Destiny 2 concept armor

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Destiny, the live-service sci-fi shooter from Bungie—makers of games like Halo, Myth, Marathon, and the criminally underrated Oni—is having a moment. This week is the franchise's seventh birthday, and the announcement of Destiny 2's upcoming expansion, The Witch Queen, was met largely with praise from old-school Destiny fans and New Lights alike. But a franchise that's been around for this long doesn't just appear fully-formed. Its visual language and design have evolved over the years along with its story and its players, and WIRED spoke to the game's art team to learn how.

First of all, let's back up a bit. For those who don't play, Destiny is a sci-fi "looter shooter," where part of the goal of playing is to level up your character, take on more challenging combatants and puzzles, and, of course, get better loot in the process—usually in the form of armor and weapons. The story of the franchise can be convoluted at times, to the point where game developer and speaker Rami Ismail wrote a 50+ tweet thread recapping the entire story. (He also turned it into a YouTube video, if you'd prefer to catch up that way.) And, full disclosure, I've made no secret about exactly how much I play Destiny 2.

But part of having such a long-running story—to the point where, at some points, players weren't really sure where it was going to go next—is that the game's writers, artists, and developers have the flexibility to take you to places both slightly familiar, like the postapocalyptic overgrown wilderness of Old Russia or the European Dead Zone or the partially terraformed landscape of the Jovian moon Io, to the foreign and mysterious, like the gleaming but cursed Dreaming City and the always dark, always dangerous Ascendant Plane. Each of these destinations has to be fully fleshed out before they can be turned into places you can go in-game.

The art team at Bungie that brings those places to life just shared several pieces of never-seen-before concept art for Destiny and Destiny 2 in a blog post. They also gave WIRED early access to the artwork, including original designs for player characters that reveal a more sleek, futuristic approach to what Guardian armor would have looked like, and a very familiar-looking character labeled "Rogue," which looks a lot like a Hunter.

"I don’t think people know how close player faces were to being cut in the original Destiny. It was very much a passion project between a few individuals to stand that up and make it happen."

Shiek Wang, Art Director

We also see art for destinations like a Cabal facility in the European Dead Zone, a decaying engineering facility slowly being reclaimed by nature, and a destination that looks like Nessus, terraformed into cubes and rectangular pillars by the Vex. We even see a Vex-controlled subway system, complete with a train whose locomotive looks like a giant Vex Goblin head. (I asked the Bungie art team if we'll ever see a Vex train, and they declined to comment. It's OK, I get it; you're keeping your options open.)

So much of Destiny's art philosophy and visual language has changed over time, and I asked the art team how they managed to stay true to the roots of the game and the overall feel that drew people into the world over so many years.

This interview has been lightly edited for clarity.

WIRED: Specifically, what does your team work on? We see lots of concept art of characters and places, but do you all also work on weapons, armor, ships, and vehicles?

Shiek Wang, art director at Bungie: Yes, yes, and yes! Anything that requires some visual representation in the game, the art team is responsible for. This also includes but is not limited to VFX, animation, lighting, UI, and skyboxes. All of these come together to help build a cohesive visual experience for the player.

WIRED: The look and feel of Destiny 2 have evolved significantly over the years. So much of the art that’s driven the game has created a wonderful sense of scale and depth to worlds that are just familiar enough but feel futuristic and alien to players eager to explore them. With The Witch Queen, Lightfall, and eventually The Final Shape, what challenges do you see in creating that visual language that’ll keep players excited for the places they’ll eventually visit?

Michael Zak, art director: The earlier years of Destiny’s artistic development were focused on establishing the ground rules for the universe. We wanted to build out a coherent world that mixed both fantasy and sci-fi themes, and offered a broad possibility space for the kinds of visuals that made sense there. While the majority of the world was lost to the passage of time and the encroachment of nature, we still wanted it to be beautiful and feel like a place worth spending time in and caring about. Likewise, we endeavored to establish clear thematic identities for our player Guardian classes, and enemy combatant factions. In more recent releases and into the future, we are leaning harder into more specific themes, as we find it fun to be able to do “our take” on familiar but different genres. We hope that these deeper, more specific thematic dives will keep things fresh for the players.

WIRED: Speaking of that visual language, how do you see it having evolved over time? Some of the earliest concept art for Destiny 2 leaned in on the kind of “barely holding together” energy of the spaces that players were going to explore, but also had a kind of well-loved, slightly dirty vibe, while places we’ve been able to explore since like The Dreaming City (especially now in Season of the Lost) are brighter and more enchanting. Without telling us too much, where do you think that language is headed?

Zak: It’s really important to us that the world of Destiny can offer incredible variety in terms of mood, tone, color palette, etc., but it all still makes sense and feels coherent. So it’s less about evolving the entire suite of content in a single direction over time, and more about constantly curating the broader set of places and characters to be dynamic and interesting.

WIRED: A common refrain I hear from other Destiny players is that the entire atmosphere of the game kind of feels “bleak, but with moments of optimism.” Would you guys agree that’s the case? If not (and I’m assuming not!) how would you describe the overarching design philosophy when you’re fleshing out potential destinations, armor sets, ships, and weapons for the game? Is there more to that vibe that players often miss that you wish we would pay more attention to?

Christopher Barrett, game director: We described the original art direction and tone of Destiny in the following way:

80 Percent Beautiful but Mysterious.

  • The world of Destiny is not depressing, macabre, boring, cruel, or squalid.
  • Nature ascendant over humanity creates a beautiful but lost world to explore
  • Familiar objects and themes can be juxtaposed in ways that are surprising and mysterious.
  • Fantastic Space: Space is full of majesty and wonder, amazing things, and beautiful visuals. It is not an empty airless vacuum of nothingness.
  • Places are memorable: The world is beckoning to our players with mystery and wonder, inviting exploration and promising treasure beyond imagination.
  • Possibility invokes curiosity. I see a place and I am enticed to explore it or I can perceive an entrance to possibility there.
  • Places are rich that you want to visit time and time again.

10 Percent Bright and Hopeful.

  • Hopeful is driven through the theme of the City, player fiction, and player motivation.

10 Percent Dark and Scary.

  • The exception can take the player into uncomfortable spaces for short periods of time.

WIRED: The early guardian designs [above] look much more rounded and smooth from a sci-fi perspective, and a little less the kind of rugged, cobbled-together, and hard-edged armor aesthetic that we have in the game now. What influenced the decision to drop the more form-fitting sci-fi powered armor style in favor of the more rough-around-the-edges designs we have in-game now, similar to the "rogue" concept, which looks a LOT like a Destiny 2 Hunter?

Wang: We were really inspired by a lot of anime armor designs back then and it wasn’t until Jaime Jones and Ryan Demita helped us bring a lot of these languages together in a way that we could call our own. The intention was to always have it feel like a blend of science fiction and fantasy with a bit of age to bring that relatability home. These early explorations leaned too far into one area and not enough in another. The more artists we threw at the problem allowed us to bring in new fresh perspectives and takes that eventually helped us refine the look and feel of the guardians.

WIRED: The early "hive troop" piece [above] looks like at some point the Hive was supposed to be a little less chitinous and insect-like, and originally more human-looking, even wearing clothing like cloaks—what killed that design idea?

Wang: As ideas continue to get refined, we started to understand what separated the combatants apart from each other. Fallen were the alien pirate spiders, Vex were time-traveling mercenary robots, Cabal were the space empirical alien pachyderms, and Hive were the space zombies. Given that the Fallen started to fill that more insect-like category, we pushed the Hive to be more calcified space zombies. Almost all of the choices were weighed against each race just so we are being clear about which visual levers to pull to make them divergent.

WIRED: Tell me a little about the "infinite discovery" piece [top of the article]—we see a person, ostensibly human, in a spacesuit with really interesting robotic looking fingers—was that just a concept in terms of like, the galaxy being at your fingertips, or was this a look that was at some point planned for the game?

Wang: We were so early in development here that we were just tossing out what it meant to be Destiny. This one was imagining what it would be like if near future humans discovered pocket universes and how that would feel. Could it ever play into a theme in Destiny? It never materialized in the same way but we have done many-dimensional bending realms in Destiny 2 that have blown past beyond what this image even implies.

WIRED: When you see the way your designs have been interpreted in the game world, and you see players riding their sparrows across landscapes you designed, do you feel like it’s been faithfully represented? What are some of the challenges that go into bringing concept art to the actual game design table and working with the developers to make your work “real” in the game?

Dorje Bellbrook, principal artist: The environment art team on Destiny is made up of incredibly talented and technically capable artists. My concept art for Hive and Vex environments and the Cosmodrome were suggestions and explorations that I hoped could inspire artistic solutions. In the end however, the environment artists were the ones who had to view the project from all angles and polish the landscapes with their world-class attention to detail. I feel proud to have had some input in the art direction of Destiny, but I know that it was the production artists who really made it sing.

WIRED: And just for fun: What are some of the toughest design jobs you guys have had to work on in the game that you don’t think players know about?

Wang: I don’t think people know how close player faces were to being cut in the original Destiny. It was very much a passion project between a few individuals to stand that up and make it happen. Because it didn't offer any sort of direct gameplay, we had to prove that it could work or it would not make it. The winter before the year of the alpha/beta release was the critical moment in which we had to prove that it was worthwhile for us to keep spending personnel time on. Luckily with a tremendous amount of effort from very talented and passionate artists/tech artists we were able to pull it off in the winter build and demonstrate its possibility. I’m very proud of the facial features we did in D1, but up until that build, it was a very nerve-wracking effort of a lot of time spent and shaky grounds!  

Bungie has said that Year 7 of the Destiny franchise will bring more surprises, as well as Bungie 30th anniversary celebration in Destiny 2. In the next few years, we'll see what Bungie called “the conclusion to the Light and the Darkness saga,” or really, the conclusion of the ten-year story so far that's driven the game forward. They've also said that conclusion is by no means the end of the Destiny saga, and we only have new places to go from here. We'll have to see whether or not any of these old concepts are reprised in the future. 

After all, game artists and developers love to go back into the archives, find amazing projects created earlier in a game's development or inspiring concept art, and then bring it back to the table for future expansions of a game or story beats that haven't been written yet. You never know, someday Destiny's next major story expansion could include sci-fi power armor, human-like Hive, or a Vex subway train.


More Great WIRED Stories

Sours: https://www.wired.com/story/behind-the-art-and-atmosphere-of-destiny/

"Dinosaurs Win!" In Destiny 2's Festival Of The Lost Ornament Set Survey

By Charles Burgar

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With over 200,000 votes cast, Guardians have made it clear that dinosaurs are cooler than monsters in Destiny 2.

Last week, Bungie announced a voting poll that let players decide which armor set would appear during Destiny 2's 2021 Festival of the Lost Halloween event. The choices were between a movie-themed monster set or a dinosaur-themed armor set. To no one's surprise, the dinosaur armor set won by a landslide.

Related: Destiny 2 Glitch Lets Players Solo Taniks, The Abomination

According to Bungie's latest blog update, 81 percent of Titan mains that participated in the poll voted for the dinosaur set, dwarfing the measly 19 percent vote for the monster set. This wasn't a small poll either; over 200,000 players participated.

Those that preferred the monster set shouldn't lose hope, however. Bungie has stated that the monster set could be brought into the game sometime in the future. Considering that Festival of the Lost starts in October, there's a good chance players won't see this armor set until next year at the earliest.

For those that haven't seen it, here is what the dinosaur armor set looks like:

Pretty snazzy, huh?

Here's what the monster set looks like, for comparison:

Now it makes sense why 81 percent of Titan mains wanted the dinosaur set.

While dinosaurs don't have a strong connection to Halloween, there's no denying that the dinosaur set is one of the most unique armor sets Bungie has designed for Destiny 2. The potential for playing dress-up with these armor pieces would make any fashion enthusiast giddy. Festival of the Lost can't come sooner.

In other news, Bungie has announced that Stasis will receive some major PvP-centric nerfs pertaining to the Slowed debuff, Shatterdive, and Titan's Glacial Quake Super. Some substantial bug fixes were announced as well. Dunemarchers' Exotic perk is getting fixed, and Trials of Osiris will be reenabled starting tomorrow. For those out of the loop, Trials of Osiris was indefinitely disabled due to a win-trading exploit the player base uncovered. It seems Bungie finally found a fix to the issue.

Expect the bug fixes to drop next Tuesday. The Stasis PvP balance changes are slated for March 23, although Bungie stated that it could be delayed if issues are found during playtesting.

Next: The Destiny 2 Win Trading Conspiracy Has No Simple Solution

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Shiny Zacian And Zamazenta Are Coming To Pokemon Sword & Shield Via GameStop

Pokemon Sword & Shield players in the US will need to visit GameStop to get shiny variants of Zacian and Zamazenta.

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Charles Burgar (778 Articles Published)

Charles Burgar is an expert on all things tech and gaming. Graduating from Pikes Peak Community College in 2018 with an Associate of Science, Charles has spent his time dissecting popular video games, movies, and technology. With an understanding of games for as long as he can remember, Charles has a large interest in understanding what makes things fun. He is currently a Freelance writer for TheGamer and Game Rant.

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Sours: https://www.thegamer.com/destiny-2-dinosaur-armor-set-wins-community-survery/
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Destiny 2 transmog: Armor Synthesis cost, cap and upcoming changes to transmog in season 15

Destiny 2's transmog system is one of the most anticipated features coming to the game.

Transmog - short for 'transmogrification', and also known as 'tmog' by the community - is a term used in online games such as MMOs to change the appearance of an armour piece to another.

The concept was first introduced to Destiny 2 in 2019 alongside the arrival of the 'Armour 2.0' revamp with the Shadowkeep expansion as part of Universal Ornaments, allowing you to adopt the appearance to only a select few cosmetics.

Developer Bungie rolled out this feature in full with the Armor Synthesis system as part of the Season of the Splicer, allowing you to fully customise your appearance. But in a classic Destiny fashion, it isn't as simple as it sounds.

On this page:

What is transmog in Destiny 2?

Armor Synthesis, which is the official name of Destiny 2's transmog system, allows players to change the appearance of their equipped armour to another, without sacrificing stats, perks and other unique traits.

Unlike the past Universal Ornaments system, which only allows you to change armour to select cosmetic appearances from Eververse and events, this lets you to adopt the appearance of any armour you have collected.

destiny_2_transmog_armor_synthesis_7

For example, you have a Raid armour set you really like to use for its stats. But, there's a Trials set you prefer to appearance of, the Armor Synthesis system allows you to keep the Raid armour equipped, but make it look like the Trials set.

How Destiny 2's Armor Synthesis 'transmog' system works

So, what does the new transmog system entails? Well, the step-by-step provided by Bungie is a tad confusing, to say the least, but we'll use it as a foundation to explain the basics to get you started:

  1. First, you'll have to defeat enemies to earn Synthstrand
  2. Once you have collected at least 150 Synthstrand, you can take on bounties to earn Synthcord
  3. Synthcord can be used at the Loom in the Tower to obtain Synthweave
  4. Lastly, Synthweave is used to convert an unlocked Legendary or lower armor appearance from Collections into a Universal Armor Ornament.
destiny_2_transmog_armor_synthesis_13

Players can also purchase Synthweave Templates from Eververse through the Guardian Appearance screen, with the option to buy a single Synthweave or a five-piece bundle, essentially bypassing the above process.

A single template will cost you 300 Silver, whilst the template bundle costs 1000 Silver. For reference, 500 Silver costs £4.79 in the UK. In order to avoid mistaken purchases, it's confirmed templates can be applied to any class.

How to unlock Armor Synthesis in Destiny 2

Bear in mind the above won't happen automatically, and instead you'll have to go through a rather simple mission first to unlock transmog.

Start by visiting Banshee-44, who's located just in the way to the Bazaar if you land on the Tower's courtyard. He will give you the 'Armor Synthesis Introduction' questline. Accept it and let's get on moving. Say hello to Ada-1 in her brand new (and cool-looking) base, and she will task you with retrieving research data from Europa's surface.

destiny_2_transmog_armor_synthesis_8

Thankfully the exact location is signalised on the map. Head west towards the Bray Exoscience area, and then all the way downstairs. You will stumble upon a couple small enemies, so nothing to worry about. Push through to the terminal to interact with it, and you'll obtain the first quest item.

Then, you'll have to find a processing unit, which happens to be just on the other side of the room. Sprint towards there, open any of the doors available, and you'll see it laying on a table.

destiny_2_transmog_armor_synthesis_9
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Once you've grabbed it, Ada-1 will tell you to report back to her at the Tower. After a brief conversation, you'll have to interact with the Loom, which is that massive device just behind Ada-1. Lastly, talk to her again to finish the quest - and start a new one, Tying it All Together.

How to make your first ornament in Tying it All Together explained

Once you're done with the introductory tasks, Ada-1 will grant the Tying It All Together quest. Just by accepting it you'll receive one Synthweave per class for free, which is used to create and apply Ornaments.

destiny_2_transmog_armor_synthesis_12

In order to make your first ornament, head towards the Appearance Customization screen (found by pressing 'S' on the keyboard or Down on the D-pad from the gear screen, then selecting the top right icon).

destiny_2_transmog_armor_synthesis_14
destiny_2_transmog_armor_synthesis_15

Select any Legendary equipment, and a list of ornaments will be displayed. Take your pick, which will cost 1 Synthweave, and unlock it. (Spending a Synthweave is required to complete the Tying it All Together quest step.) In case you were wondering, yes, you can also preview multiple pieces before making your choice.

From there, all that's left is to equip your new ornament - and to start accumulating Synthstrand, Synthcord and Synthweave for more armor changes.

Destiny 2 transmog cost, Armor Synthesis cap and other restrictions explained

Whilst the previous section covers the basics, there are a number of caveats and exceptions to keep in mind:

  • If you happen to pick the wrong bounty, some - but not all - Synthstrand will be refunded if you choose to abandon it, so make sure to keep this in mind so your efforts don't end up going to waste.
  • There is also a limitation on how many Synthweave players may gain per Season. Under the current cap, players can earn up to ten Synthweave per class. That being said, Season of the Splicer (which runs from May 11th to August 24th) allows players to earn ten additional Synthweave per class, so a total of 20. These can be used to convert four full sets of ornaments, or 20 individual items.
destiny_2_transmog_armor_synthesis_1
  • Now, these Universal Ornaments obtained from Armor Synthesis may only be applied to Legendary armor pieces. As a result, the appearance of Exotic armor pieces can't be altered. Bungie stated this decision comes from wanting for "players to quickly identify and understand what Exotic perks a player may have in all activities."
  • Another exception is some Year-1 armor ornaments won't be present due to "technical constraints," but solutions are in process for a "future Season". You can find the full list of what's missing below:
    • Year 1 Vanguard sets
    • Year 1 Crucible sets
    • Year 1 Iron Banner sets
    • Year 1 Faction Rally sets
    • Year 1 Prestige Raid sets
    • Year 1 Trials of the Nine sets
destiny_2_transmog_armor_synthesis_5
  • Ornaments can still be applied if the base armor piece is from an activity that the ornament originates. For example, players who own Crucible ornaments from Curse of Osiris can apply them to Crucible armor pieces at no cost. However, these ornaments can't be applied to Seasonal armor.
  • If you were wondering about armor appearances from 2018 and 2019 Solstice of Heroes events, these will be available for Armor Synthesis. That being said, glows won't be supported. If you happen to have Solstice 2020 armor glows, you will retain the white armor glow if it was earned during the event. Subclass based glows will continue to function on their Universal Ornaments as well.

Destiny 2's Shaders changes explained

If you're a fan of shaders, these will undergo their own set of changes as well. Up until now, Shaders are one-time use consumables that must be repurchased from Collections, in exchange of Glimmer of Legendary Shards.

Starting in Season of the Splicer, all unlocked shaders will be visible on the Guardian Appearance screen when hovering over the shader bucket. As of update 3.2.0.2, there is no Glimmer cost to applying shaders (previously it was 500 per gear piece, or 2500 as a set).

destiny_2_transmog_armor_synthesis_11

You will still be able to earn shaders through various activities in Destiny 2, or purchase them using Bright Dust or Silver from Eververse. With this new update, the cost will bump from 40 Bright Dust to 300 Bright Dust, so keep that in mind. It will continue to be a one-time purchase for the time being, and you'll find it in the Guardian Appearance menu when unlocked.

In celebration of the Armor Synthesis debut, an Eververse bundle will be available for Glimmer instead of Silver, if you fancy giving the system a go.

What are the changes to transmog coming in season 15 of Destiny 2?

If you have been disappointed by how rare drops can be or if you just find the task to be way more than consuming that you would prefer, fear not, as Bungie is aware of it.

On Thursday, June 22nd, the developer announced changes to transmog during This Week At Bungie. Starting on season 15, Synthstrand will disappear from the game. You'll be able to purchase bounties from Ada-10 at 10,000 Glimmer instead.

destiny_2_transmog_season_15_changes

As of now that's the only significant change being made to transmog, but Bungie says the team will be keeping an eye on it for further tweaks during the season. In addition, if your Consumables inventory tends to be full all the time, this will free one slot.

How Universal Ornaments worked previously in Destiny 2

Previously, if you wanted to change your armour ahead of the full transmog system, this was only possible in some cases using Universal Ornaments.

Introduced with Shadowkeep and the 'Armour 2.0' revamp, it allowed Armor pieces released from Year 3 onwards to equip Universal Ornaments, a type of cosmetic which changed their appearance.

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Universal Ornaments were mostly sourced from the Eververse and events, and didn't apply to armour you might earned in-game. An additional exception were Exotics, the appearance of which cannot be changed.

To equip a Universal Ornament, on the perks screen, you would scroll down where to it says 'Appearance' below.

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From here, you could make cosmetic changes - including equip Universal Ornaments, Shaders and if supported, Glows.

Sours: https://www.eurogamer.net/

It's Movie Monsters vs. Dinosaurs in Destiny 2 Festival of the Lost Armor Concepts

By Nicholas Pace

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Bungie puts forth two special ornament concepts for Festival of the Lost, and players will need to decide which makes it into the game.

Fans of Destiny 2 will have to make the ultimate decision, choosing between movie monsters and dinosaurs. Bungie has revealed new ornament concepts for the next Festival of the Lost, and players will have to vote to determine which come to Destiny 2.

A big part of the established looter shooter is customizing a Guardian's playstyle and looks. While Destiny 2 is set in a dark universe, there are still plenty of light-hearted occasions. Festival of the Lost takes place around Halloween and has come a long way since 2015. This time, Bungie is giving fans the choice to determine the available looks for this year's celebration.

RELATED: Destiny 2's 12-Man Raids Breathe a Strange New Life Into the Game

The upcoming ornaments take on the styles of two competing factions. Players can choose between either classic movie monsters or the historic dinosaurs that once roamed the lands. All three Guardian classes will receive a unique design regardless of the final vote. If going with movie monsters, Warlocks can expect a Creature from the Black Lagoon look. In comparison, Hunters can be the signature velociraptors of the ancient world. No matter the final decision, the costumes will be much different than in previous years.

To determine what set of costumes will be available later this year, players merely need to vote. To do so requires completing a short survey that Bungie has put up. For those wondering, it is only two questions so finishing it will not take long. Fans can check out both concepts and decide which makes it to the game. Once the Festival of the Lost starts in late 2021, the ornaments will be purchasable through Eververse with either Silver or Bright Dust. Make sure to vote soon though, because the deadline for the survey ends on March 8.

This is certainly an interesting direction for Bungie to take for this year's version of the event. Letting players vote on the next set of ornaments should result in some great discussion online about which is best. It also allows the developer to have a little more freedom to design crazy concepts for the event. Typically, Festival of the Lost armor sets were either mostly just masks of famous Destiny characters or colorful designs. Going with full-on themes like monsters and dinosaurs is definitely a step up compared to previous events.

Though, some hardcore Destiny 2 fans could find the designs unimpressive. They are rather stereotypical, and it is somewhat difficult to understand how dinosaurs relate to Halloween. Plus, with the sets available for Silver, it could seem like another way to push players towards Eververse unless they save for Bright Dust. In any case, the vote is a welcome surprise and should make the Festival of the Lost this year exciting.

Destiny 2is available now on PC, PS4, PS5, Stadia, Xbox One, and Xbox Series X|S.

MORE: Destiny 2's Removal of Sunsetting Is An Unprecedented But Welcome Change

Source: Bungie

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Metroid Dread's EMMIs Are the Weakest Element of a Solid Game

The EMMI were all over Metroid Dread's marketing, but unfortunately, they go against the game's design and aren't particularly interesting.

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Sours: https://gamerant.com/destiny-2-movie-monsters-dinosaurs-festival-of-the-lost-vote/

2 armor destiny concept

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In Destiny 2, the Dinosaur armor is stomping over the Monster armor. These two conceptual armor sets were released recently by Bungie, and players will get the opportunity to vote on which armor gets to be created for the Festival of the Lost seasonal event in October.

As you can see, the dinosaur armor set contains a T-Rex, Triceratops, and Velociraptor, while the monster armor set contains Godzilla, a Kraken/Fishman type monster, and a Cyclops. Although it's too soon to say, it appears that team dinosaur has built a formidable lead.

Destiny 2: Dinosaur Armor is Stomping Over Monster Armor

The Dinosaur armor has gained a lot of traction on social media so far. Upon its release Team Dino was trending in the top five on Twitter in the US, and it seems to be dominating the Destiny community on Reddit.

Even Luke Smith, the long-time game director for Destiny voiced his support for the dinosaur side. It also doesn't help that the 2020 Festival of the Lost also had a similar monster-themed armor set, with werewolves, vampires, and Frankenstein. Barring a drastic turnaround for team monster, it seems like Destiny 2 is gonna start feeling a lot like Jurassic Park come Halloween.

Sours: https://www.dbltap.com/posts/destiny-2-dinosaur-armor-is-stomping-over-monster-armor-01f02cqk9trs
Why Destiny 1 Armor looked Better than Destiny 2

Concept Artist Ryan Gitter has posted some of the concept art he created for Destiny 2: Solstice of Heroes. Be sure to also check out his concept artwork for Destiny 2: Curse of Osiris.

Link: Website | Instagram

Destiny 2 Solstice of Heroes Armor Concept Art Ryan Gitter paradeset2 front 001

Destiny 2 Solstice of Heroes Armor Concept Art Ryan Gitter paradeset2 back 001

Destiny 2 Solstice of Heroes Armor Concept Art Ryan Gitter paradeset2 badge 001

Destiny 2 Solstice of Heroes Armor Concept Art Ryan Gitter paradeset2 bond 002

Destiny 2 Solstice of Heroes Armor Concept Art Ryan Gitter paradeset2 cape 001

All images © Bungie.

Sours: https://conceptartworld.com/news/destiny-2-solstice-of-heroes-armor-concept-art-by-ryan-gitter/

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Guessing the view of her charms opening from below, a color of shame covered her face and her hand froze on the. Glass. Her first desire was to get down from the window immediately. In her thoughts, she called herself foolish and nonsense. But suddenly she felt that this situation turns her on.



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