Or, Extinction mode from Ghosts, at least. Think about it.
Extinction:
5 maps.
Defend an objective against waves of enemies. (drill or generator)
To increase difficulty, there are all sorts of weird modifiers. (relics)
You play as one of a number of classes with very little difference.
Each class has a special ability (i.e. medic revive field) that can be helpful although many people never even use them.
The story is revealed through bits of information not conveyed directly through the game (intel).
Destiny
5-6 maps (the strikes)
"Defend" Dinklebot (though he's invincible)
To increase difficulty, there's a series of modifiers (arc burn, lightswitch, etc.)
You play as one of a number of classes with very little difference
Each class has a special ability that can be helpful although many people never even use them.
The story is revealed through bits of information not conveyed directly through the game (grimoire).
This suddenly dawned on me. There are a few differences, though. Destiny does have the story missions (and I use that word loosely), though they don't remarkably contribute to the actual game and have less gameplay variation than the strikes. Destiny also has vehicles that we can't do anything with besides speed up the time between two objectives. Finally, the objectives we have to protect in Extinction actually require us to protect them; hiding in a corner from the enemy is a sure way to lose.
Should we be surprised that two Activision games are so freakishly similar?
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