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00:00This is Destiny of the Star Wars Lens, like, this really cool combination that hasn't been done before.
00:09I can't wait to take a Praxic Blade tomorrow.
00:12Don't be a ridiculous fan. Stay cool.
00:15Wait, we gotta squad it up and play through. Oh, yeah.
00:30This is why we got into games in the first place.
00:40Early on, we developed this North Star. Authentically Destiny. Unmistakably Star Wars.
00:46It has to be something that feels like a Destiny story. It can't feel like a one-off.
00:50This can't feel like a side quest, right? Like, this has to be a continuation of the Fate Saga.
00:57I got this vision.
01:00I knew it came from the Nine.
01:03But with Star Wars Beats and Star Wars Visual.
01:11This is uncharted territory for Lucasfilm games in that this is the first time we're telling a story inspired by Star Wars within a different universe.
01:21At the heart of, like, I think every Guardian's identity is, like, this healthy, independent, rebellious streak.
01:28We were excited to actually explore that scoundrel fantasy, bounty hunters, the syndicates going out and doing jobs with a ragtag team.
01:38We took inspiration from Star Wars to ensure the scale, visual language, soundtrack, and cinematic storytelling in Renegades delivered on everything fans have come to expect from the franchise.
01:52The Praxic Blade collaboration stands out to me because lightsabers are so iconic. It was absolutely critical to get that balance right.
02:01The team at Lucasfilm games was just so solutions focused. It wasn't, you know, it has to be this way. It was a lot of back and forth and asking questions about, how would this work? Let's talk about it. All right. Oh, so we need a different energy source. Okay. What would that look like?
02:15It was all about, like, what is best for the player?
02:19When we announced this collaboration to the studio, James may or may not have been wearing a fighter pilot helmet.
02:24Yeah. Destiny and Star Wars shared that same beating heart. I was like, oh, this is going to be special.
02:30We were given such a unique challenge. How can we achieve the aesthetic and the feel of Star Wars without losing the narrative threads that we've created so far for Destiny at the same time?
02:54It wasn't until we found our footing with creating a foundation in Destiny that things started to click together.
03:01I remember the first time that we went down to San Francisco. We had this really big meeting where it was the Destiny narrative folks on one side and the Star Wars narrative folks on the other side.
03:11We broke the ice by just asking, what's the bad version of this?
03:15We had a really good laugh over what that looked like. And through that, we kind of uncovered that this should be the aesthetic, the vibe of Star Wars with the truth to Destiny's narrative that we knew needed to be there, too.
03:37We begin two months after the Edge of Fate has happened. The world has moved and changed, and we're still trying to figure out what Binding the Nine means.
03:45The Vanguard have redacted the Prophecy of Extinction.
03:49They don't want the public to panic over this prophecy.
03:53The crux of our story is the Drifter asking us to help him break Vanguard law for good reason to confront a new rising faction of Cabal called the Baron Imperium.
04:02It's what drives Eris to help the Drifter out as well as the player Guardian.
04:06When we were thinking about what kinds of characters should be in this release, we thought about the kinds of archetypes we see throughout Star Wars.
04:13Yeah, and Drifter is an easy parallel. He and Han Solo share a cocky attitude, both former criminals.
04:20In Star Wars, there's a plethora of sassy droids. We have our own version of that through ghosts, and Blue is no exception.
04:28Oh, look. Thanks for nothing.
04:30Blue is Drifter's ghost, and I think as soon as people hear her, they'll be delighted and incredibly surprised.
04:36Our voice cast is stacked. Dredge and Bale is portrayed by Alex Lee, who is amazing.
04:42You are supposed to protect the people, not rule them.
04:46And we also got Hollywood actual royalty Danny Houston to play Premier Loom, the head of the Baron Imperium.
04:54Being able to work with someone from that kind of IMDb page was such an honor, and I was completely normal the whole time.
05:01Surrender to the Baron Imperium.
05:04Loom became this sweeping, militaristic figure that I think is going to be a really good parallel to Grand Moff Tarkin or other evil military leaders from the Empire.
05:13So even though we're introducing new characters, we're still looking backwards at some of Destiny lore's most longstanding characters.
05:21Onor is another example of that. She's our Praxic Warlock.
05:24She's loosely meant to be a parallel to something like a Jedi in Star Wars.
05:30She was part of a vanguard internal affairs group that would police guardians on the usage of darkness.
05:37Don't make me regret abandoning my post to help you.
05:40Not now, Onor.
05:41Yeah, she has to grow up with the times a little bit, because the world has changed, and a whole lot of people are using darkness now.
05:47And she gets to grow, and kind of ask herself, like, am I still adhering to my own values if I allow myself to be open to these kinds of ideas?
05:56The Drifter belongs with us!
05:58The Drifter left your cult long ago.
06:00And then there's Bale. Dredgen Bale.
06:02Dredgen is a dark guardian that represents absolute darkness.
06:06Dredgen Bale doesn't like the fact that we're ruled by a city of immortals who can't step down and that weren't elected.
06:13He's got kind of a point, but his methods for addressing that point suck. He makes many bad choices.
06:21One of my favorite parts about a lot of villains in Star Wars is that they have just, like, the capability of making a right choice, and then consistently do not make good choices.
06:31Bale is trying to fill a hole in his life in all the wrong ways.
06:34And he just can't, and he never will.
06:36But, man, we're going to hope that he does someday.
06:38The time of guardians as shepherds of humanity is over.
06:51This has been an opportunity where you love Destiny, you love Star Wars, you want to do something with both.
06:57What are you going to put into it?
06:59Oh, my God, it was such a challenge at first, finding that sweet spot of how do we make something that can live in both worlds?
07:05And not feel out of place in either, but also feel totally new and exciting.
07:10It wasn't always about where do we find the exact middle ground, 50-50 Star Wars and Destiny, because at that point, you're feeling almost a little derivative.
07:19There were those moments along the way when we were like, this is just Star Wars.
07:23This is not the purpose of the collaboration.
07:26We want to have something kind of new that makes you think of both.
07:29I remember when we were trying to figure out what we're going to do with our new Cabal.
07:35We started in that place where it's just Cabal wearing a Stormtrooper outfit.
07:39Yeah.
07:39But it wasn't until we injected more of that weird alien design of a lot of these armor sets.
07:45That was kind of what switched it over from this is too derivative to this is really working.
07:49I think it comes through in the visuals in every single map.
07:53There are little Easter eggs and little treats here and there that we hid around.
07:56And Lucasfilm Games has been awesome at collaborating with us and even putting some of their input onto our maps so we can really give the players something exciting.
08:04The Switch flipped in my head like, oh, we would never have done this without this collaboration was the Syndicates.
08:14Yeah.
08:15We're going places with the Vex and the Elixir and the Cabal that we really weren't going to go before.
08:21Oh yeah, and Trenchcoats.
08:23And Trenchcoats, yeah.
08:24We have Vex and Trenchcoats that are playing cards.
08:27It's so awesome and I don't think we would have dared do that if we didn't have this opportunity.
08:32No, and it was the perfect time in our universe.
08:34It was the best time to do it too.
08:35The Star Wars fans on the team just start coming out, telling their stories about what they're excited to build and far be it from me to get in the way.
08:44We make a lot of weapons in Destiny.
08:47How do you take a weapon in Destiny, which we have literal like four digits of guns.
08:53Understatement.
08:54Right?
08:56And make something that feels new but also does justice for Star Wars and Blaster Wars really obviously the choice.
09:02They're roughly in two groups.
09:05There's Dynamic Blasters, which are intended to be harder hitting, firing a ton.
09:13Brute Force.
09:14And then we have a number of Balance Blasters.
09:22As you're shooting, shooting, shooting and the heat is building up, you're going to have a venting opportunity where you can hit a perfect vent.
09:27It's like functionally a reload so you can start shooting again much faster.
09:31Sweet.
09:31I got to ask though, what about those Caval Blasters?
09:40Are they accurate?
09:41What difficulty are you playing on?
09:43We have swords in Destiny, but we don't have a Praxic sword.
09:56We don't have a Light State Reproximity.
10:00It's an exotic primary weapon that's kinetic.
10:05Where you can reflect a bunch of blasts.
10:11Kill enemies with it and throw it out and get a ton of damage.
10:14Having the sandbox be able to explore this new ability ecosystem with renegade abilities.
10:29We've taken so much of this opportunity and turned it into what we can, like, grow.
10:39Every corner of the game, from the art, the design, the audio, music, UI, the rewards, completely infused with the magic of the collaboration.
10:50It's really been a real treat to be a part of.
10:52Yeah, super satisfying.
10:53Good morning, everybody.
11:19Didn't mean to wake you up with that beat, sorry.
11:23The overarching theme for this was to create a score for this release that felt like it was cohesive as a whole.
11:34We're all talking to each other and collaborating with each other.
11:39We were able to explore different ways of orchestrating, different ways of writing with the orchestra that expand on the Destiny palette.
11:50And make it fresh and new.
11:53When I look at the Star Wars scores, there were certain elements that naturally fit string flourishes or wood flourishes that would play into a certain moment.
12:04When it's like, oh, I know I want something to feel more Williams, so I'll push it, not this Williams, but John Williams.
12:13I'll push it more in that world.
12:14Another thing, too, is the amount of percussion.
12:16Another thing, too, is the amount of percussion.
12:18I had some ideas that felt more full-on Star Wars.
12:22And once you flesh out the percussion arrangement, it instantly sounds more Destiny as a result.
12:28For me, a lot of it was about framing, where when I use a lot of the Destiny themes, how I set them up and how I'm transitioning in and out of moments are much more Star Wars-y in terms of the harmony and orchestration.
12:38I think the most exciting part about this was the opportunity to work with these guys and Mike.
12:47You definitely made it a point to kind of bring us together and listen to each other's music.
12:53But, Brendan, you wrote something with the most beautiful oboe solo in it, and it drives me nuts that I didn't think of it first.
12:58No one wanted to follow Brendan, is what it came down to.
13:03Brendan's cues just sound amazing from the start.
13:11I remember, Nolan, your first high-action cue.
13:19Everyone was like, whoa!
13:21It's really fast, really intense.
13:28Josh kept on, like, spinning around and looking at you.
13:33Humans have to play this.
13:35Jeez.
13:41Destiny has, like, so many themes, and that's, like, a great vehicle for doing the Star Wars spin.
13:48Our first meeting was discussing that main theme, and I remember hearing it for the first time.
13:53And everybody kind of perked up when we all heard it.
14:03We're all having ideas that were just a little bit different from one another.
14:07It was all sort of impacted what the final version of the theme was.
14:10Dredge and Bale, that kind of teed off the main theme, and the fact that we were exploring the idea of this kind of anti-Guardian character set in this story of scoundrels.
14:32We wanted something that would be a backbone to tell a longer arc story.
14:38It has a layer of ominousness to it.
14:39It has a layer of mystery to it.
14:41But it can be turned other ways.
14:44I felt a sense of menace.
14:46Yeah.
14:47I'm just excited to get to experience it with players.
14:54I just really hope that, personally, I've written something that they can really connect with and love.
15:00And if I can cause a couple of goosebumps in there, I'll take that as a bonus, too.
15:04I hope players get taken on a journey that inspires them and makes them feel like this world is really unique and really special.
15:13My favorite feeling as a creator is getting to watch someone's look of, like, absolute surprise.
15:23I want players to feel hope.
15:26That exciting, boundless potential that Destiny has and world of possibility that Star Wars unlocked.
15:43I've been waiting so long for this.
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