Friday, September 12, 2014

Destiny: An Excercise in Disappointment


The biggest problem Destiny has is that describing exactly what it is becomes a matter of subtraction very quickly.  It’s Mass Effect without the character focus and careful exposition, it’s Halo without variety and that intangible scrappy factor that built a franchise, Call of Duty without carefully constructed combat sequences and balanced multiplayer, World of Warcraft without exciting loot and deep skill trees.

But most succinctly, it’s an ambitious video game without the bravado to capitalize on what it does well.

Desti-nearly put me to sleep

Inasmuch as Destiny tries to tell a story, it’s about a humanity on the brink of extinction an indeterminate incredibly long period of time into the future.  Some alien moon/sphere thing called the traveler showed up on Mars, and that somehow lead the human race to a golden age in which they expanded to fill out our solar system.

Following this advantageous development, the darkness, a vaguely defined “enemy of the traveler” pursued it to our system.  A war ensued, and the human race has been pushed back to the bounds of one city, conveniently referred to as simply the city, with the tower serving as the hub for the guardians (of which the player is a resurrected member) who go out and fight the fallen, the hive, the vex, and the cabal, receiving occasional assistance from the queen, the queen’s brother, and the speaker.

As a writer myself, I know that it’s hard to name things in sci-fi without making them sound silly.  All the same, I’m genuinely forced to wonder how this will be localized in Russia and other places where the language lacks a definite article and this unique refusal to name things becomes evident.  It feels like a Mad Gab where [Guardians], [Queen], and [Queen’s Brother] will fight [Darkness] with [Noun] to save [Traveler] and [City] from [Adjective] [Poorly Imagined Antagonists].

This simply serves to add to the frustrating ambiguity of Destiny as a narrative experience.  I paid careful attention through the game’s 15 or so hour long “story” missions, and I’m genuinely not sure what I accomplished.  The role and function of “The Traveler” and the threat that “The Darkness” poses to it are left so intentionally ambiguous (no doubt in an attempt to draw some kind of passé parallel to Lovecraft) that the player is left flitting about from planet to planet with no real driving motivation behind whatever one is doing from mission to mission.

Frankly, I’m not even sure if the enemies I was fighting are themselves “The Darkness”, or if they’re just correlated to it, or opposed to it… I don’t know, it’s all unclear.

This is the biggest central problem with Destiny as a story – at every opportunity it has to provide even the smallest bit of meaningful exposition or explanation it runs away and shuts the door like an impatient child.  At one point which could be an excellent opportunity for finally getting to the bottom of what the hell is happening in this game, a character called the stranger literally says “I don’t even have time to explain why I don’t have time to explain.”

All of this could be closer to forgivable if there was some other mechanism for exposition within the game, something akin to the Codex in Mass Effect or the hundreds of books lying around in every game of the Elder Scrolls series.  Destiny has a “grimoire”, but it isn’t even accessible in-game, requiring you to create a Bungie account, log into Bungie.net just to access it.  Even then, after you’ve given Bungie your email, they refuse to give you even the most basic information.  What did the traveler do that helped humans achieve so much?  What are guardians?  What is “The Darkness”?  The game hoards all of this information to itself, wrapping ambiguity in misinformation and vague hints until it feels less and less like you’re playing through a game and more and more like you’re playing through the diagramed skeleton of a game that someone plans on making.

All of this could be forgivable provided a solid, deep, gameplay foundation…

Desti-knee deep

Make no mistake, the nuts and bolts of a great shooter are here, but it feels like they’re all tossed across the floor like the legos of yesteryear’s playtime.

The movement in Destiny is solid, and so is the gunplay.  The feedback on most weapons is excellent, and the sensation of power-jumping, gliding, and teleporting across co-op and multiplayer arenas is fantastic.  The vertical element games like Titanfall brought to the FPS genre is here, and it makes the basic moving and shooting mechanics fantastic.

However, these great mechanics are wasted on a single player campaign that’s more drab and repetitive than anything I can remember playing in the last ten years.  Literally every mission takes the format of “Go to place, fight bad guys in that place.”  And where the Halo series introduced variety with creative sets, constant new weapons, vehicles, and set-piece battles, Destiny presents the same slog through room after room where enemies either wait in place ala Dark Souls or literally spawn out of thin air, directly in front of the players.

These enemies, which always spawn en masse, have unimaginative AI, boring presentation, repetitive designs and predictable roles.  Every faction has enemies that all fill more or less the same roles: cannon fodder, harder cannon fodder, so on and so forth.  And while challenge is essential to enemy design in a good video game, most of the enemy types in Destiny are simply annoying to fight.  Some enemies are invisible and deal massive melee damage, some fly around and shoot at you like an ungodly robotic hybrid of gnats and termites.  And then there are the bullet sponges.

Taking what may be literally the worst part of RPGs into itself, almost every combat encounter in Destiny includes at least one enemy with impractically large amounts of health and frustratingly powerful attacks.  These enemies roam around the battlefield, often able to teleport themselves long distance, and no matter what faction they come from they share similar capabilities for massive damage at all ranges.  Fighting them is not challenging, so much as it’s a chore.

These enemies extend themselves into a handful of boss characters which uniformly follow the pattern of “a normal enemy, but bigger.”  These boss characters make up the worst parts of the game, especially since they tend to spawn lesser enemies during their already impractically long fights.  This practice annoys me in every video game in which I see it, but here it’s simply, unambiguously terrible. 

There are simply no words to describe how annoying it is to spend fifteen minutes with two people you’ve never met dodging constant, heavy, area-of-effect fire from five directions while trying to accurately shoot a hulking behemoth that is effectively impervious to all individual effort.

These experiences ruin the single-player “campaign”, but thankfully the competitive multiplayer is better.  It’s close to excellent, but the basic problem with it boils down to the fact that “the crucible” is about as well-balanced as a discussion of West-bank settlements on Fox News.

First and foremost, each player can start a multiplayer match with a sniper rifle, shotgun, or “fusion rifle”, with about a clip and a half.  Each of these weapons are horrifically unbalanced, especially considering that everyone starts with one of them.  The shotguns and sniper rifles fill their traditional roles as one-hit kills at close and long range respectively, and the fusion rifles seem to be designed to fill the same purpose at mid-range.  They require a brief charge period, but between these three weapons that, again I emphasize, everyone starts every match with, it’s often 'easy to become frustrated with the whole endeavor.

Tack onto this the “super” abilities available to each player, which function like killstreak rewards that don’t require a killstreak, and dying in Destiny’s multiplayer rarely feels like one was meaningfully beaten.  I can’t even count the number of times I was one-shot-killed by weapons or powers that simply feel cheap, like half-invincible melee upgrades, enemy-seeking super bombs and attacks that at once kill everything in a large radius and render the user briefly invincible.  Almost every class has these game-breaking abilities, but the fact that everyone has them all the time, and that they’re nearly instantaneous and effectively unpreventable, only further contribute to a sense of futility.

Add to this an incredibly lacking selection of maps, and the fact that players cannot influence the map they play on, and that there’s not allotted time to configure one’s loadout to the map, and the experience becomes all the more frustrating.

In Conclusion

Destiny is not a bad game, it’s far from it.

All the same, it’s even more well-distanced from good.

At every turn, it promises depth and substance where there’s not really any to be found.  The opening minutes are exhilarating, and even through the first full mission it’s engaging, but things fall apart very quickly after that when the routine sets in and the plot grows more esoteric while simultaneously providing less context and information to inform the action.

The gunplay is solid, but the single-player campaign is burdened with annoying enemies, repetitive tasking and a shocking lack of variety.  The multiplayer is engaging, but its failure to balance several core mechanics makes even the best moments simply feel like luck of the draw.

All in all, Destiny is simply disappointing as a game, and more importantly as a picture of an industry that seems ignorant to what makes its successes successful, as it does to what makes its failures fail.

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