Tagged: destiny

Rewriting Variks’ stupid dialogue from Prison of Elders

variks-close-up[~15,000 words total]
[~8,300 words for all drafts put together]
[~4,000 words for “final” draft and final thoughts (this is really all I expect anyone to read)]

So, over a year ago I raged against how terrible and stupid Variks’ dialogue is in Destiny’s Prison of Elders. And to put my money where my mouth was I said that I would write my own version of Variks’ dialogue. Then I just didn’t.

For the longest time (over a year) I didn’t feel like going through the effort. Then about a month ago I suddenly felt like accepting the challenge I had given myself. So, I wrote my own version of Variks’ Prison of Elders dialogue which is much better than what actually appears in the game, although that’s not saying much considering the originals (“Kill them dead.”)
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The Cabal: finding the hidden lore in Destiny

battle against cabal

There is very little backstory for the Cabal, and what’s there is vague. I’ve looked at pretty much every piece of concept art online and in the book “The Art Of Destiny”. I’ve read every grimoire card. I’ve read almost all the flavor texts for items and weapons and armor.

I’ve found very little, or a lot, depending on how you look at it.

Anyway…
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Variks’ PoE dialogue is so stupid

"Nuh-uh."

“Nuh-uh.”

This post is a critique and criticism of the Variks dialogue we saw in Bungie’s Twitch reveal of the Prison of Elders.

Note, this is a rage post. I throw down some opinions here. In some parts am I overreacting? Probably! And I’m okay with that! It’s healthy to rage every now and then.

Also, I intend to make a second post in the future where I put my money where my mouth is and rewrite Variks’ dialogue myself.

So, I recently saw the Prison of Elders reveal on Bungie’s twitch. You can find recordings of it all over youtube if you haven’t seen it already.

As I watched, a realization slowly began to dawn on me: Variks’ dialogue is the most moronic, imbecilic, talentless, pointless, worthless, vacuous, idiotic crap that I’ve ever heard, seen, or read.
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Finding Destiny’s hidden lore through concept art: the Truth of the Hive

oryx concept

I think that some aspects of Destiny’s lore that have yet to be revealed about the Hive can actually be guessed at by looking at some very old concept art from early in Destiny’s development.

TL;DR: There’s a “Conclusions and Theories” section all the way at the bottom of the page which sums everything up.

I made a post about this on reddit. It’s slightly more succinct and better organized, but doesn’t cover all the same topics.

There’s some holes and loose ends to my theories, so let me know your own thoughts.

EARLY CONCEPTS

I was looking at this Hive concept art by Daniel Chavez, which I found at the two following links:
http://conceptartworld.com/?p=36293
http://www.videogamesartwork.com/artists/daniel-chavez?page=1

It appears that early in their design, the Hive were heavily influenced by moth imagery and biology. If you look at the concept art (some of which I’ll post here) you’ll see what look like Hive knights with colorful and elaborately detailed armor that is evocative of moth wings.

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Destiny Analysis Part 4: The story of Pathways into Darkness in reverse

craig mullins pid
This is part four of four to my analysis of Bungie’s Destiny.

Check out Part 1, where I look at visuals, level design, enemy design, etc.; Part 2: where I look at things like story, weapons, and whether it’s worth buying; and Part 3, where I talk about how things were named in Destiny

I made a reddit post about this that is a little more succinct, but doesn’t cover all the same topics.

I believe that the overarching narrative of Destiny is actually an inverted, or reversed, retelling of the story in Pathways into Darkness, one of Bungie’s very first games. Basically, I think that Destiny is the PiD story told from the perspective of the monsters in PiD, and that the heroes in Pathways into Darkness are the villains in Destiny.

If this is true, then this let’s us make some predictions about the future of Destiny’s overarching story, although not about its gameplay or anything like that.

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Destiny Analysis Part 3: Making Names and Giving Ass

new destiny guardians 2

This is part three of four to my analysis of Bungie’s Destiny.

Check out Part 1, where I look at visuals, level design, enemy design, etc.; Part 2: where I look at things like story, weapons, and whether it’s worth buying; 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, the way in which things are named is rarely critiqued in video games. Yet I think it’s an aspect that is important.

In Destiny, Bungie drops the ball on how it names… everything. What it amounts to is that the poorly thought out way things are named in Destiny is a microcosm for all the other ways that Bungie dropped the ball with this game.

The way some things are named in Destiny is so bad, I’d expect it from a ten year old, but not from an adult professional, working a nine to five job as a writer for a multi-million dollar video game developer.

Just read on to see what I mean.

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