No one can argue that Destiny hasn’t had its fair share of problems. With lead writers leaving Bungie, developers sending the community into a frenzy after some poorly chosen words, and long lapses between content drops, it can come as a surprise that Destiny is still played by millions of people. However, if the recent Wrath of the Machine Raid is anything to go by, the future of Destiny is going to be bright, hectic, and to a scale we've not yet seen.
Destiny has only just received its latest piece of DLC, Rise of Iron, that introduces players to the world of Lord Saladin and all he has endured. It’s a small expansion, sitting somewhere between House of Wolves and The Taken King in terms of playable content. However, one particular aspect of this DLC can be viewed as a testament to what can be achieved in Destiny, and that is the Wrath of the Machine Raid.
Typically, with every new major expansion, a Raid is included for the players. A Raid allows up to six players to fight through a series of boss encounters culminating in one final stand against the main antagonist of that particular content drop. Without diving into spoiler territory, the main baddie of
Recently, the Raids in Destiny have been underwhelming. The first Raid, Vault of Glass, was one of the best pieces of gaming content I had ever played on my couch. It was a vast and mysterious experience that strung together several challenging
Wrath of the Machine returned to the glory days of Vault of Glass, utilizing a single location that you push through called The Wall. There are no teleporters instantly moving you around a map. Instead, you must physically move along the stretch of The Wall yourself. The simple act of running across an area, instead of teleporting across it, makes for a greater sense of size and severity. It’s almost as if Bungie realizes that their Raids are an opportunity to show more than just a great boss fight. How a player moves through
Wrath of the Machine
Aside from impressing upon the player a sense of scale, the Wrath of the Machine is able to push the console’s hardware to the limits. I can see now why the choice was made to leave behind the previous generation of consoles. The experiences and engagements in Wrath of the Machine would have been significantly hampered if they were to be played using the meager specs of the Xbox 360 or the PS3. During one section of the Raid, known among the community as the "Zamboni" section, my current-gen console struggled to keep up with the on-screen demands, be it because of the seemingly endless waves of Dregs or my propensity to enact a “scorched earth” style strategy by hurling Solar Grenades across the field. Whatever the case, the chaotic moments in Wrath of the Machine create a feeling of intense panic as the enemies begin to build up, an emotion that would have been lost on the old architecture where mobs were limited to a handful of units.
Going forward, if Bungie can continue to push the limits of how they want players to interact with their content, Destiny is going to be one of those few games that