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Meaningful endings (Destiny)

by cheapLEY @, Monday, September 25, 2017, 19:44 (2604 days ago) @ Cody Miller

I agree with you. After finishing the campaign, automatically loading into the new Tower felt awesome.

This is sort related to something Korny and I talked about last night that I was considering bringing up, which I'll just jump into.

I still think The Taken King is the best example of what Destiny can do. It told a coherent story, but that story didn't end with the "campaign." Defeating Oryx only opened up a bunch of new Strikes and missions, both on the Dreadnaught and in other Patrol Zones.

I think Destiny 2 screwed this up. The campaign ends and then . . .that's just it. I expected to see a bunch of new quests and and adventures, see strikes populate the map. We got one new mission per planet and that's it.

It feels like a bit of a step backwards from The Taken King, which I still think feels amazing. Defeating Oryx and then seeing all sorts of new things continue to pop up felt great, and I wish Destiny 2 would have done something similar. As it stands, it's basically just mopping up the stuff you missed as you went through the campaign. It feels a little less dynamic than The Taken King did.

I also wish there was a bit more context for some of the adventures, or that more of them were strings of missions that built a smaller story. As it stands, some of them are interesting, but they're all one off little missions. That's neat, but it seems like a bit of a wasted opportunity. We do the stuff on Titan to stop a Hive Ritual, and then that's just it. No deeper investigation into what they were trying to do, what they're trying to do on Titan in general (besides just generally being shitty, I guess).

In general, I wish we explored the factions we were fighting a bit more. In the past, throughout Destiny 1, say what you will about the story, but it felt like the enemies all had motivations, whether implied or explicit. Maybe that's just me misremembering or looking back with rose colored glasses, but I felt like we were actually exploring what the enemies were up to. Now, it just feels like the enemies are there to be shot, and we're just there to shoot them, without any real goals for either side.


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