Skip navigation

Manage categories

Close

Create and manage categories in X-Men: Destiny. Removing a category will not remove content.

Categories in X-Men: Destiny
Add a new category (0 remaining)

Manage Announcements

Close

Create and manage announcements in X-Men: Destiny. Try to limit the announcements to keep them useful.

Announcements in X-Men: Destiny
Subject Author Date Actions

Blog Posts

33 Posts 1 2 Previous Next
1

XMD DS Launch Trailer

Posted by Bl@@dSt@n3 Jan 16, 2012

X-Men Destiny is here for Nintendo DS!
Fight in close quarters or from afar, and encounter DS exclusive characters like Scarlet Witch, Sabretooth, Xorn, and Archangel!

1

XMD Alt Costumes Screens

Posted by Bl@@dSt@n3 Jan 16, 2012

VIP ONLY CONTENT  

Have you unlocked all the costumes and X-Genes in X-Men Destiny?
Here’s a bunch of screenshots showing potential character builds.

Bonus points if you can name which characters inspired the costumes in these shots!

0

 

X-Men Destiny DS | Developer Diary

Jon Sawler, Programmer
   

Working on this project has been the highlight of my career so far. I have been an avid collector of every X-Men comic title since I was 12 years old (now 30) and working on this project was like a dream come true for me. I am also an experienced NDS developer working mainly on NDS titles since I entered the video game industry five years ago. This title was one the most challenging I have worked on to date and also the most fun.

I am so excited to get my copy of the game and will probably spend hours playing it, even though I know the game inside and out. I know there are still paths in the game that I have not had the chance to discover. During development, whenever I played the game I played mainly melee because I felt it better suited my play style, but I plan to make a range character and see the game from a different angle. I may even go against my nature and play as a Brotherhood ranged guy, just so I can see some of the different missions presented to the dark side Sam.

If I was asked what my favorite part of the game is, I would have to say the final boss. After playing the first pass of the final boss, we as a team decided it was fun, but not quiet final boss material. So we had a meeting to figure out how to make it better. Three hours later we had a plan of attack and I think it was an awesome plan. I won’t ruin the experience for you by giving you the details but I think what we ended up with was something really fun.

 


 

 

Name: Jon Sawler

Alias: Payload

 

0

 

X-Men Destiny DS | Developer Diary

Christian Southgate, Lead Programmer

    

I’ve been a huge X-Men fan since the 80’s, so you can imagine how awesome it was for me to get to work on an X-Men game. The launch of a new game is always very exciting, but I’ve been looking forward to the launch of this game more than anything else I’ve ever worked on. It was an absolute joy to work with such a prestigious IP and with the great guys at Activision and Marvel. The whole team enjoyed working on this and I believe it shows in the finished product. I think my favorite part of the game is the replayability - you can play through the game several times, choosing different power sets, and choosing different destinies for Sam, the hero. Even if you choose something like pure melee, there are many ways to build your power set and make it unique to your play style. I hope you guys out there enjoy playing the game as much as we did making it!

 

 



Name: Christian Southgate

Alias: Invisiwizard

 

0

Alchemax Building Concepts

Posted by Bl@@dSt@n3 Jan 16, 2012

 

A few days ago, we said that two exclusive pieces of concept art would be released when we reached 150,000 fans on the HeroHQ Facebook Page.

That time has arrived, so check out these two concepts for the Alchemax building!

Titles are fairly self explanatory. The first one is “Evil Alchemax Building...

...and this next one is ”Less Evil Alchemax Building.” smile

 

0

 

X-Men Destiny DS | Developer Diary

Sean Evans, Associate Producer

    

I hope everyone was as excited for D-day (Destiny Day) as I was.

Destiny was an aspect that we really tried to focus on in the NDS version. We wanted the player to have to really think about the choices they will make in the game. Choosing between X-Men or the Brotherhood is a big decision that we don’t want the player to take lightly.

While both sides have their own benefits, I have to say that I lean more towards the Brotherhood every time. They not only have the cooler costumes, but they also are an unstoppable force that has access to the powerful ability Soul Drain. Soul Drain is just one of the 16 powers available in the game.

While having an arsenal of powers is handy, it will come down to how the player utilizes them. As I mentioned, destiny is a big part of the game and at every destiny event the player makes a choice between X-Men or Brotherhood. This choice directly affects the powers the player will unlock.

I hope everyone goes out and grabs a copy of X-Men Destiny and remember…..choose your side wisely.

 


Name: Sean Evans

Alias: Lucky Sevans

 

0

 

X-Men Destiny DS | Developer Diary

Damian Rajamanie, Programmer
   

I was thrilled to be able to work on a NDS title and more so that it was an X-Men game. I’m a huge fan of X-Men and my children’s middle names are ‘Xavier’ and ‘Phoenix,’ so it was really exciting to be able to work on this.

It’s great to know that our NDS version will differ from the console version and that you get to play a new character with his own unique story. It was a tough gig, with a short time frame and many long hours, but I’m proud of what we produced and glad we made it through.

I’ll be getting my boy a NDS and a copy of the game for Christmas… but don’t tell him wink

I got to touch base with a lot of aspects of the game during its development, but my main focus was on the enemies within the game. The NDS has a limited capability, so it’s very difficult to get huge armies of varied soldiers, ‘hordes’, on screen at any one time, so we took the approach of smaller skirmishes, that come at you constantly as you explore the game world.

One of my favorite things that we managed to get in is the evolution of the enemies. As you progress through the game, not only do they become more resistant, but you’ll find that they start dodging your projectiles or punches, and repositioning themselves to take pot shots at you.

The best bit for me though was getting to help out on the final showdown.

We completely overhauled that section near the end of development and it was a scary decision to make, but I think it paid off. A lot of us worked together on that one section to bring all of the elements of the game together in an epic showdown – I don’t think NDS gamers will be disappointed.

 


 


Name: Damian Rajamanie

Alias: Raj

 

0

 

X-Men Destiny DS | Developer Diary

Tyler Noiles, Lead Artist
   

Howdy!
My name is Tyler Noiles and I’m the lead artist on X-Men Destiny for the Nintendo DS. I secretly moonlight as a comic book artist, so it’s easy to see why a Marvel game had my full attention. I don’t think I can quite explain what an honour it is to have an Art Design document approved by Marvel and any new creations becoming part of the X-Men Universe. Our art team had access to the creative process of the other developers working on different projects and we were blown away by the care & quality. From the dramatic changes of our main character, Samuel Kamerhe, to the stunning boss designs by Silicon Knights, X-Men Destiny for the NDS was easily my favourite project to date.
 
I would say that the coolest parts of the game (for me) are the cut scenes. The incredible team at Activision asked me which Marvel artist I would like to work with…

Tears welled in my eyes. How could I choose…?

Well, to be honest, it was pretty easy. Based on his awesome pencil work from Spider-Man: Battle for New York, I knew Ron Lim would already have a good sense of the Nintendo pipeline and some of the technical limitations that come with handheld storytelling. It gave me real insight to the calibre of work that this guy can produce in an INCREDIBLY short period of time. I’d send Ron storyboards, he would send me final panels and I’d make the cut scenes come to life with after effects (and a tedious battle between available space and quality of video!). It was an absolute pleasure to work with someone as skilled (and just plain cool) as Mr. Lim.

Looking back (and replaying the game with cheats off), I would say that the coolest part of the game is the final boss. It was a standard fight until the team got together for the sole purpose of “Michael Bay-ing” the boss to create a truly excellent end to a wonderful game. I was pretty excited that the NDS version has an exclusive environment unavailable to the console versions, and it reads very well on the small screen. Overall, this experience has been great for Other Ocean Interactive and I sincerely hope to be this fortunate in the future to work with the talented individuals involved in this franchise again!

 


 


Name: Tyler Noiles

 

0

 

X-Men Destiny DS | Developer Diary

Michael Donovan, Lead Designer

It was quite a daunting task to work with something as deep and world-spanning as the X-Men Universe, but when I first saw what the guys at Activision had proposed, I knew that this is a game that just HAD to be made.

Action, excitement, mutants, searing bursts of energy, all steeped in the depth of a tried-and-true X-Men tale of fundamental conflict between human and mutant. Did I mention the story was overseen by none other than Mike Carey of X-Men: Legacy fame? Yeah, it pretty much goes without saying that I’m really looking forward to seeing the reaction when the game hits the public.

Let’s start with story. We focus on Samuel Kamerhe, a character who was originally part of the console line-up, but had to be reluctantly cut for scheduling reasons. Fortunately, he instead got to be front and center in his own title for the NDS. His timeline is the same as the one for the console in that you get the same basic chain of events, but it plays out in its own entirely unique way. Through Sam, you meet different X-Men characters, explore new locations, like the island of Alcatraz, and experience the situation from a whole different perspective.

More on that in a minute.

In forming our game mechanics, we started with the mantra “All Powers, All the Time.” In X-Men Destiny for the NDS, you don’t go punching and kicking your way through a mob of enemies while your incredible mutant powers sit in a lonely corner waiting for some future event where you “might really need them.” Your powers are as much a part of you as your hands or your lungs and, as such, you use them just as naturally.

Let’s face it, like most people, if I could blast energy out of my fists/feet/face, I would find a way to somehow work it into every possible situation in the run of my day.
 
•     Evil Robot attacking the city? Energy Blast.
•     Global warming? Energy Blast.
•     Traffic jam? Energy Blast.
•     Kids won’t stop making noise? Energ- okay, well, you get the point.
 

As part of that mandate, all of your powers are built to be useful from start to finish – no pick-your-favorite button and ignore the rest because they all essentially do the same thing. New powers don’t replace old ones; they add utility to your arsenal, so as your character develops you gain new options for how to deal with your enemies.

Continuing with that theme, your powers are your character. At their core, Samuel’s powers are energy-based, but can be developed in very different directions based on player choices. Melee characters are defined by thunderous attacks that cripple foes or send them flying, while ranged characters stay mobile and fire off intense blasts from a distance.

Which brings us full circle – back to the story. Who you are and how your new powers develop is determined by what we call Destiny Choices. Support the goals of the X-Men and new powers will evolve to stun and knock enemies back. Indulge your inner mutant separatist and these same powers manifest ruthless effects like fear and confusion.

The powers are easily my favorite aspect of the game. You start out with some basic attacks that are fairly similar across the board, but each additional power adds something new and diverges further from the root. The top tier attacks are really fun and different from one another. Nothing beats dropping an energy vortex in front of a group of charging enemies and watching it drag them into its crushing grip. And then it explodes.

I’m also quite pleased with some of the subtler aspects of combat. Our AI actually has reaction times, so while attacking from up close is more dangerous, it also gives the enemy less time to dodge. It’s not just a point-and-shoot kind of deal. There’s strategy involved, but it’s mostly common sense, not the kind of thing you look up on a walkthrough site.

X-Men expert or not, if you’re a fan of fast action, mutant powers, and cool choices with a touch of moral gray area, then this is the game for you.

If you’re not? Energy Blast.

 


 



 

Name: Michael K. Donovan 

 

 

Alias: “???”

 

0

X-Men Destiny Has Arrived!

Posted by Bl@@dSt@n3 Jan 16, 2012
       

 

 

X-Men Destiny is out!

 

Still on the fence about whether or not you want to become a super powered mutant who can mix and match the abilities of the X-Men? Then check out this collection of trailers and behind-the-scenes videos!

If you haven’t pre-ordered, now’s the time to pick it up at your local retailer – and if you want to climb the HeroHQ leaderboards, send in a picture of the box for our Picture Your Destiny Mission.

 

                                                  

 

 

 

 

 

 

 

Launch Trailer

1 2 Previous Next

Actions

Notifications

Sub-spaces

Top Participants