Bungie isn’t about to let much slip about Rise Of Iron’s raid, though given this is the game’s fourth such chal­lenge, we can haz­ard a guess at what to ex­pect: ex­act­ing boss bat­tles and comic-re­lief jump­ing puz­zles, this time set in the Cos­mod­rome against Fallen en­e­mies, in­ter­spersed with pro­fane teeth-gnash­ing over the head­set from that one guy in your raid group who’s been af­ter a pair of new boots for two months, and just got an­other sniper ri­fle from a loot drop. Game di­rec­tor Chris Bar­rett is typ­i­cally elu­sive on the specifics. “Our goal is to make a raid that’s chal­leng­ing, but not too chal­leng­ing,” he says. “And not too long, also: we’ve var­ied the length of our raids to try to dial in on the right time com­mit­ment. Eight hours? Most of us real peo­ple can’t han­dle that. But it’s gen­er­ally about the new lo­ca­tion, the new com­bat­ants. It’s got some out­door spa­ces that we haven’t done in a raid be­fore. Ev­ery raid is dif­fer­ent; I think you’ll see that this one stands on its own, too.”

Game Des­tiny:RiseOfIron Devel­oper Bungie Pub­lisher Ac­tivi­sion For­mat PS4, Xbox One Re­lease Septem­ber 20 This early con­cept art set the tone for Rise Of Iron. Game di­rec­tor Chris Bar­rett (above left) and ex­ec­u­tive pro­ducer Scott Tay­lor (above right) in­sist that Game Of Thrones never came up. We al­most be­lieve them

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