Call this a bit of a
cop-out for content but I find it prudent to show how even a critical
mind can change and soften over time when observing an intellectual
property. How criticism comes from a place of passion.
As such I am going
to bring back two of my old reviews from old sites. The first was
back during my more optimistic days at All Age Gaming with my review
of Destiny in 2014 and the next is my review from OmniGamer of
its Rise of Iron expansion from last year.
It goes to show how
things can change for better and for worse and how critics and
reviews are at their core, players just like the rest of us.
And this is coming
from someone who can be called a fan of the franchise now.
Destiny Review (Originally Published
on www.allagegaming.com)
Destiny seems like it should be
amazing. It has the talented people at Bungie at the helm. It has the
marketing push of Activision and has been billed as “from the
creators of Halo and the studio that brought you Call of
Duty.” The story is planned to be supported for the next ten
years through expansion packs and updates. It also has had what some
consider the most astronomical budget for a video game sitting at 500
million dollars. All of this to bring their ambitious vision of a
vast, living sci-fi MMOFPS to life.
As of this writing I have
spent three days playing the game to its level cap and have
experienced everything Destiny has to offer, and for all of
the money and talent on hand, the final product can only be called
alright.
While exploring on Mars,
humanity discovers an alien artifact called The Traveler. Through
understanding and using its power, things enter a golden age of
prosperity. Over the span of centuries, space travel is perfected,
life expectancy shoots up dramatically, and the ability to terraform
planets becomes routine. But some vaguely defined all-encompassing
evil called The Darkness attacks and leads to some poorly explained
downfall referred to as The Collapse. The Darkness is beaten back but
The Traveler remains weakened. In order to prepare against the
Darkness’ second wave, Guardians (read: players) are summoned by
agents of the Traveler, who can arm themselves and fight and help
defend what remains of humanity.
That paragraph is as close
to a story as you are going to get in Destiny. Everything else is a
horrendous pile of overused cliches and tropes all mixed together
into a slurry of bland inoffensive mindlessness. There is a mission
in the game where I was commanded by The Speaker to eliminate a
member of the Fallen, a Noble of the House of Winter, in order to
retrieve some of the Traveler’s Light. That sounds epic and complex
and should set your imagination ablaze. What it boiled down to was me
spending twenty minutes shooting a tougher version of a reskinned
enemy who just happened to sit on a throne. No other information is
given about how the Traveler’s Light works, or even any mention of
a Fallen hierarchy. If you want to see a textbook example of what the
word pretentious means, look no further than any of the story points
in Destiny: a bunch of cryptic and mythical sounding terms and
phrases masquerading as depth where there is nothing but shallowness.
It is honestly quite
mind-boggling just how toothless and inert the world of Destiny
is. For all of the build up of your Guardian meant to save the last
human settlements on Earth and protect the galaxy, you never get a
feel for the stakes or what the world is like now. You can choose to
play as one of three different races but all you get is maybe a
sentence explaining them. Humans are boring, Awoken are space elves/
space vampires, and Exo are sentient machines made to fight in a war
that everyone knows about except you. Finally, the social hub is a
pathetically small tower area that is only there for you to buy new
armor and weapons or trade in quests while everything you’re
supposed to be invested in protecting is relegated to a pretty skybox
in the background. It’s a perfect allegory for the game as a whole.
There is so much amazing stuff that is happening and awe-inspiring,
but we’re never going to explain or fill you in so just get back to
shooting things.
The much touted MMO part
of Destiny’s MMOFPS gameplay isn’t much better. The game
gets as far as having other players in the game world and being able
to do missions together, but are hampered by the more tedious
elements, like having to return to the tower to do a game of fetch
with the NPCs to get quest rewards, unlocking new stuff you got in
the field, and above all, the fact that the story missions are
completely interchangeable and feel like padding. Defend a point,
defeat a certain amount of enemies, go to next area, activate
cutscene full of awfully written dialogue that tries to explain the
mess of a story, rinse and repeat. It must also be said for a game
that allows you to go to the moon, Venus and Mars, all of these areas
feel small and restrictive instead of the large sprawling venues of
opportunity they should be given the budget on hand.
It also doesn’t help
that the weapons and armor are so unimaginative and basic. This could
have been a wonderful opportunity to do some subtle storytelling
through item descriptions and give some flavor and much needed
diversity to the character classes. But much like the dialogue, the
flavor text is just as unoriginal and forgettable as the world’s
pathetic excuse for lore. In some ways, the more basic design helps
keep the benefit of certain weapons more clear cut, a far cry from
Borderlands’ flowcharts of buffs and stats, and certain weapons
unlock perks if used enough. But for a game that puts so much focus
on gear and weapons as opposed to its pitiful 20 level cap, a great
opportunity was missed.
If there is a saving grace
to these haphazardly assembled elements, it is the gunplay itself.
Bungie remains skilled at mixing together old arena style shooter
sensibilities with modern design touches, not to mention jetpacks. If
you can ignore the terrible writing and one-dimensional characters,
there is some joy to be had in fighting wave after wave of tough
enemies online with some friends. Hit detection is rock solid, every
shot fired feels good and meaty, and the different factions of
enemies use different tactics, even if you don’t know or really
care what their deal is. The three classes, Titan, Hunter, and
Warlock, don’t exactly break any fantasy mold, they’re basicaly
space-flavored Warrior, Rogue, and Mage, but have distinct powers and
super attacks that keep fights interesting.
The PvP mode, or Crucible,
is by far the best thing about this game. You bring your weapons and
powers with you and fight fellow Guardians in standard modes like
Control, Team Deathmatch and Free-for-All. With all the RPG fluff out
of the way and the story in another star system, the Crucible mode
manages to keep things clean and simple, something that wouldn’t be
out of place in a normal FPS, and there is a lot of enjoyment to be
had in its different maps.
Bungie should be
congratulated with their netcode in Destiny. While there have
been some odd moments where players have dropped from the game, there
haven’t been any framerate drops or odd lurches while playing
online with friends. When you’re being billed as MMOFPS, it’s
good to remember to make sure your infrastructure can handle the
workload, and it looks like Destiny is doing its job well.
Visually, Destiny
is quite pretty but never really moves past that. The texture quality
is good, lighting is alright, framerate is consistent, and the art
department did a good job with the large vistas of the planets. But
despite this game being set in the far future, no real consideration
was given as to the nature or reason for the architecture. I remember
finding a statue on Venus and tried looking for an inscription at its
base, only to find nothing. The statue was just there to look nice
and nothing else.
Probably the biggest
strike against the story is the voice-acting. It doesn’t help that
most of the exposition in the game is told through your Ghost, voiced
by Peter Dinklage, breaking the rule of “show don’t tell” like
a brittle twig, but what exacerbates it is his performance. Dinklage
is a very talented actor, most know him as Tyrion Lannister on Game
of Thrones, but he is just awful in Destiny. Whenever he isn’t
delivering half-hearted technobabble, he’s droning on about events
and factions that mean nothing because the script hasn’t bothered
cluing you in. You won’t believe that wizard came from the moon,
but after a while you can guess that’s where Peter’s mind was
when in the recording booth.
The score on the other
hand is quite gorgeous. Marty O’ Donnell brings his best to
Destiny, helping to keep things from devolving into a complete and
total slog.
Bungie has argued that
early reviews of Destiny won’t do the game credit. There will be
updates, patches and tweaks to the game to try to keep things
chugging along until it’s previously announced expansion packs
arrive. It can’t be treated on the regular merits of a standalone
experience.
But you can’t patch a
poorly written script and you can’t just forget that you have paid
full price for an experience that willfully holds off its better
material until the very end, then teases that things will get better
later. The story mode as it stands can be finished in about twenty
hours, half of which I completed in a haze, and ends on such a
whimper that I wanted to chuck my controller at the screen.
First impressions are life
and death when it comes to launching a new IP, and Destiny fills me
full of contempt and regret more than joy and wonder. When I can end
up bored playing a space wizard throwing dark energy at giant
four-armed alien soldiers on Mars, something has gone terribly wrong.
If you’re into
competitive multiplayer or socializing with friends while shooting
aliens, Destiny is a solid inoffensive experience that passes the
time. As a new IP and as an ambitious new world of fiction, it
couldn’t be any more flavorless and derivative.
Final Score: 6.5/10
Now let's
fast-forward three years to...
Destiny: Rise of Iron Review (Originally
published at www.omnigamer.com)
I initially wrote Destiny off
as an experiment that fell flat. An experiment that cost half a
billion dollars and had some excellent gunplay but wasn’t the grand
marriage of intense action and epic scale needed to sustain an
MMOFPS. It had incompetent storytelling, banal mission structure, and
an incongruous design philosophy that encouraged skill but only
rewarded luck. However, a lot of goodwill was earned back with the
release of The Taken King last year, basically a soft reboot
of Destiny with a lot of systems streamlined and a new
campaign that lived up to the promise of the original game.
The latest expansion, Rise of Iron,
builds on this new foundation. By the developer’s own admission, it
is not nearly as in-depth as the last add-on, which explains why
it’s $10 cheaper, but what it delivers is the textbook definition of
more of the same. It’s a good thing Bungie has
finally discovered a formula that works and has chosen to build upon
it, but on the other, it highlights Destiny’s more
internal flaws.
The new campaign revolves around Lord
Saladin, the last of the first generation of Guardians referred to as
Iron Lords. When he isn’t leading the game’s Iron Banner PvP
event, he protects secrets hidden by his fallen comrades, preserved
within the Iron Temple located in uncharted Russia. Things seem
alright until a subgroup of the Fallen enemy faction, the techpriests
known as Splicers, uncover the source of the greatest threat that led
to the extinction of the Iron Lords: a deadly nanovirus known as
SIVA. In order to prevent the Splicers from weaponizing SIVA and
waging war against Earth, your player helps Lord Saladin locate the
source of SIVA, destroy it and deal with the Splicers’ newly minted
armies, war machines and experimental abominations.
It’s not a bad concept for an
expansion, but there are some things holding it back. With that said,
the campaign is more tightly structured, complete with cutscenes of
actual coherent storytelling and world-building (the very fact I had
to write that out shows how far things have come). A particular
shout-out must be made of Lord Saladin, who manages to be both
sympathetic as well as a strong mentor of sorts to your Guardian,
teaching him or her the history and might of the Iron Lords in their
prime while also remembering how they fell to vanity as well as
nanite-infused nightmares. However, in terms of scale, it can’t
exactly compete with The Taken King’s plot involving
taking out a god from the darkest reaches of space who has arrived in
the solar system with an armada, a doomsday weapon and an ever
expanding pan-dimensional army.
Also, for all of Bungie’s insistence
that Rise of Iron would feature completely brand new content
the new patrol area, The Plaguelands, is made up of roughly half of
the Cosmodrome patrol area with a different coat of paint, to say
nothing of the Splicers themselves being old enemies wearing new
hats. Even the actual campaign’s content is lacking with the basic
story wrapped up in a little under four hours, which is an issue no
matter how many well-made set pieces and encounters are presented.
Thankfully, when it comes to long-term
content things are more stable. Rise of Iron gives you
a progress book similar to the Moments of Triumph in the beginning.
Instead of major undertakings like finishing the latest raid on hard,
the progress book is full of smaller manageable obstacles like
hitting a certain K/D ratio in PvP or obtaining a certain amount of
collectibles. Finishing these tasks yields rewards like special
pieces of armor, ornaments which reskin special weapons you may have,
new colored shells for your Ghost and more.
On the topic of PvP, the new maps are
decent. A solid mix of close-quarters corridor shootouts and wide
open venues with an emphasis on verticality. The new Supremacy mode
is also welcome even if it plays similar to Call of Duty’s
Kill Confirmed or Halo’s Headhunter modes. Kill an enemy Guardian
and he’ll drop a crest, pick it up and you get points, the first
team to a fixed amount of crests wins. Personally, I enjoy the mode
since it encourages a lot of short to medium distance play, lots of
intense gunfights in claustrophobic locations as opposed to getting
hit by a sniper across the map.
As for PvE content, it’s more of a
mixed bag. The biggest addition is the surprisingly addictive
Archon’s Forge. You activate the Forge by using a new collectible
called a SIVA offering, which will summon a wave of enemies with a
boss fight breaking out once enough waves are defeated. Other players
can even jump in at any time to help. Finish off the boss and
everyone involved gets rewarded. Even when this novelty wears off,
this public event is a lot of good fun, since it helps get everyone
in the area involved and helps emphasize the strength of being an
always-online shared experience. The same cannot be said for the new
Strikes, which instead of introducing two or three merely brings in
one brand new encounter and adds a hard mode variation to two Strikes
from year one. The revised Strikes have a bit more going on than just
higher numbers being thrown around but savvy reused assets are still
reused assets.
Surprising no one, the highlight of Rise
of Iron is its new raid. The aptly titled Wrath of the Machine
is a great testament to what Destiny is capable of when
taking full advantage of the current console generation. This latest
addition is the first one not to also be designed for Xbox 360 and
PS3 versions. The highlight of the entire encounter is the battle
against the Siege Engine or what the community has dubbed the “Death
Zamboni” sequence. A harrowing boss battle where a large mechanical
monstrosity slowly pursues your team. It’s a fantastic challenge
since the key to victory doesn’t just come from pumping enough
bullets at a weak spot, but also maneuverability, speed and
coordination. It’s one of the greatest bouts of teamwork I have
experienced in online play and the only legitimate instance I have
witnessed of Destiny’s framerate dropping to keep up with
all the action.
But for all of the improvements Rise
of Iron brings, almost none of Destiny’s lingering
problems are addressed. There is still no in-game looking for group
feature, creating a clan still involves logging into a separate
website, and there’s still no player-driven economy or trading
system. That last feature isn’t as glaring anymore since the game
has moved towards earning certain legendary and exotic items being
tied to quests that can be completed with friends rather than be
completely dictated by RNG. If weapons and armor are more status
symbols that have to be earned, not being allowed to trade them is
understandable, but it still says something when I can be completely
maxed on in-game money and have nothing to spend it on, even if it’s
something as simple as something cosmetic for a friend.
Overall, Destiny Rise of Iron
is a good enough extension of the original game at its core. It’s
the equivalent to interactive comfort food. A reliably entertaining
experience that occasionally tries to reach something resembling its
full potential. If you hopped off the bandwagon after year one, there
won’t be much to bring you back, but if you are craving another
reason to dust off your Guardian and get back into the swing of
things, this expansion will hold your attention for a while.
Final Score: 7.5/10
It is now 2017 and I
am tucking into the game's Age of Triumph event, re-experiencing the
Raids with my own clan. And yes, I am actually interested in the
sequel coming out in September.
It's amazing to see before and after thoughts of a game. How a game evolved from being just mediocre to surprisingly decent to actually good. I enjoy that comparison. Very expressive and articulate.
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