 2) was to create a game in the spirit of the original but not necessarily in its image. Judging by early reactions, we were fairly successful, although the game is certainly not without its shortcomings.

As proud as we were of the original No One Lives Forever (NOLF), released in late 2000 (for which I also wrote a Postmortem, available here), we didn’t want the sequel to be more of the same with different levels and new characters. The surest way to doom a franchise and alienate a team is to make decisions based on what was in the original game. Instead, we chose to navigate by what worked well in the original game.

We began by evaluating reviews and fan reactions to NOLF, comparing the general consensus to our own opinions, and charting out a course of action building on the first game’s strengths without reiterating its weaknesses. It was imperative that we identify elements that fans liked and disliked, but it was also useful to identify which things no one noticed at all. Every feature in a game takes time to design, develop, refine, and test, so squandering precious days or weeks on anything that won’t register with users is the last thing you want to do.

Based on our research, we determined the franchise’s key elements were: a variety of interesting locales; memorable events, such as falling out of an airplane or being aboard a sinking cargo freighter; humorous conversations, documents, and characterizations; and an intriguing story told through cutscenes and in-game encounters. The franchise’s flaws included a lack of visual polish; frustrating stealth elements; overly long, tedious cutscenes; and the inclusion of superfluous weapons and gadgets.

These summaries helped immensely in characterizing the essence of the NOLF franchise, but they also pointed out some fundamental problems we would face in creating the sequel. For example, given our schedule, it wasn’t possible to produce the same variety of locales; because the content would be significantly more detailed, it would take longer to create. We also wanted a stronger, more deliberate visual presentation, which meant devoting more effort to each set. Furthermore, NOLF had made it clear that the more time spent building level geometry, the less time could be spent implementing gameplay.

Other issues were easier to address. NOLF had included roughly 30 weapons and gadgets, with a lot of overlap. For example, there were three pistols, two sniper rifles, several very similar missile-type weapons, and a couple of gadgets — such as the camera disabler and robotic poodle — that where rarely used. NOLF 2 has about the same number of items, but with a wider variety, including such devices as the Angry Kitty, banana, and bear trap, to compensate for the absence of the redundant firearms.

Our efforts to make stealth more intuitive and rewarding resulted in a redesign of the entire AI system. We decided that if we were going to allow players to sneak around and spy on their enemies, those enemies had better be doing interesting things. So Jeff Orkin, our AI engineer, and John Mulkey, our lead level designer, spearheaded the design of a goal system that would give non-player characters a sense of purpose, as well as a Smart Object system that would provide them with cues on how to interact with the environment.

The key to these systems is their unscripted nature. An NPC may start off working at a desk with a typewriter, get up and head over to the vending machine for a can of soda, step outside for a cigarette break, lean against a wall, walk over to a window to admire the view, and even run off to the restroom for a potty break. To ensure that players would be able to observe these behaviors, we effected a system that let us designate hiding places in levels from which you can watch enemies without being seen. Our implementation left something to be desired, but it still served the purpose of making stealth easier.

A more important refinement was to make it easier for players to escape from enemies. In NOLF, we used a time-based solution to determine whether an NPC would give up its pursuit, but it had lots of limitations and never worked very well. In NOLF 2, your ability to elude an enemy is based on passing through junctions. When an NPC reaches an intersection and doesn’t see which way the player goes, it picks a course randomly. Level designers can weight a specific direction to make this decision-making seem more intuitive, so that an NPC is less likely to investigate an alley than to continue down a major street. Designers can also specify what actions an NPC takes when it chooses a particular path. For example, if the NPC chooses to explore the alley, it may switch to slower, more tactical movement, whereas if it chooses the street, it keeps running.

Cinematics were another major consideration for the sequel. On NOLF, I implemented the cutscenes very late in the project. By the time I realized how long and tedious some of them were, it was far too late to do much about it. Also, the sheer number of cutscenes in the game limited the amount of time I could spend on each, which adversely affected the overall quality of the presentation.

By contrast, I finished the NOLF 2 cinematic script very early in the project. Once it was approved, we scheduled motion capture and placeholder voice sessions, which allowed me to implement first-pass cinematics that we could review for pacing, clarity, and continuity. Gradually, we began to finalize sets, animations, voice work, and pacing. Scott Albaugh, our primary character artist and animator, added the final polish with detailed facial animations and hair and finger movement. These touches really brought the cutscenes to life.

In retrospect, the conciseness of NOLF 2’s cutscenes may have overcompensated somewhat for the tedium of the original’s. Compounding the issue, I chose to tell a different type of story on this project in an effort to avoid stagnation, which alienated some fans wanting a narrative more in tune with NOLF’s but appealed to others who wanted something new. Ultimately, this conflict illustrates one of the perils of creating a sequel. You have to evolve the franchise enough to keep it fresh, but not so much that you transform it entirely. It’s a difficult balance to strike.

After the debilitating chaos of NOLF’s early months, we were determined to schedule a preproduction phase for NOLF 2 that would allow us to plan, prototype, and refine its core design before we started building publishable content or technology. The idea was that by the end of the preproduction period, we’d have a design that we could execute during production, refine during alpha, and test during beta.

Overall, preproduction was tremendously beneficial, with a shipping product remarkably faithful to the blueprint. Despite the inevitable setbacks and minor changes during production, our plan was solid enough to survive a complete rewrite of the renderer, new player physics, and various other technical and conceptual calamities. We remained flexible enough to revise and streamline as necessary, but it’s a testament to the value of preproduction that such changes were largely unobtrusive.

NOLF 2 was completed on time and on budget, evidence that an AAA title can be developed in 18 months with effective scheduling. A detailed plan allowing us to draw up thorough, itemized task lists was the key. The team’s experience enabled us to furnish realistic estimates, adding buffer time for insurance. We also insisted upon a prioritization system that not only guaranteed that critical features would be completed first, but also allowed us to jettison low-priority items (should time become an issue). Because both Monolith and our publisher, Fox Interactive, agreed upon this plan during the preproduction phase, cuts made during production were much less painful.

We were also smarter about how we scheduled the project. We allowed longer alpha and beta periods to ensure more time for play-testing and polish. We made sure to leave more room for E3, demos, and marketing and PR materials, as these interruptions had blindsided us on NOLF. The result was that in spite of all the obstacles and unforeseen challenges we faced on NOLF 2, we hit our ship date with a product that we’re very proud of.

We knew early in preproduction that NOLF 2 would be more focused than its predecessor. Given the amount of extra detail that had to go into characters, environments, and objects, we couldn’t hope to produce the same amount of content without forsaking quality, unless we streamlined the content creation and management pathways to let us work faster and more efficiently.

The single most important tool we added was the referential prefab system, allowing us to populate environments with objects that refer back to one original source file. In other words, edits made to one file propagate throughout the entire game. For example, if the sound department wants to add a sound to a door opening and closing, they only have to modify a single prefab instead of tracking down every single instance of that door in the game.

The primary advantage of this system is that it puts the power in the hands of the people who need it, without any programmer intervention. A level designer can create a block of geometry that represents a desk, with which he or she can plan the layout of a given room. The art team can then build a nicer-looking desk of roughly the same dimensions to replace the block. Level designers can hook up the drawers to open and close and add work nodes so that AIs can sit and type or fill out forms.

Other important improvements included robust exporters for 3DS Max and Maya, which let us build and texture geometry in professional 3D packages and import it into our proprietary editor, where we added gameplay. Rather than enumerate every improvement, I’ll just say that the decision to focus on upgrading our tools not only saved us immense frustration but also led to significantly higher quality content than we would have been able to produce otherwise.

On NOLF, certain lead positions remained unfilled for months after the contract was signed. As a result, some of the most crucial people on the project arrived when it was already well underway. They inherited decisions that had been made without adequate expertise or experience, leading to redesigns, cuts, and inconsistent quality.

At the beginning of NOLF 2, we had great leads and good project management across the board. These key personnel were able to produce the detailed, organized documentation we needed in order to communicate with each other and our publishing partners. They were also able to provide accurate time estimates that led to a realistic schedule. The simple fact that we achieved most of what we set out to do without missing our ship date demonstrates the value of competent leadership.

The cooperative multiplayer component of the game proved challenging, but as we had hoped, it ultimately was far more complementary to the single-player game than competitive modes would have been. Much of what constituted the cooperative experience came directly from the single-player game, but some of the features we developed chiefly for cooperative play worked their way back to single-player and resulted in a better product. For example, we added the radar feature for co-op play but quickly realized its value for solo play, which in turn led to tracking darts which allow players to mark enemy positions. In contrast, the competitive modes we added to the original NOLF really didn’t benefit the single-player game at all. Furthermore, we found that traditional multiplayer divided our efforts, which resulted in a whole slew of new bugs, distracting the QA department.

In retrospect, we would have been smarter to add competitive multiplayer as part of the NOLF support package, which is what we’re doing with NOLF 2. This approach allows us to focus our development and quality assurance efforts instead of diluting them across very different types of experiences.

 

Building a solid, stable team was the most challenging hurdle we faced; in addition to replacing a couple of people who went to other projects, we needed to expand the team in a couple of key areas. The process of advertising available positions, screening potential candidates, arranging interviews, and getting new employees on-site for training consumed enormous amounts of time. To complicate matters, our initial recruiting phase included several bad hires. In some cases, new employees proved to be less skilled than we had hoped; in others, poor attitudes or work habits led to dismissals.

Another major snag was that several team members, including me, had to help out on Aliens Vs Predator 2 for several months. The time we invested in that project was well spent, but NOLF 2 paid the price; the work we should have been doing on NOLF 2 had to be delayed until we returned. Given how many interdependencies there are on a project of this complexity, such setbacks can be frustrating and costly.

While preproduction was incredibly valuable for NOLF 2, it wasn’t long enough. Ideally, we would not only have finalized the design but also fleshed out a solid playable prototype. We couldn’t manage both in the three months available.

While our plan had been fairly thoroughly laid out, it hadn’t been tested. This was our main problem. Therefore, any hitch we encountered affected the schedule. Needless to say, we ran into plenty of hitches and had to make lots of adjustments. By the time we shipped, we cut an entire mission from the game, numerous levels had been simplified, and our hopes of offering multiple solutions to every obstacle had been dashed (as I’ll explain shortly).

Our goal was to have a solid plan by the end of preproduction that we would then execute during production and refine during alpha. In retrospect, we should have completed a rough draft of the game sooner in order to identify weak links and pacing issues while there was still plenty of time to address them. As it was, we ended up making some drastic adjustments very late in the project. For instance, we removed the entire exfiltration from Japan, which proved not to be as exciting as we hoped. In another case, we added an action-oriented level to break up a long section of slower-paced gameplay. These changes inarguably improved the game, but they should have been made earlier in the process.

Also, while the game was decidedly more systemic than its predecessor, we still spent a lot of time tracking down individual items that could have been systematized. These cases usually involved components that couldn’t easily be converted to prefabs. The windows in the main records building of the Siberian outpost were especially problematic, because they were all different sizes and shapes. If we wanted to change the amount of damage they could sustain before shattering or the radius of the resulting disturbance, we had to modify each one manually.

Finally, while play-testing helped balance and tune the game, it should have happened sooner. Thanks to observing playtesters, we made some crucial refinements to the stealth system and the opening missions, but we didn’t have sufficient time to play-test the entire game. Play-testing also revealed some design flaws that couldn’t be addressed without jeopardizing our ship date. While none of these issues was especially grave, they underscored the need to start play-testing as early as possible.

During our analysis of NOLF, it became clear that the sequel would require significant graphical upgrades to compete in the rapidly changing PC game market. Upgrading our graphics required a rewrite of major engine components, such as the rendering pipeline. Because many of these features were not completed until after production had already begun, the team was occasionally forced to rework content as new technology came online.

The most dramatic change was the new renderer’s occlusion system, which proved difficult to use and required a learning period for artists and level designers. During this time, the content team was in full production, meaning that environments were being created and detailed without a thorough understanding of the system’s intricacies. Consequently, several layouts had to be significantly modified after a great deal of time and energy had already been invested in them. 

While our scheduling was vastly better on NOLF 2 than on NOLF, we still crammed things too tightly for our own good. Unexpected budget cuts early in production ate up most of our buffer time. The aforementioned team issues took their toll as well. Most of us worked at least 100 hours per week during the last several months of the project, and some people were crunching even before that. In NOLF 2’s closing credits, special thanks are given to Metrolabs, the developers of XTZ caffeine and herbal energy drinks, whose products sustained several team members in the absence of adequate sleep.

Time constraints led to some disappointing compromises. My most painful concession was giving up on our ambition to allow multiple solutions to every problem, which resulted in various points in the game where you must procure a specific inventory item in order to proceed. For example, in Chapter 4, which takes place at a Siberian military outpost, there was a point where you had to get through an electrified gate. Only one of several planned options survived. Unfortunately, the easiest option to implement from a development perspective was the least desirable from a gameplay perspective.

Another problem was that there still wasn’t enough time scheduled for public relations and marketing assets. We didn’t anticipate that people would want so much from us. While being overwhelmed with requests for interviews and screenshots is certainly a great problem to have, it would have been better for everyone involved if we’d been more prepared.

THE PRICE OF SUCCESSS

I concluded the original NOLF Postmortem by remarking that Monolith had matured from a disorganized but enthusiastic young company to a focused, professional business. NOLF 2 is the proof. Although the game is by no means perfect, it’s a testament to the value of planning, organization, prioritization, and experience.

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Nintendo Has Announced the End of the Wii Shop Channel

Though there were plenty of teething issues with it—who could forget that tiny file size limit?—the Wii Shop Channel marked a milestone moment for Nintendo, as the company made its first notable foray into digital game distribution. Considering the age of the Wii, and the fact that all other online services for the console have been disabled, it was only a matter of time before Nintendo would announce the end of the Wii Shop Channel, and now that day has finally come.

On January 31st, 2019, the Wii Shop Channel will close its doors for good, though the date for adding points to your account is coming much sooner. Users will be able to add funds to their accounts until March 27th, 2018; after that, you won’t be able to buy games from the shop on either the Wii or the Wii U. It’s a shame to see it come to an end, but this was inevitable. If there were any Virtual Console or WiiWare games you were thinking of getting, now might be a good time to jump on those.

What do you think? What was your favorite WiiWare game? Will this spur you to buy something from the shop? Share your thoughts in the comments below.

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ARMS Version 3.1.0 Is Now Available

The latest notable news in ARMS was the recent addition of Lola Pop—a brand new, clown-themed fighter—alongside an associated stage, new ARMS, and various balancing tweaks. Nintendo sure isn’t slowing down with the updates though, as it’s already prepped and released a new patch that makes a series of notable tweaks to the core game.

The biggest change is that Sparring Ring has now been added as a fully playable stage, and can be accessed in Ranked Matches. Also, there have been a series of bug fixes and tweaks to Ninjara and certain ARMS. Here’s the full list from the patch notes:

·  The versus stage Sparring Ring can now be selected.

  • It’s a square stage without gimmicks, used in the Warm-Up minigame.
  • Enjoy some serious bouts while enjoying the soundtrack of the ARMS Official Song (Electro-dance Ver.).
  • Sparring Ring will also appear as a stage in Ranked Match.

·  Fixed an issue in Hedlok Scramble where sometimes Guardian and Clapback ARMS would fail to expand.

·  Fixed issue where the rewards for 1-on-100 would change if played while searching for a Ranked Match.

·  Adjusted some fighters and ARMS as shown below.

Fighters / Arms

Adjustments

Ninjara

After getting some advice from a Ninja College alum, distance traveled when performing a mid-air mist warp has increased. Mid-air mist warp” refers to the ninja technique performed by dashing after jumping.

Sparky

Increased retraction speed.

Megawatt

Increased extension speed.

Slamamander

Increased extension speed. Decreased retraction speed.

Biffler

Increased retraction speed.

Blorb

Increased retraction speed. Adjusted how damage multipliers for Rush attacks function.Total damage when connecting with all hits is unchanged.

Funchuk

Increased the time span from exceeding a target until retraction. Adjusted how damage multipliers for Rush attacks function. Total damage when connecting with all hits is unchanged. Fixed issue during online play when Rush damage would increase under certain conditions. Fixed an issue where at times an opponent’s throw could be deflected with a successfully completing throw attack.

Clapback

Decreased Rush attack damage.

Chilla

Decreased curving.

Phoenix Thunderbird

Decreased homing.

Nade Tribolt Chakram

Decreased speed of charge attacks.

What do you think? Do you like the changes that have been made? How long do you think it’ll be before another new fighter gets added? Share your thoughts in the comments below.

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The Strong’s latest windfall: Artifacts from the first coin-op game maker

The Strong Museum of Play announced today that its International Center for the History of Games (ICHEG) has accepted a donation of artifacts documenting work done by Nutting Associates, the first company to sell coin-operated video games.

This is a big deal for game industry history buffs, since in 1971 Nutting put out what’s basically the world’s first commercial arcade game: Computer Space, designed and pitched to Nutting by Nolan Bushnell and Ted Dabney.

Famously, the pair went on to cofound Atari a year later. Nutting continued to make electronic games until it closed in 1977, and now game industry historian Alex Smith has donated photographs, marketing materials, circuit board schematics, and other artifacts documenting Nutting’s work making games. 

The donated materials are expected to make appearances in future exhibits at The Strong, which is located in Rochester, New York and already counts a number of Nutting game machines among its collection.  

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Video: Here’s What FIFA 18 Looks Like On Nintendo Switch

FIFA 18 launches today, but EA has been curiously reluctant to show off very much of the Switch version; aside from off-screen footage recorded at events like this year’s Gamescom, we’ve been unable to pick apart the Nintendo version’s visuals to see just how favourably they compares to the PlayStation 4 and Xbox One editions.

With the game now available, no such barriers remain – and we thought that you’d appreciate 10 minutes of direct feed footage, part of which shows the mighty Leicester City going one-up against some also-ran outfit by the name of Real Madrid.

The video was captured with the console docked, and as we’re sure you’ll agree, it looks pretty decent. Sure, there are a few dead eyes and some rather stiff-looking animation, but the standard remains high – and for a version of FIFA you can take with you anywhere, we think it looks rather spiffing.

What do you make of this footage? Will you be buying the game today? As ever, let us know your thoughts by posting a comment below.

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Have a look at Nintendo’s early prototype for Yoshi

Nine years after introducing the world to Mario (under the guise of “Jumpman”) in Donkey Kong, Nintendo created a companion for him: Super Mario World’s Yoshi. But where did Yoshi come from?

According to excerpts translated by Kotaku of a new Nintendo [Japanese] interview with devs who worked on Super Mario World and Yoshi’s Island, Yoshi was inspired by an image of Mario riding a horse that Mario creator Shigeru Miyamoto drew in the ’80s.

(The interview also included a screenshot [excerpted below] of a prototype Yoshi sprite, dated November of 1989, in which the iconic dinosaur looks more like a sad turtle.)

“When we were making [Super Mario Bros. 3], he drew a picture of Mario riding a horse and had put it up on wall next to where he sits. When I saw that, I thought, ‘I guess he wants Mario to ride something,'” Super Mario World director (and fellow Nintendo vet) Takashi Tezuka reportedly said. “So, when we were making Super Mario World, we had this ‘dinosaur land’ concept, and I had [Shigefumi] Hino draw reptile type art.”

However, it sounds like one of Hino’s first attempts came out looking more like a crocodile than everyone was comfortable with. Tezuka reportedly felt that was maybe a little too reptile-y, and sketched a cuter dinosaur-like creature that became the basis for the Yoshi that appeared in Super Mario World.

And of course, according to a company character guide published in ’93 and publicized by Console Wars author Blake Harris in 2014, Yoshi’s full name isn’t Yoshi: it’s T. Yoshisaur Munchakoopas.

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ThinkGeek Confirms That It’ll Have Launch Day SNES Classic Stock in the US

Pre-orders were pretty tough to find for the Super Nintendo Classic Edition in the US over recent months, meaning plenty will be heading online and into stores as soon as 29th September rolls around. The big retailers like Amazon, GameStop, Best Buy etc will be on the agenda, but online retailer Thinkgeek – which typically specialises in left-field merchandise – will also be worth a look.

The retailer has confirmed the following to us regarding its plans for the system’s launch.

  • ThinkGeek.com WILL have Nintendo SNES Classic units up for sale Friday, 9.29.17
  • This is NOT a pre-sale and units will ship right way
  • Units will NOT be bundled with other products and will be sold as standalone units
  • Strict limit of one per customer will be enforced – multiple orders will be cancelled
  • United States customers only
  • Purchase Page: http://www.thinkgeek.com/interests/nintendo/

That purchase page is the general ‘Nintendo’ area, which has everything from bed sheets to hand puppets. The retailer didn’t confirm a sale time to us, but suggested shoppers keep an eye on its Twitter and Facebook accounts for specific information.

It’s another option, in any case. What are your launch day plans to try and get hold of a system in the US?

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This Week At Bungie – 09/28/2017

This week at Bungie, we’re rallying to our favorite faction.  

Anytime your favorite faction is brought up, some friendly smack talk follows. With Faction Rallies, we get to settle those old scores and declare a winner based on which garners the most Guardian support. Right now, millions of Guardians are seeking out and destroying enemy supplies, completing public events, competing in the Crucible, and tackling the endgame. They’re doing their part. Would you like to know more?

Many of you are asking, “Who’s in the lead?” We won’t report on the race while it’s still in progress, but next week, once the winning faction rules the Tower unopposed, we might give you some insight on how things shook out. We will announce the winner on Tuesday, October 3, as soon as the scheduled downtime to deploy Hotfix 1.0.3.1 ends. That will be your chance to purchase the weapon from the winning faction in the Tower. There will be a significant discount if you pledged your loyalty to them during the event. The winning faction’s weapon can be purchased anytime during victory week, which lasts until the next reset.

Faction Rallies is set to become a new ritual that visits the Tower periodically. Once the event is over, tokens can no longer be earned, but you can still redeem any that you’re still holding to receive packages. Any engrams that are waiting to be claimed from a faction vendor will be auto-decrypted and placed in your inventory at the reset. Make sure you turn in all of your tokens before the end of victory week. They will reset before the next Faction Rallies event returns… sometime in the near future. 

We are eagerly waiting, along with you, to see who prevails. You have until the weekly reset to make your mark on this event, and earn some loot to help define your identity. Get back out there and fight!

The Sands of War

Destiny 2 has a brand new sandbox full of weapons and abilities at your disposal. The community is already discussing what they believe to be the best tools of destruction to dispatch both alien combatants and other Guardians in the Crucible. Our team has been monitoring these conversations, along with the constant flow of data, to continue supporting the live game as we learn more from the millions of players playing it. We asked Senior Designer Jon Weisnewski to give us a brief update on their mission to keep your box full of sand fun. 

Jon Weisnewski: Hello, Guardians. Since the launch of Destiny 2, we have been reading your feedback, spectating streams, and watching YouTube videos. Very recently, we received our first real batch of player data from our analytics team. We’ve also been shoulder-to-shoulder with you in the trenches daily, playing the ever-loving crud out of this game. We’re not ready to go into detail about any weapon or ability tuning at this point, but there is an ongoing process in play, so we did want to drop a quick line and say…

We have heard your feedback. Thank you!

Destiny 2 will get updates that tune the sandbox experience. 

We are aware of MIDA Multi-Tool’s popularity and are looking at it very closely. It is popular, but according to our data, there are options out there that match or exceed its effectiveness in all activities. Have you found one?

It’s only the first month of a long adventure. Many players are still gathering weapons for their arsenal and we have a handful of guns that haven’t even hit the game yet. We’re excited to see how things evolve. As always, thanks for playing, and keep the feedback rolling in.

Thanks for being part of the process. If you want to make your voice heard, but you’re not sure where to jump in, I’m always keeping a sharp eye trained on our #Feedback forum. Constructive criticism and war stories are shared with the entire development team.

Patch Notes Preview

Next Tuesday, October 3, we are deploying Hotfix 1.0.3.1. It contains some fixes for issues some players are experiencing. Here is a preview of some of the changes you can expect to see when you download the update next week. 
  • Fixed an issue in which players could lose access to the Veteran’s Transmat Effect by deleting characters
  • Fixed an issue in which clan engrams would grant Trials of the Nine and raid rewards at only 10 Power 
  • Fixed an issue in which progress for the Exotic Quest Step “His Highness’s Seal” was not incrementing properly
    • Quest progress will still increment by 1, but the Quest Step now only requires 10 Seals to be collected
  • Fixed an issue in which raid milestones would not show for some players after the weekly reset (This didn’t affect any raid rewards)
  • Fixed issues in which players could enter a state where they are continuously killed or unable to resurrect if encounter complete and failure events occurred simultaneously
If you’re still experiencing an issue not listed in the fixes above, check the list of known issues we are still investigating. If it’s not included, let us know. There will be more updates in the future. Destiny is always evolving.

Hotter Fixes

Speaking of known issues, our Player Support Team is in charge of monitoring our help forum for any player reports and making sure our team has the info they need to diagnose and treat any ailments in the game. 

This is their report.

Destiny 2 Hotfix 1.0.3.1

Destiny 2 Services will be taken offline on Tuesday, October 3, in preparation for Destiny 2 Hotfix 1.0.3.1.

Maintenance begins at 8AM PDT (3 PM UTC)
  • Players will no longer be able to sign in to Destiny 2

Players will be removed from all activities at 9 AM PDT (4 PM UTC)

  • We advise players complete raid and Nightfall activities well before this time to avoid a Cabal victory

Maintenance expected to complete at 12 PM PDT (7 PM UTC)

  • Players may encounter the Destiny Server Queue when attempting to sign in after maintenance
For vital information concerning Destiny 2 Server and Update Status, please see this Help Article. Stay tuned to @BungieHelp or monitor our support feed on Help.Bungie.net for status updates throughout the maintenance window.

PlayStation 4 Crashes

We are continuing to work with our platform partners at Sony to address an issue where players encounter PlayStation Error CE-34878-0 when attempting to visit the Tower, or during general gameplay. Stay tuned to @BungieHelp and @AskPlayStation for updates.

Cayde’s Stash, Lost Sector, and Planetary Chest Reward Issues

We are investigating reports of players opening rewards chests and not receiving loot. If you are encountering this issue, please post a report to the #Help forum detailing the following:

  • Which type of chest did not grant rewards?
  • Had you interacted with alternate chests or planetary materials prior to this issue occurring?

It is expected that if too many planetary chests are opened within a short amount of time, players may not receive items. Cayde’s Stash and Lost Sector chests should not follow this functionality. We will provide updates on our investigation when available.

Leviathan Raid Keys

Through our investigations with internal teams, we have identified two instances where Leviathan raid keys are erroneously removed from character inventory.

  • Signing in with alternate characters will remove raid keys if the character had not been signed in since the weekly reset.
  • If a player earns Raid keys and creates a new character, raid keys are removed from inventory.
To prevent this issue, we advise players sign in with all characters or inspect all characters on the Destiny Companion App prior to completing checkpoints within the Leviathan raid after the weekly reset.

Please note: Leviathan raid progress, including key rewards, are reset each week. We are looking to address issues where keys are removed erroneously with a future update. Stay tuned to @BungieHelp for future announcements. 

Lens Flair

You may have noticed the new MOTW Gif above. That’s because the new MOTW emblem arrived with Update 1.0.3.0 earlier this week. All MOTW winners since the launch of Destiny 2, including honorable mentions, will be rewarded with the Lens of Fate emblem.

This week, we have three more winners receiving top honors for multimedia storytelling. If you would like your shot at winning it in the future, submit your video to the Creations page.
Move of the Week: The Booping – A Tractors Story

Honorable Mention: Lower the Shoulder

Honorable Mention: Balancing Act

At Bungie, we’re all having a great time playing Destiny 2 with you. We’re also enjoying reading everyone’s ideas on how to keep making the game better. Keep the chatter coming.

Tomorrow, I’m heading back to Texas for a week, to surround myself with the ol familial fireteam. That means DeeJ will be back in the pilot seat for the next TWAB. I’ve told him you prefer my conversational writing style, and that he should keep the purple prose to a dull roar. Maybe you can talk him into hiding some Bungie dogs in it? I’ll still be online, but you may not hear from me as often. I’m technically supposed to be off work. In reality, I usually can’t help but keep an eye on things.

Keep being excellent to each other. 

<3 Cozmo

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Poll: Nintendo’s Switch Arcade Archives – Is It the Retro Gaming You Want?

Nintendo often finds a way to surprise its fans and throw a curveball, and so in the most recent Nintendo Direct it didn’t unveil the Switch Virtual Console, as such, but the ‘Arcade Archives’ series. It started this week with Arcade Archives Mario Bros., and the following are still on the way.

  • Vs. Super Mario Bros.
  • Vs. Balloon Fight
  • Vs. Ice Climber
  • Vs. Pinball
  • Vs. Clu Clu Land
  • Punch-Out!!

The names are familiar, but these are all reproductions of arcade cabinets, as made clear with the ‘Vs.’ moniker, for example. In some cases they’re relatively similar to the games that ended up on NES and multiple Virtual Consoles, in others there’s quite a notable difference in terms of content, while the Punch-Out!! arcade is an example of a game quite far removed from the NES equivalent. We’ve reviewed Mario Bros. and quite enjoyed it, while being impressed with the authenticity of the port and the extra features that are available. That’s no surprise, as HAMSTER has been releasing ‘ACA’ Neo Geo titles with the same principles for months and has simply continued the good work.

The reception has been relatively positive, in some respects, but also quite muted. Mario Bros. isn’t burning up the eShop charts after over 24 hours on the store, sitting in 9th in North America and Japan (at the time of writing) and 14th in the UK. In the UK chart, for example, Golf Story is already up to 5th place and has only been out a matter of hours as we publish this.

In some respects the Arcade Archives range feels like a middle ground – it’s not the ‘Virtual Console’, and we still don’t know when (or if) that’ll be fully realised in its traditional form on the Switch. Is the rumoured GameCube actually on the way, or will the ‘Classic Game Selection’ in next year’s full Nintendo Switch Online service fill the gap? Some people are undeniably underwhelmed and questioning the $7.99USD / €6.99 / £6.29 price tag for Mario Bros, while others argue it’s a more than fair price to pay for an official ROM that’s rather unique. On the one hand it’s a faithful reproduction of an arcade cabinet that’s now expensive to acquire, but on the other it’s the same price as (arguably) far more complex and advanced ACA Neo Geo games on the eShop.

We’re curious about what you think of the Arcade Archives range, and whether you’re planning to add many of them to your collection. Are you in the same camp as those posting rather gloomy “RIP VC” messages, a bit more optimistic that a full VC is still coming and that these are an extra treat, or simply pleased as punch with the release schedule and the fact these downloads are coming?

Let us know what you think in the polls and comments.