Earlier this month, I got a chance to fly up to Washington and try Bungieâs upcoming sci-fi shooter, Destiny. Walking through the Bellevue office for the first time, Iâm struck by all the accolades lining the walls near the reception area. Here, a giant, life-sized statue of Master Chief stands tall, casting a shadow.
Bungie finds itself in a situation thatâs similar to that of Respawn with Call of Duty, prior to the launch of Titanfall: theyâve both made a fantastic franchise that gamers know and love, but now, theyâre moving on from them. Theyâre hoping to give us something new, and theyâve raised the question of whether or not the development team has the capacity to make more hit franchises that stick with players. In some ways, even though Bungieâs development of Destiny isnât known to be as turbulent as the development of Titanfall, Bungieâs situation still feels precarious, delicate.
The game wants to be ambitious. Last year, frustratingly, when we first took a look at the game, Bungie talked mostly in concepts and buzzwords. The game is in first-person, for the most partâbut itâs not a first-person shooter. According to Bungie, it has âelements of a first-person shooter.â People will join you in your attempt to fight evil and learn more about the worldâbut itâs not an MMO. Itâs a âshared-world shooter,â the supposed first of its kind, which offers a persistent world for everyone. They even shared their âseven pillarsâ of design, which are the ideas informing Destinyâs ethosâthey promise a robust, mysterious, and unpredictable world that they hope players will want to spend time in. During a presentation I attended earlier this month, Bungie described some âgenre bendingâ concepts behind DestinyâŠlike âexplorationâ and âcharacter evolution.â All of this combines to give the feeling that theyâre so desperate to give us something new with this shooter theyâre willing to coin new terms for old ideasâif not repurpose old buzzwords to make them sound more exciting than they actually are.
Maybe that sounds harsh, especially for a game I havenât seen in full just yetâbut I think theyâre aware of how earnest theyâre being with this title. âWe talked a big game last year,â a recent postBungie blog admitted. âWe were so excited to talk about our future. Now, itâs time to deliver. Itâs time to close this out in a way that we will all be proud of. We owe that to ourselves, and to our legacy.â Meanwhile, Destinyâs publisher, Activision, hopes that Destiny will be the âbest-selling new video game IP in history.â
I donât think itâs an understatement to say that it feels like there is a lot riding on yet another game where you shoot things in the faceâfor Bungie, for Activision, and for eager fans. And after what I played earlier this month, Iâm not sure Destiny can shoulder that burden.
Bungieâs office is in a converted multiplex movie theater. If you didnât know any better, you might even confuse the entire outside area for a mall or something. The studio itself has its own theater, tooâthatâs where the press is ushered in and given a demo. This one is hands off. Here, weâre told about Destinyâs story: youâre a Guardian, a protector of Earth. Following a âgolden ageâ where humanity rushed to the stars, most of civilization was destroyedâsave for a city which was under the protection of a giant sphere called the âTraveler.â The Traveler is stuck on Earth, after sacrificing itself to protect humanity from an ominous great evil that threatens everything (itâs a video game: of course thereâs a Great Evil). Your job as a Guardian, hundreds of years after the collapse, is to keep aliens at bay, explore, and reclaim secrets from the golden ageâor, as Bungie put it, âcarve out your destiny in the stars.â
Bungie begins the demo at the Tower, a location inside the Traveler which acts as a space where players can socialize with one another as well as purchase things from a public marketplace. Weâre shown a warlock, a class which uses arcane energies to complement their shootingâitâs kind of like magic, except more sci-fi-ish (one of their abilities is called âSolar Flare,â for example). Think a mix between the bionic and assault classes in Mass Effect 3. From the Tower, players can jet off and explore other worldsâand the world of Destiny is bigger than anything Bungie has ever built, Bungie says. You can explore the stars, after all. Weâre also briefly told about Destinyâs companion app, which players can use to plan attacks, look at missions and also other players, among other things.
Then Bungieâs community manager Eric Osbourne takes us on a scouting mission located on the moon, a demonstration that runs on a PS4 dev kit. He tells us that the entire thing is a pre-alpha, but even so, the game looks gorgeous. Youâve probably heard this beforeâthe visuals are pretty much the first thing we noted the last time we encountered the game, too. In any case, weâre taken out into icy alien steppes in an attempt to find beacons or a patrol job. As the Guardian explores their surroundings, Iâm taken aback by how empty the game feelsâthe landscape looks vast, exudes a silent sadness. Itâs hard to tell if the gameâs emptiness will feel alienating or not when actually playingâespecially if areas might be populated by way more people than what we saw in the demoâbut I do find it amusing to be so contemplative when looking at the world through the barrel of a gun. Youâd think Iâd have gotten used to this by now.
As he moves about, heâs tasked with an objective: kill 15 enemies. The foes that pop up are all level 2, and it kind of shows. The aliens mostly just stand there, waiting for Osbourne to kill them with his revolver-like weapon. Itâs a powerful weapon that can kill an enemy in just a few shots. Though the music plays up the scenario, it doesnât look particularly excitingâbut, again, the enemies were just level 2, and maybe the entire thing just looks easy because itâs being played by a person that knows it inside-out. Regardless, he dives further into the landscape, and the characters start talking about what might be buried in the world, just waiting to be found. Artifacts, resources, secrets. It sounds exciting; Bungie seems intent on building up its mystery. Osbourne tells us to take note of the aurora borealis off in the distance, and sure enough, itâs beautiful. This, honestly, is probably what stood out the most to me when I saw Destiny: itâs a looker. Weâre going to get lots of fantastic in-game photography out of this game. Iâd say thatâs not actually enough, especially not for a shooter, but we still have franchises like Crysis hanging on, so maybe Iâm wrong.
After killing a few aliens, Osbourne then starts ignoring the active mission, stating that players donât have to stick to them, if they donât want toâthey can just as easily go out into the world and explore whatâs out there. Maybe theyâll find other missions. Maybe theyâll find something else entirely. As he plays, Osbourne finds rusted ship parts, which he says are remnants of the past that hopefully build a sort of âmythic science fictionââbut if thereâs a story to be taken from the landscape, itâs either lost on me or weâre missing the context in this slice of the game. But, again, itâs certainly pretty. Ruin porn, if you will.
A small taste of said landscape porn, if youâre interested:
Then Osbourne hops into a Shrike, a speedy, floating vehicle that will undoubtedly draw comparisons to Ghosts in Halo thanks to how it moves about. As he speeds forward, we catch a glimpse of more of the landscapeârivers cutting between mountains, icy greenery. He revs up a mountain with the Shrike, arriving at a more enclosed, industrial space. In here, he finds a level 4 Fallen Captain type alien, who puts up more of a fight than earlier enemies. Finally, things seem a bit interesting! But before long, just the same, the enemy is destroyed. Osbourne exits the area and notes that the sun is settingâtime has passed in-game while he was in there.
The focus shifts away from missions and Bungie starts talking about Guardians and their builds. The character weâre shown is level 20âweâre told that heâs approaching an end game state and can start thinking about attempting raids with a team of players. Weâre shown all the different equipment the Guardian can put on, including gear that takes inspiration from vikings, Romans, medieval times, futuristic holograms and all sorts of other things. These arenât the Guardianâs weâre shown, but they should give you a sense of the sort of diversity the game hosts:
Some gear obviously forms a specific set that meshes well together, but players are free to mix and match however theyâd like without penaltiesâthe worst that can happen is that some gear will visually clash, but hey. If thatâs how you roll, thatâs how you roll.
Weâre also told that all the gear will be upgradeable, complete with skill trees and everything. This includes weapons: players will be able to tweak them until they work however theyâd like, Bungie claims. You can expect the typical array of weapon assortments: shotguns, assault rifles, heavy weapons, along with some more unique options, like fusion weapons. These have the standard sort of upgradeable attributes youâd expect: damage, rate of fire, range, accuracy, stability. And then there are attributes like control, will, and forceâall of which Bungie was not willing to talk about, but that seem worth noting.
While itâs not the exact thing Bungie demoed for us, you can watch highlights of something very similar to it in this b-roll:
Itâs time for the hands-on demos. Everyone goes into a three-person station, each of which is composed of two journalists and someone from Bungie. Iâm paired with none other than Eric Osbourne himself. When I sit down to play, the first thing that immediately strikes me is that Iâm playing something that reminds me tons of HaloâŠonly with a Playstation 4 controller. Itâs kind of strange. Not in a bad way, mind youâthe game feels comfortable on a DualShock controller, perhaps even preferable to some of you to the experience of playing the game with an Xbox controller. Itâs just that after spending years and years playing Halo on Xbox controllers, playing something Bungie made on a PlayStation controller feels conceptually odd.
âWhen we shipped [Halo] Reach, we had about 150 guys,â Eric Osbourne tells me. âWe have 500 now. We brought in a lot of people who had a lot of experience working on Sony,â he reassures.
As for the differences in versions, especially when comparing the Xbox One and PS4 versions of the game to the 360 and PS3 versions? âMainly graphical,â Osbourne says. âWeâll definitely have some touchpad stuff [on the PS4], weâll make good use of the [different] platform features, but the core pillars of the game are there.â
With that in mind, I played through a single strike mission a couple of timesâthese are cooperative, replayable scenarios where players fight against waves of enemies. The idea is to provide something players can go through in short burstsâthe entire thing takes a little over twenty minutes, and ends with a boss battle that rewards you with stuff you can use to upgrade your characters.
The boss, by the way? Ostensibly, I think it was either a tough spider tank thing I fought near the end of the strike, or the giant disco-ball-like sphere that we werenât allowed to actually kill during the demo. Sure, itâs cool that the tank thing can focus its attention on specific players that really damage its vulnerable areas, like the legs. But itâs still a freakinâ giant enemy crab. The joke writes itself. Letâs not even talk about disco ball the boss.
While this isnât the entirety of what we played through, you can watch some highlights of the strike, which is called The Devilâs Lair, here:
To play the strike, I joined Osbourneâs fireteam as a warlockâa class that is fragile, but has explosive super powers. Together, we have a team of one of each of the classes: thereâs also the hunter, who is primarily a ranged fighter who can double jump, and the titan, who is more of a front-line damage dealer. Weâre all level 8. Once inside Osbourneâs game, I couldnât help but start jumping around a lot and mess around with my characterâs abilitiesâthe game feels a tad floaty; you can hold down the jump button to hover a bit. My instinct is to try to use this ability to climb all the different structures laying aboutâbut, unlike Titanfall, thereâs no parkour and movement is kind of limited, comparitively. Destiny does reward you with loot if you explore with what it provides, though. Thereâs even an audio cue that you can hear when youâre near a treasure that you canât see.
As we move forward and mow down a swath of different low-level aliens, we occasionally find small chests in places that are off the main path. I canât say finding these was particularly exciting, though some of loot we found did happen to be unidentified objects which could later turn out to be anything, a la Diablo. And yes, in case youâre wondering, nobody else can steal the loot you come acrossâwhat you see is yours.
For the most part, until we get to the part of the game where we have fend off aliens long enough to hack some equipment, going through the strike felt boring. For a brief moment during said hacking section, when the wave of enemy aliens heavily poured through, things got a bit interesting. On the third time through, the fight came down to the wire, with only one Guardian left standing against the onslaughtâbut Iâm not sure if that was because we were collectively losing interest by then. The game does provide some challenge though, and thankfully you can revive players after they go out. As we walked about, we even saw some intriguing higher level areas that we couldnât attempt at a measly level eight. The shooting itself is functional, though not particularly noteworthy. As Stephen said last time, itâs traditional.
When we replayed the same strike, some of the enemies were different and of a higher level, meaning that even if the strike is overtly the same, you can still experience some variance in challenge. There are even charming emotes, which allow your character to do things like wave or dance simply by pressing a direction on the d-pad. All good things!
But even so, most of what I played through felt like we were doing the rounds in another FPS where we aim for the head to land criticals and try our best to keep our shields intact, only in this case weâre shooting fodder to earn enough blue orbs to fill up a meter that powers up our special, high-powered abilities. Like this one, for example:
Successfully landing these bombastic special attacks makes enemies drop more orbs for other players, meaning that everyone benefits from teammates playing skillfully. Sometimes, the power itself might benefit other playersâwhen I retried the strike as a titan, I had a bubble-like defense ability that was reminiscent of Haloâs bubble shield. Glancing briefly at the available skill trees, I found that this shield can have many variances, like having it follow the player, having it buff team mates, or simply remaining a stationary defense. What it does depends on how players want to spec, and Iâm told that once the game launches, some of the abilities the game actually ships with may differ from the ones we saw that day.
Notice how I compared one of the abilities to Halo there? While playing, I couldnât help but focus on tiny little things that reminded me of Bungieâs other franchise. One of the snipers I used, for example, looked a lot like the sniper rifles in Halo. And overall, even though the game is much prettier and the UI is hipster-slick, the game looks like the natural evolution of Haloâs aesthetic, too. Maybe I was looking for similarities. And maybe I canât fault Bungie for having similar elements across titles. When I note that BioWare games have similar elements, my reaction isnât negative: Iâm overjoyed at how the similar DNA I recognize lets me construct a ridiculous theory about how the worlds of different franchises are connected.
But in this case, the similarities feel a bit more damning. Itâs because they add to some other issues I was facing while playing. Mind, these arenât technical issues or anything. The game runs great, looks great. Still, the entire time I was playing, I primarily thought two things: 1) I wish I was playing the ever-exciting Titanfall instead and 2) I donât know where a game like Destiny will fit in a landscape thatâs full of shooters.
So I asked Osbourne what he thoughtâwhere would Destiny fit? What, in other words, would set it apart? This is what he had to say:
âWeâre just trying to make a game that we loveâŠthe thing that weâre doing, is building a shooter, what you see today, which is a really good action shooter. I think the persistent character and the character build stuff will make it stand out. I think the worlds that feel alive, worlds that feel like places you can visitâŠthings like raids, inside of a shooter, we can make them really challenging for advanced players.
âIf you want to make an accessible shooter, thatâs super fine for a lot of people to play, and a lot of people to have a good time with, but we also want to think about how thereâs a lot of people who stick around for 6, 8, 9, months, a year. Theyâre there long term, theyâre very loyal, and they want us to give them a nice curated experience, to sort of freshen them up for them.
So we think about design challenges, what can we do with modes [in Destiny] like we did with multiplayer with HaloâŠhow can we do that with story content, how can we do that with cooperative content?â
To give him credit, including stuff like raids is novel, and I wish theyâd have showcased that instead of what we got to playâmaybe Iâd feel differently about Destiny then. But it still wasnât the most satisfying answer: like I noted earlier in this article, Destiny doesnât really seem to be doing much thatâs new, not that a game has to reinvent the wheel to be enjoyable.
And I admit, Iâve seen very little of the gameâjust trailers, previews, a demonstration at Bungieâs studio itself, and Iâve played single strike, which Iâve gone through a few different times. Thatâs about 45 minutes of game time. Thereâs still the multiplayer to consider, which they havenât unveiled just yet. I completely concede the competitive multiplayer or the raids could be more amazing than either the forgettable story stuff or the strike stuff.
To some degree, I canât even harp too much on what Destiny does wrong, based on what Iâve playedâit reminds me, funnily enough, of Fuse. Remember Fuse? The co-op shooter that took a lot of cues from Borderlands, only without offering much of an identity of its own? Thatâs sort of what Destiny feels like thus far: like a game that has a lot of things that look appealing on the back of a box as a features list, but that when actually experienced, donât seem like enough to carry a game.
Destiny, like Borderlands, is also doing the whole co-op shooter that focuses on loot thingâthough, when I asked about number specifics, I was vaguely told that the game had âa lotâ of gear.
Bungie doesnât want Destiny to be the sort of game that needs to take over your life.
Borderlands may not be the same sort of juggernaut that Destiny is, but boy, it has a lot of heart, a lot of personality. Borderlands is in your face. Borderlands is memorable. That counts for a lot. I can still tell you about the thrill I felt after getting an early special weapon in the first game, The Lady Fingerâand this is that Iâve collected hundreds of way better weapons in that franchise. The Lady Finger is, all things told, a shitty weapon. Still, I collected a few guns in my strike missions in Destiny, but I donât recall what they are. I guess there was an interesting shotgun that I had to charge before shooting, but I remember it mainly because the shots emanating from my gun looked like beautiful balls of energy. Once again: primarily a visual feat, which is not to say that Destiny is devoid of commendable stuff altogether. The fact that friends can join your game seamlessly, without the need for loading screens or progress bars is cool, for example.
Another interesting, and in my mind positive, aspect about Destiny: Bungie doesnât want it to be the sort of game that needs to take over your life, which definitely sets it apart from most MMOs.
âYou donât have to play every single day, we all have jobs, kidsâŠ[Destiny] has to be compatible with real life,â Osbourne declares.
The idea that a developer is making a game that doesnât actively want you hooked on it all the time feels rare, bogglingâat least, as far as triple-A games are concerned.
But even so, while playing, the comparisons kept coming. I kept trying to figure out where Destiny fit. What is Destinyâs spirit, its identity? The only thing I can seem to come up with is âsci-fi,â which isnât really an identity at all. Destiny doesnât match the exhilaration that comes with playing with titans in Titanfall. It doesnât match the adrenaline rush high of Call of Duty. It doesnât have the same sort of memorable spirit as Borderlands. It doesnât have the sort of addicting loot that characterizes Diablo. It doesnât carry the same sort of intrigue that comes with investigating a collapsed society, like in Falloutâthere was some story attached to the strike missions I played, but it was forgettable. Destiny doesnât have the interesting sci-fi politics of Mass Effect. Based on what Iâve playedâwhich, again, is but a small sliver of the overall gameâDestiny almost seems like the off-brand version of Halo, if Halo had more MMO-ish elements. That will still sound exciting to some of you, Iâm sure.
I will say that, based on what I saw, I am incredibly curious about the competitive multiplayer stuffâadmittedly, thatâs always what intrigues me most about shooters. In this case, I canât help but think about how your characters are supposed to be persistent and will likely carry the same loot you find during strikes or story/campaign stuff. How do you balance that? âVery, very carefully,â Osbourne joked. âWeâre not ready to reveal the competitive multiplayer stuff, but itâll be a fun time.â I look forward to seeing what he means.
Letâs be real here: Destiny has some serious competition. Itâs in the unenviable position of having to convince people to care about shooting stuff in a market thatâs over-saturated with shooting games. When thatâs the case, even great games can get overshadowed by the FPS giants that dominate the market. Thatâs tough. Worse, games like DestinyâMAG, DUST 514âprove that pulling off an MMO-like shooter is a rather difficult thing to do. Destiny has to bring out the big guns if it wants to succeed.
But hey, maybe Iâm overthinking all of this. Maybe I should just enjoy the gorgeousness the game has to offer:
And hereâs a new trailer, for good measure:
To contact the author of this post, write to [email protected] or find her on Twitter @patriciaxh.