Category Archives: tixfeatures

Introducing… Rob’s Bangers!!

Here at TiX we are all music fans, some of us have questionable taste in music (I’m looking at Dave there!) but most all of us enjoy the pleasure of a good banger every now and then. Now that Spotify is up and running on your console whether it be Xbox or PS4, you can enjoy the thousands and thousands of tracks available to us all.

I have started things off with some gaming related (but not exclusive) tunes that are perfect to game to. I’ll put a post up each week explaining my choice and why. You can reply here or go over to our Instagram page and get involved with the #musictogameto topic, I welcome your feedback and any suggestions you may have. If you do suggest a tune there needs to be a reason for it and I won’t accept “Just because dis ting is sick ya get me” it would be better if there was a gaming-related story behind your choice, if it’s good enough I’ll add it to the list.

The first track on the playlist comes from The Future Sound of London, the double act have been around for years now and have graced us with some absolute awesome tunes over that time. The more notable one is called “We Have Explosive” released in 1997 it was the title track for none other than Wipeout 2097 on the very first Playstation. Many attempts have been made since to recreate such an iconic soundtrack but none have come close.

The second track is Out of Space by the Prodigy, apart from this tune being a staple rave track from back in the day, I chose this because of the amount of time you spend on loading screen on  the first Destiny. Thankfully you don’t spend that long there now but still the track deserves a play everytime!

The playlist is below so, click it, follow it, then load it on your console of choice and play away. See you next week!!

How the Raid Virgins in Destiny changed me as a Gamer

When Destiny was first announced I wasn’t that intrigued. A new, space shooter from the creators of Halo? Surely that should be something I should have been immensely excited for? Well, here’s something to shock you dear TiX reader. I don’t like Halo. There you go, it’s out there in the open. I don’t like, and never have liked Halo. I played the first game, obviously, and tried the multiplayer madness of Halo 3. But it has just never resonated with me.

I suppose the problem is my age. And my rapidly failing reflexes. I am not old, but when the days of first-person shooters were all the rage, I was in my early thirties, and my attempts at competing in these twitch shooters left me angry, annoyed and feeling bereft of any skill whatsoever. I constantly finished bottom of the leaderboards, which led me to pick more single player, story based experiences as my gaming habits. The sometimes toxic behaviour of certain elements of the player base of any online shooter also further reinforced that decision.

There have been games that have tempted me back to shooters, but any attempt into multiplayer led back to these dark feelings, and I often finished a multiplayer session questioning why I gamed. Not just the multiplayer aspect, but all gaming in general. Like it was childish and a waste of time, as critics of the hobby still like to point out. It really had that much of a detrimental affect to my wellbeing. Some shooters, like Titanfall, were notably different and enjoyable, as they were so much fun I didn’t mind being at the bottom of the pile, and sometimes I actually found myself getting closer to the top as the controls and mechanisms started to gel with me. It also probably had something to do with the Grunts, as it meant I could get some kills in!

But that’s where Destiny came in. I fell for the hype and initially purchased the game for the single player campaign. Yes, the much maligned story mode was what dragged me in. But I was then confused. What were these “Strikes” I was reading about on social media. Then there was the light level, and strange coins, and glimmer, and grimoire. As quickly as I fell for the hype I was lost. It was too confusing and I didn’t understand it all. My son was hooked, and he talked constantly about Xur, about the upcoming raids, and what new exotic engram he’d got and, with his enthusiasm rubbing off on me, I realised that I had not given Destiny enough time and energy.

So I forced myself back in, but to start with it was still very much a single player experience for me, despite being part of a large gaming community, as most friends had chosen the PS4 for their next-gen console. So, I soldiered on alone, and the more I played the more I learnt, and the more I started to understand.

Then, one Facebook message changed everything, and I didn’t realise at the time that it would also change my gaming habits for the forseeable future. I had heard about the raids, both from my son and from social media. But again, they were still a confusing part of Destiny for me. But that message was a call. A call from raid virgins. Who were two people short of a six man team. None of whom knew anything about what the raid entailed, but wanted that experience. And I answered that call.

So, a few days later I found myself in a party with 5 other, unskilled and curious Destiny Virgins. This was in September 2015, about the time that the third raid, The Kings Fall, was being released. But we weren’t interested in The Kings Fall, we were going for the Vault of Glass. Late to the party I know, but we were going in at the start. What followed was a great deal of late night sessions, swearing, laughing and messing around whilst we attempted to solve the many puzzles or worked out how to kill certain enemies.

At times messages would pop up, informing us that we had the Mark of Negation. Eh? But we figured it out. Then there were the oracles, and we figured those out. Then the wonderful part where you had to find your way through the maze with the Gorgons. If you’ve done it you’ll have been through what I was experiencing. It was fun, it was joyful, it was exhilarating. But the most important thing was that I was working together with others to solve problems. Not trying desperately to shoot them. The Vault of Glass was completed, along with Crota a few weeks later. Then the Kings Fall was attempted, until unfortunately work schedules and real life got in the way, as it does occasionally.

Destiny_20150921005028

But, thats where I changed as a gamer. I had my first positive experience with Co-Op multiplayer and it was for me. Now I play Rainbow Six, GTA Online & Rocket League on a weekly basis. But always when I am part of a team, whether battling AI, or against others. And my headset that was barely used has now been replaced many times over. It also seriously started my love affair with Destiny. I was still playing daily, up until the release of Fallout 4, and then, when others were sinking all their time into that masterpiece I was still sinking days into Destiny.

And, in the coming days Destiny 2 is being released. This time I will be there from the start, striking and raiding on a very regular basis. And I won’t be alone. My team will be there with me.

Thrustmaster and Sparco launch the TS-XW Racer SPARCO P310 Competition Mod

Thrustmaster and Sparco have teamed up to bring us the TS-XW Racer SPARCO P310 Competition Mod. It is a 1:1 scale replica of the real SPARCO P310 sports steering wheel and has been specially designed for total efficiency, no matter what racing circuit or car it’s being used for.

The central faceplate is crafted of metal, and the wheel itself is wrapped in genuine suede leather: it also features 2 large (5 inches / 13 cm tall) all-metal, adjustable wheel-mounted paddle shifters.It can be easily detached from the THRUSTMASTER TS-XW servo base thanks to the handy the Quick Release system. The wheel features 14 action buttons as well as 1 directional pad with a push button function and the angle of rotation can be adjusted from 270° all the way to 1080°.

The wheel features a brand-new, built-in, 40-watt brushless servomotor, providing incredible velocity (dynamic torque) that when combined with controlled power, is able to support intensive use during long hours of e-racing competition without any decrease in performance.

There is a new Motor Cooling Embedded system (patent pending) that ensures that the motor always remains highly dynamic and responsive – thanks to a drastic reduction in terms of heating effects – which basically means it keeps quiet, so that you can be fully immersed in your racing.

You’ll feel ever bump in the road the rapid response of the wheel and the wheel even has internal memory to remember those all important settings. The TS-XW Racer also includes all official Xbox One buttons, to allow easy switching between the game, system menus & social features.

The wheel’s clamping system has been designed to be both sturdy and versatile, for quick and easy attachment to any type of desk or table

Pedal to Metal

Thanks to the extensive use of metal parts (employed for the pedal heads, as well as the entire internal structure), the wheel’s pedal set ensures a rock-solid level of performance. The 3 pedals can also be fully adjusted, in terms of their height, spacing and inclination.

In addition, the pedal set includes Thrustmaster’s unique and removable Conical Rubber Brake Mod: when installed, this mod provides ultra-progressive resistance at the end of the brake pedal’s travel.

TS-XW Racer SPARCO P310 Competition Mod is available this September 22nd for £649

Interview: Andrew Bennison from Prospect games

I got a chance to speak with Andrew Bennison from Prospect games, the lead designer behind unbox, about his experience as an indie developer he was a very interesting person to speak to with some insights into working in the world of indie games and what to expect from Unbox a newbies adventure

Hi Andrew, thanks for talking with This is Xbox so, Unbox. You have been working on it for some time and now has just released on Xbox?

So we launched just ‘Unbox’ last September on steam, it went well enough to keep us in business so we have brought a slightly optimised and enriched version called ‘Unbox Newbie’s Adventure’ to Xbox One, released July 26th. We also have a Switch version coming later this year.

You guys have been working on this since 2014, right?

We came up with the initial concept at a Game Jam, a Christmas Game Jam, hosted by Epic Games in December of 2014, the theme was what’s in the box so you can see and draw a line between there and where we are now and then we jumped into full development around the 4th-5th of January 2015. So, it’s taken about a year and a half to make the game and then about half a year more to get it working on all the various platforms.

You have been working on it for two years, in Manchester as an indie developer, Prospect Games, what do you see as being the next step for you now Unbox is out?

Really we gotta assess based on how well the console launch goes, we kind of have a price tag attached to each of the ‘plans’ of how we move forward, you know? If we do alright we can do one thing, if we do amazing we can do another. It’s really down to how well the launch goes and later on this year with the Switch. Are we going to make a sequel to Unbox? Are we going to make a completely different game or do both of those things at the same time? It’s really all down to performance at launch.

Would you say then that as an Indie developer that’s one of the biggest challenges between you and the big ‘AAA’ developers who can plan their pipeline, where as for you it is tied up with each game that you produce and the revenue it makes?

Yeah, I think that no matter what scale your company is at you have that same issue of how much is in reserves, how much is available in resources, do you have enough internally for other projects. Ideally you’d have projects running alongside each other so that you are able to do two, three product launches a year. That would be excellent. On the flip side of that there is a lot more pressure and responsibility attached to that and just because you are a bigger company able to do more but with the extra pressure added. However we are a small developer and if the launch doesn’t go well that could be us out of business, although if it goes exceptionally well then it opens up prospects for us that we aren’t currently even thinking about at this point.

Obviously it’s very different being an indie developer to someone who might develop for a bigger game company, you mentioned before about attending Game Jam, but what made you go indie instead of applying to be part of a bigger company?

Well, as a teenager I wanted to be a film director and on a media studies course we had a big project about making a film. Well I didn’t have any equipment and the equipment there was crap, oh and this was the time when Machinima wasn’t really a channel, it was a way to describe films made in games, so I said ‘can I make a film in Halo 2?’ And they said ‘ok, that’s weird but go for it if you want, give it a shot’ and in the process of making that piece of content I got more of an insight into games and I thought I’m playing a lot of games, but this made me really think about the design of them and how they pull all sorts of themes together.

So I went onto a university course, where I studied games design and met the two guys who helped me start Prospect, which effectively started as a modding group with Left 4 Dead mods, then we tried mobile development in the evenings and some ad hock work and after a while we had saved up the cash and we hadn’t had any success in getting into the ‘AAA’ market plus I’m awful at being told what to do so we thought, ‘Well we did this great at uni let’s see if we can make it into something sustainable, and here we are.

If I was sat at home and I wanted to get into developing as an indie developer, from your experience what do you think is the best route for someone coming out of uni wanting to do it for themselves?

That’s a tough one, the market is so much more brutal now than when we started up. I’d start by saying don’t go to uni first! The last thing you want to do is saddle yourself with debt and none of the courses are as good as actually getting down to doing some work and dedicating yourself entirely to it and as much as academia might try, being forced to do essays and course work and other things that just don’t exist in the real world. I mean, when I look at someone’s CV, I don’t care if they have a BSc or a PHD, I look to see if they have worked on products or stuff that’s been released etc.

I would advise if you are going to go down the indie route, do you want to make games for fun? Or do you want something more sustainable? Like make it your career. Because you can be an indie developer in your bedroom in the evenings after a 9-5 job and that way you can focus on being critically well received without the necessity of it being commercially well received to put food on the table.

It’s a really tough market with almost nobody making money on PC and then with the console halfway through their lifetime they already are very competitive markets, the Switch is still lacking in content but that will change after a few hundred titles have come out on it. I would say, it’s a really tough time to become an indie developer at the moment.

Very interesting to hear your point of view, direct from someone who has been working in it for the last two years, and what you have been working on is Unbox, out now, I’m going to sit down and have a play with it now, any tips? Any secrets you want to give me before I start?

Er, well don’t skip the tutorial it really sets you up with the mechanics to get through the game, make sure you use the D-pad in-game, which will point you towards critical characters and missions. If you get stuck, hit the back button and it will bring up your progress to give you an idea of where you are, something people seem to miss but it’s very useful in getting you through the game.

Thanks Andrew, great to speak with you and your experiences as an indie developer,

Unbox; Newbies Adventure is out now for Xbox One, check out our review of the game.

Win with TiX: Gigantic Founders Pack

Thanks to our Friends at Perfect World Entertainment, we have some Gigantic Founders Packs to give away!

All you need to do is enter below – The Competition ends on Sunday 6th August

We’ll contact the winners by email within 7 Days.

Good Luck!

Gigantic Founders Pack

The Founder’s Pack contains the following items:

18 Launch Heroes – Gain access to the full roster of heroes available during the Open Beta period!

Two Future Heroes – Ensure you get the next four heroes to be released after the Open Beta testing period.

Limited Edition “Imperial” Skins – Represent the first guardian houses with legendary skins for Tyto the Swift and Charnok!

Founder Status – Show off your Founder legacy with two exclusive icons for your account profile.

The 18 Launch Heroes and Limited Edition Skins will be delivered to your account immediately. The Two Future Heroes and Founder Status icons will be delivered at later dates after the Open Beta period.

An in-depth look at the Destiny 2 beta

So, the Destiny 2 beta has come to a close, and over the last week, Guardians around the world got their first glimpse of what to expect come September 6.

Starting on July 18 for PS4, hitting the Xbox One on July 19, and becoming available to all (except PC) on July 21, the Destiny 2 beta offered players the opportunity to play through the Homecoming mission, the new Inverted Spire strike, and two modes in the Crucible.

As many of you know, I have put a lot of time into Destiny. I played the original beta, jumped in on day one, and played almost daily for the last two and a half years. I’ve peeked into every corner of Destiny, from the story, the four raids, Crucible, Prison of Elders, and much more. So, it’s safe to say that I was going into the beta with a degree of expectation.

Obviously, the beta was just that, a beta, and thankfully it appeared as thought Bungie learned from their previous mistake, and only made one story mission, one strike, and two Crucible modes available, instead of what in reality was about a third of the actual original game in the Destiny beta. As a primarily PvE player, I was a little apprehensive with the emphasis on PvP, however understood that it was more important to test network strain.

Getting started

When loading the beta for the first time, you are greeted with a familiar screen, and are given the choice of one of three classes to choose from. Naturally the choices were Hunter, Titan, or Warlock, so I hovered over my favourite class, and made my choice. Suddenly, the release trailer is playing and you’re in. There were no customisation options, and your race and gender were assigned at random, so it was a nice quick entry into the action.

After the initial cutscene, which after the release trailer footage shows you and your ghost approaching the burning Tower, you knew you were headed into danger. Seeing the Tower, a social space I had visited so many times over the last 2 and a half years, up in flames was sight to behold. As you appear in the depths of the Tower, you are instantly taken aback with the graphical overhaul. Everything is dripping in colour and the environment was rich with atmosphere. You were immediately aware of the urgency of getting out into the Tower, and do what you can to save it.

Without going into too many details, seeing Shaxx, Cayde-6, Zavala and Ikora actually taking part in the mission, was a wonderful addition, considering that we had only really seen them previous, stood around the war table in the Vanguard room. As an “veteran” Destiny player, knowing the parts they played in the Golden Age, through the Battle of the Six Flags, and beyond, it was great to see them get their hands dirty.

Overall, the mission was a fun intro into the beta, and for me, really whet my appetite for what is hopefully to come when Destiny 2 releases.

The Strike

The second activity available, the Inverted Spire strike, takes you to one of the brand new planets, Nessus. An alien place, which reminded me of the planets from the No Man’s Sky trailer, full of colour and what appears to be plenty of places to explore.

The strike itself wasn’t too different to those we’ve all experienced before, but there were a few extra elements to make it more varied. The two that really stand out were the cutters section, and the main boss fight. The cutters section had you trying to get through the Cabal mining area, dodging a bloody huge cutting blade whilst also mowing down the enemy. The second area which felt new was the actual boss battle. Split into three distinct phases, Protheon keeps you on your toes constantly. Between spawning Vex minions, to burning floors, the final battle forces you to keep moving, and ensures that you use your new abilities throughout.

Oh, yeh, there are new sub-classes… I’ll come back to that later…

Once you’re done with the strike, it’s then into the real beta, the Crucible.

The Crucible

The first thing you notice is that there are now two playlists for Crucible, Quick Play and Competitive. On the surface, they appear to be two different modes, however it has been confirmed (with much controversy) that both will use skilled-based match making. The general Destiny community isn’t too impressed with this decision, as currently there doesn’t seem to be much of a difference going into either playlists. However, since then, it has been stated that the game modes available in each playlist will differ, hence the definition.

In the beta, Quick Play was just the ever familiar Control mode, but since changing the general team sizes from six to four, the pace felt slower. I’m not sure if this was due to class changes, team sizes, or the map we were on, but you never felt overwhelmed or alone. One change to Control, however, is that each team spawns in control of either point A or C, forcing the fight to the, usually, central point B. This makes initial plays unfold much quicker, and with the reduced team size, it feels a much more even fight.

Competitive was playing host to a brand new mode, Countdown, which if you’ve ever played Search and Destroy in Call of Duty, you should be familiar. Starting the game with a set four revives, it’s up to you and your team of four to either setup a detonation point, or defuse said point. As the game goes on, the enemy will either try to diffuse your bomb, or protect their own (each round it flips), so it’s an either kill or be killed situation. If you feel it necessary, you can use the four revives (we couldn’t work out if it was per round, or whole match) to bring up a downed ally, should it be tactically viable.

Personally, I’m not a fan of PvP modes in general, however with a solid team of friends, I had an absolute blast. Along with the previous changes, Bungie have also done away with traditional “K/D”, and replaced it with “Efficiency”. Also, in a similar vein to the other Blizzard shooter, Overwatch, you no longer “kill” an enemy, but “defeat” them. This has also combined kills and assists into a single “defeat” score. As an average player, who often plays with much better Guardians, this now allows me to feel as though I’m making a difference. Instead of me popping three shots into an enemy, and have someone else finish them off with a fourth, with the credit going to them, we now both get credit for the kill.

Getting Social

Finally, on Sunday July 23, Bungie opened up a brand new social space for us to explore for an hour, The Farm.

After the destruction of the Tower, the Guardians needed a new place to relax, pick up bounties, and get new gear. Set in a beautiful forest, on the edge of a serene lake, The Farm is the perfect sanctuary in the post-Tower world of Destiny 2.

Sitting at the waters edge, you could see what appears to be other settlements in the distance. Now, purely as a personal hope, I really would love to be able to leave the Farm on foot, and make my way around the new spaces. However, if the patrol areas of the original Destiny are anything to go by, I really shouldn’t get my hopes up. Running around the new space, and bouncing off invisible walls, as I tried to explore further, gave an indication that we could go further, but I guess we’ll have to wait and see.

Loot

Of course, what is Destiny without loot, and the small pickings we were able to collect in the beta showed the new weapon types perfectly. In Destiny 2, weapon loadouts have changed quite significantly. Instead of Primary, Secondary, and Heavy, we now have Kinetic, Energy, and Power.

For Kinetic and Energy, the same weapon types are used, but with an elemental damage type for the Energy weapons. So, for example, you could have an Auto Rifle in both slots, but one with standard, Kinetic damage, and one with an elemental damage. The main architypes for these particular weapons are those that used to be just primary weapons in Destiny; auto rifles, pulse rifles, scout rifles, etc. But, what’s happened to the sniper rifles, shotguns, and fusion rifles, I hear you cry? Well, those have been moved into the Power Weapons slot, along with the standard heavy weapon types; rocket launchers, machine guns, etc.

How this pans out, we are yet to see. I’m not sure how this is going to affect raids, etc, where we would often rely on have a sniper rifle equipped to your secondary weapon, and a rocket launcher to your heavy. It’s nice to be able to have the choice to wield dual auto rifles, or a scout rifle and a pulse rifle now, especially for PvP.

There have also been slight changes to armour in Destiny 2, where the Intellect, Discipline, and Strength stats have been removed, and now each piece of armour adds to your Resilience, Agility, and Recovery. Of course, these vary also depending on class types, but I’ll go more into that in a bit. Personally, like these changes, as it removes the Agility, Resilience, and Recovery from the sub-class nodes, and removes the ability cool downs which were tied in with Intellect, Discipline, and Strength.

That’s right, cooldowns are now the same across the board, but I imagine will rely on armour perks to be affected. Also, melee ranges have been toned down (no more Warlock slaps from across the room) so all three classes are inline with one another. And, speaking of classes…

Sub-classes

Destiny 2 is bringing with it three brand new sub-classes, one for each class, each replacing a long-standing class from the very beginning of Destiny.

Starting with the Hunter, gone is the Bladedancer… An once beloved sub-class, which fell out of favour with many Hunter stalwarts has now been replaced by the Arcstrider. Instead of dual-wielding blades of arc, the Arcstrider chooses a staff of the zappy stuff to do away with its foes. Equipped with a devastating ground pound, feisty staff swing, and fancy acrobatics, this sub-class takes some getting used to, but in the hands of someone with experience, it will soon become a dance of destruction.

View post on imgur.com

The new and improved Gunslinger was also available to play with in the beta, and the main difference is that the number of Golden Gun shots has increased from three, to six. Each of the six shots are less powerful than the original three, however with a steady hand, and a keen aim, they can easily immobilise any enemy.

Along with the new super abilities, the Hunter now has a swanky new ability, similar to the Nightstalker’s dodge. Coming in two different flavours, the Marksman’s Dodge will allow you to perform an evasive spin, which while dodging the onslaught, will also reload any weapon you have equipped. The other dodge, the Gambler’s Dodge allows you to tumble into any direction you are moving, and fully recharges your melee ability.

The Titan’s new sub-class takes over from the ever-loved Defender, and instead of popping the Ward of Dawn, the new Sentinel Titan will spawn a void shield, which can be thrown to dispatch your enemies. Like a tank-y Captain America, you can then move around with slightly more agility, and pound the shield into your foes, and clear the way for the rest of your team. The Ward of Dawn, however, is not completely done with, as with a longer press of the shoulder buttons, you can still cast a bubble of protection, should the need arise.

View post on imgur.com

Along with the Sentinel, the Striker sub-class has also had a face-lift, and instead of the single, devastating ground pound, the Striker can smash multiple times per activation. Increasing the running speed, significantly, allows you to move around the map, and take out single, or multiple opponents, with a satisfying slam. Of course, each individual slam is less powerful than the original Striker Fist of Havoc, but as it is now a mobile attack, it’s now less of a panic reaction which is over instantly.

Finally the Warlock’s classic Sunsinger has been replaced by the epic Dawnblade. Leaping into the air, despatching devastating waves of flame, the Dawnblade is easily the most terrifying of the new sub-classes. Running through a PvP map and hearing the “whoosh” of a Warlock unleashing their power instils a feeling of pure fear, and has you running the opposite direction. Wielding a sword of pure fire, the trails of flame will soon devastate any group of enemies with ease.

View post on imgur.com

The Voidwalker has also seen some tweaks with its iconic Novabomb. Unleashing the ball of purple death is, however, less satisfying as it used to be, as it now moves through the air, like it’s moving through molasses. Once it hits its target, the area is overtaken by a cloud of void energy, which will destroy anything it touches. There have also been reports that the Novabomb in the beta will aggressively track its target, but this is something I haven’t witnessed personally.

As I mentioned with the Hunter, the new versions of the classes also some with brand new, class specific abilities. The Titan can produce a wall (which looks like ice) which is either tall enough to protect everyone behind it (think Mei’s ice wall in Overwatch). Or a smaller wall, which you can crouch behind, and peek over to attack. Every time you duck back into cover, you automatically reload whichever weapon you have equipped at the time. Finally, the Warlock can now throw down a rift, an area of effect ability, which either gives whoever enters a weapon damage boost, or a health regeneration boost. It’s a shame that it feels as though the Titan and Warlock abilities are far more team-friendly, where the Hunter dodge is for them, and them alone.

Overall, each of the classes in Destiny 2 feel like they should. The Hunter is agility, but vulnerable. The Titan is now the tank class everyone expects, with higher armour levels, and is much slower that its counterparts. The Warlock is a lovely balance between the two. Fast, but not too fast. Can take a fair amount of damage, but not too much. Personally I really like the direction they’ve taken the classes, and look forward to see what the final sub-class will be. Yup, Nightstalker, Stormcaller, and Sunbreaker are currently nowhere to be seen. It’ll be a real shame to not see these sub-classes return, especially as they’ve only been around since the launch of The Taken King, but as Destiny comes to an end, they feel like they’ve always been there.

Unfortunately, not everyone was able to take part in the beta, as typically it was awash with different error codes…

Error… Error…

Everything from the good old weasel, to olives, and moose(s?), some Guardians found the beta to be completely unplayable. I know, I know, “it’s a beta!” I hear you cry, and everyone understand that. However, the fact that one of my regular fireteam members wasn’t able to get through the story mission was disappointing to say the least. Others experienced weasel errors (famous for disconnecting people with little warning, and absolutely no reason) every time they finished an activity. One very strange issue which was experienced by many, was loading into a Control match, on your own. To then suddenly be surrounded by both the enemy and your allies. I will reiterate, though, and say that the vast majority of players understood that these issues were expected, and that ultimately that was the reason behind the beta.

So, what did I think of the Destiny 2 beta?

As a way to increase hype for the September 6 release, it was perfect. Just enough to entice us, and not enough to give it all away. The activities on offer gave a perfect snapshot into how the core game has been tweaked, with slower time to kill in PvP, and a much more involved strike, with actual mechanics which involve more than just putting bullets into a boss.

If things continue in the same vein as this months old “demo”, this veteran Guardian shall be very pleased… However, don’t take my word for it… I’ve asked some close friends of mine to tell me what they thought:

Haley: I love the feel of D2, it feels like Destiny only better. I think the changes, both major and minor, were both thoughtful and purposeful. The little nibble we’ve been given has definitely increased my appetite for the whole thing. I can’t wait to see what else is in store for us!

Lunar: What I’ve played of the Destiny 2 warlock was a refreshing 2nd take on the class i fell in love with. the controls feel solid and the new systems in place do not feel tacked on or unnecessary. I’m very happy with what I’ve played so far and it gives me very good vibes for what is to come with release.

LargerBrute: While the looks and most of the gameplay is familiar, there is a distinct difference in playstyle being introduced as classes are being given different utility based abilities (with the glaringly obvious absence of said abilities from Hunters)

Folgers: It’s amazing! It’s more than I knew to hope for.

Nin: F*ck mooses

Destiny 2 is set to release on September 6, 2017, on Xbox One, and Playstation. Destiny 2 will make it way to the PC on October 24, 2017.

Thanks to FolgersInHerCup for allowing me to use her footage for each of the gifs above.

TiX Podcast S1E3 Game on Trial

Welcome to the new This is Xbox Podcast.

Join Damien Ashley and Adrian Garlike for a new episode of the This is Xbox Podcast.

In this episode Damien and Adrian put the high street retailer Game on trial, discussing their business practices, their relevance and what the future may hold for the retailer.

https://soundcloud.com/thisisxboxpodcast/tix-podcast-s1e3-game-on-trial

Podcast music by Bangmaid
Produced by James Gill
www.mixcloud.com/bangmaid

Giveaway! Fluidic Antiproton Wrist Lance for Star Trek Online

To celebrate the console launch of Star Trek Online: Season 13 – Escalation, we’re teaming up with Perfect World Entertainment and Cryptic Studios to give some lucky winners a rare ground weapon for the game on Xbox One, the Fluidic Antiproton Wrist Lance.

To win, retweet the tweet below and we’ll select winners at random:

Fluidic Antiproton Wrist Lance

Undine weaponry utilises cohesive antiproton streams to damage foes. These streams are known to sometimes knock their opponents away while dealing additional physical damage. The primary fire of this particular wrist-mounted antiproton lance is similar to those adapted into Assault weapons that use this same energy technology. The secondary fire is radically different however, incorporating something akin to the “focused beam” technology sometimes seen in use on Undine starships. It can charge up a massive blast that will scar the surface of whatever the foe is standing on, sending out antiproton energy ripples that cause additional damage to anything they cross paths with.

To Redeem Your Code on Xbox One:

  1. Install Star Trek Online from the Xbox One marketplace.
  2. Upon launching Star Trek Online, you’ll have the option to link your gamertag with an Arc account. This will open the Internet browser on your Xbox One and you can complete the account linking process there. If you skip it now, you’ll have another opportunity later.
  3. Once you’re in Star Trek Online, select the Arc option.
  4. Install Arc. (You can also search for Arc in the Xbox One Marketplace)
  5. Launch Arc and hit the X button.
  6. Enter your code in the field and select “Redeem.”
  7. Visit the C-Store. Rewards can be found on the tab marked “Promotions.”

*These codes are only eligible for the Xbox One version of Star Trek Online and can only be redeemed by one character on a single account. The weapon is bound to character upon pickup.

Codes expire December 30, 2020.

Season 13 – Escalation is now live on PC, Xbox One and PS4! Learn more about this update by visiting our blog: http://www.arcgames.com/en/games/star-trek-online/news

To download and play Star Trek Online today for free, visit http://www.startrekonline.com

Weapon Details:

Fluidic Beam Burst

Assault Weapon Beam Burst is a standard attack that inflicts energy damage. Fires a steady stream of short beams at a single target. This is a heavy primary attack that has a short charge up to activate.

  • (1 max)
  • Targets Foe; Affects Foe
  • 30 meter Range
  • 0.75 sec charge
  • 0.35 sec activate
  • 27.9 Antiproton Damage x6 (79.8 DPS)
  • 5% chance: Repel and 3.4 Physical Damage
    • (100% Shield Penetration)
  • +20% Critical Severity

Skills that affect this ability:

  • Weapon Proficiency
    • (Improves Ground Weapons)
  • Combat Specialist
    • (Improves Ground Weapons and Unarmed Attacks)

Fluidic Ripple (Expose Attack)

Energy Blast launches a concentrated ball of energy that explodes on contact. Deals damage in a radius with a chance to knock back targets. This attack can Expose Targets.

  • Targets Foe; Affects Foe (5 max)
  • 30 meter Range; 4.6 meter Sphere
  • 1.5 sec charge
  • 0.25 sec activate
  • 20 sec recharge
  • 159.5 Antiproton Damage (7.3 DPS)
  • Creates a Fluidic Patch for 12 sec
  • 5% chance: Repel and 3.4 Physical Damage
    • (100% Shield Penetration)
  • +20% Critical Severity

Skills that affect this ability:

  • Weapon Proficiency
    • (Improves Ground Weapons)
  • Combat Specialist
    • (Improves Ground Weapons and Unarmed Attacks)

Melee Strike (Expose Attack)

Melee Strike hits the enemy with your weapon, causing knockback with a chance to stun.

  • Affects Foe (1 max)
  • 2 meter Range; 90 degree Cone
  • 1 sec activate
  • 15.6 Physical Damage (15.6 DPS)
    • (80% Shield Penetration)
  • Knocks back +8 feet
  • 10% chance: Stun for 3 sec
  • +20% Critical Severity

Skills that affect this ability:

  • Combat Specialist
    • Improves Ground Weapons and Unarmed Attacks)

Missed the Xbox E3 conference? We’ve got your back

In case you missed last nights Xbox E3 Conference, here is everything that happened, what was the best part for you? Let us know!

The Xbox E3 2017 Briefing: Everything You Need to Know

Crackdown 3 Brings the Boom with Terry Crews and First Look at Campaign

ID@Xbox Debuts Biggest and Most Diverse E3 Lineup Ever

Introducing the World’s Most Powerful Console: Xbox One X

How Will You Survive? The World Premiere of State of Decay 2 Gameplay Shows a Way

Forza Motorsport 7 and Porsche Make Gaming History at E3

Playerunknown’s Battlegrounds Coming Exclusively to Xbox One in Late 2017

Welcome to Adventure with Super Lucky’s Tale

Set Sail on A Pirate Adventure Like No Other in Sea of Thieves

Introducing New Packaging Icons for Xbox

All The (Minecraft) News From E3!

Xbox YouTube videos posted on 11 June:

 

Don’t forget that Major Nelson, Julia Hardy and AceyBongos will be on the Xbox Daily show from E3 each day too.