X-Men: Destiny Message Board

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Posted by Joystiq Jan 02 2014 21:30 GMT
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Activision began the new year by removing several Marvel-licensed games from digital storefronts, including the six-months-young Deadpool. The departed Marvel assortment includes Spider-Man games Edge of Time, Shattered Dimensions, Friend or Foe, and Web of Shadows, as well as X-Men entries Destiny, Origins: Wolverine, and The Official Game.

It's unclear what prompted the removal from Steam, Xbox Live and PSN, although it was in the works back on December 21, when it was noted on the Facebook page for The Amazing Spider-Man game. Curiously, The Amazing Spider-Man remains on the storefronts, and Activision is still publishing the follow-up tie-in for The Amazing Spider-Man 2.

Activision Community Manager Dan Amrich confirmed the removal yesterday, but he didn't provide a reason for the superhero games going up, up, and away. We've reached out to the publisher for more details.

The expiration of a licensing agreement between Activision and Disney-owned Marvel is one possible explanation. Upon acquiring the comic book giant for $4 billion, Disney CEO Bob Iger noted his company was considering moving towards self-produced and published games in the coming years.

"As these licensing deals expire we have the luxury of considering what is best for the company and the products," Iger said during a 2009 investors' call (via MCV).

When Disney closed LucasArts last year, it then turned to EA with a multi-year exclusive agreement to license out Star Wars games.

Posted by IGN Aug 12 2013 19:00 GMT
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Eternal Darkness and Too Human developer Denis Dyack swings by Up at Noon to talk about Kickstarting his new game and Kotaku's expose.

Posted by Joystiq May 20 2013 21:30 GMT
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It may not be the timeliest response, but Denis Dyack is speaking out against allegations that the very poorly received X-Men: Destiny was the result of catastrophic mismanagement on the part of developer Silicon Knights. Dyack recently left his role as the head of Silicon Knights to join Precursor games, developer of the coming Eternal Darkness spiritual successor, Shadow of the Eternals. As Precursor is seeking crowdfunding for the project, and Dyack is serving as its chief creative officer, it seems the company believes he has some 'splaining to do.

The allegations sprung from a Kotaku article penned by freelance writer Andrew McMillen last October. In a 30-minute YouTube response, Dyack categorically denies statements made in the article, saying that "there isn't any hard evidence whatsoever besides non-credible anonymous sources." Dyack added that Silicon Knights refused to submit any comments for the article in question, as it would have appeared to lend credence to what he sees as untrue allegations.

Dyack then reads a letter he alleges was written by McMillen to an anonymous source. The letter states that McMillen's article was initially refused by Wired games editor Chris Kohler, who cited a lack of facts and documentation, apart from the comments from anonymous ex-employees. Dyack goes on to say that "not only did Silicon Knights not divert funds from X-Men: Destiny to our other projects, which I can't talk about, we actually put more money into X-Men: Destiny than what we were paid." Dyack says he and Silicon Knights worked with Activision and Marvel to make Destiny as good as it could be and, while he's sorry for how it turned out, he says, "We put nothing but our best efforts" into the game.

Dyack also admitted to saying some things he "shouldn't have said in the press" regarding X-Men Destiny, adding, "I've learned my lesson." The same mistakes won't be made again, he says. The video goes on to address other concerns, such as Silicon Knights' relationship with Nintendo, and Dyack has also posted a litany of related references on Precursor's forums.

Posted by Joystiq Nov 13 2012 16:00 GMT
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X-Men: Destiny is available from today on Xbox Live Marketplace as part of the Games on Demand program, priced at $39.99. That's despite Silicon Knights being ordered by the US court to recall and destroy all unsold copies of its products using Unreal Engine 3, of which X-Men: Destiny is one. The company was also ordered to cease producing and distributing games using Epic's technology.

So what exactly's going on here? Well, the ruling in the Silicon Knights vs. Epic Games case dictates Silicon Knights notifies the US court by December 21 of its compliance with the injunctions ordered. This is presumably to give Silicon Knights adequate time to carry out the required actions; recalling and destroying every unsold copy of X-Men: Destiny and Too Human.

So the game newly appearing on XBLM might not contravene the injunctions, at least for now. It should also be noted that Too Human is also currently available on XBLM, while GameStop, Target, and Best Buy all have new copies of X-Men: Destiny listed as available.

Posted by Giant Bomb Nov 09 2012 18:34 GMT
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Silicon Knights head Denis Dyack, presumably thinking about his ever-lengthening enemies list.

Silicon Knights has not been having a good run of late. First, there was the unceremonious dumping of X-Men: Destiny at retail by publisher Activision, who it turns out had a number of good reasons to pretend that game never happened. Then the Canadian developer lost its lawsuit against engine-maker Epic Games, which it had sued over supposed breaches of contract in licensing the company's Unreal Engine 3. Not only did they lose that suit, but they also lost the countersuit filed by Epic, which awarded them $4.45 million in damages, as well as Epic's legal costs. Now, if you can believe it, things just got even lousier.

Silicon Knights has been ordered by a North Carolina district judge to destroy all unsold materials featuring any aspect of Unreal Engine 3. This includes unsold copies of both X-Men: Destiny and Too Human, the Xbox 360 RPG that started this lawsuit mess to begin with. This also includes unfinished projects supposedly in development at one time or another at Silicon Knights, which are listed in the order as The Box/Ritualyst (a survival horror game canceled by Sega back in 2008), Siren in the Maelstrom (a game rumored to be in current development at the studio), and The Sandman (unknown as of press time).

This has to be a particularly bitter pill to swallow for company head Denis Dyack, who famously filed the suit due to issues he believed were inherent to the Unreal Engine. Dyack fumed about how the studio had to rework much of the Unreal Engine to make it work for Too Human, essentially building a new engine around various aspects of Unreal 3. Now, because the engine features holdover elements from Unreal 3, he's being ordered to recall unsold products, cancel (or, at least, put on hold) current projects, and pay even more money in legal costs and fines. There is not a Price Is Right losing horn loud enough to handle this situation.

On the plus side, that copy of X-Men: Destiny you regretted buying just became something of a collector's item. Maybe. Okay, probably not. I'm trying to find a silver lining here.


Posted by Kotaku Nov 09 2012 11:40 GMT
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#legal In 2007, Silicon Knights sued Epic over issues with the Unreal Engine (that it was unfinished and, thus, sabotaged Silicon Knights' work). Epic won the legal tussle earlier this year and was awarded US$4.45 million. The headaches for Silicon Knights don't end there. More »

Posted by Joystiq Oct 30 2012 03:00 GMT
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According to a report by Andrew McMillen, Silicon Knights was working on an Eternal Darkness 2 pitch demo that distracted the team from X-Men: Destiny during its development.

McMillen writes on Kotaku that there were a litany of problems around the terrible X-Men: Destiny, including a lack of direction, technical and publisher issues with Activision, and problematic management from studio founder Denis Dyack.

"SK didn't take the development of XMD seriously the entire time I was there," says an anonymous former Silicon Knights employee. "It seemed more like a job to get us by, until ED2 could be developed and sold to a publisher - which never happened." Another unnamed source says "SK had about 60% of the development team working on XMD and the other 40% working on ED2," which caused staffing problems and allegedly lowered the quality of the final X-Men release.

The piece also alleges that Silicon Knights earned the Activision contract and other contracts by "talking about Eternal Darkness endlessly," so if this is all true the very franchise that got Silicon Knights the X-Men project was the one that helped sink it. Given how certain Dyack has been in the past about an Eternal Darkness sequel, this might be one of several answers as to why X-Men: Destiny didn't get the focus it needed.

Posted by Kotaku Oct 26 2012 16:00 GMT
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#investigation Bad video games are released all the time. A raft of factors conspire to influence the quality of the outcome. Maybe tight deadlines are to blame. Or maybe the problems include inexperienced developers, incompetent project management, impossible publisher requests, funding concerns. It's a seemingly unavoidable fact that not every game can be great, or good, or even average. More »

Posted by Giant Bomb Oct 31 2011 23:34 GMT
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Silicon Knights is best known for Eternal Darkness, which played with reality perception.

The last game from Canadian developer Silicon Knights, X-Men Destiny, was not received well at all, and did little to restore a once beloved studio’s image after its last divisive release, Too Human.

1UP reports Silicon Knights has been hit with massive layoffs, citing multiple sources informing them the company has shrunk from 97 to 25 employees. In other words, most of the company is now gone.

So far, the report has not been confirmed or denied by Silicon Knights. I contacted president and founder Denis Dyack directly, but have yet to hear back from the normally outspoken game creator.

Worth noting: the news was filed by Andrew McMillen, the same reporter who broke the story about Team Bondi’s controversial work conditions over the course of making this year’s L.A. Noire. He knows his stuff.

McMillen had apparently been trying to nail down an interview time with Dyack to discuss another topic, based on other reports that names of employees who left Silicon Knights were being axed from the credits section of X-Men Destiny prior to the game’s completion. Those names apparently then appeared in a “special thanks” section.


Posted by GoNintendo Oct 31 2011 20:05 GMT
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A portion of an NWR review...

This DS game is pretty good, but doesn’t really hit as hard as it could have. With average graphics and music accompanied with the average gameplay, nothing about the game really stands out... except for Wolverine. He’s a cool guy.

Full review here

Posted by IGN Oct 18 2011 00:21 GMT
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The Wii version of X-Men Destiny is a watered-down version of the extremely mediocre PS3 and Xbox 360 releases. Translation: X-Men Destiny sucks on Wii. The idea behind X-Men Destiny centers around bringing players into Marvel's classic world of mutant conflict with a fresh role to play. You are...

Posted by Kotaku Oct 15 2011 00:00 GMT
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#gutcheck X-Men: Destiny has been out on store shelves for a couple of weeks now, so for many of you this comes too late, but in case the New York Comic-Con gets you craving a little mutant-on-mutant violence, Multiple Fahey and his sidekick, Owen, are here to save the day with an untimely Gut Check. More »

Posted by GoNintendo Oct 14 2011 22:19 GMT
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A portion of a Nintendo Life review...

...it's still largely linear, and the gameplay mostly amounts to simplistic, repetitive beat-em-up combat, boring level design and platforming marred by a somewhat cumbersome jumping mechanic. Throw in a seriously faulty camera and you've got an average experience that should have been so much more.

Full review here

Posted by IGN Oct 11 2011 18:36 GMT
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If you've watched the scores roll in for the various versions of X-Men: Destiny that have come out thus far, you probably know better than to expect much from the recently released DS translation. None of these titles have come close to living up to their potential, either in terms of gameplay or story. Still, when compared to the others, the DS version takes the cake - and this cake tastes like crap...

Posted by Giant Bomb Oct 03 2011 19:00 GMT
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2 out of 5

For comic book fans, there’s really no shortage of listless, mercenary dreck like X-Men: Destiny. There’s an overwhelming sense that contractual obligation trumped whatever ambitions Silicon Knights--a developer of checkered consistency--might’ve had for this action RPG centered on cultivating your own mutant persona. Although, with the way player-controlled customization and progression has methodically crept into just about every genre of game, calling X-Men: Destiny an action RPG is probably granting far too much importance to its barely noteworthy role-playing element. This is, more essentially, a beat-’em-up game of limited dimension, populated with repetitious enemy fodder and driven by monotonous three-tap combat where the notion of player agency couldn’t seem more superfluous. That it was developed by Silicon Knights, and then quietly swept onto store shelves with little fanfare by publisher Activision, are probably the most noteworthy facts about this otherwise disposable experience.

As someone who, over the past decade, has had most of my exposure to the X-Men through avenues other than the actual comics, X-Men: Destiny opens bewilderingly enough. An entire game’s worth of fiction is blown through before you even pick your character, with massive events like inexplicable, global natural disasters, the death of Professor X at the hands of supervillain Bastion, the subsequent disbanding of the X-Men, their reformation in San Francisco, and the rise of an apocalyptic anti-mutant hate group known as the Purifiers being skimmed over in a minute or two. It’s an overload of information delivered in a careless, over-compressed cinematic sequence that seems to assume you already knew all this anyway. The story continues on this way, tossing around third-string X-Men and springing clandestine plot twists with little explanation. Not that these machinations of the X-Men, the Brotherhood of Mutants, the MRD, the U-Men, Bastion, or the Purifiers are of much consequence. Regardless of where the story leads, "go here, punch all these guys” is the only meaningful directive in X-Men: Destiny.

Also of little consequence is the whole character creation system. Superficially, you can choose to play as one of three, freshly minted young mutants with disparate personalities and backstories, sculpting them into the mutant of your dreams armed with a melange of trademarked mutant abilities, while striking an alliance with either the X-Men or the Brotherhood of Mutants. Beyond simple aesthetics, fostering a sense of consequence and allowing the player to approach the game with different abilities are two of the fundamentals of role-playing in video games, and X-Men: Destiny unilaterally fumbles both.

While the character customization system lets you earn and cultivate a whole host of active and passive powers, many of your choices are redundant, and none of the wildest deviations have that fundamental an impact on how the game is played. Whether you choose the energy blasts, density modulation, or shadow blades abilities, and whether you choose to align yourself with the X-Men or the Brotherhood, you’ll still be tapping out the same basic combos against the same crowds of gas-masked thugs while being funneled down the same deserted streets and generic facilities.

Even on the game’s highest difficulty, enemies are cut down thoughtlessly, to the point that hastily introduced subsystems like lock-on targeting and blocking prove needless. The side benefit of the easily dispatched foes is that you never stop moving forward, though in a game that can be easily beat in less than five hours, with no meaningful reason to play through a second time, maybe that's not so much of a benefit.

While the X-Men have invited a variety of distinct stylistic takes over the years, Silicon Knights chose to go with “awkward cosplayer” in X-Men: Destiny, with all three player-character choices feeling particularly like Brand-X-Men. The environments are small, bland, and generic, and on a personal note, I find it irksome when a game chooses a specific, real-world locale like San Francisco, and then proceeds to spend the majority of the time in nondescript corridors, as X-Men: Destiny does. A lumpy art style is done no favors by the technology behind it, which struggles regularly with frame rate. It’s telling when the frame rate drops to single digits in a prerendered cutscene, as it does in one occasion here.

Top to bottom, this game feels rushed, a supposition backed up by Silicon Knights’ history of protracted development cycles, from which X-Men: Destiny did not benefit. While politics of why that’s the case, as well as speculation on the impact more time and money would’ve had on the game, are ultimately irrelevant to the game’s failures as they are, it’s not that hard to see how it could’ve been something great.


Posted by IGN Oct 01 2011 00:15 GMT
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There was a time when developer Silicon Knights was at the top of its form, creating some of the best games on the GameCube, namely the unnerving mind-funk that was Eternal Darkness and an excellent update of a PlayStation classic, Metal Gear Solid: Twin Snakes. The developer was a critical darling ...

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Posted by Kotaku Sep 28 2011 21:00 GMT
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#xmen How does one go from being a displaced teenager with a dickhead father one moment to being an unofficial member of the world's greatest mutant fighting force the next? Let's ask X-Men: Destiny. More »

Posted by Joystiq Sep 28 2011 16:05 GMT
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Sometimes you read about a canceled game and think, "Oh, that's too bad, that could have been fun. I wish they'd just release what they had finished so I could check it out."

Do me a favor. The next time that thought should happen to flit across your mind, remember X-Men Destiny. Because when someone has a cool idea and releases it unfinished, this is exactly what it looks like.

Posted by IGN Sep 28 2011 00:44 GMT
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As fans of comic book games no doubt already know, X-Men Destiny for the Wii released today. Where's the review? As it happens, we didn't get a review copy of this title until today, so expect to see our full review early next week...

Posted by IGN Sep 27 2011 06:08 GMT
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With its release just around the corner, there's no better time to get an insight into X-Men Destiny. To do that, we've gone straight to the source, specifically, to Silicon Knights' Zac Alcampo, a designer on the game. Using the four screenshots below, he clues us in on combat mechanics, abilities,...

Posted by Joystiq Sep 27 2011 03:30 GMT
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We know you've been putting off deciding whether you want to be an evil mutant or a good mutant for a while now; however, judging by the X-Men Destiny launch trailer posted above, you're going to have to make your decision sooner rather than later. (We'd go with evil. Their coffee's better.)

Video
Posted by GoNintendo Sep 23 2011 18:47 GMT
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