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Bungie sharing ‘Destiny’ beta codes all week on Twitter

bungies destiny scheduled september 2014 screenshot
Read our full Destiny review.

The Destiny beta launches in early 2014, but Bungie is giving you a chance to get yourself set this week. A morning tweet from the developer reads: “You might want to keep checking back in with us this week; we’ll be posting #Destiny Beta codes randomly each day.” Pretty straightforward, don’t you think? We’re checking with Activision to find out exactly how these codes will work, since Destiny is presumably still on track for the 2014 beta launch. It’ll probably work much like it does for those with beta codes obtained from a pre-order; check this FAQ for more details.

For those who haven’t been keeping track, Destiny is Bungie’s first post-Halo effort. It’s a first-person shooter set in an all-new sci-fi universe, and it’s got a focus on cooperative play and an approach to character progression that wouldn’t be out of place in a massively multiplayer role-playing game. The game had a great showing at E3 2013, and Ryan was a big fan of what he saw in the pre-E3 preview madness.

There’s no hard release date yet for Destiny, but it will be coming to PlayStation 3, PlayStation 4, Xbox 360, and Xbox One in 2014. If you don’t manage to nab a beta code this week, you can also get one by putting in a pre-order at GameStop, Best Buy, Walmart, or Amazon.

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Adam Rosenberg
Former Digital Trends Contributor
Previously, Adam worked in the games press as a freelance writer and critic for a range of outlets, including Digital Trends…
Is Destiny 2: The Witch Queen a good intro for newbies?
Promo art for Destiny 2: The Witch Queen.

Destiny 2 is an extremely dense game. Before today, I'd played it for around 15 hours and already had that message imprinted deep in my brain. There's a ridiculous amount of content in this game, so many locations to visit and nonplayable characters to talk to. For a new player, it's all overwhelming. It's why I struggled to start playing the game to begin with. It floods you with so many icons and pop-ups that you'll immediately want a simpler experience.

Destiny 2: The Witch Queen - Launch Trailer

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Here’s why PlatinumGames and Sony are all-in on live service
Warriors look toward a beautiful sunrise and enemies in Babylon's Fall.

PlatinumGames President Atsushi Inaba turned heads in a recent interview when he indicated that the beloved Japanese developer would move away from the kind of single-player games it is known for. While PlatinumGames made a name for itself with linear, single-player action titles like Bayonetta and Nier: Automata, Inaba believes the company should make more titles that players can enjoy for long periods of time.
"When it comes to future game production, we want to focus on creating games that are different from the past," he told Famitsu (VGC translated the comments). "I would like to focus on creating games that can be enjoyed and loved for a longer period of time ... Considering the changes in the market over the next five years or so, I think it is absolutely necessary for us to do this."
Some fans fear this means PlatinumGames is about to embrace the live service segment of the video game market. This is worrying to some as Babylon's Fall, the first game of this kind for PlatinumGames, is shaping up to be a disappointing endeavor. Meanwhile, the single-player Bayonetta 3 looks like the kind of fast fun fans come to expect from the studio. 
PlatinumGames isn't the only studio chasing the live service dream. Sony is doubling down even more. After acquiring Destiny developer Bungie, Sony Chief Financial Officetr Hiroki Totoki revealed that PlayStation Studios plans to release 10 live service games by March 2026.
Games like this are controversial because they're monetized, and they vary vary in quality. You either end up a great success like Final Fantasy XIV or become an expensive failure like Anthem and Marvel's Avengers. So why are so many companies still pivoting to this model after high-profile disasters and disdain from hardcore gamers?
It pays to win
The answer is more straightforward than one might think. In reality, it comes down to what makes money. Yes, single-player games can still be successful and perform well for companies, but data from analysts highlights how much the DLC, microtransactions, and subscription elements of live service games make. Mat Piscatella, NPD Group executive director and video game industry adviser, explained this on Twitter, noting that 60% of non-mobile game content spending comes from DLC, microtransactions, and subscriptions.
https://twitter.com/MatPiscatella/status/1490711392449486851
It's not surprising that PlatinumGames executives see that the studio is leaving money on the table by not developing games that engage players like that. Bayonetta 3 could sell millions of copies when it launches later this year, but live service games could sell the same amount and then continue to make money years after launch.
Multiple analysts have recognized this trend too. Niko Partners senior analyst Daniel Ahmad tweeted a chart revealing that Sony made more from add-ons, microtransaction, and DLC content than digital and physical game sales combined. 
https://twitter.com/ZhugeEX/status/1490714400000512005
To stay appealing to investors and keep the business afloat, companies will go where the money is. This approach, unfortunately, can have some harmful side effects. We've seen it happen more recently with NFTs, but there's a history of live service games gone wrong as well. High-profile live service games like Anthem and Marvel's Avengers have failed because they got bogged down in nickel-and-diming players or did not ensure the quality of gameplay increased with the length. If your game isn't fun, no one's going to want to spend hundreds of hours in it just because they can eventually unlock some cool-looking things.
Babylon's Fall currently seems like it may not do well, so PlatinumGames needs to focus on quality if it continues to go down this path. 
Quality over quantity 
DLC and microtransactions do have a bad rap around the video game industry for a good reason. When companies merely focus on player engagement and sales data, they often forget to make games that players will enjoy. The best approach for Sony and PlatinumGames is to make sure the gameplay, story, and worlds are a lot of fun before they stretch the experience to last a long time. It also seems likely that neither PlatinumGames nor Sony should completely abandon the types of games they are known for.
In the same interview with Famitsu, Inaba states that PlatinumGames "would like to cherish and create small but brilliantly conceived games such as Sol Cresta, and games in which you can enjoy the process of clearing the game by going through one-off, well-designed stages, such as Bayonetta." Inaba also wants the games to feel like what the studio is known for, saying, "I want to lead PlatinumGames in a direction that is pure and unadulterated."
While Babylon's Fall makes this trend look worrying, we don't know if that's the only way PlatinumGames plans to create games that players engage with for a long time. PlatinumGames must learn from the shortcomings of Babylon's Fall and improve if it doesn't want to release a string of live service flops. 
Meanwhile, live service will be just one part of Sony's first-party game strategy in the future. While the Bungie acquisition may allow the company to make more live service games, plenty of single-player PS5 exclusives like Horizon Forbidden West, God of War: Ragnarok, and Marvel's Spider-Man 2 are still on the way. Sony also intentionally acquired Bungie because of its live service experience with games like Destiny 2, so it wants to approach that kind of game correctly. 
We've seen plenty of companies get the live service model wrong as it's a high-risk, high-reward market. To stay relevant, PlatinumGames and Sony might have to embrace forever games more than their fans may prefer. Still, if making great, fun games remains a priority, these companies shouldn't go off the rails anytime soon. They'll just make more money while doing it. 

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With Bungie purchase, Sony is playing on Microsoft’s level
Destiny 2 character in gold armor holds and gun while looking toward the camera.

Sony Interactive Entertainment announced its intended $3.6 billion acquisition of Destiny developer Bungie on January 31. Less than two weeks after Microsoft's bombshell announcement of its intention to acquire Activision Blizzard, Sony responded by showing that it's willing to compete when it comes to spending lots of money to acquire popular developers. On top of that, Sony seemingly plans to keep Bungie a multiplatform studio.
While Sony Interactive Entertainment CEO Jim Ryan told GamesIndustry.biz that "these conversations have been a number of months in gestation, and certainly predate the activity that we have seen this year," it still demonstrates a significant change in Sony's gaming mentality in light of Microsoft's acquisitions of Bethesda and Activision Blizzard. 
For years, Sony focused on maintaining a refined and exclusive ecosystem of games and studios, but Microsoft's flurry of acquisitions over the past couple of years pushed Sony out of that comfort zone. After several smaller purchases, Sony has finally indicated that it's ready and willing to play on Microsoft's level and will do whatever it takes to stay on top in the gaming industry. 

Taking a king
Sony's Bungie acquisition is just as symbolic as it is sensible from a competitive standpoint. Bungie used to be owned by Microsoft and created its biggest franchise, Halo. It split off to gain independence in 2007 and stayed that way for some time despite close partnerships with Activision and Google.
While it currently seems like Bungie will remain an independent and multiplatform studio, this is still a show of force by Sony. This acquisition means Microsoft can never truly get the developer who made Halo back and gives Sony a presence on Xbox platforms that extends beyond MLB The Show.
And as Ampere Analysis analyst Piers Harding-Rolls pointed out on Twitter, it also prepares Sony for potentially losing Call of Duty by giving it a first-party shooter game that's consistently updated as a live service. Of course, this isn't as direct of a response to the Activision Blizzard acquisition as it may initially seem, as this deal was in the works well before  Microsoft's January 18 announcement.
The Bethesda acquisition is likely the deal that spurred Sony to acquire Bungie. Still, the Activision Blizzard deal affirmed why Sony had to make that move in the first place. Currently, the video game industry is on an acquisition spree from the top-down. Microsoft is one of the studio's leading the charge with the biggest and boldest deals.
While Sony may not have as much money to throw around, it still made plenty of smaller acquisitions, like Bluepoint, before the Bungie deal. Sony knows it needs to acquire studios and grow to stay competitive, and this is its first move to indicate that its willing to spend billions. The Bungie deal sends a clear message to Microsoft that Sony is still relevant and a force to be reckoned with. 
What's mine is yours
That's not the only message Sony is sending either. It's also playing platform-exclusivity mind games. One of the most nebulous topics of debate with Microsoft's Bethesda and Activision announcements is whether or not the games from acquired studios would be exclusive to Xbox. Microsoft's current approach is to honor existing deals and keep multiplayer titles supported across platforms, but make brand new games like Starfield and Redfall into Xbox console exclusives that will also come to PC and Xbox Cloud Gaming. With Bungie, Sony seems to not be worried about exclusivity for once. 
In the past, Sony has always wanted to keep its first-party games on PlayStation for as long as possible. Only recently has it chosen to port games like Horizon Zero Dawn, Days Gone, and God of War to PC and been forced to put MLB The Show on competing platforms. But from the get-go, Sony's messaging is that it's OK with Bungie staying creatively independent and multiplatform.

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