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Thread: [Multi] Disintegration

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    Administrator Rappa's Avatar
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    [Multi] Disintegration




    Pilot a heavily armed Gravcycle in Disintegration, a new sci-fi first-person shooter unlike any other. Command your troops on the ground as you battle through a thrilling single-player campaign, and compete in frenetic PvP multiplayer against other pilots and their crews. Disintegration will be available in 2020 for Xbox One.


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    King in the North Tonne's Avatar
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    Administrator Like-a-Bunny's Avatar
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    Last edited by Like-a-Bunny; 21st August 2019 at 10:39.
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    Variation on a Dream LtPsycho's Avatar
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    @Like-a-Bunny : Maak er aub even Multi van ipv Xbone, komt ook op de pc en de ps4 uit.

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    Administrator Like-a-Bunny's Avatar
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    Quote Originally Posted by LtPsycho View Post
    @Like-a-Bunny : Maak er aub even Multi van ipv Xbone, komt ook op de pc en de ps4 uit.
    .
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    Variation on a Dream LtPsycho's Avatar
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    Quote Originally Posted by Like-a-Bunny View Post
    .
    Thanks!
    Moet zeggen dat ik door die trailer toch wel geïnteresseerd ben in deze game. Zeker gezien de mensen die erachter zitten.

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    Choose Wisely The_wildcard's Avatar
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    Lijkt de Grafische stijl niet iets te veel op Destiny?
    Getting to know a girl who can fold like Origami paper...... Look a Swan

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    Administrator Rappa's Avatar
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    Quote Originally Posted by The_wildcard View Post
    Lijkt de Grafische stijl niet iets te veel op Destiny?
    En dat zeg je nog netjes Heeft voor mij ook teveel weg qua style van Destiny. Wel benieuwd wat deze game te bieden heeft want de trailer lijkt op zoveelste team shooter.
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    Symbiotic disharmony Morrigun99's Avatar
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    Sowieso het allerbeste album van The Cure.

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    Administrator Like-a-Bunny's Avatar
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    Disintegration hands-on: real-time strategy and shooter collide – and somehow, it works

    Disintegration is the new first-person shooter from the co-creator of Halo – but it’s nothing like the image that description conjures up.


    From a marketing perspective it obviously makes sense to play up the connection to Halo – Disintegration’s creation has been led by Marcus Lehto, a man absolutely key in establishing Halo, a franchise people recognize with clout that’s an ideal piggyback for the launch of a new series – but the truth is the game has little in common with the adventures of Spartan 117.

    In fact, the closest comparison point I could think of for Disintegration is Brutal Legend – an action game that at a certain point takes a surprising, hard turn and becomes part real-time strategy. Unlike Brutal Legend, Disintegration is almost a strategy game first – to the point where Lehto and his team built a strictly RTS prototype first.



    The player character sits atop a trusty steed, a gravity-defying hoverbike. In real terms this makes you a lot chunkier than an individual, and gives you full freedom of movement. The bike can fly to a certain height, can dash from side to side to dodge, boost and so on. Below on the battlefield you’ll have a few minions that can be ordered around with simple commands – and to win, you’ll need to make solid use of both your individual abilities and those of your companions below.

    While there is that Brutal Legend comparison, Disintegration is plainly trying something all-new, and a lot has gone into making this feel natural. In this demo I got to play two rounds of multiplayer. While I at first fumbled with the concept of controlling both my character and the squad at the same time, the controls are remarkably simple, with pretty standard shooter controls augmented to fit this experience.

    The squadmates you have are AI-controlled at their core, but you can order them to specific spots, to focus fire on a specific enemy with a single button press. You can also trigger unique abilities, which include attacks, buffs and debuffs or even healing, with a jab at a direction on the D-Pad.

    The challenge I faced in getting to grips with Disintegration was nothing to do with the controls, in fact – they’re well-designed, only fiddly in the unfamiliar way that first using analogue sticks was fiddly back in the Nineties. Rather, the challenge comes in learning to compartmentalize your mental processes – you’re now micromanaging a squad as well as worrying about a player character unit, and that’s an interesting dynamic.



    Even by my second match it was beginning to click, however, with bumbling, uncertain targeting and execution of my squad’s abilities swapped for slicker, faster commanding. With a bit of practice, people will probably be able to order the squad around without stopping shooting at all.

    While Disintegration has a full single-player campaign with a deep lore that was the first thing developed, the demo for this first hands-on was a five-on-five multiplayer match. Each player launches in with a hoverbike-riding character and a squad of two to four minions. A basic capture the flag affair, this mode actually turned out to be an ideal vehicle for demonstrating how the strategy layer really sets this game apart.

    For a start, you can order your squad and split apart from them a bit if necessary. This means a squad could be used to distract while you use the speed of your bike to scoot around to flank somebody. The bike-riding protagonist characters can’t interact with the flags either, so all you can do is order one of your squaddies to pick up and carry it back to the win-point. All the strategy of capture the flag is present otherwise but it’s amplified; there may only be ten real players in the match, but there’ll be thirty-plus characters in battle when all are counted. It gets hectic, and in a good way.

    This simplistic strategy layer works, and in a multiplayer environment it quickly escalates to not be so simple at all. Everything is further complicated by the fact that for multiplayer there are various classes of protagonist each with their own unique load-out of squad members and abilities – so there’s a strong foundation for an interesting meta there, too. Already I can see this game fostering a strong competitive community.



    The only major criticism I could level at this early hands-on is something that one might get used to – the floaty nature of the bike. As a hovering vehicle it doesn’t have any tactile feedback from the ground, and so moving around even in the heat of battle often feels a bit like you’re lazily drifting and like there’s a lack of feedback.

    Disintegration is a difficult game to describe because there’s nothing else quite like it, at least that I can think of. At times, dashing about and looming over the battlefield on my bike while smaller units skirmish below brought to mind Titanfall, while the manner in which the squads move about with you and hassle on your behalf feels a touch MOBA. When you end up in a one-on-one showdown with another player, the dance between the bulky levitating bikes begins to resemble a spacefaring dogfight. And then there’s the Halo influence – in shooting, in sticky grenades, in enigmatic, masked protagonists.

    A video game doing something truly new across the board is pretty rare, and so Disintegration automatically deserves some credit. What it deserves more credit for, however, is finding a way to make this new formula work. This first demo is plainly early, but it’s a very promising proof of concept indeed.
    bron
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    Disintegration Looks Like Destiny But Definitely Doesn't Play Like It



    If you follow video game news relatively closely, you probably know Disintegration as “that upcoming game by one of the co-creators of Halo” or “that game that looked a lot like Destiny in its reveal trailer.” In reality, however, the similarities are only skin-deep.

    Disintegration, a production headed up by former Bungie creative art director Marcus Lehto, was playable at PAX West in Seattle over the weekend. Curious about what it actually was, I took it for a quick spin. While I found the mid-match action to be relatively straightforward, explaining it is a whole different ball (read: hover bike) game.

    Unlike in Destiny or Halo or any other game with big moody cyborg energy, Disintegration doesn’t toss you into boots-on-the-ground skirmishes against tenacious sci-fi foes. Don’t get me wrong: There are plenty of enemies to shoot, but your boots just aren’t on the ground. Instead, you pilot a hover bike above the action while simultaneously issuing commands to a small squad of NPC units who fight alongside you. In the 5v5 multiplayer mode I tried, players—each with hover bikes and robo-armies of their own—squabbled and skirmished over the energy cores that they needed to deliver to a drop-off point.



    I’ll admit that I was initially surprised and a little disoriented after coming in expecting something more traditional. During my first match, I felt awkward hovering above an arena my brain told me I should’ve been running around in. The bike itself, meanwhile, felt floaty—both in the sense that it, you know, floated and in that it had a slippery sort of momentum to its movements.

    The ensuing battles were chaotic. Players fired on other players and squads alike, while squads dutifully followed suit. The action was hard to read sometimes, with flashy effects and plentiful units throwing up static that interfered with my split-second decision making. I’d find myself frantically flicking between abilities and targets, only to suddenly get shot down because while my grav cycle was in the thick of things, my head was in the clouds.

    It took a change in my frame of mind to right the course. While Disintegration might share some visual motifs with Destiny and, to a lesser extent, Halo, Lehto told me that it began life as a spiritual successor to Bungie’s ‘90s real-time strategy series Myth. Lehto and his team decided, however, that they didn’t want to get lost in the shuffle of a genre that is enormous and legacied, but also no longer in vogue. Thus, the shooter elements and hover bikes.



    But while you’re bobbing war-fully over Disintegration’s dilapidated battlefields, it still helps to think like you’re playing an RTS. You don’t need to be in the thick of the action to be effective. With a simple press of a button, your squad will go where you command it and contextually decide whether to move, grab an objective, or mount a full-on assault on a particular target.

    Each squad and bike is also linked to a different faction, granting you different stats and special abilities based on who you choose. I liked the group of robots who dressed like medieval knights. My bike could hurl ballista-like spear blasts at people. That was fun. The rest was about picking my battles and doing in other people’s squads before they could melt mine. I never felt fully comfortable with the game, but during my second match, I felt far more in control than during my first.

    It turns out that genre-mashing multiplayer antics are just the tip of Disintegration’s iceberg. It’s also going to have a single-player campaign about human beings surviving in robot bodies after environmental and technological cataclysms have ravaged the planet. The player characters are trying to win their human bodies back from a militantly transhumanist faction, and you and your buddies aren’t super soldiers. Despite their meticulously engineered mechanical bodies, your ranks are made up of teachers, journalists, mechanics, and other regular folks who just want to live regular lives, Lehto said. That seems like it could make for some very interesting story and character dynamics.



    But there’s still the elephant in the room: visually, the game kinda looks like Destiny in places—when it comes to character design, if nothing else. Why cover such a unique game in what could be perceived as somebody else’s coat of paint? Lehto replied to that question by saying that what we think of as Destiny style is really Lehto style.

    “It’s a fair comparison to make, especially when you consider the fact that I was one of the core individuals developing the entire aesthetic style of Halo and a good bit of Destiny at the very beginning,” he said. “That’s my style, that’s my blueprint. It’s like what you’d expect from any good director: a certain kind of vibe from the movie that you’re gonna go see. The same thing is true with games. The kind of game I’m making is the kind of game I like making.”

    People, however, aren’t necessarily going to know all of that history upfront. Still, Lehto isn’t bothered by the comparisons.

    “It’s fine,” he said. “I expect it, first of all. I think our game also has more of a honed-in aesthetic as far as the type of characters. When you look at them side by side, they’re extremely different. There are limited exact similarities between the two. Like, yeah, they have a robot. We have lots and lots of robots. Lots of games have robots.”
    bron
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