Destiny Review (part 1)

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mastermetal777

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Edited By mastermetal777
Member since 2009 • 3236 Posts

I didn’t write this review at launch because it’s difficult to assess the value of an online game on launch date alone. Over time, things expand, more content is introduced, and the game becomes something completely different. Plus, there’s little I could say about Destiny’s launch that many people haven’t discussed at this point. Many feel it’s a flawed, but highly addictive and enjoyable game with an interesting lore that begs further explanation. Others feel the flaws in the narrative and overall structure are too significant and underscores the hype surrounding it over the past year or so. Having played the game almost daily for the past two months since its release, I’d like to share my own experiences with the game, and outline what does and doesn’t work for me, along with my current and future thought on this ambitious title.

First off, let’s get the elephant out of the room right away. Yes, the story in its current form is disappointing. Characters pop in and out without being given much development. The dialogue ranges from average to mind-numbingly dull, especially coming from a surprisingly unenthused Peter Dinklage as your Ghost: your flying droid-like companion throughout the entire game. Every bit of plot progression is veiled in a thick fog of ambiguity that begs to be discovered, but presently delivers as little as possible. It feels, at least at this point in time, as an excuse to unlock the areas in which you play, and does little more than introduce this universe rather than build and flesh it out to get players invested. The narrative bits you do find are in the form of an online grimoire that could’ve been implemented in the actual game, but feel as though it’s trying to create some sort of meta-experience. If this is the case, then all we can do is be patient, which is the sort of thing that can really anger a lot of gamers looking for an immediate fix on a new game.

And yet, I feel no animosity towards it. Why, you might ask? Well, the simple reason is that I’ve seen many sci-fi stories that have this kind of intro: introduce your characters, the threat(s), and get used to having to fight the threat(s) for the remainder of what’s to come. It’s an introduction, and nothing more. When Bungie began talking about the narrative of this game, they claimed to have wanted to create a story they could tell over ten years. If they’re using only one game to achieve this (and this is speculation at this point), then we, as the players, have no choice but to be patient as they slowly reveal more and more of what this plot has in store, which so far is interesting enough to warrant further expansion.

Now, I don’t need to remind everyone of just how beautiful this game looks. Even on the last-gen consoles like the PS3 and Xbox 360, the level of detail and the quality of the artwork is downright astounding. Everything in its art style oozes a traditional sci-fi vibe, enhanced with dynamic lighting, phenomenal animations, and the most incredible skylines I’ve seen in any game. Structures, both organic and artificial, are designed with care and consideration, with a little of a fantasy twist. The formation of stone structures within the dense and lush jungles on Venus are only one example of some of the spectacular sights you’ll find. On current gen consoles (the PS4 in my case), the textures are smoother to allow for more detail in the environments, the animations are top notch and smooth, and the lighting is even more beautiful than ever before, even though it might not be pushing the hardware as far as it can go due to its multiplatform nature. However, if you want pure eye candy to behold, Destiny is that game for you.

As far as gameplay goes, this is by far one of the best controlled shooters you’ll probably ever play. The buttons are mapped in familiar places if you’re used to games like Halo and Call of Duty, and never deviate from that set mapping on default. You can change the settings in the menu, however, to suit your needs. It feels tight and responsive without any sort of input lag. You feel as though you’re the one in charge of the fights, not the gun. But aside from the response, the game features something more akin to an RPG for its shooting. You’re given three classes: Titan, Warlock, and Hunter. Each class has unique abilities for any given situation. Titans are essentially super soldiers, able to hit hard and tank damage. Warlocks are space wizards, utilizing the Light of the Traveler to summon energy attacks based on either dark or solar damage. Hunters are your rogue class, who hit fast and silently, able to disappear as quickly as they appear before stabbing you in the face. The game has a leveling system based on experience up to level 20, after which your level is dependent on the armor you wear, which can bring you up to 30. Experience doesn’t become a moot point, however, as a certain currency called Motes of Light can be obtained by gaining experience.

With each class, you’re given different options in terms of mobility and attack style, and this is where the gameplay really shines. The added jump abilities that vary with each class add a heightened sense of verticality to the game, and the design of the planets you explore shows this. This can help you reach the various golden loot chests or dead ghosts (which give you backstory in the form of cards on the Bungie website). Finding these chests scattered throughout (aside from the rare golden ones) take a bit of traveling, and are a part of the looting mechanic in this game. Collecting loot grants you access to weapons, armor, and cosmetic class items. They range in rarity based on their color. Green is common after level 10, blue is rare, purple is legendary, which are extremely hard to find outside of special missions (more on that later), and exotics are even more difficult to find, often needing specialized, complex bounty quests to obtain one. Each weapon has unique perks that allow you to pick your own style of shooting, and level up the more you use them. Armor pieces are based around stats that allow you to use your special abilities more often by reducing their cooldown period, as well as increasing your defense to accept more punishment from the tougher brood of aliens.

The first few levels of items are obtained through a system called the Random Number Generator (RNG). The RNG is a chance system that dictates what piece of equipment you collect from the various foes you encounter, as well as the activities you complete. At launch, this was a little too randomized, as players would either get exactly what they needed from each engram (the method by which you collect the loot) or get ripped off by the engram vendor known as the Cryptarch, as higher level engrams had a chance of giving you a lesser item instead of one of that same color. Patches have since improved the chances of obtaining these items, so the system feels less cheap, as now the item you get from each engram corresponds to its color/rarity or higher. You’ll need these items to become stronger, as well as increase you end-game level for the harder missions. This is alongside giving you an advantage over the enemy aliens that guard the paths.

And what an interesting bunch of aliens that litter the forgotten planets of this universe. First are the Fallen, a hierarchal race hell-bent on reclaiming their lost glory as they scavenge planets in search of interesting items and artifacts all across the Solar System. Then there’s the Hive, a grotesque breed of creatures who are on a crusade against the Light so that Darkness can prevail over all, and they’re planning an invasion of Earth soon from their base on the Moon (which will come full force with the upcoming The Dark Below DLC expansion). Next are the Vex, a highly intelligent biomechanical race that has overtaken Venus and plans to turn it into one of their machines like they did with Mercury, though their reasons for doing this are currently unknown. Finally, there’s the Cabal, a dangerous group of gigantic aliens who are known to destroy entire planets just for getting in their way. They take areas by sheer force alone in order to assert their military dominance.

Each of these alien races all have unique patterns for attacking your guardians, and none of them are all that clear. You’ll spend more time dodging and picking at groups of enemies than you will charging through Rambo-style. They’ll shoot at you as soon as you’re within sight, and some will even chase after you if you’re not careful. It’s almost like a dance going up against many of these creatures, only with more bloodshed. The fallen behave like a pack, using small units among larger packs to outflank and outgun you in larger areas. The Hive behave like a swarm, charging with overwhelming numbers and force, doing their best to keep you pinned down with everything they’ve got. The Vex are the most organized, moving in tight groups and firing precise and deadly shots from all their setup directions. The Cabal have smaller numbers, but their surprising mobility, brutal firepower, and incredible defensive tactics make them a difficult foe to take down. Often times, these enemies will fight each other on the planets you explore, indicating that their goals are not all equal, and perhaps the possibility of forming uneasy alliances will take place in future story setups. Only time will tell. For now, they’re formidable foes that must be vanquished.

Many of these foes can sometimes prove too much, depending on the task you’re completing (more on that later). For these tough encounters, it becomes important to form a fireteam: a group of three players of varying classes that can work together to finish any task given in the game by coming up with strategies and assisting players in tougher areas. Fireteams serve as the most social aspect of the game, as in-game chatting can only occur in fireteams and not with only random players, done as a way to avoid griefing over voice chat. This can feel limiting to a lot of players expecting a certain level of interaction seen in other online games. For me, this is a pro and a con. On the one hand, I love having players always muted until you join teams, as it prevents listening to some of the worst the online community has to offer. On the other hand, since this game is intended to be a social experience, it seems odd that chatting is limited to fireteams and player-made groups. Maybe adding it to match-made groups as well would help things become better. For a game that touts that the main interactions you’ll find in the game is with other players, it’s jarring to see such a lack of it. For the meantime, it’s a great social experiment hampered by limited communication.

(EDIT: Bungie has since introduced a team chat system, in which you can choose to talk with a matchmade group in strikes and multiplayer matches instead of pre-forming a fireteam in order to do so. The voice quality is about the same, and it has increased social interaction amongst the game’s peers, so long as they decide to do so. So that last sentence should be somewhat disregarded.)

The game’s structure is set up as such: story missions, patrols, Strikes, Raids, the Tower, and the Crucible. The story missions are where the narrative is built from (obviously). They follow mainly linear paths through the larger overworlds towards an objective, which is how most FPS story missions are, with the main mission areas being “darkness zones” where respawning after death is removed and you must try the encounter again from the checkpoint. It takes an old-school encounter system, and for modern shooters, this feels a little arbitrary, and it can feel as such on the later levels when you recognize the pattern a little better. But whenever the missions let you just travel from location to location, there are a few instances of atmosphere and level building that can be appreciated in spite of the encounters. That said, each story mission is still intense and challenging for the levels you’re supposed to take them on in, even when each encounter feels like a timing exercise rather than an emergent experience.

Patrols are the most open mission types of the game. Here’s where you get to explore each of the main worlds, which are Earth, the Moon, Venus, and Mars. They’re not as open as their design might imply, but they do condense each area full of environmental detail and signs of the Golden Age’s lost potential. It does a good job of show, don’t tell, even if there are little to no plot details given within the game. This is where you’ll obtain a lot of your experience points and a few pieces of loot, from weapons to armor pieces to class items. You’ll find collectible items that allow you to upgrade your high level gear, as well as finding chests to get more currency and the like. To keep players busy, there small patrol missions scattered throughout each map, ranging in type from collection, killing, scanning, scouting, and small enemy bounties. They’re as tedious as they sound, and if it weren’t for the beautiful vistas, as well as the challenge of each enemy you fight, these would never even be touched by players because of their similarities to the similarly tedious minor MMO quests.

What keeps many patrols exciting, however, are the public events: timed missions that appear in certain sections of each planet’s world map, and range from defending downed satellites, taking down a tougher than normal enemy, or defeating enemy waves that vary in type depending on which aliens are being handled. These happen all the time at certain times of the day, and when they happen, they’re a good chance to snag some higher level upgrading equipment, provided to finish each event within their timeframe and challenge requirements. They’re the most emergent part of the gameplay experience, and are some of the most exciting when they appear seemingly out of nowhere, outside of the sky darkening as the warning signal mere seconds before it begins. I’ve seen more people drop what they were doing to play these events, something I don’t find very often in most online games, so it’s refreshing to see such a novel concept introduced so effectively here.

Strike missions are high-level bounty hunts. You get dropped off in a certain area on the map, and must make your way to your target, encountering waves of tough enemies along the way. They’re done at higher levels, and require higher quality equipment in order to tackle them, as well as being in a good fireteam. You complete strikes by completing sections of the strike path, which includes fighting off enemy waves while unlocking the next area, and defeating mini-bosses before facing the final target. The enemies here are more ruthless than in story missions and patrols, able to outgun and outflank you if you’re not paying attention. Strikes are easily the tensest portions of the game, and are typically better designed than the story missions due to the more balanced encounter rate and level of enemy intelligence shown off. Teamwork is also best seen in these.

The Raids are without a doubt the most well designed and most challenging feature of Destiny by far, and this is just from the one current raid alone: the Vault of Glass. Raids are like strikes, but in completely unique areas within the main world. You can have a six man party come in with you, consisting of only people on your friends list. While matchmaking would be interesting here, knowing who you’re working with is vital to success, as is communication. The raid is home to the most difficult and intelligent enemies the game has to offer, as well as navigation paths that take full advantage of your guardian’s mobility and the verticality. There is no guide marker to tell you what to do. Each section is a puzzle you have to solve through teamwork. The only clues you get are side notes that appear onscreen whenever you’re completing objectives. As seen in the Vault of Glass, there are team-based puzzles, horde rooms where the challenge is taking down the proper foes, platforming segments built around the jumping abilities of this game, a stealth segment, and unique time-travel puzzles that will leave your team dead if you’re just trying to push through without any thought. This is where you can see the full extent of the love and care Bungie put into Destiny, even with its other flawed modes. It’s brutal, requires constant communication, and is home to possibly one of the biggest challenges an FPS game has yet to see. Here’s hoping the next Raid is just as well-constructed.

The Tower is the main hub city of the game. Here’s where you can buy equipment with the currency and items you obtained through the various missions, as well as collecting bounties to increase your experience points. It’s a small area populated only by vendors, guardian mentors, the Speaker for the Traveler, and the different factions in the game, which are so vague and so similar to the other ranking systems that they’re hardly worth mentioning. You earn points for the different factions depending on whether or not you’re wearing faction-specific equipment or class items. With these points, you can purchase specialized legendary gear from them, as well as obtain specific exotic equipment bounties. They all have a backstory to them, but since no NPC is given a proper personality, it all falls flat in creating a unified world for you to explore.

The Crucible is the competitive multiplayer aspect of Destiny. It works as such. You have four game modes: Control (similar to Domination, but more cooperative), Clash (team deathmatch), Rumble (free-for-all), and Skirmish (3v3). The objectives are given to you right from the start, and the team or player with the highest number of points wins, whether by hitting the victory cap or being the top team/player after the timer counts down. Given the nature of the equipment in the main game, every single weapon and piece of armor all share the same stats within the bounds of the Crucible, so as to keep everything on an even plane between low and high level players, as everyone can compete after reaching level 5. Each match is played on maps that offer asymmetric design and vertical positioning, giving reason to use all of your guardian’s abilities to claim a victory. While there’s no ranking system within the game, thus removing the competitive aspect (another thing some players might find annoying), the mode is a great way to test your skills and gain different sets of equipment, and reinforce the concept of teamwork the game bludgeons you with early on. It’s a fun, balanced distraction, and it’s all the better for it.

I’ve been struggling to justify whether or not this game has enough of an identity to warrant an investment. I don’t believe I’ve found the answer yet, but if I had to guess, I would say that this is the most cooperative game I’ve ever seen outside of an MMO. Players don’t try to grief each other as often as other games, fireteam chats are always civil (in my experience), and the fun of going out with friends just to wreck some aliens is just too awesome to ignore. Is it all it was hyped up to be? Well, no, to be brutally honest. But, taken for what it is, Destiny is a fun time and a great social experiment that seems to be working on ways to improve itself little by little. If you’re patient enough, I say get the game and see if it’s your thing. It’s grindy at times, and the design of some of its features is structurally flawed in many aspects, but I can find nothing that breaks the game and makes it an awful experience. It’s a fun time in a fascinating and growing universe that only time will qualify. With that, I will (hopefully) see you star-side, Guardians.

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aretilda

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#1  Edited By aretilda
Member since 2014 • 499 Posts

Here's my review! Destiny's PVP is a broken trash heap that they haven't fixed.

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mastermetal777

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#2 mastermetal777
Member since 2009 • 3236 Posts

@aretilda: that's your opinion. But I think it's pretty balanced for a non-competitive game. Just cuz K/D ratios don't matter doesn't make it bad.

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#3 aretilda
Member since 2014 • 499 Posts

@mastermetal777 said:

@aretilda: that's your opinion. But I think it's pretty balanced for a non-competitive game. Just cuz K/D ratios don't matter doesn't make it bad.

I mean technical issues I get kicked off the server every time, error code bee. It's a well known issue that they haven't fixed yet.

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mastermetal777

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#4 mastermetal777
Member since 2009 • 3236 Posts

@aretilda: I haven't had too many of those issues lately. They fix the majority of the online problems. If anything, it's probably your internet connection that's giving you problems.

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#5 aretilda
Member since 2014 • 499 Posts

@mastermetal777 said:

@aretilda: I haven't had too many of those issues lately. They fix the majority of the online problems. If anything, it's probably your internet connection that's giving you problems.

Nope it's not my internet, my other games multiplayer works fine, just check the Bungie forums it's a widespread issue that players are having and Bungie knows about it and plans on fixing it soon I hope, but so far it hasn't been fixed.

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Lulu_Lulu

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#6 Lulu_Lulu
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"Warlocks are space wizards, utilizing the Light of the Traveler to summon energy attacks based on either dark or solar damage."

What does all that even mean exactly ?

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mastermetal777

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#7  Edited By mastermetal777
Member since 2009 • 3236 Posts

@Lulu_Lulu: make an educated guess. Instead of energy enhanced tools, Warlocks use pure concentrated energy as their power. I'd say play the game to understand, but you likely won't

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Lulu_Lulu

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#8 Lulu_Lulu
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@mastermetal777

I'm not interested in the lore.... What does that mean interms of Gameplay ?

I had a simular problem with Mass Effect and everyother RPG... They got really extensive lore and descriptions for everything but its pretty useless when its time to press buttons.

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mastermetal777

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#10 mastermetal777
Member since 2009 • 3236 Posts

@Lulu_Lulu: Warlock plays with distance mostly, along with persistent damage abilities.

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#11 loafofgame
Member since 2013 • 1742 Posts

Good read and yay for not giving it a score. You won't see me star-side, though. Not my type of game. Still, interesting to read about it.

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#12 ojmstr
Member since 2003 • 1949 Posts

Good review Mastermetal777, i'll most likely play this game on and off for years to come, it's a great game and i don't feel im in a hurry to play it because i know Bungie will support it for the next 10 years. No wonder why people think the story is thin when only a fraction of the story has been told.

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#13  Edited By Podestrians
Member since 2014 • 33 Posts

Nice read, bud

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Lulu_Lulu

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#14  Edited By Lulu_Lulu
Member since 2013 • 19564 Posts

@mastermetal777

Thats more like it :)

Sounds Boring though... Kinda hard going from Bioshock to this... Feels like a step backwards.

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mastermetal777

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#15 mastermetal777
Member since 2009 • 3236 Posts

@Lulu_Lulu: more fun than you think. More mobile and strategic than BioShock

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Lulu_Lulu

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#16 Lulu_Lulu
Member since 2013 • 19564 Posts

@mastermetal777

With all dem stats I bet it is.

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mastermetal777

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#17 mastermetal777
Member since 2009 • 3236 Posts

@Lulu_Lulu: has nothing to do with stats. Those just allow you to get grenades and super attacks faster. They don't make the enemies easier to kill

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#18 Lulu_Lulu
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@mastermetal777

Yes it does... Thats just what stats do. If you allow the player to increase them even by one measly point then the game is one measly point easier.

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mastermetal777

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#19 mastermetal777
Member since 2009 • 3236 Posts

@Lulu_Lulu: not really with this game. It doesn't increase their effectiveness. Just how often you can use them. Even then it's not by much especially when you're getting overwhelmed. So it's mostly about playing with the timing rather than a damage boost.

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#20 Lulu_Lulu
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@mastermetal777

Using them more often makes it easier.

You can't expect a game that allows the player to fiddle with these things to be just as balanced as a game with its stats set in stone...

It doesn't matter if its Damage Boosts, Capacity Boosts or Timing Boosts...

If you change something then it will have a an effect...

Plus its a Catch 22... If these things don't have an effect then you essentially just made something useless. A waste of time.

Thats just the nature of Stats...

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mastermetal777

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#21 mastermetal777
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@Lulu_Lulu: I forgot you didn't play this game, so in this case, you have no idea what you're talking about. It's all about how you use items rather than relying on them completely. Come back when you've actually played the game before talking about how this game works.

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Lulu_Lulu

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#22 Lulu_Lulu
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@mastermetal777

I'm not critisizing the game I am critisizing the entire design of abstract progression itself....

It really doesn't matter to me what game it is... Destiny, Dark Souls, etc.... if it uses the this design in any way shape or form than I whip out this exact same argument.... While you're at it just throw Bloodborne and The Division into the mix....

I'l leave the specifics to someone who has played the game.

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mastermetal777

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#23 mastermetal777
Member since 2009 • 3236 Posts

@Lulu_Lulu: and not every game uses them the same way so like I said: play it yourself before you criticize it.

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#24 Lulu_Lulu
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@mastermetal777

Doesn't Matter. The main bullet point is theres a change in stats.... That changes the game's balance.... It really doesn't matter how they imbalance their system, the point is they best way to keep it balanced is not to change it. All fighting games do this... (all the good ones anyway) theres no scenario that lets you change upgrade a character that doesn't affect difficulty and balance....

The whole point of Abstract Progression has its roots in psychology anyway. It wasn't designed for the sake of the game it was designed for the sake of conditioning the players.

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mastermetal777

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#25  Edited By mastermetal777
Member since 2009 • 3236 Posts

@Lulu_Lulu: if you're derail another thread with your rants, get out. The post was meant to be a review and nothing more. You're talking about a game that you haven't played and think you know everything about just because of a flawed theory of yours.

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#26 Lulu_Lulu
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@mastermetal777

You're review is not as informative as you think it is.... You delve more into the lore of the game than you do in how each and every part of its made up words means from a mechanical perspective.

You could learn a thing or two from MathewMatosis.

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mastermetal777

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#27 mastermetal777
Member since 2009 • 3236 Posts

@Lulu_Lulu: I delve into every part of the game as a whole. I'm informing people about all parts instead of just focusing solely on gameplay. That's what you do with a review: take the whole, speak frankly about the pieces, and decide whether or not it's worth it. Just because you don't like it doesn't make it less valid than any other opinion

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#28 Lulu_Lulu
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@mastermetal777

And yet I still am no closer to know anything more about Destiny than I was before your review.

Hell you barely described the enemies and progression system....

I'm not asking you to describe the gameplay and gameplay only.... I'm asking you to describe the gameplay. Or are you gona do that in Part 2 ?

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#30  Edited By mastermetal777
Member since 2009 • 3236 Posts

@Lulu_Lulu: I described the gameplay as simply as possible for the benefit of the public. Not you. I'm sorry you can't figure out how FPS games handle by now. Or how experience leveling works. And I explained the gear leveling system. There's not much else to it. It's a simple system that relies on player skill rather than numbers

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#31 Lulu_Lulu
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@mastermetal777

Its a classic Skinner Box.... You grind and scavenge to level up and upgrade..... I'm not saying it doesn't require any skill at all, I'm saying a game without constant upgrades and new equipment and abilities requires more skill than a game that has those things.... Unless ofcourse theres level scaling... Which defeats the purpose of having such a system in the 1st place...

Its a game of skill, just not totally about skill.

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sukraj

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#32  Edited By sukraj
Member since 2008 • 27859 Posts

that's a lot of info to digest

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mastermetal777

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#33  Edited By mastermetal777
Member since 2009 • 3236 Posts

@Lulu_Lulu: then don't play the game if you're so sure it's not for you. Also, if you won't play it, don't criticize it. I never talk about games I haven't played, cuz I have no right to judge. You should try that same philosophy.

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Lulu_Lulu

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#34  Edited By Lulu_Lulu
Member since 2013 • 19564 Posts

@mastermetal777

Ofcourse you don't judge... You definition of what constitutes gameplay, let alone good gameplay doesn't allow for fair judgement anyways.... That plus you actually believe a game built around constant looting and leveling is completely balanced and Skillful....

If a design is flawed then by extension all games that use that design are flawed by association.

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mastermetal777

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#35 mastermetal777
Member since 2009 • 3236 Posts

@Lulu_Lulu: Uhm...yeah, that's just, like, your opinion, man. What constitutes effective gameplay is subjective to the player, something you're failing to grasp because you can't stand when anyone disagrees with you. And your last statement is logically flawed.

@sukraj: I know, but it's a big game with more content than people realize. Sure it's not as big as others, but the mechanics are fun as hell, and it's one of those games where the great gameplay overrides the awkward design choices.

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Lulu_Lulu

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#36 Lulu_Lulu
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@mastermetal777

And you question why I don't take your reviews seriously....

Besides... My oppinion is right.

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mastermetal777

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#37 mastermetal777
Member since 2009 • 3236 Posts

@Lulu_Lulu: and you question why I can't take you seriously. Your opinion is the same as my opinion, which is neither right nor wrong. It's just one point of view. To claim any different is both arrogant and egotistical. Learn that, and everything becomes better for it

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Lulu_Lulu

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#38 Lulu_Lulu
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@mastermetal777

Something being an oppinion doesn't exempt it from being wrong. Call it whatever you want its still right.

Or is that just another oppinion ?

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mastermetal777

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#39 mastermetal777
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@Lulu_Lulu: an opinion, by its very nature, is biased, and thus can be right or wrong depending on who's either reading or speaking. You have a bias against RPGs for example. Doesn't make you wrong in what you say, but claiming you're right isn't correct either. It's a matter of perspective and taste, and not about whether it is objectively a good or bad game genre. Just depends on the person.

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#40  Edited By Lulu_Lulu
Member since 2013 • 19564 Posts

@mastermetal777

I don't have bias against RPGs... I have bias against, and the only reason I have bias against them in the 1st place is because they flawed... I don't seem them as flawed just because I'm against them... Even if that wasn't the case I don't let my bias cloud my judgement, I can hate something and yet still acknowledge it as fair and balanced. You appearently can't, and thus assume other's must be as biased and oppinionated as you are.

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mastermetal777

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#41  Edited By mastermetal777
Member since 2009 • 3236 Posts

@Lulu_Lulu: and your hypocrisy comes out when you're called on your BS. I don't wanna hear it anymore because you are incapable of just accepting when to shut up and leave well enough alone. I've heard every argument you've made, and it's never consistent.

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#42 Lulu_Lulu
Member since 2013 • 19564 Posts

@mastermetal777

I've never been called on my bullshit.... You always runaway. And I'm not consistent because most of the time you missunderstand my arguments. Thats just me trying different approaches.

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mastermetal777

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#43 mastermetal777
Member since 2009 • 3236 Posts

@Lulu_Lulu: whatever you say. Not like you matter that much anyways

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#44 Lulu_Lulu
Member since 2013 • 19564 Posts

@mastermetal777

Thats your Oppinion.

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mastermetal777

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#45 mastermetal777
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@Lulu_Lulu: Unless you're a developer or some sort of industry professional, you're not important. You're just some random person on a forum who thinks their word is God and has nothing to back themselves up apart form their word. Sorry, you're not important at all.

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Lulu_Lulu

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#46 Lulu_Lulu
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@mastermetal777

So what... Only developers can make sense ?

I told you I don't care about Reputation, I judge an argument by the merits of its content not the accomplishments of the one who says it....

But please feel free to judge by reputation and not by common sense. Proves I was right about you.

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mastermetal777

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#47 mastermetal777
Member since 2009 • 3236 Posts

@Lulu_Lulu: and why should I care about your opinion of me? All you are is one person with some of the most backwards, outdated opinions I've ever heard. And most people seem to think that about you. And if you didn't care so much, why even bother writing your opinion in the first place unless you deliberately want to annoy people.

Do you study game design? Are you going into the industry or have been involved in the creation of a game? It's not about reputation so much as experience with actually making a game, of which you have none. I don't either, but I study the field as my future profession. Don't presume anything until you have facts, and you've confused facts with opinion more than enough times to make everything you say baseless and hypocritical. Now would you kindly go back to your troll den and let me shoot some Hive in peace.

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Lulu_Lulu

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#48 Lulu_Lulu
Member since 2013 • 19564 Posts

@mastermetal777

Hey if you wana be ignorant then thats your right and if someone says it isn't then I'l back you up to prove that it is....

Other than that, you already know my point.... You judge by reputation and majority oppinion and I judge by logic and common sense.... Feel free to ignore it.... You're not the 1st person who thinks sticking their fingers in their ears is a valid defense.

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mastermetal777

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#49 mastermetal777
Member since 2009 • 3236 Posts

@Lulu_Lulu: I listen. I just choose to ignore when there's a bad opinion. And you, sir, are the king of bad opinions.

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#50 Lulu_Lulu
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@mastermetal777

I don't think choosing to be ignorant is a good thing.... It implies you're capable of making a decent argument but choosing not..... For shame Master Metal, for Shame !