Okay so I played it at a friends on a Sunday, about the first handful of hours. At least, enough to make an initial impression on the mechanics and storytelling.
It's a
shame. It had (and still has) every indication that it could have easily matched the hype if they had put just a little more effort into it.
The
systems are there. It's a really solid shooter. Plays much faster than Halo when we're talking PvP, and I believe this is something that Bungie were carrying over from their work on Halo: Reach. Reach played much, much faster than Halo 3 in various aspects and it was (mostly) better for it. Shields don't nearly last as long in Destiny but recharging them isn't a slogfest either. I enjoy how even though it is essentially regenerating health it's not an obscure metric.
But what bugs me is that they kept the extremely floaty jumping, and the hang time is inexcusably long. I suppose it limits the tactical use of bunny hopping, but it just
feels out of place.
Guns handle
really well, especially when we're talking in comparison to Bungie's previous work. There's observable recoil in most every gun but it's controllable with the right knowledge of how to handle them - the perfect balance of game feel. However, shotguns (particularly earlier-level ones) are utter dogshit and need a balance pass. Completely ineffective at basically every range except melee - and at that range... might as well melee.
Enemy AI is good and there's a nice degree of variety but coming in from Halo's (which even from the first game was astounding in complexity for its time and has held up to this day) it doesn't feel like Bungie have really flexed their enemy behavior know-how. The very first
boss fight was straight-up awful, a text-book example of really artificial difficulty (walks around with super-inflated health and a super shotgun while throwing waves of minions to replenish player ammo), but the second boss fight I encountered had a really fun mix-up of behaviours and actual gimmicks so I'm not going to write the game off on that department yet.
They're all well-designed and have roles to play, though. And, like the guns, the actual feedback on how much damage the player is doing is really fantastic. Visual feedback on headshots are immediate and health bars are almost always present, which I approve of.
Whoever in general worked on the overall visual design of the game need medals, all of them. The aesthetic is absolutely godlike. There are some silly UI choices that I think they made, and some button prompts are nothing short of aggravating, but those are much more minor problems.
The world
feels lived-in, there's a level of decay and atmosphere that really makes the Destiny universe look alive. The opening levels with the Cosmodrome, even leading into the other hubs, really do a fantastic job of representing lore without spelling it out for players. Propaganda posters, rusted cars on a highway, there's so much imagery that's so
potent.
And what's most disappointing of all in the game is that they don't seem to be
doing anything with it. Story-wise it feels like a classic spacefaring adventure, which it
should - it's the right way to go with the general subject material. The initial call to action is a
great start, and the tutorial mission is mostly unobtrusive and really establishes that sense of mystery and atmosphere. Like, I
want to go up into the stars and explore worlds, battle this great, nebulous "darkness" that the prologue refers to.
Unfortunately the feelings that followed was this jarring disconnect between gameplay and story, dumping me as a player onto the Tower without too much rhyme or reason. Peter Dinklage makes up some excuse that the ship needs to be repaired, and pretty much Zoidbergs off while I walk through a vendor tutorial. And I like the place! Except there was absolutely zero effort made to even try and mask the fact that the Tower is simply just a vendor hub. The NPCs say a few lines here and there about me being the new guy, but apart from that there's nothing. No actual substantial dialogue establishing any sort of working relationship, just computer dudes and dudettes here to hand you your daily quests and loots, etcetera.
And there are occasional flashes of brilliance! A live lobby system is a small but such a great feature that transitions the game but also involves the players and makes the start-up to games feel more organic. The ships orbiting the planet or jumping in is a great replacement for static, bullshit loading screens. But these aren't enough, and for most of it I wanted more.
For what it's worth I don't think the voice acting (what little I encountered) is bad. The opening mission I thought was actually a really great hook. Dinklage gives off a slight sense of urgency in his tone, and he's not completely flat. Methinks his performance hasn't so much been phoned in as it was intentional in some way. Maybe I'm an optimist. If anything, the Speaker is kinda worse. He's supposed to be dramatic in an understated way but it comes off as a little hammy.
So overall my impressions of the game are positive, but I think Bungie didn't really do a great job of reconciling the MMO aspect of the game with their "story shooter" part. Knowing the standards at which Bungie can create games (ie. at that "Halo" level of quality), Destiny is a little disappointing. The content is just a little too unrefined for me to consider it a proper system seller.
Oh, and give whoever worked on the music medals as well. Them's some solid tunes.