The Quest Log: March 8, 2017

Hello, readers, and happy International Women’s Day! Welcome back to The Quest Log, where you’ll find highlights from the latest news in gaming.

The Switch’s First 2-day Sales are the Best in Nintendo History

Nick Wingfield, a reporter for the New York Times, Tweeted this past Monday a number of interesting highlights from an interview he conducted with Nintendo’s Reggie Fils-Aime about their new console’s performance in stores. While it’s next to impossible to learn hard figures for console and game sales, it would seem that the Switch is outperforming expectations. Wingfield says that the Switch outperformed every past Nintendo console in 2-day sales figures, and Zelda: Breath of the Wild is the best-selling “standalone launch title” in the company’s history.

https://twitter.com/nickwingfield/status/838872510871433216

Monolith Show Off Shadow of War’s Expanded Nemesis (and Friendship) System

The Nemesis system of Monolith Productions’ Middle-earth: Shadow of Mordor was the highlight of the 2014 action-adventure title set in J.R.R. Tolkien’s fantasy universe, and it looks like they’re doubling down on it for the upcoming sequel, due to launch later this year. In a demo shown to a number of major gaming news outlets, we see that the dynamic relationship platform will no longer be limited to enemies, it will also govern how friendships and alliances work. There’s over 16 minutes of footage and plenty to unpack (including freaking dragon riding), so it’s worth seeing for yourself

http://kotaku.com/middle-earth-shadow-of-wars-nemesis-system-is-about-fr-1793067914

Mass Effect: Andromeda Multiplayer Maps Will Be Free

Aaryn Flynn, general manager for BioWare, confirmed via Twitter that multiplayer maps for the upcoming space opera RPG will be free to download and play. This news comes in the wake of the announcement that a planned public multiplayer tech test had been cancelled. Fans won’t have to wait too long to play it, however, as the game launches later this month, March 21.

http://wwg.com/2017/03/06/mass-effect-andromeda-s-multiplayer-maps-will-be-free/

Destiny’s Getting a Weekly Raid Feature

In a live stream on Twitch today, Bungie discussed revealed a number of features for “The Age of Triumph,” the last major content update planned for Destiny before we see the online shooter’s sequel, due this fall. The highlight for many diehard fans was no-doubt the inclusion of a Weekly Feature Raid, which kicks off on week 1 with Crota’s End. The featured raid will require a light level of 390 or higher and include any and all previously available challenge modes.

https://www.twitch.tv/bungie

The Quest Log: March 6, 2017

Welcome to the Quest Log! Here you’ll find the latest and hottest headlines in gaming news.

Bungie Announces Details for Character Carryover into Destiny 2

With Destiny 2‘s release window still planned for late 2017, Bungie has finally announced their plans for fans to carry their existing Destiny characters forward into the sequel. In a blog post titled “The Road Ahead,” Bungie details that character gear, progression, and abilities will not carry into Destiny 2, which is objectively the right choice. The appearances and classes of level 20+ will, however. They also teased a new event, The Age of Triumph, which looks like it’ll feature the return of the beloved Vault of Glass raid.

https://www.bungie.net/en/News/Article/45708/7_The-Road-Ahead

 

Blizzard Unveils Overwatch‘s 24th Hero

Fortunately, Overwatch fans didn’t have to suffer through another ARG before Blizzard revealed the identity of our 24th hero. The mechanical quadruped is a new tank character who sports a unique kit with abilities that shield and buff allies and offer some crowd control. But the highlight seems to be her Fortify ability, which renders her immune to a variety of special attack effects and buffs her defense. She’s playable now on the PTR and should be coming to console players in the near future.

https://playoverwatch.com/en-us/blog/20594520

Microsoft Unveils the Xbox Games Pass

Similar to EA’s Origin Access service, Xbox Games Pass will allow subscribers unlimited access to 100+ titles, including Xbox One and backwards-compatible Xbox 360 games. They promise the library will be made up of first and third party releases and that users will be able to download those titles directly to their consoles (as opposed to a streaming service a la PlayStation Now). The cost of subscription is $10/month, and an early build of the service will be made available to members of the Preview Program in the near future.

http://news.xbox.com/2017/02/28/introducing-xbox-game-pass/

Starting Over for Destiny 2 Is the Best Thing That Could Happen to the Series

   Earlier this week, Jason Schreier with Kotaku reported on some rumors regarding Destiny 2. It’s worth reading the entire post—it’s not too long—but some of the highlights are that, one, the franchise will finally be coming to PC; and, two, Bungie’s approaching Destiny 2 as a completely new game rather than an enormous expansion pack as some fans were hoping, which means leaving old player characters, gear, and collectibles behind. While the former of these should come as welcome news to virtually everyone, the latter is naturally far more divisive among the Destiny community, with some fans over at the Destiny subreddit already pledging not to pick up the game if the rumors prove true. Others have already started a petition asking that Bungie reconsider their stance on the matter.

“Starting fresh in Destiny 2 . . . allows for a sequel that’s both novel and familiar, and I think that’s what most Destiny fans—whether we realize it consciously or not—are really clamoring for.”

   While it’s probably a safe bet to assume that Schreier’s lead is reliable, there’s next to no official word on Destiny 2. We know only that the game is currently slated for sometime next fall, which means that a lot can change between now and then, and even the most likely rumors should be taken with a grain of salt. Historically, Bungie has stated that their plans for the franchise span ten years, and it’s often been inferred by the community that character carryover would be a part of this plan. I can’t say I was particularly surprised, however, when I read Kotaku’s article, and while I empathize with my fellow guardians who aren’t keen on leaving their progress behind when Destiny 2 finally does hit shelves, I can’t help but imagine that it’s the best possible thing that could happen to the series. Starting fresh in Destiny 2 gives Bungie the opportunity to deliver a better experience, one in which they don’t have to worry about working around existing technical limitations or  balance concerns. It allows for a sequel that’s both novel and familiar, and I think that’s what most Destiny fans, whether we realize it consciously or not, are really clamoring for.

   I don’t mean to suggest that there isn’t a middle ground somewhere. Suggestions have been made that Bungie allow players to carry over their avatars—at least cosmetically—while leaving their stats, abilities, and items behind in an approach that would mimic BioWare’s with Mass Effect 2 in which players were able to import their characters’ appearances (along with certain diverging choices made throughout the first game) without carrying over any stats. But it’s worth noting that Mass Effect 2 popularly ditched the somewhat clunkier roleplaying system of the first game in favor of a more straightforward shooter, a move that was motivated at least in part to enable a more cohesive and well-balanced experience in the second game. That’s exactly what I’m hoping for with the next Destiny.

“There simply isn’t a weapon exotic enough, a Sparrow fast enough, or emote silly enough to dull the blow many hardcore players are bound to feel.”

   Schreier has a good track record with these types of leaks, which has sometimes made him the target of scapegoating by some overeager and anxious fans all-too-willing to shoot the messenger when the news is bad. He popped into at least one popular post over at Reddit where one commenter noted that Schreier’s name lent credibility to the rumors. Almost immediately afterward, another asked the journalist to plead to his source that any decisions regarding character carryover be reconsidered. Jason responded that his source assured him Bungie knew just how sensitive the decision would be for fans and that they were doing their best to approach it delicately.

   It remains to be seen just how delicately the issue can be handled (here’s to hoping it goes over better than that debacle with paid emotes leading up to The Taken King last year), and I doubt there’s anything Bungie could do to appease everyone. There simply isn’t a weapon exotic enough, a Sparrow fast enough, or emote silly enough to dull the blow some hardcore players are bound to feel. But the apprehension fans are expressing about starting fresh in Destiny 2 is misplaced.

   One of the primary driving forces behind player action in a game like Destiny is the sense of progress you feel when you find that next, better weapon or piece of armor, particularly so in this case because Destiny’s character progression (i.e., light levels) is tied directly to your equipment. Sometimes that gear is a means to an end—finally being able to take on the raid or improving your odds in Iron Banner, for example—but often it’s an end unto itself. After three years of collecting gear, grinding up light levels, and ticking away at countless quests and bounties, it’s natural to start thinking of these characters as investments of a sort, and within that context, starting fresh for the sequel effectively promises zero return on those investments.

“Destiny . . . isn’t a traditional game. Before it was ever announced, rumors were floating around that Bungie was working on a Halo-like MMO, and in some ways that description still holds up. “

   It’s a problem that isn’t necessarily unique to Destiny, but it is atypical for the bulk of popular game franchises. There likely isn’t a player out there expecting to see his or her progress from the past games carry over to Gears of War 4, for instance, and Call of Duty players are all too familiar with the annual recycling of their unlocked weapons and feats as each new game in the series is released.  The new iterations of these series feel familiar to their respective fans, they feature similar mechanics and the same skills required for player success will typically carry over, but they’re not seamless, contiguous expansions of their predecessors.

   It’s far more typical that when one of these games doesn’t differentiate itself heavily enough from the rest of the series,  the reaction from fans and critics alike is negative. Franchises like Call of Duty, Assassin’s Creed, and virtually every sports game series imaginable frequently take flack for IP milking, and it’s normally not enough to just slap on some half-baked new gimmick in a game (I’m looking at you Assassin’s Creed: Revelations and your tower defense minigame). Without showing some evolution in the underlying formula for these series’ successes, they start to feel stale. Those that are story-driven may get by simply as continuations of narratives that fans are already engrossed in, but eventually developers need to find some new means of differentiation. Battlefield One’s breaking from the modern shooter mold this year and going back to before basics by setting the game during World War I. Assassin’s Creed is taking a year off from its annual release cycle in an attempt by Ubisoft to ensure the next game is up to snuff after several recent near hits and misses. And it seams like every new sports game has some unique take on franchise or career modes to appeal to players who are interested in more than a mere roster update.

   Destiny, however, isn’t a traditional game. Before it was ever announced, rumors were floating around that Bungie was working on a Halo-like MMO, and in some ways that description still holds up. It’s foundational tech feels like a natural evolution of the mechanics and gunplay that made the Halo series so memorable fifteen years ago, but it borrows the social and character customization elements of action RPGs and MMOs to make for an experience that falls into a far less crowded niche.

“When Blizzard rolled out their sequel to Diablo in 2000, fans of the series voiced similar concerns as those of the Destiny community today. We didn’t want to leave our warriors, sorcerers, and rogues behind.”

   It’s drawn a fair share of comparisons to the Diablo series, and, as the Kotaku article linked above mentions, the game’s devs have been rather transparent about the inspiration they’ve drawn from Blizzard’s flagship aRPG. While they play very differently from one another, Destiny and Diablo take similar approaches to limited online multiplayer, pseudo-randomized loot, and character development. In both games, players essentially re-run existing missions on a regular basis, driven not by a new experience, per se, but by the potential for new or better gear and skill or talent progression.

   When Blizzard rolled out their sequel to Diablo in 2000, their fans voiced similar concerns as those of the Destiny community today. We didn’t want to leave our warriors, sorcerers, and rogues behind. We didn’t want to lose our top-tier weapons and armor. In effect, we didn’t want to feel like all the time we had spent playing the first game had been worthless, and, somehow, Diablo 2’s reboot felt like just that.

“Destiny is at its best when it allows and encourages players to enjoy actually playing, when the loot drop at the end of a challenge compliment it rather than define it.”

   At the heart of our apprehension both then and now, I think, is player motivation. The challenge and reward cycles of these games are at least potentially cyclical and addictive. At times—and vanilla Destiny suffered from this more frequently than it does currently—running the same strike or raid or story mission for the umpteenth time can feel a bit like dropping a coin in a slot machine. There’s no real joy to be derived from the play of the game when this happens; all that matters is the payoff in the end. It’s streamlined and efficient gambling, and when that’s the case, these games suffer.

   When Diablo 2 finally did launch, the vast majority of us forgot almost immediately about why we had been so worried to start over. We were too busy figuring out our kits, finding all new gear, and exploring unfamiliar maps to care anymore. For a time at least, we were able to enjoy playing the game again without fretting about the micro-gaming that many of us had devolved to in the first game. Like Diablo, Destiny is at its best when it allows and encourages players to enjoy actually playing, when the loot drops at the end of a challenge compliment it rather than define it. I don’t mean to argue that players shouldn’t continue to quest for specific items or goals, but I do believe that Destiny’s fans love the game not because of the light levels they’re able to achieve but because of the experiences it offers them along the way.

   By ditching our characters and progress for the sequel, we enable Destiny 2 to offer us entirely new experiences, and I believe that’s what every player really wants from the continuation of the series. We eat up new content in the game as quickly as Bungie can get it to us, and then we suck on the bones until every morsel is gone. The last two major expansions each provided healthy portions of new game, but inevitably the complaints will resurface that there just isn’t enough content in the it because how could there be? What’s there is just too good, and we don’t really want the ride to stop.

“In order for Bungie to really make something better, they need to feel free to rebuild Destiny from the ground up.”

   At the same time, Bungie has been restrained by the groundwork they laid with Destiny 1. The Taken King showed just how dramatically Bungie could re-write the rules of the game for the better, but the systems originally put in place by the vanilla release haven’t been gutted so much as tweaked and enhanced. Light levels, for example, work entirely differently than they did in vanilla Destiny, and the change has empowered players to customize their guardians with the gear and abilities that best appeal to them rather than shoehorning everyone into the same few weapons and armor that feature enough of an arbitrary stat to max their level. Even still, the stats and mechanics at the foundation of the game are fundamentally the same.

   In order for Bungie to really make something better, they need to feel free to rebuild Destiny from the ground up. They need to change the foundation. It’s an uncomfortable thought, maybe, because Destiny is already an excellent game, but its sequel has the potential to be something so much greater.

   The earliest footage I can remember seeing of Destiny made some ambitious claims that never really came to fruition. Bungie had plans for open worlds and space exploration that dwarf what we see in the current game. I remember feeling disappointed when I finally got my hands on it because of just how restricted the game world felt when compared to my expectations. The Tower, which had looked so alive and spectacular at first glance, proved shallow and cheap once you scratched the looping animated paint away from its surface. The people and robots sitting around fires, sweeping leaves, and talking with one another weren’t NPCs. They were furniture, just part of the environment. I wanted to interact with them, and I wanted desperately to explore the city below me.

   Like the rest of the game, I came to love The Tower for what it was, and I’ve since spent more than my fair share of time sitting down at the very edge of the place staring up at the Traveler illuminated by a pinkish sunset, listening to the chatter over the intercom and the sounds of ships coming and going. I expect Destiny 2 will bring us more of these kinds of experiences, but I’m hoping for something much deeper. By shedding the baggage—the good and the bad—of the first game, Bungie has a chance to offer us just that. 

The One Thing Missing from Rise of Iron

   If you haven’t already read our thoughts on Bungie’s latest expansion to their hit shooter, Destiny, make sure you check out Cole’s impressions here. In summary, Rise of Iron is really good. It adds more of everything that Destiny players love about the game without dramatically changing it in the same way that The Taken King did last year. I’m taking my time with the new content, but I’m loving every minute of it. Still, I’ve had this nagging feeling as I’ve been exploring the Plaguelands that something’s missing from Destiny, and the other day, as I let the title screen idle on my Xbox while I was doing some chores around the house, I pinpointed exactly what it was. It’s missing Marty O’Donnell.

“Rise of Iron’s theme is tragic and sweet and epic, evoking the heroic spirit of the fallen Iron Lords around whom the expansion’s story revolves”

   Destiny ranks up in my top three titles over the past three years in terms of pure time investment, but I burned out hard in the vanilla game. I picked up The Taken King last September after reading how heavily it had changed Destiny for the better, but I didn’t actually step back into the boots of my 20-something hunter until just a couple of weeks ago. As a result, I’m experiencing two expansions at once, and I’m blown away by just how much better Destiny is now compared to its state at launch. My hunter’s a sword-wielding, arrow-flinging badass, and there’s a wealth of compelling quests left ahead of me to complete. 

   It feels like a return to form for Bungie, who’s proved themselves again as masters of their craft. And yet, I’m reminded from time to time that this isn’t exactly the same studio whom I fell in love with fifteen years ago when Halo: Combat Evolved launched. My frequent visits to the tower, including the loading screens of my ship flying through space, evoke bittersweet nostalgia for me because those are often the places where Marty O’Donnell’s music most obviously returns to the spotlight.

   Don’t get me wrong, the scores composed by Michael Salvatori and crew for the game since O’Donnell’s surprising and abrupt termination are still good, even great. Rise of Iron’s theme is tragic and sweet and epic, evoking the heroic spirit of the fallen Iron Lords around whom the expansion’s story revolves. Likewise, I’ve had The Taken King’s soundtrack on non-stop repeat in my office the past five days, and I’ve grown particularly fond of the tracks “Regicide,” “Remembrance,” and “The Awoken.” Destiny’s always featured some of the best music in the biz, and that hasn’t changed as the game’s grown and matured.

   There are times, even, when the new scores feature rhythmic beats and motifs that conjure up visions of Halo for me, and I’ve found myself wondering how much of it may have been originally scored by O’Donnell (to which I assume Bungie still owns the rights) and how much of it is simply the result of his influence on the studio’s legacy. But for the most part, it’s changed. Destiny’s a different game now than it was, better in virtually every way, but it’s different. And Bungie’s different, too.

   O’Donnell had been one of the last remaining pre-Microsoft members of Bungie prior to his termination. The studio’s full of new faces now, with many of the veteran devs having gone one to form new studios, including Microsoft’s 343 Studios who are responsible for all things Halo. The same heart still beats at Bungie’s core, as evidenced by Destiny’s unsurpassed gunplay and absurdly grandiose lore, but they’re changing and growing and evolving as a studio, not always for the better and certainly not always for the worse. 

   Returning to Destiny these past few weeks has been both a familiar and new experience for me. At times I feel like I’m reconnecting with an old friend. At others, I’m forming a relationship with a brand new one. That’s never more clear to me than when I hear O’Donnell’s music juxtaposed with the newer scores. It leaves me longing for or mourning over a studio that will never exist in the same way it did fifteen years ago, but it also leaves me excited and elated for Bungie’s future.

   

First Impressions: Destiny: Rise of Iron Expansion

     Upon learning of Bungie’s final push of Destiny vanilla before focusing on the impending sequel, to be completely honest with you, I really didn’t give it much thought. Not that I have anything against Destiny, on the contrary actually. After more than 600+ hours logged across the original all the way through to last fall’s Taken King expansion I was ready to take a break. Many key components of the original had grown tired; the beloved Gjallahorn was no longer a rare commodity, and it seemed as though each “new” update was another reason to fight the same enemy type since the Dark Below in an all too familiar environment. Basically, I was ready for a change. It wasn’t until after the chatter of the gameplay reveal for Rise of Iron that I began to pay attention, and upon learning that Bungie was taking a different approach to enemies, armor and weapon look, and most importantly storyline, that I found myself ready to visit the Tower one last time. 

     To preface, if you weren’t a fan of the original Destiny “formula”, there is nothing in Rise of Iron that is going to change your mind. However, if you found yourself in a similar boat of exhaustion like myself, you have a lot to look forward too. New strike missions, raid, armor and weapons, and of course a new story line give you plenty to keep you busy for weeks to come. 

      Now to clarify, I have spent about 10 hours into the expansion thus far, and will later give a full review and write-up some time next week after I get to experience the raid, as well as the rest of the end game content. Thus far, I have finished the storyline, multiple strikes, messed around with some of the new crucible match types, and even accomplished the quest line for the shiny new Gjallahorn (now in black). I can safely say that this is far and away my favorite expansion to date, and if it is any indicator of the direction that Destiny 2 will take then we all have a lot to be excited about. One fact that is abundantly clear from this update, is that Bungie is listening to the community and delivering in spades. From little easter eggs like hidden areas in the new Iron Temple, to the return (arguably) of the Gjallahorn, I have found myself smiling with every new discovery- which is often. 

    While we are still a few days out from the new Raid becoming available, modifications to Strikes with a new treasure system will keep you busy and help prepare you to meet the required light level. If you are a PvP kind of player, crucible play has been given map and match type updates offering the all new Supremacy mode. If you are a solo player, all new cut scenes, deep lore about Iron Lords, and exotic quest lines give you plenty to keep you busy. Basically, my time so far with Rise of Iron has been great, but I will need many more hours of play time to see how it pans out over time. If you are on the fence or waiting for a final verdict, be sure to check back in the days to come for the final review. 

      Now back to Plaguelands to find more loot…