This is part one of four parts to my analysis of Bungie’s Destiny.
I’ll also have a Part 2: covering player characters, story, weapons, and whether i’d buy it or not; Part 3: I spend my entire blogpost discussing how things have been named in Destiny; and Part 4: where I predict the future of Destiny’s story based on evidence that Destiny is a symbolic retelling of the story from Bungie’s Pathways into Darkness, but from the point of view of the monsters.
So, before Destiny was released, before it was in Beta, I wrote an article about my initial reactions to a “making of” presentation given by the lead art designer and lead writer. You can read it here. Basically, I said that I was excited about the game, clearly a lot of work went into it, but that the end product looked really boring and derivative. It seemed like something weird must have happened between the initial conception and the actual execution that seemed to take the really amazing ideas and watered them down into a bland final product.
Someone named Analyze commented on that blog post, and asked what I thought about the game now that it was out.
So, Analyze, here you go. Just for you, my thoughts on Destiny now that it’s out and I’ve actually played it. It’s long and there’s quite a bit of nitpicking and microanalysis (and this is just part one). Brace yourself.
For anyone who wants to know what I think without reading too much.
Tactile design: the game is so much fun to control, it feels amazing.
Visual design: my eyes bleed from the beauty.
Sound design: it’s pretty good; love the Vex death warbles.
Enemy deaths: so rewarding, so fun, it’s everything I’ve ever wanted.
Level design: Vex have the best and most unique level design; everywhere else it’s the same hallways and rooms.
Architecture: I like the Vex and Hive the best; Fallen, Cabal, and human all look the same; also, everyone has castle merlons on their walkways (check the pics).
AI and Enemy Behavior: the same boring, unintelligent AI is recycled among different races; the Vex and Cabal barely have any AI, the Fallen seem to have the most developed AI, and the Hive seem to have the most diverse AI among their units, although that’s not really saying much.
Enemy visual design: Fallen is most developed, other races are boring and look alike, and the Cabal are a blatant rip off of Warhammer’s Space Marines (check the pic, they look identical).
Spaceships: Love the Fallen and Hive dropships, Cabal look like Pelicans from Halo, and the players’ ships look “meh”.
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