Destiny (Age of Triumph)

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.داستان بازی 700 سال بعد روی کره زمین و در شهری به نام Last City اتفاق می افتد. در دنیایی که منظومه شمسی پوشیده از بقایای عصر طلایی انسان هاست. در همین زمان یک سفینه فضایی عجیب و فوق العاده غول پیکر بر فراز زمین ظاهر می شود و ابعاد عظیم و شکل ظاهری آن به نوعی است که می توان آن را Second Moon (ماه دوم) نامید. هیچ کس نمی داند این سفینه چرا و از کجا آمده است. انسان ها تنها می دانند که این سفینه محافظ آن ها خواهد بود. از این سفینه تحت عنوان The Traveler (مسافر) نیز یاد می شود.
در همین زمان هیولاهای بیگانه و عجیبی نیز از گوشه و کنار کهکشان به قصد اشغال زمین و Last City هجوم می آورند. ما در این بازی نقش Knight (شوالیه) های جوانی را ایفا می کنیم که وظیفه دفاع از باقی مانده انسان های زمین و پیدا کردن راهی برای شناخت بیشتر این موجودات و در نهایت شکست آن ها را داریم.



سبك Destiny MMO-FPS هست و هميشه بايد انلاين باشيد.
البته Destiny يك MMO كامل نيست فقط ويژگي هاي MMO هارو داره. مثلا هميشه انلاين باشيد يا توي Raid هاي پلير ها ديگه هم بهتون ملحق ميشن. بين FPS و MMO ميكس شده. و گفتند که حق انتخاب داريد كه با دوستانتون بازي رو ادامه بديد يا بقيه هم بهتون ملحق بشن.جا هايي كه ميتونيد به پلير هاي ديگه بازي كنيد Public event ها هستن، توي The Last City هم ميتونيد با پلير هاي ديگه Trade و... انجام بديد ، تعداد پلير ها هم كنترل شده و محدود هست .
Bungie هم اسمش Shared World Shooter گذاشته.
به وسيله device هاي مختلف ميتونيد به بازي دسترسي داشته باشيد
كلاس ها شامل Hunter, Warlock , Titan ميشه.


نژاد ها شامل Awoken , Exo, HUMAN میشه.
دشمن های بازی:
FALLEN

ان ها به شدت از نژاد انسان ها متنفر بوده و دشمن قسم خورده انسان ها هستند هستند.

فالن ها Space pirate هستند و نیازی به Base و... ندارند . اکثرا در کشتی های فضایی خود زندگی میکنند



  • Dreg:اکثرا اسحه هایشان یک Shock dagger و Pistol هست . بر عکس بقیه فالن ها 2 دست دارند.



  • :Vandal مقام و رنک ان ها بالا تر هست و تجهیزات ان ها مرگ اور تر هست. بعضی اوقات هم اسلحه های دور برد دارند اما برای استفاده دوباره زمان مشخصی چارژ میشه.



  • Captain : فکر میکنند که از انسان ها بهترند و زمین به خودشون تعلق داره. قوی ترین و ترسناک ترین از فالن ها Captain هست.




Vex

Vex ها ربات هایی هستند که توانایی سفر در زمان رو دارند و برای بررسی و چک کردن انسان ها امده اند.

البته ان ها کاملا ربات نیستند و قسمت هایی زنده و ارگانیک در بدن خود دارند.



  • Goblins: معمولی ترین نیروی vex هستند. در نبردشون با افزایش تعدادشان سعی میکنن پیروز بشن



  • Hobgoblins: بزرگ تر و فوی تر از گابلین ها هستند . و یک دم هم دارند.



  • Minotaurs:بزرگ تر از 2 دشمن قبلی و شونه های پهن تر و 3 چشم دارند



  • Hydras:قابلیت پرواز دارند
  • Harpies:نیروی هوایی کوچیکی هست که به سرعت وارد نبرد شده و خارج میشود.


Cabal



نژاد غول پیکر و با ارمور و اسلحه های قوی هستند. دشمن انسان ها هستند.

در Exclusion Zone مارس قرار دارند.


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  • legionnaires:سرباز های معولی هستند که یک اسلحه و شیلد حمل میکنند
.



  • Centurions:قوی تر وسخت هستند و جت پک هم دارند.
  • Gladiators: بدن ان ها کاملا پوشیده از ارمور هست و یک Gatling gun حمل میکنه
  • Psions کوچک ترین هست و توانایی استفاده از Space magic دارند.


The Hive


  • Thralls:پایین ترین رنک رو دارند و فقط از چنگال و پنجه های خود به عنوان اسلحه استفاده میکنند.



  • نیرو های معمولی Hive هستند و از energy weapon ها استفاده میکنند
.


  • Knight:سرباز های Elite هستند و یک شمشیر حمل میکنند .



  • Wizard:قدرت جادویی دارند.رنک ان ها از بقیه بالاتر است.






 
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پ.ن : بازی هیچ مد افلاینی نداره !
سازنده ها گفتن این بازی رو به صورت تکنفره هم میشه بازی کرد. در واقع یادمه گفته بودن هیچ کسی رو مجبور به چند نفره بازی کردن نمیکنن. حالا نمیدونم منظورش این بوده میشه آفلاین میشه بازی کرد یا مثل Division تکنفره هم میشه بازی کرد ولی باید آنلاین بود همیشه.
پ.ن: ما که موشکلی با آنلاین بودنش نداریم همین الانم کنسولمون همش آنلاینه:d
 
- "You're going to fail"
خب باز من برگشتم !
:d اطلاعات جدید :

توی ویدئوی جدید گیم اینفورمر و صحبت هاش با Tyson Green طراح ارشد Destiny چنتا بازی اسم برده که بانجی برای خلق عنوان جدیدش از پیوند RPG/FPS [FONT=&amp]ـشون الهام گرفته .
[/FONT] Borderlands یکی از این عناوینی هستش که ردپاش کاملا آشکار [FONT=&amp]ـه .[/FONT]
ایده های تمجید شده ی زیادی از Borderlands گرفته شده و بعضا دچار تغییر و بهبود هم شده . مثلا یکیش وجود سلاح های خیلی خیلی زیاد بوده . همون طور که می دونید این اسلحه های زیاد مشکلاتی هم ایجاد می کنه مثلا امکان داره خیلی هاش بدون استفاده دور انداخته بشن .
به جاش Destiny از سیستم ایجاد تصادفی آیتم کمتر استفاده کرده و هدفش رو روی تکرار نشدن ایتم ها و جذاب بودن همیشگی و مفهوم داشتن برای گیمر گذاشته .

بعد از تاثیر گذاری بازی طوفانی From Software توی نسل هفتم یعنی Dark Souls میگه . . . از ویژگی های خوب دارک سولز مثل جهت نداشتن ماموریت ها . . .
این ویژگی DS رو بسیار بهتر کرده چون شما موقع انجام بازی در واقع داخل یه co-op mode مجازی هستید .

اینکه بازی به شما فرجه در جهت سادگی نمی ده ویژگی فوق العاده ایه ولی ما دوست داریم Destiny عمق واقع گرایانه تری داشته باشه .
بانجی سعی داره عنوانی رو خلق کنه تا گیمر به جایی در بازی بر بخوره که نتونه سریع از اون منطقه بگذره و احتیاج به فکر و تشخص مسیر داشته باشه و حتی شاید نتونه در این راه موفق بشه . . . در واقع شما در حال رفتن به سمت یه بازی triple-A و fail شدن های زیاد هستید ! :d
 

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در مورد دشمن های بازی:
The Fallen

Barrett: The feeling we wanted to get across with them is they’re space pirates, basically. They’re these vicious race of guys who act like a pirate crew. They might mutiny or there’s a captain who might lead them on a particular ship. We wanted a race that could show up anywhere. They didn’t need some big base or installation. You find them around a corner and they were scavenging for loot or whatnot.
We wanted to give this idea that they were this once proud and noble race with these great houses, but now they’ve fallen. And that’s where they get their name. Now they’re scattered to the winds and have their own pirate ships, but they still wear the banners and flags of their once great house. Maybe someday the houses will reunite. There are a lot of fun ideas we can play with there.
They have four arms, which is unique to them. We actually went back and forth a few times on the four arms thing. We weren’t sure how it was exactly going to work. People were worried that it would look like that guy from Mortal Kombat [Goro -- Ed.]. They have pieces of body armor, but then they’re pirates so it’s torn and tattered. They’re like the bounty hunters of the solar system. They have cloaks and pieces of armor. Playing up the four arms idea, they’re a little bit spidery I guess.
Because they’re sort of nomadic you see them mostly in their ships. [They’re inspired by] Maschinen Krieger [Kow] Yokoyama style of mechs and vehicles. It’s kit bashed pieces of armor. It’s almost like a weird rusted futuristic submarine kind of style. We may someday come across a bigger Fallen space.
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The Cabal

Barrett: We knew for a space sci-fi kind of game we needed the big, huge, militaristic empire kind of theme. They definitely fit that. They have huge capital chips and giant tanks. Their bodies are huge, their armor is huge, and their guns are huge. So they might just go and take over a planet by force, just kind of roll over it. They definitely are coming to the solar system and setting up these bases and trying to take over by force.
We definitely wanted big, heavy space marine kind of look so that’s why you have the heavy armor, almost an animalistic feel to their armor designs. When they take off their helmet they’re big lumbering space rhinos. They come from a warm, humid climate so they have to keep wet inside their suits. They’re basically big beasts. We joked for a while about lining the inside of their spaceships with troughs so they were like horses. We wanted their ships to be basically space barns. I don’t know if you’ll find hay on the ground, but you want that feel. I don’t know if we’re actually going to end up doing that.
They’re gruff but they’re really ordered as well. They have a hierarchical military order to them. It’s sort of that back and forth of the beasts that are really gruff and aggressive mixed with that kind of order is kind of a cool thing to play with.
[Their structures are] massive, metal, and industrial. There will be black smoke pouring out of them. There will be oil streaking down the sides of the facades — these monolithic industrial military structures.
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The Vex

Barrett: The fantasy of them that we wanted to play was these endless waves of metal armies marching at you. They aren’t entirely machines. They have some organic part to them as well. They’re a little bit of a mixture of robots and creatures. We wanted to make them with tails and long, claw-like fingers, not your typical sci-fi robot or android. We didn’t want to go that route.
They’re creating armies. They’re creating these big warp gates around the solar system. They can potentially bring in armies from elsewhere. They might time travel or come from another distant time. Where they came from or when they came from is inscrutable. They’re not shiny, brand new, right off of the assembly line. They’re made of almost something that feels like hammered brass or something that could be thousands of years old. But that mixed with the robotic design of them gives you that [feel] of ancient robots.
Their weakspot is not their head like many of the other characters. It’s in their abdomen. It’s a glowing white energy core. And when you shoot it, it just explodes this glowing liquid. [Remember] in Halo the grunt birthday party skull? When you shoot a grunt there’s this spray of confetti and this noise like, “Yay!” That’s absolutely what inspired the way you kill Vex.
We wanted with them to create architecture that wasn’t logical in some way. Like you don’t understand why they’re making it. I think that’s the crux of why we did that. It’s inscrutable in some way. Whether it’s some routine they’re running or some ceremonial thing they’re doing or if they’re just doing it because they have always done it.
You’ll come across [everything from] small pillars of stone to massive towering citadels. The architecture that they build is almost like stone anthills. They’re building in an organic fashion. There are corridors inside them where it’s almost imperceivable what’s up and what’s down. You don’t go in there and see staircases and railings and the coffee machine. They’re very much alien.
hivex.jpg


The Hive

Barrett: Think space zombies. They’re the most fantasy-inspired race. We’ve imagined them as this ancient alien race that’s kept themselves alive by some magical means for millennia. They just float through the solar system on these big, sarcophagus-looking ships. It’s really playing up the feeling of zombies and fantasy undead. It also plays with the feeling of royalty, like they might have kings or they might have knights.
Their main units are a mixture of organic and inorganic so they’re not clothed like a lot of units. You’re not sure if the armor is organic or if it’s ceremonial armor that they put on a million years ago and it’s sort of grown into their skin. An organic shell that’s sort of grown in a way that almost resembles knights’ armor. You’ll see their dry, mummy-like flesh exposed. And then when you shoot them they’ll burst into dust and embers.
Imagine when you look at pictures of shipwrecks underwater and they’re just kind of covered with barnacles and they look like they’ve eroded because they’ve been there for a long time. We want to make their ships feel like that. Basically spaceships that feel like they’ve been covered in space barnacles or whatever and have been eroded because they’ve been moving like shipwrecks for millennia.
It’s much more darker, gothic inspired. But still alien and sci-fi at the same time. We’re trying to mix those two, but they’ll have what might typically feel like a dungeon or more ceremonial throne room-like spaces or dark corridors filled with webbing.
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Location های بازی:
The Moon

Barrett: The moon is interesting because we’re able to show the remains of very familiar human space exploration – the first base that humans created after the Traveler came. You get this great visual that you’ve seen in a lot of movies about an abandoned space station and you’ve got old astronaut suits laying in the regolith. It’s a little bit darker tone. It’s a little bit of a mysterious tone on the surface in regards to the lost humanity. You get to play with all of the fun architecture of a space base.
And then what’s cool is beneath that is this crazy kingdom of aliens that’s being created. Why are the Hive here? I think because it’s close to Earth. It’s a place that is easy for them to create their base to start launching some kind of attack on Earth. And it works well for their tendency of cratering, digging tunnels under moons or planets and creating empires. Just imagining all of these holes that you can go down into and tunnels that go to this vast space underneath I think is a really neat vibe to play with.
The cliffs are probably higher than they’d be on the real moon. Craters are more exaggerated. You also get the really iconic view of a much-too-big Earth in the skybox because it’s always cool to exaggerate that stuff. Just standing there on the moon looking at Earth is just a cool visual for sure. And it’s cracking. There are huge chunks of the moon peeling off into space inspired by Thundarr the Barbarian.


Earth

Barrett: The main goal of the Cosmodrome is to establish Earth as it once was. To show that something has changed. You see things that are relatable now but have changed or grown over so you really understand that it is our history. Visually, just making that connection that it’s not just any sci-fi world. It’s the juxtaposition of what could be a post-apocalyptic grim scene made beautiful with flowing grass. It’s an old industrial area grown over by nature reclaiming civilization. It fills in some of the story initially for players. There’s a concept image of an old, rusted tank half buried with grass covered up over it and birds sitting on the barrel.
The main thing in the skybox is a colony ship and the massive wall. This is the place where humans were building ships to colonize the rest of the solar system. We’ve always said that was potentially the last one that never left Earth.
It’s primarily Fallen enemies here. There are human ruins and it’s a perfect place for scavengers. The space pirates are here to pillage through old human relics and stuff like that. That’s a majority of what you’ll experience there. That’s the first race we introduce.
I think over the span of Destiny we’ll be going to a lot of different places. The feel we want to establish is that Earth is hostile and you can’t just freely roam around. Earth is a great place because it has every possible type of environment you can use so I’m sure we’ll explore many interesting places.


The Tower

Barrett: This is the place where the heroes of the world go back to after their adventures. It is trying to capture the feeling of Earth’s Camelot where the knights come back to. Not everybody is up there. It’s mostly for Guardians. This feels like something humanity built to protect Earth. A watchtower mixed with a home.
You’ll have different vendors where you can browse bits of gear or new weapons or turn in some of the things you found. There are different districts in there that you’ll be able to visit that have different themes. The plaza is the meeting grounds where everybody first lands. Then you have offshoots with areas for the different classes to go to. The ideal is every time you’re done adventuring you come back here and kick up your boots and sell your stuff and hang out.
I think we thought of the human futuristic aesthetic being contemporary inspiration plus some number of years, like ten to 50 years of advancement. It’s all very recognizable elements. For example, ships might feel like jet fighters or planes, but they’ll be more futuristic. There is some Japanese influence on some of the vehicles and it also comes into some of the architecture. But I think above all we wanted to make it feel hopeful and bright. When you come back to the gleaming white castle made of stone and covered with vines.
It’s futuristic materials designed by an architect, but then it’s been lived in for many many years so there are things that they’ve brought in and pushed into the corner. There are tiles that are broken that add history to that. We don’t want to make it sterile at all. We want to make it feel lived in and have history. There’s a place where some battle once happened on the edge of the tower that they’ve patched up and repaired.


Mars

Barrett: The driving thing here is massive red sand dunes and a buried city. A city that humans built is now buried up to the 30th floor in sand and you can crawl in the window and venture down into the depths of that skyscraper to find old relics and creatures that are now inhabiting it.
The Cabal are one of the major races there that have gone and built big war bases. It’s sort of their main place of operation. They have huge tracks running through the sand where their huge vehicles have plowed through and they’ve excavated it.


Venus

Barrett: Venus is similar in that we wanted to create a human city. It’s more of a research outpost than a civilian skyscraper kind of place. It was a scientific center, but now it’s covered in jungle and vines and that kind of thing. The vibe is sulfurous clouds and lightning in the air and volcanoes that are still active mixed with jungle and oceans.
The feeling of the city falling away into the ocean is the other element that we wanted to play with. And there’s a huge tower that the Vex have built that is looming in the skybox. It’s like a Jenga tower basically times a thousand. It’s these random block geometric shapes that are arranged organically.
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Revealing The Details Of Destiny's Competitive Multiplayer - Features - www.GameInformer.com
در مورد مولتی پلیر صحبت میکنه.
 
سبك Destiny MMO-FPS هست و هميشه بايد انلاين باشيد.
دوستان من کلا هیچوقت MMO بازی نکردم :دی
ولی بسیار مشتاقم که Destiny رو تجربه کنم، به همین دلیل خیلی خوشحال میشم اگه کسی یه توضیحی به من بده که MMO چه جوری کار میکنه؟ مثلا اگه همیشه باید آنلاین باشیم، داستان رو چه جور جلو میبریم؟ ملت میتونن به ما همینجوری ملحق بشن موقع بازی کردن بخش داستانی؟
پیشاپیش ممنون اگه منو روشن کنین :دی
 
دوستان من کلا هیچوقت MMO بازی نکردم :دی
ولی بسیار مشتاقم که Destiny رو تجربه کنم، به همین دلیل خیلی خوشحال میشم اگه کسی یه توضیحی به من بده که MMO چه جوری کار میکنه؟ مثلا اگه همیشه باید آنلاین باشیم، داستان رو چه جور جلو میبریم؟ ملت میتونن به ما همینجوری ملحق بشن موقع بازی کردن بخش داستانی؟
پیشاپیش ممنون اگه منو روشن کنین :دی
ببين Destiny يك MMO كامل نيست فقط ويژگي هاي MMO هارو داره. مثلا هميشه انلاين باشيد يا توي Raid هاي پلير ها ديگه هم بهتون ملحق ميشن. بين FPS و MMO ميكس شده. ولي گفته بودن حق انتخاب داريد كه با دوستانتون بازي رو ادامه بديد يا بقيه هم بهتون ملحق بشن.جا هايي كه ميتونيد به پلير هاي ديگه بازي كنيد Public event ها هستن، توي The Last City هم ميتونيد با پلير هاي ديگه Trade و... انجام بديد ، تعداد پلير ها هم كنترل شده و محدود هست .
خود Bungie هم بهش Shared World Shooter ميگه.
 

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