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originally posted in:The Reconciled
originally posted in: What load of absolute shite
9/18/2014 12:11:24 PM
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If Dinklage didn't talk to himself and actually expanded upon what he'd done, and if the Grimoire cards were in the game I'd say it was good. What I can't take seriously is Bungie describing this to be on the same level as Game of Thrones, and if that was played with a hint of irony I'd be fairly forgiving. The MMO line doesn't work here - MMOs almost always finish their quest hub text from what I've seen, and if the main plot isn't complete it at least ends on a high note. When an expansion is brought out, it makes a new story and also finishes it on a high note, not just string you along. The biggest issue is that Destiny doesn't want to kill off one of its 4 enemy factions, meaning that you can't do anything that makes you feel like you've contributed massively to the world but rather thrown rocks at your foes. If there were say, 9 enemy factions then you'd be able to at least kill off one or two during the main story. If Bungie had more storytellers than the Ghost, the Speaker and the Stranger, I reckon that'd be a step in the right direction. Add to that the reasons why the enemies are fighting each other instead of uniting in the name of the Darkness, as well as giving bosses memorable speeches, this story could've been one of the best told this year. The universe is there, but Bungie are afraid to give too much in the base experience and end it all too suddenly.
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  • Praise be to the great Dinkly!

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  • Edited by Aknazer: 9/19/2014 5:05:16 AM
    I'm just curious, but did we play the same game? We took out a machine-god and thus severely wounded the house of devil walkers of the fallen. We killed the black heart of the vex. And this was just in the prologue. To me that feels like some serious gains. Also who is to say that as they expand upon the world that we don't flat out remove an entire group of enemies, only to have a different group rise up and take their place (which would be true MMO fashion)? This prologue ended on a high note with a party and fancy speeches even if the world is still a grim place. Not only did we cripple a house of the fallen and kill the apparent corruption of the vex, but we also removed the most powerful weapon of the Hive which will weaken their champion, AND we destroyed a shrine that seemed to let them communicate with their god. Really, the only faction that seemed to not suffer a serious blow would be the cabal.

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  • The way you said it should be how I felt it, but there was really very little to back up the "just another fight" mentality that I had when it was burnt into my brain for the majority of the missions. Take for example killing the machine god - it was a good fight, but it didn't strike me as epic. I didn't [i]see [/i]or more importantly [i]feel [/i]the impact of taking out high ranking officers in each faction's territories; I was just told... sometimes. I'm fine with using my imagination and wondering what'll happen next, but I had no reason to - I wanted to be inspired by Peter Dinklage's enthusiasm of destroying a god and Bungie's writing, and I wanted the importance to be [i]emphasised[/i], something I felt was sorely lacking. I almost want to say "if Bungie don't care why should I?", but I think they do, they just don't know how to hit the right notes in my opinion. I'm glad you managed to enjoy the story and see the good of it though, that's the important thing. If you'd agreed with my statement, my hope for this title would drop.

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  • That's generally how it is in persistent worlds though. When I played WoW I did all sorts of raids, killed all sorts of important characters, but you could almost never tell when moving about the game world. It wasn't until the later expansions that they started doing open-world instancing so that things would change as you completed stuff. Though even then I can't think of any spots where it majorly changed after dealing with an important enemy. So I can see what you're saying, but I think it is just more of a limitation of a persistent world.

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