Content by Games
Most content at rampancy.net is tagged with an association with one or more games; usually a game by Bungie Studios (formerly Bungie Software Inc.) or by another developer with connections to Bungie (Wideload, A Certain Affinity, Wingnut).
Here you can choose one game and browse site content related to that game.
Can someone write/transpose "finish the fight" to cello notes(f-key). That would be great!
This is my transcription for 'Requiem' from Halo 4 (the track that plays when you see the tall Forerunner structures as you leave the wreckage of 'Forward Unto Dawn'). The chords were difficult to figure out, so I did my best to stay accurate to the piece.
String arrangement for Halo 4: Lasky's Theme.
Through the efforts of Man Up Time Studios, Bruce "Hippieman" Morrison and Mark "Have Blue" Levin, the classic Bungie FPS game Pathways Into Darkness lives again, available for free in the Apple App Store for computers running version 10.6 or higher of OS X.
For their work in making this ancient artifact available to modern audiences, Bungie's Community Focus this week is on Man Up Studios.
Originally released in 1993, the game predated the Marathon series and tasked a lone soldier with transporting an atomic weapon deep into an abandoned jungle pyramid in order to prevent a sleeping god from awaking. For the game, go here. For information on the game, go here to the excellent fansite, pid.bungie.org.
Craig Hardgrove, who is a planetary scientist working for JPL and also a Bungie fan from quite aways back, has written an article for Guardians of Destiny, talking about why he loves Halo, why he hates Call of Duty, and what he hopes to see in Destiny. (Hardgrove is also a fan of Bungie's Marathon series and even did some remakes of the game's music.)
Here's my arrangement of the Halo Theme for plucked orchestra.
The file includes:
- mandolin 1
- mandolin 2
I hope you'll enjoy!
Ask me if you have any questions about my sheets
This is my piano transcription for 'To Galaxy' from Halo 4.
It seems there were some uploading issues last time so I've reposted this.
I've added a gallery of screen captures from Bungie's GDC 2013 presentation. Whenever possible I've left out concept art and other images that have previously been released, focusing on presentation slides and other materials that have not been seen before. Keep in mind that a good deal of what is shown is from various points of Destiny's development over the past few years and may not represent the final shipping game. Translation: No Tiger Man for you.
Bungie's latest Community Focus features the Guardians of Destiny, makers of the excellent Guardian Radio podcast. Bungie also points out that the latest Guardian Radio episode features JPL scientist and Bungie fan Craig Hardgrove, whose work is also going to feature in a future episode of Anger, Sadness and Envy, coming up (hopefully) soon...
In the Bungie Mail Sack this week, Deej addresses the burning question: Is there bacon in Destiny?
I can neither confirm nor deny if swine survived the collapse of the Golden Age. Humanity’s luxury for consuming pork is a mystery that you will have to unlock as a player of the game.
That and many other deep and philosophical questions are answered in the Mail Sack.
This is my transcription of 'Belly of the Beast' (from the Halo 4 soundtrack) for piano.
Umbra Software, makers of Umbra 3, have put up a blog post about how their middleware is being used for world creation and rendering in Bungie's Destiny. They'll be doing a presentation on it at GDC this year as well.
Nope, not doing one.
Bungie's latest Mail Sack is up. Here's a highlight:
MastaSin In Destiny, can we play as the aliens or are we locked to the human race? And if we are, why are we locked to the human race? What's the reason?
Deej Not all of the aliens in Destiny are evil, just like not all humans are good. We’ve barely scratched the surface on the character and customization options you’ll have access to in Destiny, but we’re not going to dig in any deeper today.
I believe one of the early IGN stories seemed to indicate that players would only be humans, but this seems to cast a bit of doubt.
Kapowaz over in the DBO forum summarized the feature on Destiny from Edge Magazine. It seems the game will feature named weapon drops, like Borderlands, as well as weapon models generated procedurally from ingredients, perhaps like the weapon mod system from Mass Effect.
The article seems to soft pedal the possibility for solo play, kapowaz says, even though it has been recently confirmed that players will not be forced to play coop if they don't want to.
Dean Takahashi over at VentureBeat has posted a walkthrough essay and some photos of Bungie's studio where Destiny is now being made. Not a lot of new material, but until Bungie speaks at GDC there might not be too much more.
You can never truly know a game until you play it.
Seraph, from Matrix Reloaded
Okay, so I'm paraphrasing, but the point stands. Right now we don't know much about Destiny, but it might be pretty difficult to say we know anything at all. I'm starting to get a sort of pleasant feeling of deja vu, and wondering what it was we thought we knew about Halo when it was first revealed. Our first glance at the game back then was more substantial back in the summer of 1999, when Steve Jobs welcomed Jason Jones on stage to show Halo running live, in real time, using OpenGL, on a Macintosh. He then said it was coming out on PCs and Macs next year.
The rest is history.
Perhaps Bungie showed more of Halo back then than of Destiny now because they honestly thought they were closer to releasing Halo than they really were. Possibly they felt they had to generate some hype for the game. Despite being an award-winning cross-platform developer, it's hard to say that Bungie commanded the kind of attention before that game's release in the Macintosh gaming market that they have occupied in the console world ever since. Now, independent from Microsoft, without the need to serve the well being of the Xbox platform over and above all else, the players on Sony's platform may now be their thrall as well, and after that, who knows, perhaps those on Macs, Windows, and even Linux, iOS and Android. Bungie would appear to have big plans for Destiny.
It's not the first time Bungie's had big plans, though, and things have a way of taking on a life of their own. In particular, some of Bungie's plans for Destiny remind me of what I always guessed were Bungie's original plans for Halo...
While the game may require a constant Internet connection to run, it does appear that you will have the choice to avoid online cooperative play if you wish.
You won’t be required to partner with strangers to achieve your goals in Destiny. You’ll have all the freedom you need to blaze your own trail.
--Deej, Bungie Mail Sack
You can play Destiny solo, but we believe that everything fun to do in Destiny is more fun when you’re playing with friends.
-- Pete Parsons, Bungie COO
In response to some problems people were having with the in-browser podcast player, I've made some changes to the individual podcast entries as well as to the podcast page.
The new player is HTML5 and Flash hybrid that should work on desktop browsers as well as mobile devices. The podcast page has all podcast episodes, newest to oldest, both audio and video, and all should play in the browser. If anyone is still having a problem, send me a PM and let me know what OS, browser, and device you're using.
UPDATE: Also, for info on all of the contributors to the Anger, Sadness and Envy podcast, check our Podcast Contributors page.
David Candland of Bungie reminds all the fans via Twitter that there's only one place to go if you want to beta test Destiny, and it's here:
Some unofficial sites have been purporting to offer beta access. I won't link to them, but Candland says using them will only "end in heartbreak".
Shaun McInnis, GameSpot Editor, has penned an article spelling out exactly what Bungie's new game, Destiny, is-- and is not:
"These are living, open worlds with evolving stories, changing time of day…and every one is full of players," says engineering lead Chris Butcher. "Destiny is an always online experience, but it's not an MMO."
Butcher is a pretty straight shooter-- plus there's no subscription fee, so there's that. Check out the full article to see what else will or won't be in Destiny, according to GameSpot.
John Gaudiosi at PCWorld interviews Bungie's COO, Pete Parsons, about Bungie's new game, Destiny. In the interview, Parsons again confirms that an element some fans were worried would be omitted is in the game-- namely, solo play:
We want players to tell their own stories. We’re going to give them the ability to customize their character, and their experience. Then they’re going to go on epic adventures with their friends. You can play Destiny solo, but we believe that everything fun to do in Destiny is more fun when you’re playing with friends. It’s that unpredictable human element that will create the most important moments in Destiny.
The game may need to be online all the time, but it looks like you'll have the option of playing by yourself if that's what you want.
Over at DestinyHub thesirchelios has written an article guessing at what we might expect from the different classes and factions of Destiny. So far there appear to be three known human Guardian classes (Hunter, Warlock, Titan) and five factions (Dead Orbit, Future War Cult, New Monarchy, Osiris and Seven Seraphs).
Myself, I'm guessing that factions will be how Destiny implements clan functionality. This would have the effect not only of integrating faction warfare into solo, coop and vs multiplayer, the way it does in Eve Online, but avoid some of the logistical challenges of maintaining clan lists.
A good deal of new information about some of the alien races in Bungie's Destiny in this week's Mail Sack. Here, for instance, is some really interesting stuff about the Fallen from Urk:
I fell in love with the Fallen all the way back in 2009. Partly because there’s just something wonderful about the idea of a nomadic race of once noble houses now scattered to the solar winds. Partly because there’s something primordial and instantly terrifying about squaring off against an unpredictable Fallen Captain, his tattered crimson cape draped over a set of four splayed and angular arms that bristle with sleek firepower.
Sounds like an interesting blend of Dune's Landsraad, Mass Effect's Quarians, and Unreal's Nali. Also sounds like they all have four arms.
Deej over at Bungie.net points the spotlight at the newest entry in the Bungie.net family of fansites: Destiny.Bungie.Org and its staff.
Steve Peterson at Gamesindustry.biz has put up a Photo Tour of the new offices Bungie is developing Destiny in. Of the things I didn't know about the building, this one was the most interesting:
Parsons related how they had to use the second-largest crane in the country to lower the refrigeration units onto the roof; he said they were afraid they'd have to use a helicopter, which would have meant shutting down a wide area of the city, but fortunately that wasn't needed. Refrigeration and air conditioning are important due to the massive server infrastructure required by Bungie's operations; six huge units occupy much of the roof space.
Sounds like Bungie has big infrastructure plans around Destiny, far more than just XBL matchmaking.
Over at Gamasutra, Shay Pierce wrote a piece entitled Game Designers and the Four Tribes of Artists, and then Sara Gross (also at Gamasutra) wrote a piece called Indie Elitism, partially in response. Response to what? Well, apparently Pierce had read some conversations on Twitter in response to Bungie's Destiny reveal that were a bit less than positive:
A few days ago when Bungie did their first reveal of "Destiny", my friend and former co-worker Josh (who is working on Destiny) was expressing some frustration on Twitter. Josh is a big fan of indie games, and was frustrated because many of the indie game developers he respects were seemed to be expressing immediate disdain for the game.
Josh in this case is Bungie's Josh Hamrick, of course. Pierce started in on how the indie game community has a bunch of snobs in it, but Gross apparently thought Pierce took it too far, or perhaps not far enough, or not quite in the right direction, and anyway ended up here:
I see no reason to vehemently snub the things that shaped gaming as we see them today. Why not embrace them - appreciate what they did for us? Some were pioneers once too. Before they made AAA titles, they made games in their parents’ basements, lived on pre-packaged garbage foods, and suffered obscene deadlines to help their creations see the light of day. They started somewhere too. AAA developers aren’t so different from us, indies.
... and linked to this.
VentureBeat's Dean Takahashi has interviewed Bungie COO Pete Parsons about his role with the Halo and Destiny franchises originated by Bungie. Quite a few interesting tidbits in there, but perhaps the most interesting one reaffirms the origins of the idea behind the new IP:
Destiny is very much a product of everybody at Bungie, but its inception comes from Jason [Jones, co-founder of Bungie]. This is very much a vision that Jason has. Then, he gathers a small group of really talented people who have been here a long time, and they begin hammering on it. It's had multiple incarnations until it finally landed into what it is today. That's fun to watch. Not just on technology, but art and story. [...] As naive as this may sound, if Jason believes in something and he's ready to go for it, I'm in.
Last week we saw that Bungie alums Alexander Seropian (Marathon, Halo, Stubbs the Zombie) and Brent Pease (Oni) had formed a new group, Industrial Toys, working on a mobile shooter, Morning Star, bearing more than a passing resemblance to everyone's favorite green cyborg and purple AI girl game. Now there's an HD trailer, a two part documentary (one, two) up on their YouTube channel.
Unsurprisingly, the documentary is planned to have 7 parts.
String arrangement for Halo 4: To Galaxy from 2:08-end
Full Score for the Halo Reach live action trailer, Birth of a Spartan.
Polygon has a story about artist Joe Cross, who's done concept art for Dead Space 3 as well as for Bungie's upcoming shared world shooter, Destiny. That shot of the Pike speeding across the desert? That's his. What's more, he's doing other art for Destiny as well:
"I'm also doing a lot of the in game graphic design for Destiny," he wrote. "Graphic design is a passion of mine and an aspect of art that is under-valued or under-utilized in video games."
Deej attempts to boil down the takeaway from the last week of Bungie reveals: Destiny is an action game set in a mysterious world that you CAN play alone, but will be better well you play cooperatively (or competitively) with friends.
Also, mail sack.
Hey, can you make a MIDI file for High Charity Suite 2? Thanks