These are thoughts from my play sessions of Destiny: The Taken King. After finishing a few Reef missions, I discovered The Taken King content. I decided to skip what I already played in the original Destiny content and get right to it. It doesn’t take long to see The Taken King is much better.
The sound of war fills the air and reverberates off the stone planet of Phobos. I’m running to my objective. A ship suddenly ascends above the cliffside with a bright straw-yellow colored light that momentarily blinds my view. Is it going to shoot? I jump for fear I will take serious damage but before I land the ship turns and flies away. It was a signal of caution for what’s ahead.
I continue my run up a hill. A Cabal struggles for life on the ground and is writhing in pain, taking it’s last movement. Taking it’s last breath.
I reach the top of the hill and my vision is filled with a large steel structure, perhaps a base, and ships departing from their landing pads. A fiery explosion rockets the door off the entrance of the building. Why the Cabal are distressed is still a mystery but they’re clearly under attack.
I continue running. Another writhing Cabal groans and dies. Something is taking over.
I enter the giant base. Dimensional rifts are burned into the wall of the structures. Cabal are being sucked out of thin air and into nothingness. Elevators are collapsing. What is happening? It’s Destiny: The Taken King.
I’ve enjoyed the first five minutes of The Taken King more than the first 15 hours of base Destiny. In a matter of seconds, the environment is telling more story than anything I’ve gleaned from Earth, The Moon, Venus, or Mars. Phobos breathes and its breath smells good.
It felt like it was more than running from Point A to B. I actually wanted to look around and observe the space. I was completely taken. The difference between what was brought in the base game and DLC’s versus The Taken King are immediate. I want to continue. I want to see what’s next. It’s a positive starting point in a game I was ready to put down again.
The cutscenes also give me a better view of the characters. The Vanguard aren’t just vendors posted on their pre-determined spots around a table. They’re alive and have personality. They’re cliche personalities but it’s invigorating to see them in action. Even when I selected the next mission objective from Cayde-6, he had silly dialogue with Ikora Rey while I’m checking out his wares.
It’s really early to say but I am impressed with the changes Bungie made, so far. Even the mission didn’t end once I killed the boss. I had to escape to my ship after the fight. I’m curious to see how missions evolved compared to first-year Destiny. I’m not holding my breath but I am optimistic.
Shoutout to sfrost for helping me understand Destiny’s confusing gear system. I’m intrigued by it now but I still have an issue with how Bungie is treating additional abilities on gear and Light leveling.
I’m currently carrying a Pulse Rifle. I prefer to use my weaker Scout Rifle because of its ability and the feel of it but I can’t upgrade its level because it doesn’t have one. So, equipping the Scout Rifle brings my Light level down.
This is where I find the Light leveling betrays the foundations of its system. Weapon leveling should be apart of the entire system, not exclusive to legendaries and exotics. That gives me incentive to use weapons I want to use and gives me a more thoughtful approach between dismantling weapons or infusing them; even if the concept was limiting infusion to weapons of the same type and class. Primaries with Primaries. Scouts with Scouts. That allows me to consider other stronger weapon options without forcing me to use other weapon options outside of a weapon type I enjoy.
I still haven’t picked up any legendaries or exotics worth keeping, so I still have a lot to explore but until one drops I still believe this gear scheme is lacking.