Destiny - Review Thread

Status
Not open for further replies.
An query about the bullet-sponge boss complaint: How long are we talking about to take one down in time terms? I'm just thinking through what I regard as acceptable on a WoW scale. Patchwerk, the absolute canonical 'bullet sponge' boss equivalent in WoW explicitly has a six minute enrage timer. In a sense it's a dull fight, but it's a fight based entirely around the DPS getting the absolute maximum they can out of their abilities to meet that enrage timer (at least on first kills). I think six minutes is acceptable. At the other end of the scale there's a rather interesting, challenging, complicated fight, which I think just about holds up even though our (mediocre) guild takes a good fifteen to twenty minutes to take it down, because the other mechanics of the fight keep us alert and interested.

For a first kill of a good example of a bullet sponge Destiny boss, how long are we looking at?

Around 25 Minutea for the spider tank within the suggested level range.
 
Also, can we finally stop the whole "it's beta" argument now? For years now every game that has let people in for stress testing or open beta and had some glaring flaws always gets the "it's beta" excuse. Then, on release, nothing really changes. I think it's a tired argument that gives devs the benefit of the doubt; and I don't think they deserve that anymore.

That said, I know it's kind of unfair to say that about Destiny since there were vague hints and insinuations from Bungie that there was a lot more and better stuff to do once the game released. Still though, it worked out that beta actually was a fair representation of the final product.
 
I've already explained why I doubt you. I'd wager you have the most posts in this thread by a country mile. That's pretty weird for someone who has spent exactly zero time with the game.

Youre really just trolling with comments like Destiny doesn't have as much content as pso. If you actually played Destiny you would know that comparison is ridiculous. It's like saying super meat boy has more levels than super Mario world.

Super Meat Boy apparently has 307 levels. Super Mario World has 96.

Whoopsies! How can I ever trust you again after making such an assumption like that?

EDIT: After a little more research, I was wrong, there are 72 levels. How can I trust myself now?
 
It's super-disappointing as a fan who is loving this game. A ton of work, craft, refinement and polish went into this game, and these premature reviews aren't doing it justice. It is Bungie's responsibility to hook people into this world from the beginning, however, and the story was really just a prologue, it felt like. Every design here feels built for the long term, but the nature of the review system we have is built for short term: movies, books, etc. What does a review of World of Warcraft mean now?

Yes, journalists should wait for a few days/weeks/months (hell, even years, going by your ridiculous WoW example) before publishing their reviews, and let games sell purely by their marketing efforts in the meantime. What in the world am I reading? It's reviewers' responsibility toward their audience to keep them well informed, and it's publishers' responsibility to provide games for reviewing in a timely fashion. Bungie's and Activision's excuses for delaying the reviews are really paper thin, considering Destiny's meager social features, and their intentions are just as transparent.
 
I wonder what Bungie's reaction is going to be.

They either completely ignore the average reviews and just state that there are 'xx' million of players enjoying the game as we speak, or they try and defend their game and explain that Destiny is still a game in progress with weekly updates eventually making the game feel more and more fleshed out. Bare with us, they'll say. We still got plenty of surprises ahead that will definitely scratch your traveling itch. Yeah. They will probably say something like that. This goes along with their previous statements pretty well. Promises.
 
Super Meat Boy apparently has 307 levels. Super Mario World has 96.

Whoopsies! How can I ever trust you again after making such an assumption like that?

EDIT: After a little more research, I was wrong, there are 72 levels. How can I trust myself now?

The point that I thought was obvious is that super meat boy content is far easier to produce and less costly to produce than super Mario world. Therefore comparing the content of the two simply because they both have platforming is nonsensical when you are trying to paint one in a negative light.
 
Diablo isn't really that big. It's just the same thing over and over (which I love). I just thing bungie 's messaging was way off.
Diablo 3: UEE is way huge in comparison if only because every single level of the game is open and available to play at any level and difficulty - since it always auto-balances. And with Nephalem rifts all of that content (areas, enemies, bosses, affixes) gets further randomized to make "endless" dungeons.

Destiny on the other hand is a stepping stone of missions, a few on each planet, gated by player level, which culminates in a handful of replayable strikes to grind/hone/acquire loot for a singular raid. Levels aren't the only gates either considering there is no matchmaking for campaign missions - which can at least be solo'd, though tuned for co-op (considering the death penalty) - and raids, which have no matchmaking at all.

Size isn't just a matter of gamespace, but how much of that gamespace is playable and worthwhile at any given time. Destiny actually gets smaller as you play and former enemies become useless grays to speed past.

I'm still having a fun time with Destiny in co-op, and would recommend it for people who love stuff along the lines of Spartan Ops. But I'm not sure what staying power it'll have once we hit 20. These overlong boss battles that all follow the same template can really wear on you, so the idea of marathoning those for random gear isn't really something I'd call fun. Not as is.
 
The point that I thought was obvious is that super meat boy content is far easier to produce and less costly to produce than super Mario world. Therefore comparing the content of the two simply because they both have platforming is nonsensical when you are trying to paint one in a negative light.

It wasn't obvious at all, and I'm confused with what you're saying.

EDIT: Also, comparing game development from 2010 to 1990 is an odd comparison.
 
Remember those ??? guys in Old Russia that were near the dead ship yard that we saw in the Beta? went there yesterday to investigate as a level 18..was so fun just going deeper into that area and getting surprised.

i would be happy if there was no story, just more and more of these long caves and temples to investigate and get random drops in - love it.

multiplayer was ok, but I have beef with the same maps being used for the 6 person deathmatch...some of the maps are HUGE and its really tedious and boring when you are not really good and don't have all the abilities unlocked and are not decked out with purps. But its nice that there are a lot of game modes so you dont need to play that multiplayer deathmatch.

anyway, I like it and who cares about reviews?
 
Remember those ??? guys in Old Russia that were near the dead ship yard that we saw in the Beta? went there yesterday to investigate as a level 18..was so fun just going deeper into that area and getting surprised.

i would be happy if there was no story, just more and more of these long caves and temples to investigate and get random drops in - love it.

multiplayer was ok, but I have beef with the same maps being used for the 6 person deathmatch...some of the maps are HUGE and its really tedious and boring when you are not really good and don't have all the abilities unlocked and are not decked out with purps. But its nice that there are a lot of game modes so you dont need to play that multiplayer deathmatch.

anyway, I like it and who cares about reviews?

I care about reviews, regardless if they agree or disagree with my superior sensibilities
 
It wasn't obvious at all, and I'm confused with what you're saying.

I'm sure you are. You make so many claims about destiny in this thread without ever even playing it I'm sure you have trouble keeping it all straight. Let me refresh your memory:

Think there are three planets and the moon, main missions and strikes (co-op side missions) at each location. Phantasy Star Online has better socializing elements, and has a lot more content compared to Destiny.
I mean, some people are happy with Destiny and some aren't, it is what it is.

Comparing Destiny to PSO in this way is totally pointless and irrelevant. Pso and destiny play completely different and the content of pso is much easier to put together than the detailed worlds of destiny. Expecting pso level of content in Destiny is ridiculous. Why not just complain that FF7 has more content than Destiny or some other old game. It's silly.
 
I'm sure you are. You make so many claims about destiny in this thread without ever even playing it I'm sure you have trouble keeping it all straight. Let me refresh your memory:



Comparing Destiny to PSO in this way is totally pointless and irrelevant. Pso and destiny play completely different and the content of pso is much easier to put together than the detailed worlds of destiny. Expecting pso level of content in Destiny is ridiculous. Why not just complain that FF7 has more content than Destiny or some other old game. It's silly.

A poster asked about Destiny and if its its like PSO, I responded with PSO has more content. I responded to one of your posts a while ago without any disrespect, and how do you treat me in return? You treat me like shit.

What is your goal when communicating with me exactly? You keep bringing up my post count, well, responding to your toxic posts sorta racks that number up.
 
I can see exactly how they messed up. If you work in secret for five years on a project you love everything about it. You never hear any real feedback, just a lot of positive reinforcement. And the point where you fall in love with your own game, where you become your own fanboy - that's when things go wrong. And Bungie never had a strong leadership to stay cool and see things objectively. Bungie got lucky once with Halo. It was originally supposed to be an RTS. LOL. Then they thought they were the kings and deserved more than what they had at Microsoft and walked away.

So why did the creative lead quit 1 year before release? I'm guessing not everyone was in love with the game.

If I had to guess what went wrong it would be excessive focus testing leading to no risk taking leading to bland story and gameplay, sort of like how big budget hollywood works.
 
Diablo 3: UEE is way huge in comparison if only because every single level of the game is open and available to play at any level and difficulty - since it always auto-balances. And with Nephalem rifts all of that content (areas, enemies, bosses, affixes) gets further randomized to make "endless" dungeons.

Destiny on the other hand is a stepping stone of missions, a few on each planet, gated by player level, which culminates in a handful of replayable strikes to grind/hone/acquire loot for a singular raid. Levels aren't the only gates either considering there is no matchmaking for campaign missions - which can at least be solo'd, though tuned for co-op (considering the death penalty) - and raids, which have no matchmaking at all.

Size isn't just a matter of gamespace, but how much of that gamespace is playable and worthwhile at any given time. Destiny actually gets smaller as you play and former enemies become useless grays to speed past.

I'm still having a fun time with Destiny in co-op, and would recommend it for people who love stuff along the lines of Spartan Ops. But I'm not sure what staying power it'll have once we hit 20. These overlong boss battles that all follow the same template can really wear on you, so the idea of marathoning those for random gear isn't really something I'd call fun. Not as is.

To be fair, you're comparing D3 years and a full expansion after release to Destiny day 1. Game could be a lot more content heavy a couple years down the line with updates, expansions and/or a retail sequel by then.
 
To be fair, you're comparing D3 years and a full expansion after release to Destiny day 1. Game could be a lot more content heavy a couple years down the line with updates, expansions and/or a retail sequel by then.

I'm actually fine with the amount of content so far, it's just that it's not designed very well. If they fix Strikes so that they aren't so draining to go through with very little reward then I'd be interested in playing the content.
 
Diablo 3: UEE is way huge in comparison if only because every single level of the game is open and available to play at any level and difficulty - since it always auto-balances. And with Nephalem rifts all of that content (areas, enemies, bosses, affixes) gets further randomized to make "endless" dungeons.

Destiny on the other hand is a stepping stone of missions, a few on each planet, gated by player level, which culminates in a handful of replayable strikes to grind/hone/acquire loot for a singular raid. Levels aren't the only gates either considering there is no matchmaking for campaign missions - which can at least be solo'd, though tuned for co-op (considering the death penalty) - and raids, which have no matchmaking at all.

Size isn't just a matter of gamespace, but how much of that gamespace is playable and worthwhile at any given time. Destiny actually gets smaller as you play and former enemies become useless grays to speed past.

I'm still having a fun time with Destiny in co-op, and would recommend it for people who love stuff along the lines of Spartan Ops. But I'm not sure what staying power it'll have once we hit 20. These overlong boss battles that all follow the same template can really wear on you, so the idea of marathoning those for random gear isn't really something I'd call fun. Not as is.

The first boss-type fight on Venus did me in. "Oh god, more goblins teleporting in, make it stop, please, make it stop."
 
The first boss-type fight on Venus did me in.

Again, a lot of this has to do with playing with random people and not knowing what to do. I have no issue with a strike boss lasting 3-5 minutes with a 'fairly' geared and competent group. The problem occurs when you take the exact same boss and toss it at three random people who are not working together in a group setting.

Or maybe the game really just isn't all that amazing.

It is somewhere in between. No doubt the game is not living up to the expectations, but 6/10 is pretty absurd. Especially when you account for the scores of other games, which is one of the reasons I don't much merit to scores.
 
Again, a lot of this has to do with playing with random people and not knowing what to do. I have no issue with a strike boss lasting 3-5 minutes with a 'fairly' geared and competent group. The problem occurs when you take the exact same boss and toss it at three random people who are not working together in a group setting.

Strike bosses take far longer than that even if you know what you're doing. Also, matchmade fireteams cannot voice chat together so you can't expect randoms to be on the same wavelength.
 
The first boss-type fight on Venus did me in.
I can't blame you - its crazy. The big boss comes out, has some kind of ranged attack that'll usually whittle your health down in milliseconds and a close quarters ground pound that's an instant kill or close enough - all in an arena where every spot where you can take cover to set up firing positions are also spawn points for endless minions and sub bosses of all flavors. When players die enemies also like to cop a squat over their ghosts for good measure, and each of these bosses has metric gadzillion shittons of hit points and takes fucking forever and a day to down, even when you know the critical hit locations.

Having your group wipe when the boss is down to the last 10% of health is nothing short of demoralizing.

I'm not sure which review said it, but when you finally take down the boss and see the end of mission timer, its not so much a sense of victory you feel as a sense of relief that its finally over. That's not the sense you want to have when these strike missions make up the endgame content.

Difficult scenarios are fine, but long slogs that all play out within the same template aren't.
 
Back in green, Metacritic just added 3 new positive reviews.

5r3uDy3.png
 
Strike bosses take far longer than that even if you know what you're doing. Also, matchmade fireteams cannot voice chat together so you can't expect randoms to be on the same wavelength.

I'll have to time the next strike run that I do, note I haven't done heroics yet.

I'm not sure which review said it, but when you finally take down the boss and see the end of mission timer, its not so much a sense of victory you feel as a sense of relief that its finally over. That's not the sense you want to have when these strike missions make up the endgame content.

Difficult scenarios are fine, but long slogs that all play out within the same template aren't.

Gotta admit, this is how we felt after doing one of the Venus Strikes with the cube shield guy. We wiped at 10-15% the first time, that fight just isn't fun at all. Didn't really mind the one you are talking about though.
 
Again, a lot of this has to do with playing with random people and not knowing what to do. I have no issue with a strike boss lasting 3-5 minutes with a 'fairly' geared and competent group. The problem occurs when you take the exact same boss and toss it at three random people who are not working together in a group setting.

Tell me about it.

Yesterday I did The Devil's Lair strike and came upon the part of that Devil Walker. Hearing the tip from a GAFFER here (thanks again) that you can destroy its turret, I decided to inform everyone that it can be destroyed.

I was the only one shooting that damn thing and I also had to constantly handle with 1 Guardian and 1 Vallen respawning behind me every 2 minutes.

The funny part was is that they also kept dying repeatedly by that turret and once I destroyed it they were like 'Oh.... It CAN be destroyed. I thought you were kidding'
 
Again, a lot of this has to do with playing with random people and not knowing what to do. I have no issue with a strike boss lasting 3-5 minutes with a 'fairly' geared and competent group. The problem occurs when you take the exact same boss and toss it at three random people who are not working together in a group setting.

It's not that complicated, it's just boring. Warlock jumps to top level of library where enemies can't reach so there is no game over state. Then people shoot the same enemies for 20 minutes until Dinklage says, "k, I'm done. Lets head to the long ass loading screens."
 
I can't blame you - its crazy. The big boss comes out, has some kind of ranged attack that'll usually whittle your health down in milliseconds and a close quarters ground pound that's an instant kill or close enough - all in an arena where every spot where you can take cover to set up firing positions are also spawn points for endless minions and sub bosses of all flavors. When players die enemies also like to cop a squat over their ghosts for good measure, and each of these bosses has metric gadzillion shittons of hit points and takes fucking forever and a day to down, even when you know the critical hit locations.

Having your group wipe when the boss is down to the last 10% of health is nothing short of demoralizing.

I'm not sure which review said it, but when you finally take down the boss and see the end of mission timer, its not so much a sense of victory you feel as a sense of relief that its finally over. That's not the sense you want to have when these strike missions make up the endgame content.

Difficult scenarios are fine, but long slogs that all play out within the same template aren't.

Null, I was just wondering what your thoughts are on Halo as I'd have to buy a console for it. Is it worth $460 to play?

I ask because you turned me onto Wolfenstein, which I absolutely loved.
 
I think Edge, GamesTM and Eurogamer will have a big say on the final score. Traditionally tough reviewers with higher standards than most. I'd also imagine their scores carry real weight on Metacritic.

IGN is, in general, a pretty lenient reviewer so I expect a decent score from them.
 
I'm actually fine with the amount of content so far, it's just that it's not designed very well. If they fix Strikes so that they aren't so draining to go through with very little reward then I'd be interested in playing the content.

What is draining about them exactly? there are several conflicts you come into contact with over the course of a strike and one major one. I think my average strike completion time is about 30 minutes. The Earth strike takes about 10-15 minutes now, but the others I've done have went from 20-30 on moon and venus. I've done all three of those at least two times and they've only decreased in play time. Why does it matter how long it takes? Seriously? I don't understand, I find it to be pretty rewarding, so does the rest of my fire team, I'm just confused as to what the problem is. I could do a Mephisto run in D2 in about 10 minutes, skipping all skirmishes except the ones that were unskippable, and in that time I could do 5 to 10 runs and get nothing of value. There is no terrible disparity for loot drops in destiny, I'm not sure which games you guys are playing that are coddling you into thinking otherwise.
 
What is draining about them exactly? there are several conflicts you come into contact with over the course of a strike and one major one. I think my average strike completion time is about 30 minutes. The Earth strike takes about 10-15 minutes now, but the others I've done have went from 20-30 on moon and venus. I've done all three of those at least two times and they've only decreased in play time.

Same on completion times, again I haven't timed it but that is roughly where I would put it. We have done the Earth strike a few times, Moon/Venus once each. None of them have taken more than around 30 minutes.

Why does it matter how long it takes? Seriously? I don't understand, I find it to be pretty rewarding, so does the rest of my fire team, I'm just confused as to what the problem is.

Going to get the canned, it's repetitive/boring response.
 
What is draining about them exactly? there are several conflicts you come into contact with over the course of a strike and one major one. I think my average strike completion time is about 30 minutes. The Earth strike takes about 10-15 minutes now, but the others I've done have went from 20-30 on moon and venus. I've done all three of those at least two times and they've only decreased in play time. Why does it matter how long it takes? Seriously? I don't understand, I find it to be pretty rewarding, so does the rest of my fire team, I'm just confused as to what the problem is. I could do a Mephisto run in D2 in about 10 minutes, skipping all skirmishes except the ones that were unskippable, and in that time I could do 5 to 10 runs and get nothing of value. There is no terrible disparity for loot drops in destiny, I'm not sure which games you guys are playing that are coddling you into thinking otherwise.

Lots of games, lots of games ...

Actaully, you tell me what games have similar loot drops to Destiny, ammo drops doesn't count
 
It is somewhere in between. No doubt the game is not living up to the expectations, but 6/10 is pretty absurd. Especially when you account for the scores of other games, which is one of the reasons I don't much merit to scores.

Absurd? But 6 out of ten is above average, it's not a bad score.

And right now the game does feel barely above average imo
 
It's selling well on my facebook. The real world isn't gaf. People don't pay attention to stuff bungie said two years ago. It's a game to play with friends and even just people I only know on facebook are loving destiny. I run a restaurant and it's spreading like wildfire through my employees that game as well.

I'm not sure if this is a loud minority or if most people on gaf are unhappy with Destiny but my real life experiences are entirely different.

IGN is one of the biggest/most popular websites in the world by a pretty huge amount, since gaf isn't the real world and most people on gaf and other video game forums discredit IGN, I'll let you guess who made that site one of the most popular sites. If IGN was to (they won't) talk about the game like people here are or talked about the hype/media reception, gave it a low review, etc. I'm sure that would persuade more casual type gamers than people on GAF or actual enthusiast sites.
 
Is this the point were we act like the game rating scale is truly 1-10?

Let me ask you this, how would vidoegame websites come out and say they're now using the 1-10 scale correctly? So the scale is going to be misused until the end of time? Is there supposed to be some sort of open intervention or revelation?

"We know guys, we sorta reviewed games too favorably, GTAIV, lol, we know. Right now, at this moment, we are now going to use the scale correctly. A lot of reviews up till this point were sorta skewed in a more positive sense, things are going to be different now."

That sort of acknowledgement will never happen. So either the scale will be used correctly over time, silently, or there really will be open discussion about how the scale will be used now.

This is why I prefer the 1-5 scale.

1/5 is unplayable, 2/5 is bad, 3/5 is average, 4/5 is good, 5/5 is great.

1/10 is unplayable, 3/10 is bad, 5/10 is average, 7/10 is good, 9/10 is great.

The scale itself when it comes to numbers doesn't really change that much.
 
I'm kind of having a 7.5 out of ten overall experience so far.

When it clicks playing in group it peaks as a game for me and you're thinking 9/10 this is great.

But around that the SP is 5/10 rubbish weak sauce and the available missions/modes agent repetitive way too quickly for my liking and there feels like limited variety to it all - never have I so conspicuously felt I'm being given the same 30 seconds of fun over and over again.

Mechanics are sound and (PS4) the engine feels rock solid and stable. Levels are large but feel a little barren and sterile. More akin to pretty skyboxes that the interactive space I actually game in.

GUI and interface is lovey but marred by the odd choice of a point/click interaction that would be sweet on PC but feels clumsy here.

The core setting is intriguing but the delivery is poo faced and overly serious for such an aimless plot and tired naming conventions.

Socially it's weak too although fun once in a group.

It's a real mixed bag for me; every element promising but held back by what feels like an overriding sense of both playing it safe and keeping everything totally open for DLC and expansions.

I'll note that their excuses for reviews are just that - fully populated the world remains mostly barren and the experience I'm having could easily have been created days earlier to allow for fuller reviews. Clearly Activision at least and presumably Bungie too wanted this to launch with as few reviews as possible. Not because the game is inherently flawed but simply to lower risk of anything puncturing the hype and sense of expectation.

So 7.5 right now and we'll see what raids really bring. No doubt the game will feel a lot richer when all DLC and expansions slot in but right now there's the nagging sense the whole thing has been designed to leverage $120 and more per person for the whole thing.

It's pretty though, and the music is stirring, but it's just soulless somehow particularly when not engaged in frenetic combat with friends.

One final point - bullet sponge bosses mixed with constant flow of lower level enemies : it sucks and too often tips scales from fun to frustration as you're forced into extended engagements where it feels less about skill as simply a constant round of alternating who you're shooting at. I feel I could almost guarantee if rebalanced better general satisfaction would shoot up as what should be a 10 min high adrenaline experience is much worse as a 30 min slog.

But still, I do like it overall; but I feel it needs more work on balance, a lot more mission variety and the setting needs to feel more alive.
 
Status
Not open for further replies.
Top Bottom