Destiny - Review Thread

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I mean in the entire strike or level the normals are more dangerous not just during the boss fights. Which makes it...oddly sad ha.

... Apart from the 2nd Venus Strike, I can't think of any swarms that were ever challenging. Perhaps the first strike before Devil Walker, but even in the beta people found out how to make it easy.
 
I actually agree with a majority of IGN's review. He addresses a lot of the pros and cons that mimic my feelings on Destiny. Their 100-point scoring system is still crazy though.
 
IGN sure took their sweet time with this review. Seems like they're were protecting their Activison/Bungie relationship more than the the people who were buying the game.

No reason it should have taken this long.

Their main points could have been figured out on Day 1. While the shooting mechanics are good, it tries so hard to be so many games and doesn't succeed at being any of them.

IGN had a daily review-in-progress that shared what it is the reviewer experienced in-game day to day, sharing (unscored) critical opinion every step of the way.

Today was the first day IGN had 1) played enough of the game 2) captured enough footage 3) written and copy edited a written review 4) Written and copy-edited a video review script (they share passages but aren't the same piece of content) 5) recorded V/O 6) matched V/O to said footage and motion graphics in post-production 7) Built/published the review in the CMS. 8) Editorial design make the cover/promotional artwork.

Although not 100% of the time, most of these steps can't start until the previous one is completed. So to arrive at your publish date you have to work backwards. No live review until the video review is finished. No post-production editing on the video review until the footage is in. Video capture isn't complete until you know what you need to grab based on your V/O. No V/O until the script is written. No script until you have a locked score and have completed the game + extras. And none of that, in Destiny's case, could start until the game came out.

In addition, since we wanted to provide people with critical opinion from moment 1, the reviewer was also also responsible for writing something like ~2500 words of review-in-progress text during this time.

Edit: It's also probably worth pointing out that, as big as Destiny is, IGN doesn't "shut down" for it. Video and Editorial resources are in Tokyo and leaving for New York Comic-Con. We're working on big feature projects like updated top 25s and 125 Nintendo Let's Plays. There are game preview events. In my case specifically, I run features. So I'm already in meetings for things like Holiday Gift Guide/Game of the Year, and editorial resources start getting allocated to projects like that around now, too.
 
IGN sure took their sweet time with this review. Seems like they're were protecting their Activison/Bungie relationship more than the the people who were buying the game.

No reason it should have taken this long.

I think the lengthy delay was more about waiting for everyone else's reviews to come in and to very safely score it somewhere in the middle as to not further destroy their credibility.
 
Uncharted's encounters are subpar, on average. There's nothing in Uncharted 2, in terms of the quality of its encounters, that ranks better than anything in Destiny – or even meets it halfway.

I haven't touched the games in a while, but the problem with Uncharted was little-to-no enemy feedback, the shallow difficulty increases (if I recall, an increase in difficulty just added more health to enemies), and a lacking in how many enemies to place in a certain encounter.

These same problems leak into The Last of Us and contribute to that game's poor gameplay.
The last part of this post is incorrect, I hate U2 because of bulletsponges enemies, that is not present in TLOU.

Unless you play with a pistol only the entire game.
 
I think the lengthy delay was more about waiting for everyone else's reviews to come in and to very safely score it somewhere in the middle as to not further destroy their credibility.

I can't speak for Vince (IGN's Destiny reviewer), but I never look at anyone else's score before scoring a game.
 
Yes. Its been talked about a lot that is why a lot of people have 0 deaths strikes/missions. The bosses are not difficult are all as they are 100% gamable. IN fact getting swarmed by normals is usually more dangerous.

A big part of that is how frequently the game just plops the enemies down on you, or you get blindsided from the back because you were actually trying to get good leverage vs. a boss in an area that's meant to be a spawn zone.

But yeah, the bosses just don't have interesting design or variance. Funny enough, the Devil Walker and the one Mars tank boss are the most interesting, and they're basically a miniboss of the strike. There needed to be more weakness exploits having bigger effects, actual patterns that change as the fight progresses, and less reliance on enemy spam to make it not feel so long and grindy.
 
A big part of that is how frequently the game just plops the enemies down on you, or you get blindsided from the back because you were actually trying to get good leverage vs. a boss in an area that's meant to be a spawn zone.

But yeah, the bosses just don't have interesting design or variance. Funny enough, the Devil Walker and the one Mars tank boss are the most interesting, and they're basically a miniboss of the strike. There needed to be more weakness exploits having bigger effects, actual patterns that change as the fight progresses, and less reliance on enemy spam to make it not feel so long and grindy.

I agree, they're the most fun. Because the Spider Walker can hit you from anywhere, and because the mars tank boss is so mobile. The priest fight from Venus is another one. But that's just because they're mobile and you can't cheese them. They're still sponges unfortunately.
 
I agree, they're the most fun. Because the Spider Walker can hit you from anywhere, and because the mars tank boss is so mobile. The priest fight from Venus is another one. But that's just because they're mobile and you can't cheese them. They're still sponges unfortunately.

I still wanted to see the spider tank, like, move. You have a massive field to fight him but he stays on that same area. It's nuts to me that he doesn't jump around, shoot lasers from other spots, and THEN when you target the legs he becomes less mobile.

But yeah, the priest was alright, as is the dust palace(sorta, they have way too many reinforcements/health) since they roam a bit. The big guy in the middle that never moves is the majority and super dull.
 
IGN sure took their sweet time with this review. Seems like they were protecting their Activison/Bungie relationship more than the the people who were buying the game.

No reason it should have taken this long.

No offense, but this is crazytalk.

Game has been out for a little over a week. Its sort of unrealistic to expect everyone to have a review done right away, and I genuinely prefer a reviewer to take their time instead of rushing to get a score out onto metacritic.
 
Just read the IGN conclusion so far, but this:

Destiny is a mechanically excellent, visually evocative FPS housed within an under-developed RPG framework.
Is one of the best descriptions of the game, from what I've played so far. It is my hope that Bungie is able to really expand on and refine the game in the ways that it needs.
 
Why we are not discussing this?

Playstation Official Magazine Australia 10/10

Videogame worlds are rarely this rich and addictive. No matter your pleasure - story-based campaigning, co-op comradeship, or adversarial annihilation - Destiny delivers on all fronts. Frighteningly, this really does have the framework of a 10 year obsession.

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IGN sure took their sweet time with this review. Seems like they were protecting their Activison/Bungie relationship more than the the people who were buying the game.

No reason it should have taken this long.

I don't subscribe to the idea they're protecting anyone, but I absolutely agree they took their sweet fucking time with it.

I look forward to IGN and other media outlets applying this level of patience and dedication to future games with similar online components.

Good point.
 
Just read the IGN conclusion so far, but this:


Is one of the best descriptions of the game, from what I've played so far. It is my hope that Bungie is able to really expand on and refine the game in the ways that it needs.

GhaleonEB did Bungie let you down with destiny as much as 343i did with H4?
 
I look forward to IGN and other media outlets applying this level of patience and dedication to future games with similar online components.

I know you're being facetious, but IGN does already do this. Sims 4 had a review-in-progress before the final scored review, as does every MMO.
 
Just read the IGN conclusion so far, but this:


Is one of the best descriptions of the game, from what I've played so far. It is my hope that Bungie is able to really expand on and refine the game in the ways that it needs.
Yeah I'd agree with the too. It's art and mechanics just grab me even though some of the game is half baked. I'd go crazy if I didn't have gaf or friends to play with though.

Destiny must improve its social aspect to hook those gamers without friends.

Moon Strike Boss is Tetherable Too


Thumbnail_Small.PNG


http://youtu.be/95RHgs2Wt_A

Excluding the Raid boss, because I haven't been able to fight him, you are able to pretty much grind your way through any boss. The Moon strike boss is the only one that especially puts an enemy at the entrance of the room to stop you from getting an easy win.


3 Tips...

--

So apart from the raid, all boss rooms are easily exploitable, and are just damage sponges. Devil Walker, Sepiks Prime, Moon, both Venus Strike and of course the Mars dude... I mean, this doesn't make Destiny a worse game, but the AI ain't any better.

Does this work on the harder difficulties with the modifiers like the weekly missions? If so I really need to look into it as I don't see how it's possible. The bosses on their own aren't much to deal with. It's the normals and sub bosses that are brutal. A perfect example is the Phogoth weekly thus week. It's a total experience. Destiny doesn't really have 1 on 1 (or 3) boss fights after the easy mode regular difficulty.
 
Does this work on the harder difficulties with the modifiers like the weekly missions? If so I really need to look into it as I don't see how it's possible. The bosses on their own aren't much to deal with. It's the normals and sub bosses that are brutal. A perfect example is the Phogoth weekly thus week. It's a total experience. Destiny doesn't really have 1 on 1 (or 3) boss fights after the easy mode regular difficulty.

That video is a heroic. Look at the skull.
 
GhaleonEB did Bungie let you down with destiny as much as 343i did with H4?

No, because despite the flaws - some of which are large and inexplicable - I'm having fun with it. I never really had fun with Halo 4; I felt it was a failure on nearly all fronts. Destiny is a really weird mix of amazing elements (gunplay, audio, graphics, etc) and WTF (story, bullet sponge bosses, social elements). But I want to keep playing it, which I guess is the bottom line. Fun but flawed.
 
Heroic just means higher level not higher difficulty. Weeklies have modifiers that change enemy behavior and frequency. They are hyper aggressive and will mow you down.

Actually, the AI acts the same. When I did Nightfall for Septiks, my group cheesed most of the fights- For the wave fight, stay behind in the green room and only one captain will be near you, the rest will be waiting. For the spider fight, same thing-Stay in the back, snipe everyone then move forward. You can completely ignore the enemies in the middle pond area. For Septiks, stay below-Nobody will chase you, and the only time you see a few dregs come to you are the adds from the ship.

They may be more aggressive, but their AI is the same-Tethered.
 
Power weapons/abilities just dominate pvp, every corner I turn I'm dying to some room clearing super ability or a rocket launcher (shotguns are pretty common too , but they don't really bother me). Doesn't help that it's laggy to boot; it's not even borderline, like it could be me imagining things, I'm shooting at players who move like at a slide show and die way after i get done shooting at them. I want to like the pvp though, because the gun play is excellent, but these abilities are just way over the top, I haven't seen anything like them in any other fps.
 
Yeah, the AI doesn't really change, and will always back off similar spots. I did the Moon strike weekly and also had the special level 26 exotic bounty one where Epic was the modifier and you could always run back into that hallway and have the enemies gang up in the doorway to kill off.

Heroic is more aggressive, which primarily shows when you actually die. They keep pelting corpses, lol. You also get things like Wizards that shoot more rapidly, and don't stop when you're behind cover. That type of aggression, not really getting up in your face more often. Elite is just more shields, arc is just more damage, things like that. They make the game harder because you need to be more aggressive to take out shields and do damage, or it removes flinching(which is...questionable, as there goes any satisfying gunplay). You can cheese everything.
 
If they make AI really go in and kill you you won't be able to finish nightfall or heroic strike.

Except those invisible wall for AI part, AI in this game is not bad.

Wizards hide undercover when their shield broke.

Knights shoot the floor for AoE when I am undercover.

Fallen captain teleport when I charge fusion rifle or throw Grenade.
 
Moon Strike Boss is Tetherable Too


Thumbnail_Small.PNG


http://youtu.be/95RHgs2Wt_A

Excluding the Raid boss, because I haven't been able to fight him, you are able to pretty much grind your way through any boss. The Moon strike boss is the only one that especially puts an enemy at the entrance of the room to stop you from getting an easy win.


3 Tips...

Doesn't really work on the Level 26 Xyor Strike. Wasted two hours with that shit and the problem is a horde of Wizards with these stupid shields that fuck you up. Yes you can hide but shit takes fucking forever.
 
AP review
http://www.washingtonpost.com/enter...853164-3f2c-11e4-a430-b82a3e67b762_story.html

good for some mainstream view on the game I guess.

Shooting games don’t have to be this way. Bethesda’s “Wolfenstein: The New Order” delivered far more variety, not to mention a story and characters you could care about. By the end of the “Destiny” campaign, I felt like the floating robot voiced by “Game of Thrones” star Peter Dinklage, who sounds hopelessly bored despite humanity’s impending demise.

If you’d rather shoot other human-controlled Guardians online, you’ll get much more mileage out of the game’s “Crucible” mode, which offers the usual death match and capture-the-flag free-for-alls. Or you can team up with other gamers in strikes and raids against supertough monsters. Technically, it’s all quite impressive — but, again, unimaginative. Two stars out of four.
 
Dey would have reviewed better if

1. There were 3 or 4 boss monsters on each final level instead of 1 that can actually move but are not so heavy bullet sponges.

2. 2 more worlds...after beta people felt they had seen 50 % of the worlds. and they had
 
This game makes me feel so weirdly conflicted. Finally forced myselt to play a big session, stopped playing the story at 14, did a pile of pvp and leveled to 17. Went to farm in that cave and felt like it was more fun than the two strikes I played before that. I really hated the bullet sponge bosses so I think I'll just go sit in that cave tonight too.
 
No, because despite the flaws - some of which are large and inexplicable - I'm having fun with it. I never really had fun with Halo 4; I felt it was a failure on nearly all fronts. Destiny is a really weird mix of amazing elements (gunplay, audio, graphics, etc) and WTF (story, bullet sponge bosses, social elements). But I want to keep playing it, which I guess is the bottom line. Fun but flawed.

Yes it is fun, and ultimately this is what matters most. I really like Destiny because what it does best is what has been forgotten in the past years in the VG industry - gameplay. It seems that every developer and publisher is more concerned with how the game looks and how they can promote it. Gameplay isn't so easily marketed so it gets overlooked and this is where Destiny really delivers. Just my two cents.
 
Yes it is fun, and ultimately this is what matters most. I really like Destiny because what it does best is what has been forgotten in the past years in the VG industry - gameplay. It seems that every developer and publisher is more concerned with how the game looks and how they can promote it. Gameplay isn't so easily marketed so it gets overlooked and this is where Destiny really delivers. Just my two cents.

I feel exactly the opposite. I think that Destiny is a visual and audial masterpiece, with piecemeal gameplay that was inspired by many classic games, but wildly fails to live up to the standard those games set by themselves. (Mainly Phantasy Star Online and Halo, for the most obvious examples)

It doesn't feel fresh and new, it feels immediately recognizable and comfortable, which is why the Beta drew me in and the full game left me flat.

Destiny strikes me as the absolute pinnacle example of a game where the developer and publisher were more interested with how the game looked and how they could promote it than how it plays.
 
Destiny strikes me as the absolute pinnacle example of a game where the developer and publisher were more interested with how the game looked and how they could promote it than how it plays.

I'm not quite sure I agree with that either. I think Destiny's failures stem from a development hell we've not yet heard about. There are so many baffling oversights that I can't believe that they've been working on this product for 5 years with the budget they have. I mean, the reused assets for absolutely all* the bosses by itself is the sort of bottom tier game design that only pops up when a developer needs to hit a deadline or is running out of money.

*
Haven't done the raid, and I'm not counting those two minibosses.
 
I don't know if mainstream reviews should be directly comparing the game to Wolfenstein. It's fine to say on a forum "I enjoyed Wolfenstein way more than Destiny, get that instead", but that really misses the point of a review of a multiplayer game.

Comparing elements of games is fine, eg. weapon variety and story.
 
I'm still blown away that with a huge budget and a game company as competent as Bungie, can combine to make a game that's pretty much a step backward form halo. The game feels like a re skinned halo with more enemy types and even worse storytelling. What the hell?! At least it's fun to play.
 
What I don't understand about the reviews is how something like Left 4 Dead can score something like 90% despite all of Destiny's shortcomings being applicable to it as well. L4D has great co-op/competitive gameplay but forces you through the same environments, formulaic mission design (fight off waves) and the story presence is basically non-existent. Does it just come down to Destiny being way more hyped?

For the record I wouldn't say L4D is overrated as I had hours upon hours of fun with that game but I feel like Destiny is receiving a lot more heat.
 
What I don't understand about the reviews is how something like Left 4 Dead can score something like 90% despite all of Destiny's shortcomings being applicable to it as well. L4D has great co-op/competitive gameplay but forces you through the same environments, formulaic mission design (fight off waves) and the story presence is basically non-existent. Does it just come down to Destiny being way more hyped?

For the record I wouldn't say L4D is overrated as I had hours upon hours of fun with that game but I feel like Destiny is receiving a lot more heat.

Left 4 Dead is 6 years old bro and was a budget priced mod kind of game that got some extra love from Valve, unique when it released too
 
Left 4 Dead is 6 years old bro and was a budget priced mod kind of game that got some extra love from Valve, unique when it released too

L4D was not budget priced at release. It was a full retail game. You might have a point about standards changing but I don't know that I agree. I still consider it a great game even by today's standards.
 
Left 4 Dead is 6 years old bro and was a budget priced mod kind of game that got some extra love from Valve, unique when it released too
Should the budget be part of the review score though? The only thing that ever matters is the product itself, what it was aiming to be and/or failed to be in this case.
 
Does this work on the harder difficulties with the modifiers like the weekly missions? If so I really need to look into it as I don't see how it's possible. The bosses on their own aren't much to deal with. It's the normals and sub bosses that are brutal. A perfect example is the Phogoth weekly thus week. It's a total experience. Destiny doesn't really have 1 on 1 (or 3) boss fights after the easy mode regular difficulty.

Oh for Pete's sake, of course it does. This WAS the weekly event. I first did this on the LV26 one (at LV25) and took about 20% more than it did to do it again just to make this video.

Damnit, at least read what I posted. ALL bosses, regardless of their level, are exploitable, same as all enemies.

Just to clarify, I did the LV26 Weekly Strike solo. I still say that the AI is exactly the same difficulty as being LV2 and fighting LV4 enemies. Just in this mission they don't flinch, which doesn't affect the game all that much.

Doesn't really work on the Level 26 Xyor Strike. Wasted two hours with that shit and the problem is a horde of Wizards with these stupid shields that fuck you up. Yes you can hide but shit takes fucking forever.

I should have posted this before. If you wait at the corner eventually the Warlocks will tether back (yes, even on LV26) and will never come out anymore. If you try to shoot them they stay there. Just wait until all of the Knights, Thralls and things leave and then you can do this loop.

--

Hilariously my friend texted me at 3AM saying how hard this weekly strike was. I told him about this video and he texted me back in 20 or so minutes saying he did it. He is LV22 and did the LV22 strike solo.
 
I personally would score both Left 4 Dead games lower than their current metascore (played both with friends, finished neither as the formula wore thin first).

With that said though, I don't believe Destiny is directly comparable at all. Left 4 Dead actually promoted real teamwork. Each player acting like a FFA agent wouldn't get you anywhere in Left 4 Dead, whilst in Destiny it's not only perfectly viable, but actually difficult to make a point for not doing so in most situations. You also simply shoot mindlessly at everything in Destiny. You don't worry about triggering a car alarm and making your day a lot worse, you don't fear angering a witch, you don't have a huge tank-like enemy rampaging through the stage laying waste to everything in its path. You don't have to pay attention to you teammates to ensure they're not currently being dragged away by another enemy. And if you die, you're not out of the running unless another player manages to rescue you. You don't manage rations to ensure each player in the team is sufficiently prepared for what's ahead. You don't have an invisible AI working to ensure that the challenge presented to you is unique, and keeps you on your toes at all times.

Basically what I'm saying, is that Left 4 Dead is nowhere near as repetitive to actually play. The only area where Destiny may be competitive with what Left 4 Dead offers is the raid.. and I can't even confirm that for myself because they've made it so difficult to even play.
 
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