Wednesday, September 24, 2014

A Word on Destiny

I like it. I just wish I cared about it.

There is really no point in trying to review something that was painstakingly created with such care on the technical level: the shooting feels great, the graphics are good, the sound design is spot on, the servers seem to be holding up for an MMO –lite, and they have already made a ton of money through sales. Mechanically everything is solid, well, except for there not really being a viewable map for the combat areas.



I wish the game was put together better on a high functioning level. I know that I have been revived by the ghost of Peter Dinklage because I am one of the people able to wield the light against the darkness. Video game plot setup, I get it not too complex. I know who I am but have no clue as who anyone else is. I think the Vanguard I report to in the Tower is a much better space warlock than I am or maybe she’s just an upper level clerk? The stranger that shows up a handful of times is so mysterious that I still know nothing about her after I finished all of the story missions. Bungie has already admitted to stringing us along for 10 years but the opening chapter isn’t engaging beyond satisfying head shots. You could easily blow through the story missions in a couple of sittings, look forward to the events, and brawl in multiplayer; but you’ll get stuck in the same old MMO tropes of doing the same thing over and over for better loot or rare currency.

The current answer for the lack of story is the companion app that displays all of your grimoire cards that you earn through various milestones during gameplay. The Destiny app does what it should and augments the experience. You can show your friends your loadout no matter where you are! You can finally learn about what might actually be going on in the universe by reading your cards. Wait, remember Final Fantasy XIII and the thousands of lines of lore and fluff that you read in the menu to learn as much as you could about Gran Pulse? No? Those were in the same game and I have not heard of anyone who dove into that hard core.


There is something that could be great here. The nuts and bolts are working wonderfully with more than adequate window dressing it just needs that substance to keep the non multiplayer focused user around.