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Edited by Vaer: 7/29/2014 12:07:53 AM
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Destiny Beta Analysis: Comprehensive Pt. 1

--- [b]Part 1 (You Are Here)[/b] --- [b]Part 2 [url=http://www.bungie.net/en/Forum/Post/66975631]Click[/url][/b] --- [b]Part 3 [url=http://www.bungie.net/en/Forum/Post/66980993]Click[/url][/b] --- [b]Part 4 [url=http://www.bungie.net/en/Forum/Post/66988029]Click[/url][/b] --- [b]Part 5 [url=http://www.bungie.net/en/Forum/Post/66991185]Click[/url][/b] Initially I created this: http://www.bungie.net/en/Forum/Post/66680249/0/0, but that didn't go the way I wanted.. new attempt. [b]Legend:[/b] Part 1: Tutorial, Mission 1, Story Conclusion Part 2: Tower Analysis, Mission 2, Mission 3 Part 3: Mission 4, Story Conclusion Pt. 2, Strike: Devil's Lair Part 4: Earth Exploration, Lunar Mission Part 5: Final Feedback [quote]This is a comprehensive look along with feedback, at the story content of the beta.[/quote] [b]Campaign Progression:[/b] [b][i]Storyline > Preparation Part 1[/i][/b] [i]Tutorial:[/i] The tutorial begins by showing several of "The Fallen" scouting ([u]incidentally demonstrating the only instance of multi-zoom seen throughout the entire game[/u]) out an area, for an as yet undetermined reason, most likely the hunting of a Ghost ([u]it is unknown currently if Ghosts have any defensive propensities or if they can even be harmed conventionally so this may not be the valid reason[/u]) when it suddenly expresses surprise and disbelief, resulting in it thrusting itself towards an undetermined object, location, and, or target, from which the main character then awakes. Upon awaking you are instructed that things are going to seem confusing, but you are now a Guardian ([u]or were always a Guardian, it is as yet undetermined[/u]) and you've been dead for a while now ([u]assumed the object found is a corpse that somehow survived decomposition[/u]), but if you follow its instructions it will be able to get you to safety. Following the instructions of your impromptu savior, you heard for a dilapidated wall section connected to what looks like a ringed armor shell around a large area, hereto referred to as "The Wall" within the game. Upon entering you will receive little further explanation of events but your compatriot will light the way revealing that "The Fallen" thrive in the dark ([u]a factor that is not at any point ever dived into or given advantage at any point else in the beta or lore[/u]) but that he needs to help find you a ship. Quickly thereafter he somehow locates a weapon that has survived the stresses of time and hopes you can use it ([u]apparently your previous and undiscussed life-span included learning how to get quick head-shots as well as how to perform in melee combat[/u]) you quickly proceed to demonstrate that you can. In the final segment of this level you will encounter some tripwires to maneuver through, several typical scenes involving clearing a couple corridors, a large room with several enemies rushing in as enemy ranks are steadily depleted, and then be brought into a large area depicted as an old spaceport of sorts. It is no longer assumed that you need to hope to find a ship--your only way to safety, but instead that one does actually exist, this change from suspicion to assurance is not discussed. Your encounter ends as you maneuver through the spaceport's launching gantry depots, into a room ([u]after being granted another level with access to a grenade[/u]) with a titled Captain and several enemies. Upon defeat, most likely through the usage of said grenade, the dropship will be found hanging from the ceiling and in a reasonably workable condition. ([u]Unfortunately this is the only such ship in the entire spaceport, no reasoning for it remaining there or for the lack of similar ships or ship parts in nearby or similar areas is given[/u]) For engagement effect, a larger enemy is seen entering the room and directing his soldiers to fire at the ship as it transports via the terminology "transmat", your character in some form into the ship which then launches towards the "Tower". [i]Introduction:[/i] Upon loading, you will be whisked away to the Tower, the home of the last bastion of humanities stalwart defenders known as "The Guardians", which you now count yourself among, possibly in your past life as well. In the tower you will be told to quickly pick up your beta, preorder, whatever type gear at the Special Deliveries / Mail area right in front of where you appear, and then to meet with your head-trainer / representative who is aligned under the Vanguard, a group that are the first offensive against the encroaching threat identified as "The Darkness". Afterwards, you will select an armor piece and then be sent to get a gun at the gun smith. Finally, you'll be told to talk to the Shipwright located near the Hangar area whereupon you will receive a fixed and revamped version of the ship you just salvaged from the spaceport. Next, you'll be told to go to Orbit in your new ship ([u]demonstrated via a mere loading screen, no cinematic[/u]) and no dialog will be existent demonstrating what to do next; however, an exclamation point will be blipping back on "Earth". [b][i]Storyline > Preparation Part 2[/i][/b] [i]Mission 1:[/i] Upon mission selection you'll be told about the warpcore you need to get back where you started, and if there's going to be one around it will likely be back at the spaceport you just left. You will land and be told to seek out a crashed Guardian ship for data on the mapping and movements within the spaceport that could lead to further information about where to find said device. After accessing the ship located nearby, you'll encounter several rapidly respawning groups of enemies and upon their defeat, will likely encounter a ZONE EVENT which you will be underleveled to deal with, but you may be able to defend one area successfully and achieve Bronze status, though what this does is as yet undetermined. In any case, moving on you will approach a bunker and after defeating its defenders inside and outside your ghost will access a data network and confirm that indeed a warp core does exist ([u]information as to how this is specifically determined and confirmed is not mentioned[/u]) and that you'll have to return to the spaceport to find it. As such you will enter stairs nearby that will lead back to the spaceport, but you will be stopped by a large group of enemies and the return of the large named boss-type that was in the escape cinematic. After his defeat the mission will be over. ([u]There is no actual indication of what the warpcore looks like, or where it exactly is, but the story indicates you now have it, somehow by defeating him[/u]) [i][u]Normal:[/u][/i] This mission on normal difficulty mode has no variations outside of the stair area, and normal mode has limited difficulty, though you may potentially be overrun by the respawning Vandals that will approach melee range, or the shotgun of the boss. [i][u]Hard:[/u][/i] This mission on hard difficulty likewise has no variations outside, but within the "No Respawn" zone the enemies are leveled several ranks higher than you and it may be difficult with minimalist gear to defeat these enemies without dying a random number of times until the patterns and mechanics are learned. It is advised one does not pursue hard mode until one is level 3 or higher for this mission as balance at level 2 and to some degree level 3 is not properly implemented and the mission is balanced for more than one player. [b][u]PART 1 - CONCLUSION:[/u][/b] The tutorial is well designed, but fails in terms of immersion and continuity principles. A gun is randomly found, rather than in some weapon locker or secured area, just sitting next to a chest, having been there for a large number of years. The level gives little indication of what you used to be, who you are, dialog detailing this is minimal or non-existent, enemies are not introduced, discussed, or explored other than trying to kill you, and concepts mentioned towards them do not get reused further in the game. The double-zoom feature shows a factor that is not reproducible within the game itself, and the environment is unbelievable as cars are no longer made by majority metal these days and thus do not rust into the forms prevalent throughout the beginning area. Finally, enemies are balanced fine in standard mode, but no introduction of using cover or other forms exists and thus for the majority, rather than the vocal minorities, especially if new, a death may occur in the cosmodrone or large-room opening prior. Further, the two dead ghosts located around this area have no response or recognition of finding them. Finally, the ship is the only one int he area and no reasoning for what this GHOST is ([u]as would be asked to someone who generally saves someone[/u]) was presented to the player. The first level which concludes the preparation point ([u]get ship, get warpcore[/u]) of the beta ([u]assumed to be also be in the game[/u]) has no issues in normal difficulty, other than immersion and continuity ones such as why the assurance of the warpcore is suddenly known, and what it even looks like or where it is once you find it. Further, the hard mode difficulty is poorly designed for level 2 ([u]and some 3[/u]) stage characters due to being balanced for more than one player but allowing for a low level to jump in. Some may be able to accomplish it but at level 2 I've so far found no player that could beat that level solo, they usually died enough until they got to level 3 and learned the mechanics via repetitive death enough to get lucky. The purchase of equipment prior could also help, such as a fusion rifle if purchasable at the gunsmith. Finally, the inclusion of an almost assured world event that will only be capable of progressing to bronze status by the single player is questionable due to balancing.

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  • Very good sum up. I actually was able to beat the level on hard at level 2. I bought no gear from gunsmith and only used a shotgun and a 23 dmg scout rifle. Although I was almost level 3 upon completion I didn't level up until the boss was killed

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