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Views like this make it all worth it... |
Abraham Lincoln said 'You can fool all the people some of the time and some of the people all of the time, but
you cannot fool all the people all the time'. Replace the word
'fool' with the word 'please' and you have an accurate summation of
Destiny. Not that folks who brought you Halo
and its wildly successful sequels didn't try to be all things to all
people, but it's easier to mention what Bungie Studio's new nine-figure opus isn't
instead of what it is. It ISN'T a role-playing game, it ISN'T an MMO, nor is it a plain
vanilla 'shoot-the-bad-guy-bad-guy-falls-down' splatterfest. It's
like your first plate off the buffet line: a heaping mix of all those
elements pureed with starchy post-apocalyptic flotsam and a heavy
squeeze of arena combat slathered on top. It fails to master any one
of these elements but compensates for it by offering carpal
tunnel-caliber quantities of everything on the menu. It looks
incredible and it's a lot of fun but, like even the best buffet in
town, I wouldn't want to eat there every night.
Gameplay
can be parsed into four categories. Story
Mode
takes you through Destiny's
narrative such as it is and presents you with a series of gradually
more challenging scenarios, mini-bosses and end-level foes. Progress
here opens the map to new areas of the solar system for you to
explore, from your starting point on Earth to Earth's moon, Venus,
the asteroid belt and Mars. Each of these settings is essentially a
giant, highly detailed arena to which you will return again (and
again)
many times as you complete story-driven tasks. Patrol
is free play, a chance to romp over hill and dale killing as you go
from the endlessly respawning supply of enemies. Here you can
complete side missions for additional XP, cash and bonus loot. Strike
missions are three-man jobs that pit a fireteam of real dudes (that's
you, and maybe your buddies) against high-level enemies and obstacles
crafted specifically for this mode of play. The XP and bonuses are
big, but you have to play as a team (ugh). Finally there is the
Crucible,
Destiny's
all-purpose fight club where players engage in that timeless
measuring of dicks known as PvP. This is for people who enjoy the
human aspect of a shared world game but won't get their money's worth
until they've cornered an 10 year-old from Saskatchewan and shot him
in the face with a space revolver.
If
you couldn't tell, I'm a bit of a humbug when it comes to the more
social aspects of the Destiny
experience. I dabbled in Massive Multiplayers, found I didn't care
for them, and generally subscribe to the tenet that video games are
best for escaping real people, not for bumping into still more of
them. I know many would argue that human players offer a different
sort of challenge from computer foes, of which even the smartest
remain pretty predictable. No argument there, and at least as
concerns the Strike missions I know I should be more of a
participant. But dueling random dudes and dudettes has never
interested me; I fight enough such specimens when they merge into my
lane during morning commute. On the battlefield you're likely to
stumble into a fracas-in-progress between a squad of goons and fellow
Real Person. Whether you join in is up to you, but as a lone wolf I
know
I wouldn't want anyone doing my fighting for me, so I tend to give my
fellow Real People plenty of space. I'm not much of a sharer, and if
you're reading this
for greater insight on Destiny's
interactive elements, you might want to look elsewhere.
[ADDENDUM:
Before posting this review I did participate in one of Destiny's
'Public Events', sort of communal free-for-all missions with big
enemies and high-risk, high-reward combat. The job here was to take
down one stubborn foe with a lot of HP. Initially only myself and
one other chap participated and we were badly outclassed, but Public
Events are announced to all players in the area and in moments backup
had arrived in the form of five other players. We dog-piled on the
guy and killed his ass, winning a 'Gold Tier' commendation and some
fancy loot. This constitutes only my second online interaction of my
Destiny
experience, the first being when I waved to a guy.]
So
what's an antisocial scoundrel like myself to do? There's grinding
off course, hosing bad guys left and right purely for the purposes of
leveling up and scouring better swag. Here at least Bungie provides
ample incentive to put in the hours. Your Guardian – either Titan
(bruiser), Hunter (rogue), or Warlock (wizard) can equip a generous
compliment of weapons that fall into broad categories – Main,
Special, and Heavy – but there are no restrictions on which class
of character can use which weapons; you are free to use what you like
and pawn what you don't. Weapons you do favor often attain special
modifications and performance bonuses you can activate for a modest
one-time fee, ensuring your tried-and-true armaments won't be
overshadowed by the every shiny new thing. The same goes for armor,
which in a shared social game like Destiny
is as much a badge of honor as the number over your name – players
with the most tricked out threads are generally the most badass, and
for myself (a Hunter) I confess a certain pride in achieving Level
10, ditching my beginner's scarf and donning a full-fledged cloak. I
mean, c'mon...people are
looking, after all. Your character's skill trees are large and
require patience to unlock all the way, but the upgrades are (mostly)
worth the wait and you're even allowed to swap between certain skills
depending on your style of play. It's a thoughtful system that keeps
you hungry, humble, and on your toes.
Bungie
further pads the grind aspect by integrating other forms of currency
with correspondingly awesome rewards. Vanguard Points are awarded
for completing Patrol bounties and Motes of Light – awarded for
dispensing enemies with your special attack – can be redeemed for
special gear. The problem with ALL these currencies is that they are
hard to come by, slow to accumulate, and a bitch to remember which
goes where. The developers clearly recognized the need to give the
player a reason to keep picking up the controller once the story was
done. The varied coinage – and the glacial rate at which bonuses
accrue – dangle just enough carrot over the average gamer to keep
him coming back, bleary-eyed and stiff-backed, chanting the ceaseless
mantra “one more mission, one more mission”. I know because I'm
guilty of this myself, which is a testament at least to how well the
Halo
makers know their audience and how to keep them hooked.
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'Okay, now I KNOW this isn't the line for Comic Con...' |
So
what is Destiny
about, anyway? Good
question. I'll let you know when I figure it out.
I
jest, but only kinda. If there's a weak link in this title's
presentation it is definitely the thin and utterly baffling plot, a
hazy soup of disjointed backstory, foggy technobabble, and muddled
sci-fi tropes. What I do know is you (good guy) must discover the
mysteries behind the benevolent Traveler (big floating sphere guy)
and it's arch-nemesis the Darkness (bad guy) by exploring the ruins
of humanity's once great civilization before it was destroyed by evil
jerkwads. Sounds like a lot of stuff you've heard before, only
Destiny
attempts this without a single fleshed-out character or passable line
of dialogue. Your hero begins a blank slate and remains so
throughout, barely uttering three full sentences during the (rare)
cutscenes as he/she (passably) interacts with a supporting cast of
monotone dullards. Considering the caliber of the script, however,
reticence is probably a good thing. Here's my favorite doozy:
“They're so evil
they even despise all other evil.” Well shit, I'm no expert but
that sounds really evil
to me. Add to that a disembodied central villain with no face or
voice and a horde of terra cotta enemies that never feel threatening
and it becomes damned difficult to stay engaged. This is the Star
Wars prequels
with shaken baby syndrome.
Story
missions are light on red meat and heavy on the breadcrumbs, as in
the trail of breadcrumbs you follow mission after mission, killing
hordes of underlings then waiting for your floating eyeball AI named
Ghost (Game of
Throne's
Peter Dinklage) to tell you why you're here, at which point Ghost
spouts some flummery about decoding signals and ancient evils. Shoot
some stuff, get some loot, mission ends, good show, ripping job...now
do it again. It is repetitive, it is predictable, and though it
provides more variety than Patrol mode, like Kathy Griffin, it can't
avoid getting old forever. Dinklage gets a decent selection of
lines, though we hear them through a tinny filter and can glean only
a flutter of emotion. Much was made of the 'woodenness' of his
performance during Destiny's
alpha and beta testing, but considering what Mr. Dinklage is made to
work with I think he does just fine; he's also the closest thing
you're going to get to a real performance in this game, making it
akin to a damp sponge in the midst of a barren desert that feels like
a gushing oasis.
But
at least your eyes will be entertained. Come what may, Destiny
is a joy to look at. On a PS4 the light, shading, textures and
colors are all sublime, with a degree of fine detail probably not
seen on the next-gen systems thus far. Action, in particular
gunfights, are varied and seamless with no noticeable lag or chop
even when the screen is afire with warriors and ordinance. I wish
there was more time to just gawk at the scenery but a shared world
waits for no man, especially when the bad guys can shoot you even
when you hit 'Pause'.
Around
hour five or so the thought will likely hit you (as it did me):
what's missing? Were we swindled by Bungie, who promised us the
world and failed to deliver? Why does this review join a chorus of
others expressing a similar sentiment – that we signed up for filet
mignon and ended up with ground chuck? If we were promised a vast
and expansive world, why do the various settings eventually feel like
cages? Why the repetition? Why the emotional disconnect?
Well,
Bungie surely did what any game developer would do, which was market
their game as aggressively as possible – a $500 million price tag
doesn't leave a company many other options for securing a RoI.
Looking back on the trailers and demos, the E3 showcase and the beta
feedback, it was easy to be hornswaggled into thinking the finished
version would be an epic of never-before-seen proportions, a Lord
of the Rings
meets Firefly
with a liberal dash of Elder
Scrolls. Alas, if anyone can be accused of having head-in-clouds syndrome
it's us, the players. I believed the hype, too, and I was prepared
to surrender a considerable amount of free time to mastering the
world of Destiny
in
much the same way I did Skyrim:
with a measured, methodical approach that allowed me to explore the
whole of the virtual world, wander at a Gandalf-ian pace and see the
sights. Alas, you can't do that. The virtual world is a coliseum of
carnage dressed in pretty gems and the stark plains and rolling
hillsides are drenched in alien goo. We'll have to wait another day
for a truly immersive space story in the next-gen. Until then all we
can do is shoot.
Bungie
promises added replay value in the future. This isn't just a shared
world, after all, it's an online one, constantly growing, updating,
and refining itself. Scheduled events called 'raids' offer
Woodstock-like gatherings of Guardian faithful for the chance to
participate in epic showdowns, and the currency system ensures
there's reason to grind even after hitting the 'soft' level cap of
20. Is Bungie covering it's butt, stung, perhaps, by the lukewarm
feedback? Or have we really come in on the ground floor of a new
paradigm in gaming, that of a collective universe where developer and
player(s) interact continuously and the best is yet to come? It's
possible that a year or two from now the initial Destiny
experience
may be just growing pains on the way to a game-making revolution that
may, among other things, leave curmudgeons like myself in the dust. In the meantime I plan to enjoy Destiny
for what it is and not dwell on what it isn't. I may not like
sharing my world, but I am an eternal optimist.