It’s been a year since I was so grievously wounded. The traces of those superficial lacerations and cerebral malady’s inflicted by its dalliance remain as subverted inflections of its malicious ferocity. The nagging throbs of pain and irritation emitted from those sensitive wounds are emblematic reminders of its accursed failures. Alas how I wept and grieved for a game that never materialised, cursing the very foundations of this most profane gaming oddity. How had such potential been squandered with only a thrift of its advertised utilities available?! Sorry, was that a bit too much?
Yes Destiny is still the most disappointing thing since I lost my virginity while under the influence of way too many beers! The pain and neglect have never fully healed (the game I mean, not my inability to perform in the bedroom.) So to commemorate its one year anniversary, which is even more pertinent given “The Taken Kings” popularity, I felt compelled to re-review Destiny in all its purity to see whether that judgement still holds true. Let me first digress that I believe this generation of games consoles represents all the innovative variation you’d expect, with the most regressive systemic adherence for continuous monetization a ubiquitous theme attributed to games such as Destiny. I was particularly complicit in my abhor for Destiny’s deficient constituency occurring within its restricted substance. It’s publicised expanse was all exclaimed with such commercialised aplomb that it helped distract potential investors from its supplemented arrears. It’s surreptitious contraction ascribed to its release was so evident in its wilful convalescence and prohibited character progression, that discovering it’s mass vacuity with such prominence belies just how equivocal it’s erroneous deceit was. (Sorry, I swallowed a thesaurus last night.) What I meant to say was that Destiny annoyed me more next doors kitten leaving tiny brown “gifts” in my garden (a rather appropriate analogy!) Destiny represented a cruel deflection of earnest conception that resulted in my almost immediate departure from its depleted conceit. It has since amassed a reputable resurgence in my absence however, bolstered by additional and rather substantial content that belies it’s otherwise barren origination. I must admit that upon its release I had never expressed such hostility towards a game, so was a little worried about returning. I viewed it as an erroneously duplicitous scheme to extort money from fallibility of commercialised hyperbole, with only a fraction of advertised content. Oh yeah, those bitter, resentful, seething discharge of anger is starting to resurface again like bile! I can’t tell you just how much Destiny disappointed me. Yet here I am prepared to get hurt again, much like that salacious night with an ex girlfriend!
The first thing I noticed was the absence of Peter “roused from a coma” Dinklage, which is hardly the most divisive of vocal replacements. Whether there was an artistically deliberate method in delivering his automated lines with such diminished vigour is now innocuous. He’s returned to Westeros to drink wine, philosophise and spit gum into his wife’s mouth. Nolan North, the perennial jester and continued larynx of practically every game ever made now provides you with much of your guidance, with a slightly more refined diligence and inured cadence than we are used to from this jovial chameleon. It’s a pleasant, if slightly confusing addition considering it’s merely a floating apparatus that opens locked doors and delivers expository information. In any case it does a sterling job of navigating you to your next destination in what I’d actually forgotten is a stunning vista of environments. Whether it’s the subterranean passages that reticulate through the moons crust, the vacant remnants of earth’s past or the strangely venerable plant life that hues Venus surface, the environments and terrain feel detailed and real. The gun-play is also beyond compelling, delivering cathartic and fluid results. Controlling a character with such lateral as well as horizontal mobility granted a far more effusive, as well as satisfying way of annihilating potential aggressors, providing variable strategic options which you’re require as it is very easy to become outnumbered. Destiny to its credit provides an easy to use interface that could also be accessed via applications on your phone, making the transfer of equipment simple. The waiting times for your ship to enter any planetary atmosphere have been mercifully reduced too, though there are still some area based latency that requires the request of server connectivity. The engrams that you acquire are now also what they say they are. For example if your fortuitous enough to discover a legendary diagram, it will be legendary, not rare or common. And it appears the infamous loot cave that was so commonly exploited no longer generates the necessary supplies to bolster your resources. But other issues still persist.
The environments though beautiful were regulated by invisible infringements, with spatially irregular declivities that penalised you for your exploration, as such the wide expanses that appear ripe for plucking are deceiving mirages, akin to a backdrop on a theatrical stage production. Fatigue begins to materialise after subsequent raids on the same facilities as do the enemies proclivities to spawn in the exact same place after only moments of being cleared. Your main source of transportations are a spaceship that’s exterior can be altered with aesthetic allures but no tactical applications, and your hover bike offers nothing more than a functional connection from one rural setting to another. Then, finally, we come to the “story” which from my own perspective concerns and orphaned apparition called Tim, whom upon being revived from century’s of temporary death seeks reconciliation with his adopted children, Jennifer and Gertrude, both of whom have been kidnapped by….something. I don’t know, I kind of ran out of ideas, but I already feel this manufactured yarn it’s a more compelling motivation than the one depicted by Bungie and grants a measure of abstract purpose to my trigger happy endeavours. The economised plot is just as much of an issue as it was when I first played it. It’s lauded with reductive incentives that leaves you questioning why anything is happening. How was I brought back to life? Why was I brought back to life? What on Earth is the darkness people keep referring to? Is it a hermetic organisation? An ethereal being? Is it something to do with Justin Hawkings?! Who is the mysterious woman that’s trying to help me? And why won’t she explain her motives? I just don’t know what’s going on!
This is the level of facilitated deception demonstrated by the industry: providing gamers with the bare bones game and then charging users for additional content that should have been available from the offset! Or at very least supplemented at a later date for free. I resent that Destiny merely validated just how innovatively greedy the industry has become. The substantial monetization has crippled the industries credibility in providing gamers with progressive continuity, but rather attempting to mug them on some deserted back alley. Moreover the Taken King can’t actually be downloaded unless you have already purchased it’s 2 previous DLC’s. This morally bankrupt conceit, not merely exclusive to Destiny appears to be blissfully ignored by the greater gaming community. Well perhaps ignorance is a complacent definition, but certainly a will of acceptance as though this is just the way things are now. Gamers appear to generate subsidise penance for Destiny’s initial shortcomings, by purchasing The Taken King in the hope that maybe–just maybe–it will atone for its lazy banality. But I can’t treat this degenerative malignancy with anything other than contempt. It’s a reprehensible act created to inflict perennial austerity on its users. Of course we are just as compliant and should be held moderately accountable for our own purchases. I’d be remiss if I didn’t accept partial blame for being lured by its intended potential that was such an alluring prospect at the time of release.
If DLC is going to become mandatory expansion then it should enhance the already significant content rather than apply substantial data prohibited on release that should have been present to begin with. The Witcher 3 offered free content expressly to enhance players activities, despite the replete missions at your disposal from the offset. Playing Destiny again only vindicates my apprehension for the future of gaming, one in which gamers are punished for their optimism.
Have you played Destiny since its release? Let me know your thoughts.