Review: Witch Queen is Destiny’s Most Complete Campaign & Bungie at its Very Best

It’s still early days in Witch Queen, the latest expansion for shared world loot shooter Destiny that initially launched in 2014 then saw a sequel in 2017. Even so, my initial impressions are super positive. It’s been utterly fantastic, surpassing even high expectations.

This update is simultaneously a great entry point for new or returning players and satisfying for those who have been around since early days of what I believe to be one of the more innovative titles in recent memory. Destiny feels as great as ever in Witch Queen, enhanced by various tweaks and improvements plus rewards galore.

Admittedly it’s tricky to critique an expansion for a franchise going on eight years. There’s preconceived notions and a whole lot that’s already transpired. I can’t possibly dig into the nitty gritty of build specifics or historical lore here. Instead, I’ll focus on Destiny’s sixth main expansion in Witch Queen and, to a lesser extent, Season of the Risen as the title’s 16th season. I’ll assume a base knowledge of the series and will be using terms accordingly. We play as Guardians, whether Hunter, Titan or Warlock as a class. Guardians are wielders of the Traveler’s Light, humanity’s primary defense against a universe of powerful foes and an existential threat called The Darkness.

The groundwork of science-fiction first person shooter with weapons and abilities is bolstered here by better mission structure and crafting experimentation. Continuing the theme of adventures spanning the universe, Destiny doubles as a multiplayer game that plays well solo. It’s the beauty of the franchise. Witch Queen is the current culmination of rich world-building, incredible art direction and spectacular mechanics. It builds on a strong foundation to highlight the game’s foremost features while adding new ones that boost the enjoyment and, most importantly, generously rewards a player’s time.

These days during new expansion releases, Bungie launches a new campaign plus starts a brand new season of ongoing content. The first part here is Witch Queen, the latter is Season of the Risen. It’s difficult to parse one from another as they operate in lockstep, and both contribute to this update’s greatness. More on the seasonal aspects later.

Drilling down into Witch Queen as its own release within the broader context, it stands alone as the best Destiny campaign to date. There’s a fantastic, self-contained storyline fighting the Hive, one of the game’s many alien races, led by their trickster goddess Savathûn who has seemingly stolen The Light. There’s the improved quest structure, making missions feel like mini dungeons. A void subclass reworking results in enhancing already top-notch mechanics. There’s plenty of new loot to find, activities to complete and crafting to experiment. Post campaign, Witch Queen lays the groundwork for future installments in this expansive universe.

As for story setup, the deceitful Hive leader Savathûn has been lurking in the shadows since our Ghost found us Guardians back in 2014. She’s the sister of Oryx, whom players slayed in 2015’s Taken King expansion which many regard as the franchise’s best. Until now. She’s found a way to use the same Light as Guardians. That spells trouble, naturally. Warlock Vanguard leader Ikora Ray takes center stage in this pursuit, collaborating with Eris Morn, Titan commander Zavala and an unlikely ally of Fynch, a Hive Ghost that has broken ranks from Savathûn’s army.

Witch Queen proceeds as an investigation into Savathûn’s intentions of using Light abilities to her own ends. It’s Bungie at its best when it comes to core design philosophies, environmental beauty and narrative prowess. It’s the perfect recipe for an ongoing loot game: Immediately and constantly rewarding while always hinting at more to chase, wrapped in a narrative that expands its lore.

Brand new Hive enemy types and encounters highlight missions and go-between exploration, one of Bungie’s most clever additions in series history. The Lucent Brood are dynamic Light wielders that leverage the same abilities as Guardians. It’s a classic doppelganger setup, like fighting oneself. There is an Acolyte with solar abilities, a Wizard wielding arc and, the most dangerous of all, a massive Titan who chucks void shields and lays down barricades. In another twist, these “Hive Guardians” will resurrect if their Ghosts aren’t smashed to bits via a finisher. It makes every high level activity that much more tense, requiring strategy and coordination.

Players step into Savathûn’s Throne World as the new patrol zone and backdrop for battle against her forces. There’s a foreboding charm to Bungie’s art direction in this space, partly because it actually exists in the Ascendant Realm which means it’s a physical manifestation of Savathûn’s mind. It features twists on the usual gothic vibe of the Hive across massive buildings, misty swamps and underground caverns.

As has been a series staple, these environments are phenomenally gorgeous. The Hive aesthetic is artistry in the mysterious. There’s spiky architecture alongside flowery gardens. Misty swamps and creeping corruption. Tombs embalming fallen Hive, temples dedicated to gods, a spacious apothecary used for unsanctioned experiments. Centering it all is Savathûn’s terrifyingly beautiful palace, threatening in its aura. From top to bottom, those alluring sky boxes to dimly lit caves, Bungie’s art team shows why it’s one of the industry’s premier outfits. Witch Queen is a visual marvel, a showpiece of magical enchantment and visual mysticism.

There’s something here for everyone. It’s an access point for the curious, an ideal framework for a returning audience plus an excellent continuation of Destiny’s content model and power grind for diehards.

When it comes to hour count and content density, Witch Queen is a chunky experience. The first campaign playthru can reach upwards of six to ten hours depending on difficulty, because Bungie has introduced one of its most genius ideas yet: a Legendary campaign setting. This option caps any level advantages and introduces a variety of modifiers to make it more challenging, including no radar, beefy shields and enemies that produce fire upon death. There’s still a more casual version, of course. Legendary offers more difficulty, and increased rewards. It’s a worthwhile tradeoff.

The most noticeable campaign improvement in Witch Queen is the team’s focus on mission structure and enhanced mechanics. Each mission now has checkpoints. Most of them boast puzzles, platforming or bespoke features. Plus there are generous rewards after major encounters, rather than just boss fights, supplementing loot that drops from enemy kills. While this isn’t revolutionary, it’s a step towards making Destiny much more dynamic compared to earlier days.

Puzzles adorn most missions, often accessed via a new physic capability called Deepsight which pulls in invisible objects like platforms or statues. Sometimes it reveals new pathways or runes one must shoot to progress through an area. There’s swords that open locks, portals that zip between areas, mirrors that transport Guardians into the unknown and symbol combinations used to proceed through certain doors.

These parallel with more robust combat requirements, as Witch Queen is the most mechanics heavy offering in Destiny history. It’s a campaign leaning more towards dungeon or raid qualities, like solving riddles on the fly or methodically targeting menacing opponents. Yet they don’t act as an encumbrance. It’s a welcome addition to a formula that’s been working well for years, working to keep it fresh and change up gameplay from its usual, sometimes predictable, cadence.

And, similar to the original game, there’s a weekly rotation of story missions. Not only that, all Witch Queen missions are now replayable via an in-game selection. This level of accessibility and repeatability fits perfectly with Destiny’s ongoing nature. Pick up and play, at one’s leisure or when preparing for a higher level challenge.

When not delving into a story quest, there’s side objectives, reworked activity playlists and Throne World exploration that can easily distract and help level up the odd piece of gear lagging behind. Especially helpful when going for that juicy Legendary story completion. Within the new area, the rogue Hive Ghost named Fynch is the point of contact complete with his own reputation system.

Scattered across the Throne World are the usual cooperative activities like Patrol missions and Public Events, the latest being an escort situation reminiscent of Overwatch. It features three new Lost Sectors. There’s also plenty hidden under the surface, a reason to return and poke around corners. Deepsight points will reveal secrets or timed chests. Altar of Reflection is the name of a quick side quest. Because of Fynch’s reputation rank, every single action is working towards a goal.

Witch Queen offers two additional strikes, Destiny’s classic three-person fireteam missions. Birthplace of the Vile tasks Guardians with fighting Scorn in the underground Dark City, while The Lightblade asks players to hop on a ferry then traverse deadly swamps in order to retrieve a relic guarded by a familiar foe. Then there’s Wellspring as a separate match-made activity where six Guardians battle together in the Throne World, capturing plates and burning down bosses.

There’s another new area I haven’t mentioned, that’s the Enclave which is Ikora Ray’s base on Mars which is back from the vault apparently. This houses the Relic crafting area plus an Evidence Board that provides post-game content, returning to areas from the campaign and digging into the mysteries of this latest Hive threat. Right now there are time-gated portions. It gives a reason for people to come back, after all.

The main enemy factions featured across this new content are Hive, naturally, plus Scorn and certain Cabal rebelling against the command of their Empress Caiatl, shaky ally of humanity’s Vanguard management team. Another element of fighting Hive are Light-bearing moths that boost even the most minor archetypes like Thrall. These nuisances will bounce from enemy to enemy if they aren’t shot out of the sky, adding another layer of depth to Destiny’s firefights.

Adjacent to Witch Queen is Season of the Risen, where Vanguard summons Caiatl for assistance in an ongoing, unsteady alliance. We have been killing members of her military space rhino Cabal race for years now, after all. After completing a couple missions in Witch Queen, the seasonal content begins with our Vanguard convening a war council.

Essentially, we need the Cabal’s “Light-suppressing technology” to wage war against Hive lieutenants and projections of Savathûn. This is done via a new playlist called PsiOps Battlegrounds, which will rotate across different destinations throughout the season. Caiatl offers her Psions, masters of psychological warfare, and what’s called a Synaptic Spear to remove thoughts of Savathûn from their minds. It’s pretty cool from a lore standpoint, plus a good change of pace from more demanding objectives. This part of the season will evolve over time as the storyline moves along, which has been a strength of Destiny in recent months.

It’s been long enough. Time to talk gear, progression and ability tuning.

After all, Destiny is primarily a loot game intertwined with a treadmill of progression. I’ve said this to anyone who would listen since the jump. Starting with this latest expansion, all players begin at Power (or Light for us long-timers) Level of 1350. This goes steadily up to a soft cap of 1500, then a powerful limit of 1550. Beyond that point, there are pinnacle drops from specific endgame type content that will push players to the maximum level of 1560. While there are plenty of no-lifers that grind these levels early in an expansion, primarily to reach an amount that’s fitting for demanding PvE stuff like raids or dungeons, casual playing will allow for a high enough level to see most of the new content.

In one of Bungie’s most genius moves to date, players are awarded a set of 1520 gear after finishing the Legendary Witch Queen campaign. It’s a dual benefit. There’s a major reason to see the newest content plus it helps tremendously to limit the usual power grind. It’s always fun to see the numbers go up. Having that happen while also enjoying a great narrative is the best of all worlds. It eliminates the tedium of lower levels plus offers a major incentive to run main missions. This is probably the team’s smartest decision yet from a time versus reward standpoint.

Combined with power boosts from the seasonal artifact, the aforementioned Synaptic Spear, and infusing gear, this lessens the need to spend every waking hour devising a plan to maximize efficiency. At the time of this writing, I have three characters at or above 1555. I’ve been mostly playing campaign and seasonal content as opposed to grinding legacy sources of powerful gear. Which is ideal.

While leveling, there’s at least 40 new legendary weapons to earn in Witch Queen. Not all of them can be crafted, and certain ones are still locked behind time-gated activities. There’s eight new exotic guns, the highest tier and hyper specialized to encourage different play styles. On the armor side, there’s six new exotic pieces: two for each class. After finishing the Legendary campaign, players can pick one exotic piece of armor. The unfortunate part is the stats on these exotic pieces are lacking, though of course they can be rewarded from playing Lost Sectors in the future.

Supplementing the usual random loot drops is weapon crafting in Witch Queen, which Bungie introduces by having players “shape” an entire new weapon archetype in the Glaive. This is a hybrid melee and ranged weapon with shield capabilities as well, a pretty flexible offering that’s more useful for casual play than endgame content unless it has specific perks.

Within the Enclave on Mars, there’s The Relic which is where guns can be made. Right now, crafting is limited to those from Throne World, Season of the Risen and the upcoming Vow of the Disciple raid. Each weapon requires unlocking a pattern before crafting it, which is gained by finding that weapon in the world then using it for kills to fill up what’s called Deepsight Resonance. Get enough kills, receive the pattern and gain access to shaping that particular gun.

Making or updating guns requires various materials, naturally. Including new ones called Elements, of which there are six, each corresponding to a different set of traits. There’s Resonant Alloy, gained from dismantling items. And the top tier Ascendant Alloy, an exceedingly rare material for exotic crafting, catalysts and the most enhanced traits. Once crafted, a gun is pretty basic to start. It must be ranked up before unlocking most perks, which means a serious time and material investment.

Got all that? I know, there’s a lot to it. It’s the type of system that’s overwhelming at first, introducing all these new items and an entire process of creating or changing weapons. It’s not clear at first how to find patterns. Right now at least it’s limited to weapons from those select sources, more an experiment than an essential aspect of playing Destiny. I’ve made the required glaive and a couple other pieces, relying mostly on drops or infusion for my current arsenal.

That’s partially because philosophically, I’ve been torn on weapon crafting since Bungie revealed its addition during this expansion. The reason why I, and many people, play a loot game is for the chase of getting that perfect drop. Or the allure of seeing what perks combine with others to result in synergies not initially apparent. It’s that rush of seeing an item on the ground, picking it up and discovering if it’s awesome or a dud. Sure, it can result in disappointment. There’s also moments of pure elation. Crafting shifts that towards a creation factor, which can be fun in its own right though doesn’t offer the high of finding that perfect item.

From a quality standpoint in the early going, Witch Queen has some solid gear with a few highlights. Osteo Striga is the exotic submachine gun in vogue right now, available via crafting and complete with poison rounds. Syncopation 53 is my go-to Pulse Rifle, a Suros build with great stability and a smooth firing rate. Likely Suspect is a hard-hitting Fusion Rifle, while Dead Messenger and Parasite exotic grenade launchers offer fun variations on their standard archetypes. The former leaves three trails of elemental fire on the ground while the latter shoots explosive Hive worms. Yes, it’s a worm gun!

Another new twist Bungie applied in Witch Queen is how different weapon manufacturers or activities have intrinsic perks called Origin Traits. These exist in a separate column from others, and apply to all guns of that particular source. Veist Stinger may reload a weapon automatically and Vanguard Vindication recovers health with each kill. Then there’s new perks available solely on the latest gear. Chill Clip applies frozen rounds to the first half of a magazine, while Compulsive Reloader is perfect for me because it increases reload speed when a magazine is nearly full.

It’s way early in the latest meta, so older guns like Glacioclasm, Outbreak Prime or long-time favorite Gjallarhorn are still desirable for higher level content. Yet a lot of new attributes combined with the Origin Traits are going to offer great rolls that the community will discover over time. There’s a ton of great potential, we’re only scratching the surface this first week.

Witch Queen is the current culmination of rich world-building, incredible art direction and spectacular mechanics. It builds on a strong foundation to highlight the game’s foremost features while adding new ones that boost the enjoyment and, most importantly, generously rewards a player’s time.

While Witch Queen doesn’t establish any new ability classes to supplement the four currently available, Bungie did substantially rework the void subclass in what’s dubbed the “Void 3.0” update. The void subclass now has a similar structure to Stasis, a freezing Darkness subclass introduced in 2020’s Beyond Light expansion. There’s a lot more customization now via Aspects and Fragments, plus there’s interoperability even across classes so they share grenades and attributes.

Bungie is laser focused lately on establishing “verbs” within ability setups. For void, akin to gravity magic or shifting spacetime, these fit into one of six areas: suppressing, weakening, vanishing, shielding, restoring health and, most exceptionally, exploding aka volatile. It’s all very familiar, many of these existed before, yet there’s much more in the way of flexibility.

For instance, Hunters can now use suppression grenades, sneak around while invisible then cause targets to explode all at the same time. Titans can generate shields from various sources, including an awesome shield melee throw, and plug in a Fragment that extends duration to become the universe’s most survivable tank. Warlocks can weaken targets then kill them quickly to trigger devour, which effectively steals life away. And most of these verbs can be done by all classes.

What makes Void 3.0 even more useful is pairing it with armor mods. Especially those centered on Elemental Wells, an underutilized category that produces collectable “wells” granting temporary buffs, plus seasonal artifact mods. That latter group lowers the cost of certain traditional mods and introduces high-powered, high-cost ones that synergize with these void verbs. There’s Volatile Flow, which grants explosive rounds to void weapons, then Suppressive Darkness which weakens targets when suppressed.

This subclass reinvigoration is nearly my favorite part of Witch Queen, because of how incredibly fun it is to find coordination both within a subclass and when playing alongside a team of Guardians.

When it comes to the flip side, to my complaints, I’ll always have them. It’s Destiny, after all. Though when focused on strictly Witch Queen and the latest season during its first week, glaring issues are more limited than usual. Shoot, servers even worked from very early so I can’t make jokes about waiting in line on launch day!

As expected, weapon crafting is obtuse and intimidating. Destiny is notorious for having meager tutorials, and this new functionality is no different. It’s the type of thing the community will figure out, partially because Bungie doesn’t do a great job of explaining it. There’s a cacophony of new materials to learn including the various Elements plus precious Ascendant Alloys required for better crafting offerings. I made the mistake of spending one on a side quest because I missed how expensive it was to reshape my glaive.

This might be a bit in the weeds, but moving Orb of Power generation away from individual guns to a helmet mod slot is a painful change. I know why Bungie did it, to encourage other styles of play and possibilities other than those strictly focused on orbs. Charged with Light is much less effective, which is why I’ve shifted to Elemental Wells. So I guess it’s working the way Bungie intended, even if it’s fixing a problem that didn’t exist.

So I’ve mentioned strikes and more cooperative content, what about Gambit and Crucible? Well, these are most certainly not the focus of Witch Queen what with the massive campaign, ability changes and Vow of the Disciple raid in queue. Bungie lightly tweaked the rules and workings of Gambit, it’s still similar at its core. And on the Crucible side the biggest change is two returning maps in Vostok and Eternity. Many players will point out how there haven’t been any new Crucible maps in years. How the modes other than Trials feel stale. These are true, and it’s a disappointment even for players like me who don’t often play competitively.

Moving down the list, Eververse always falls into the category of complaints. This is Destiny’s extensive cosmetic store, which accepts two currencies: Silver, that people can buy, and Bright Dust which is sprinkled while actually playing. The problem is there are items exclusively available for Silver, including an awesome set of Void ornaments starting this expansion. It means those items, right now, can’t actually be earned by playing Destiny. I am fine with Bungie making money. It’s that I don’t like this setup and prefer all items to have a Bright Dust alternative. Even if it’s expensive. Looking cool is a major appeal of any ongoing loot game. Players should be able to earn every cosmetic if they are willing to put in the time. Period.

Then there’s content vaulting. It’s Destiny’s elephant in the room, lurking behind every positive moment like an ominous cloud raining on our parade.

With Witch Queen, the campaign of Forsaken along with its Tangled Shore location enter the vault. They are no longer playable, now maintained in the annals of YouTube and nostalgia of Destiny vets worldwide. Bungie’s explanation surrounds the technical limitations of keeping years old content in a game as massive, or bloated, as this one. It pains me to lose paid content. Yet if it means the game can thrive in the future with amazing campaigns like Witch Queen, I understand the unfortunate tradeoff.

Lastly, there’s still a substantial grind. That avenue to increase one’s level. And boost up factions or individual vendors like the Gunsmith or Throne World rank. The numbers must increase! It’s both painful and blissful. Frustrating and fruitful. This is a situation reserved for the most hardcore, of course. It’s also essential for anyone wishing to delve into top tier content like raids, Nightfall strikes or “Master” difficulty missions. I wouldn’t call it as much a complaint as a necessary evil, one that Destiny fans tend to even enjoy.

Destiny as a franchise is a roller coaster, in more ways than one. It has its ups and downs, both from a content standpoint plus the cadence of new updates. There’s peaks and valleys, excitement and lulls.

These last few months have been slower, mainly because of Bungie delaying Witch Queen from its original time-frame into this new year. I believe that has made all the difference, resulting in the strongest offering in perhaps the development studio’s entire existence going back to the original Destiny and even Halo. Right now is the height of the team’s creative vision.

The best part is Destiny can be a lot of different things, and Witch Queen reflects that sentiment especially when talking cooperative play. There’s the chill casual parts, like running the base campaign or hanging in the Throne World looking for alien heads to pop. More advanced players will tune their armaments, seek out exotic quests and face off against Savathûn and her goons in that tougher Legendary setting.

Even the second and third time around, the campaign holds up. Each mission has memorable moments. Whenever a Lucent Brood activates the same super ability I’ve used countless times, I feel my muscles tense and I sit up, locked and ready. There’s fun platforming puzzles and serious boss battles. That’s not to mention the lore ramifications across the entire Destiny universe as the final cinematic sets up what we will Witness in 2023’s Lightfall expansion.

I wrote this review before the Vow of the Disciple raid launches in early March. Plus there’s more seasonal content, quests and events unfolding in Season of the Risen over the next three months. If Witch Queen is an indication of the future, both immediate and longer term, then Bungie is steering the spaceship in the right direction. Narrative points are hitting. Mechanics are expanding. Structure is getting more intricate. And, surprisingly, I believe a newcomer can jump in right now and get their time and money’s worth with this update.

Even as it stands right at launch, Witch Queen surpasses both Taken King and Forsaken to achieve the best campaign in Destiny history. It presents a perfect intersection of appeal for long-time, lapsed and new players. There’s something here for everyone. It’s an access point for the curious, an ideal framework for a returning audience plus an excellent continuation of Destiny’s content model and power grind for diehards.

I can’t recommend it enough, whether as a standalone campaign experience, a loot-filled time to chat with friends or push towards serious prep ahead of challenges to come in the future. Quite plainly, Witch Queen is Bungie at the pinnacle of its game.

Title: Destiny 2: The Witch Queen

Release Date: February 22, 2022

Developer: Bungie

Publisher: Bungie

Platforms: PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, PC, Google Stadia.

Final Score: 9/10

Recommendation: Witch Queen is an absolute must-play for anyone even remotely interested in Destiny, first-person shooters or cooperative multiplayer experiences. It’s the ideal time to try, and there’s something for everyone whether casual or core.

Sources: Bungie.net, Screenshots from Xbox Series X.

-Dom

Destiny 2: Shadowkeep: Day 2 & 3 Recap: Power to the Players

In my initial piece after Destiny 2: Shadowkeep launched on Tuesday, I spoke generally about my impressions of Bungie’s latest update plus the studio’s general direction shift for the franchise going into the third year of this sequel. Today, I’ll provide an update of where I’m at as a player gearing up for today’s Garden of Salvation raid and Vex Offensive mode as part of the Season of the Undying, plus praise new quality of life initiatives while also critiquing the new armor and modification system.

It’s a little later than usual, since I’ve been on the grind.

For those that have played since the original in 2014, the general cadence of a Destiny expansion for those looking to gear up quickly for endgame activities is to blast through early story content and quests until hitting what’s called the “soft cap,” a point at which the player needs more powerful sources to drive one’s Light/Power level towards the maximum. In this case, all players begin at 750 Power then naturally work upwards to the soft cap of 900. Powerful sources are then required to climb towards 950, at which time Bungie has now introduced “pinnacle” sources that go up to 960. The development team describes this trajectory in more detail in a recent weekly post.

This means powering up takes some strategy. Plus, having two or three characters doesn’t hurt as gear can be transferred between them. I’ve been in the middle of this power trip, and loving it, while at the same time admitting that it’s certainly not for everyone. At least not on a shortened timeline.

Thing is, I firmly believe that even the most casual of player can have a great time with Shadowkeep as long as they are able to tolerate some familiar enemy designs. Its base story of the mysterious pyramid on the Moon and Eris morn’s guidance through a treacherous set of nightmare enemy encounters culminates in what I think is a really cool finale, and if one stops there then it can certainly be a satisfying conclusion. Especially if this happens over days or weeks rather than hours.

One item I’d like to clarify is that while Shadowkeep certainly has a “campaign,” this is far from the end of its story. With Bungie’s new ongoing approach, activities will now start up across the entirety of the Season of the Undying, beginning with today’s raid and event. While in the past the narrative was more contained in the initial expansion, now it unfolds over time. Which is awesome for those of us that want more, though it’s difficult to do a formal review and many players won’t stick around for the best of its content.

Back to where I’m at, then let’s chat on where we’re going.

Once the base campaign ends, the Moon opens up to a plethora of activities that reward powerful and even exotic gear. This includes a replay of the introduction Shadowkeep mission, going on more “Nightmare Hunts,” the three-player mini-strikes against spooky versions of familiar bosses like the knight Crota and wizare Omnigul.

Eris also asks you to help track down the Memory of Sai Mota, one of her deceased fireteam members. This particular quest has players engaging in quick forays into Lost Sectors strewn about the moon, crafted areas in unique sub-locations with a boss encounter. There’s also a curious exotic quest that has players tracking down a very unique and expertly-designed rocket launcher.

Spending more time on the Moon reveals hidden lore and random enemy encounters that help build out the game’s environment storytelling is welcome after the main missions conclude. Plus, I’ll take any chance I can to enjoy the nostalgia.

Across the solar system, there are now plenty of powerful loot opportunities. Many vendors at the Tower social space now offer weekly bounties, plus one of the game’s most amazing quality of life updates in the ability to generate daily bounties that can help level up both the seasonal pass and work towards achieving these weekly powerful drops. It’s legitimately one of the biggest game changers in the Destiny grind, in that rather than having to wait for the game to reset bounties daily like it’s done in the past, players can ask a vendor to create a bounty for 3,000 glimmer. I can’t oversell how important this is.

Another quality of life feature that changes the game is the new quest and bounty tracking screen. Even if I wish we had more slots to hold quests and bounties with an ability to filter them, splitting them into their own categories on the menu screen makes for much easier tracking. It feels like this system, one that’s so integral to the endgame progression, is close to being absolutely stellar.

One area fans have been vocal about in the past is wanting to pick which kinds of gear to chase rather than relying on random drops, which can result in a situation where you have one piece under-powered compared to everything else. Bungie briefly offered this in the original game, then more recently within the Season of Opulence with the Menagerie activity. This continues on the Moon, with an artifact called the Lectern of Enchantment. Players can purchase bounties specific to an exact piece of gear, then set out to earn it knowing full well how to accomplish it. A very helpful tool, especially since the weapon design here is top-notch.

While Shadowkeep certainly has a “campaign,” this is far from the end of its story. With Bungie’s new ongoing approach, activities will now start up across the entirety of the Season of the Undying, beginning with today’s raid and event. While in the past the narrative was more contained in the initial expansion, now it unfolds over time.

While many powerful sources are tied to activities that have been in Destiny 2 for a while now, namely the Crucible PvP mode plus strike playlist that rotates bespoke missions, I intriguingly found it refreshing to complete these with friends because I hadn’t played much of the game in a couple months. And now that the game’s main Director page clearly shows the rewards from every activity type, this time is much more streamlined.

Once I was done with everything, I had achieved 935 Power level and am geared up for today’s endeavors. I strongly urge any lapsed or new players to at least give this powerful chase a try after hitting 900 Power, since it gives a great taste of everything Destiny 2 has to offer. This game is nowhere near what it was back in 2017, with the introduction of things like raid lairs, Gambit and new competitive modes, that there’s plenty fun to have even after the initial ramp ends.

So, what to do now?

I know the above might sound overwhelming, though Destiny 2 is slowly turning into an action multiplayer online game with more role playing elements than ever before. This is clearly shown by the new armor system, one that I now have more experience with though won’t fully appreciate its depths until the meta-game is established.

“Armor 2.0” is a major move, so I’ll try to recap as best I can. First, it brings statistics related to melee, grenade and super ability cool downs in the form of Strength, Discipline and Intellect respectively much more the the forefront. A throwback to the original game. Players see exactly how long each cool down lasts, and every piece of gear comes with its own levels that can be adjusted through modifications.

Speaking of modifications, Armor 2.0 scraps the fixed attributes of earlier gear and introduces a system of modifiers whereby players can pick where to focus based on how much “Energy” they apply to that piece. Want more ammunition for a certain weapon class? Slap that modifier on your armor. Play more of a long game with snipers and need better target acquisition? There’s a mod for that. Do you have the desire for every finisher to regenerate your health? You get the idea.

The difficulty here is that it’s obvious this system is in its infancy, because the implementation is off in multiple ways. Put plainly: It’s unclear how to earn mods and the interface is messy. Instead of revealing each modification type, what it does and how to earn it, Bungie only shows players the ones we’ve earned so far. It then limits the modification types that can be applied to armor, yet doesn’t communicate that explicitly.

I’d prefer the menu show all mods available, then list out where we can find the ones we’re missing rather than being vague about it. I know it takes away from the mystery, but it’s so much better from a usability standpoint and that’s what’s key for an intricate new system. I appreciate the flexibility offered by this updated setup. It’s still got a long way to go before I can call it user-friendly. We’ll need to check back in there down the line, as I’d wager the team will take feedback and work towards cleaning this up.

This game is nowhere near what it was back in 2017, with the introduction of things like raid lairs, Gambit and new competitive modes, that there’s plenty fun to have even after the initial ramp ends.

This brings us to today. It’s one of the most exciting days in the history of Destiny, with the launch of two major activities within the broader Season of the Undying: the Garden of Salvation raid and the mysterious Vex Offensive activity. Both of which sound like they expand on Shadowkeep and its narrative, hopefully in meaningful ways.

Garden of Salvation is the latest six-person raid. Guardians will traverse to what’s called the Black Garden, a place out of time that is actually where the first game’s base campaign ends. It kicks off this afternoon in a World First race that pros and streamers alike compete to decipher its puzzles and beat down its bosses.

Raids are my favorite part of Destiny by a wide margin. Each is set in a distinctly crafted, unique and beautiful setting with individual lore elements that tie back to the main universe. They take coordination, teamwork and skill due to the complexity of puzzles and combat encounters. These epic missions also offer some of the highest level and coolest looking gear possible, which is crucial in a loot game. Our team will be there at the start, and I’m looking forward to sharing my experience here and on Twitter after we get a lot of time there this weekend.

The second event is a newer style one for Season Pass owners, dubbed Vex Offensive. Apparently the time-manipulating robot race of the Vex are amassing on the Moon (in addition to the other aliens, as it seems a popular destination for invasion these days) and Warlock Vanguard leader Ikora Ray has tasked Guardians with pushing them back. It’s a six-member, match-made activity that sounds a lot like last season’s Menagerie. There are currently nodes on the Moon’s map that allude to this activity, though beyond this we don’t know too much more just yet.

It’s currently a bit.. Vexing!

Before concluding, I wanted to give a shout out to the entire team at Bungie for hitting a player count milestone this week. According to Destiny Tracker, the game boasts more than 15 million registered players. While less than the 30 million of the original game, which was notably available on Xbox 360 and PlayStation 3 in addition to current generation consoles, this is still a feat that we should celebrate as a fan base. The more Guardians, the better!

Alas, I could write for hours about the world of Destiny, its evolving mechanics and its bright future. I’d say I’m somewhere between an enthusiast and hardcore fan, since there’s still plenty for me to do and learn within this evolving title even if I’ve sunk many hours into playing.

Today is historic for the franchise and Bungie’s independence, and I’m mostly upbeat with where Shadowkeep is going despite the handful of noted hesitations above. I’m excited at the prospects for folks that stick around, it sounds like we’ll even be a part of the story that shapes this game going forward.

Good luck, and eyes up!

Sources: Bungie, Destiny Fandom, Destiny Tracker, Screenshots on Xbox One X.

-Dom

Destiny 2: Shadowkeep Day 1 Recap: Serving Up Nostalgia

We’re going back to the Moon!

Yesterday saw the launch of the latest expansion for 2017’s first-person sci-fi shooter Destiny 2, entitled Shadowkeep, which is part of a re-imagining of sorts for the franchise that saw its start way back in 2014. The now independent studio Bungie, splitting from Activision Blizzard this summer, launches its latest expansion alongside a free-to-play version of the base game called Destiny 2: New Light. Not only that, it’s moved the PC version from Activision’s Battle.net to the more universal digital platform Steam from Valve Corporation.

This isn’t even to mention the myriad of changes coming to the shared world online multiplayer title itself. Notably this includes quality of life updates, the roll-out of a brand new armor customization system plus the introduction of a seasonal type pass offering rewards for ranking one’s character up.

As you’d imagine from the above, the team at Bungie’s vision for Destiny as a franchise is beyond ambitious. Game Director Luke Smith provided fans with a three part Director’s Cut manifesto back in August that described how the game is changing to an action multiplayer game with an evolving world where everyone can play together.

Being a long-time fan, I will acknowledge that I start from a place of nostalgia and appreciation. This also makes me more hyper-critical than most. You’re probably wondering how it went during Shadowkeep’s kick-off yesterday. I’d like to keep a running documentation here on my experience, with context provided when I can, so let’s Keep it moving.

Playing since the original game’s early days, I’ve grown accustom to long waiting times every time a new influx of players hits during expansions. This time was no different, though even more pronounced due to Bungie launching the aforemention paid expansion, free-to-play version and a Steam version all on the same day. I understand wanting to align these for consistency, but man that’s a lot to ask of the tech teams.

The benefit of this is it obviously attracts people to the game. On PC alone, Steam concurrent players neared 220K at its peak. The digital deluxe version of Shadowkeep and the underlying game achieved the best-selling titles yesterday on its store. Which means that it’s not only enticing for new players, it’s that existing and lapsed players alike are jumping back in to see the new story lines and updates.

Despite some emergency server maintenance lasting a couple hours, Destiny 2: Shadowkeep luckily stabilized early enough for me to play through the entirety of its new campaign and experiment with its new systems and more endgame content. And it was really good.

With one, potentially major, caveat..

It was this good because I love Destiny.

For newer players and those with more of a passing interest? I don’t know if Shadowkeep will hit as hard. I especially question whether it will keep them coming back after this initial wave, which is the most difficult part of an ongoing, live service title. This carries forward throughout the actual story content of the expansion, as we face against all too familiar foes that appeal to us as fans though could very well feel redundant to everyone else.

Let’s step back momentarily. At its core, Destiny 2 is an online multiplayer game where we team up with buddies to eradicate hostile aliens from our solar system. It’s segmented into different planetary locations where various missions and activities take place. It’s much more a loot game than competitors in the first-person shooter genre, where players seen the best guns and armor to tackle even more difficult quests then progress towards an endgame that features raids, dungeons, competitive multiplayer and more.

One of these locations from 2014’s original Destiny was Earth’s Moon. A fan favorite, really, with its spooky vibe and opportunities for exploration. Sparing the details of its extensive back-story and lore, alien races called the Hive and Fallen now inhabit the moon and the player, called a Guardian, is tasked with clearing them out and defeating their leaders.

With Shadowkeep, players return to a modified version of the Moon. Most of it is the same layout as the original, offering familiarity and nostalgia for diehard players though I could see it drawing ire from lapsed players as a “been there, done that” vibe. I’ll note that the Moon has changed since our time here years ago, the Hive have erected a massive “Red Keep” structure towering over the lunar surface with a mysterious new enemy at its core.

Our guide on this journey is Eris Morn, a returning character in the game’s universe. She spent years hiding among the sinister Hive beings, which are essentially evil incarnate, after a mission gone bad. She’s learned their intricacies and knows that they post a serious threat to whatever is left of humanity.

Turning to missions themselves, the start has Guardians fighting in a more social type of environment against waves of Hive in an attempt to storm the Red Keep. It’s an epic return to this familiar setting, since it takes place in a brand new sub-area where the team’s stellar art direction really shines. The shooting is as good as ever, since not much has changed there other than weapon balancing, and Bungie is one of the best in the business when it comes to game mechanics.

Despite some emergency server maintenance lasting a couple hours, Destiny 2: Shadowkeep luckily stabilized early enough for me to play through the entirety of its new campaign and experiment with its new systems and more endgame content. And it was really good.

As is customary for a Destiny expansion, this amazing opening kicks off a new mini-campaign in which we take on quests all across the Moon plus can play in open, public spaces to tackle public “events,” clear out enemy enclaves called Lost Sectors and generally explore for items and secrets.

Without getting into spoiler territory, Bungie weaves older enemies into the mix here as Nightmares, fearsome shadowy versions of former foes which Guardians have to hunt down in order to help Eris learn more about the core threat. It’s great from an art and atmosphere perspective, and very much a setup that favors those who love the game. We recognize these enemies and their tactics. We’ve faced them all before. While I think this is smart from a nostalgia perspective, it really only appeals to those that don’t mind retreading old fights.

I can see the argument from lapsed players that Shadowkeep is repetitive. A rehashing. It might even feel old, which is the opposite of what an expansion should be. I wouldn’t have a great rebuttal, other than to say that I love it because it makes me remember all the fun I’ve had in years past when it makes someone else feel like it’s more of the same.

Now, I’ve argued for years that Destiny isn’t a traditional shooter and shouldn’t be judged as such. It’s a loot game that you play with friends. The whole point is to earn new weapons and armor, to find materials and modifiers that help you level this gear with the end goal of looking the coolest, feeling the most bad-ass and beating the highest level challenges it has to offer.

Shadowkeep initially looks great from this angle. Everyone begins at the same Power level (Or Light level, for veterans) and the game is generous in the flow of new, cool stuff. By the time I finished the campaign, I had a beefy exotic hand cannon, an awesome heavy machine gun and a full set of new legendary armor, hitting a point in my Power that I could now move into later game activities. There’s also the opportunity to pick up bounties that offer specific types of gear, rather than relying on the usually random drops to level up.

If we’re talking loot, this latest expansion is excellent. Though collecting every piece of gear isn’t a priority for most players, which goes back to the retention question. If lapsed players feel like they’ve seen this all before, and don’t see the appeal of hording stuff, what’s the point in sticking around?

Well, part of Bungie’s strategy towards player retention is making changes to the overall universe then the more nitty gritty systems and quality of life, which we’ll chat a bit on here before wrapping for the day.

First, Shadowkeep kicks off what’s dubbed Season of the Undying in which Bungie shifts to a more “evolving world” approach. This isn’t meant to be a one-time, traditional update. There are events planned, new missions to run and powerful gear to chase in the weeks to come. Powering up to tackle the Garden of Salvation raid this weekend or new Vex Offensive activity (“Vex” are another enemy race) are key to keeping player’s attention amidst a busy fall release schedule.

Still, this again targets the hardcore less than the general player base. It’s a delicate balance. I love the strategy, though am still skeptical of its implementation and overall appeal to many people returning for Shadowkeep. I do want to make sure to say that offering a free version in New Light is an excellent decision, allowing a taste of every activity and location without much barrier to entry.

One new major feature that does target everyone is the Battle Pass-type roadmap where everyone can unlock seasonal rewards just by playing the game. This includes actual weapons and armor, in addition to materials and cosmetic items. I wasn’t sure how I felt about this approach at first, though admittedly am warming up to this as it’s yet another carrot-on-the-stick. And this time, it appeals to all players since rank-ups happen organically. Kudos here to the studio for intelligently adopting this model that can be rampant with pay-to-win tactics.

Flipping to more focused changes, I haven’t dabbled much with the new “Armor 2.0” system which offers much more flexibility in how gear is customized. I did like how specific gameplay customization options are now split up from appearance, though will have more on this topic in the days to come.

Long-time fans will debate how weapon and ability changes impact the Destiny “meta” game longer term, though again this is something I won’t get into this much since I want this to be more of a general recap.

I want to know which visionary at Bungie thought of adding the new finisher system, and give them the highest of fives. It’s one of the best parts of this update, and that’s not hyperbole.

Finally, the introduction of Finishers is pure and utter genius. Most enemies can be “finished” with a flashy melee kill when at low health, and it never gets old no matter how many times I do it. The best part is that players can earn new finishers later in the game, or through the seasonal pass, and can assign modifiers that offer perks like enemies dropping more ammo when killed by a finisher.

I want to know which visionary at Bungie thought of adding the new finisher system, and give them the highest of fives. It’s one of the best parts of this update, and that’s not hyperbole.

This brings us to the end of the first day recap now that Shadowkeep is officially here. As with most live games, there will be hiccups along the way. I’m really enjoying my early time with the latest update to Destiny 2, though still maintain my skepticism that players other than those as crazy as me and my clan will be here for longer than a week or two.

Until tomorrow!

Sources: Steam, Bungie, Screenshots on Xbox One X.

-Dom

2017 Year-in-Review: Dom’s Top 10 Video Games of the Year

Here we go!

 

Since it’s been one of the best years for video games this generation, it was almost impossible to (1) rank my favorite games and (2) make sure that I include as many as possible that deserve recognition during such a competitive time. It was difficult, but I’ve managed to narrow it down to a ranked list of my top ten favorite titles then a five honorable mentions for your reading pleasure (or disdain, if you happen to disagree.)

 

One disclaimer of course is that I will be sharing screenshots and exposition that may contain spoilers. If you haven’t finished your most-anticipated games of 2017 then.. wait, why haven’t you finished them if they were your most-anticipated? Seriously though, fair warning that there may be spoilers starting.. Now.

 

1. Super Mario Odyssey (Nintendo)

Platforms: Nintendo Switch.

Estimated Sales: At least 5 million units, based on around half of Switch owners purchasing it (there are 10 million consoles sold to date).

 

During a year in which Nintendo rebounded to achieve an array of accomplishments, its most relevant to me is fully rejuvenating the Mario franchise with this magical, exploratory open world 3D platformer. Super Mario Odyssey is a sprawling adventure of our favorite Italian plumber along with his new sidekick Cappy, and is a pure joy to play while “Cap-turing” enemies to take over their abilities and grabbing each one of its hundreds of collectibles. I’m left with the closest feeling possible to how I felt playing Super Mario Bros on the Nintendo Entertainment System during Christmas Day when I was little more than a toddler. Especially during a sequence in the city-themed Metro Kingdom that hearkens back to a timeless arcade title from the Japanese company.

 

It’s a game successfully split in two parts: The first tailored to a more casual audience wanting to experience the story of Mario attempting to save Peach from Bowser’s slimy grasp, this time under the guise of the villain kidnapping the Princess and planning their wedding on the Moon. Though by the end, I’d argue this is a distinctly clever take on the “traditional” Mario story. Princess Peach ends up dismissing the advances of both Mario and Bowser, in a wink-and-nod moment from the designers. Instead, she takes a trip of her own alongside Cappy’s sister Tiara, smartly bucking the tired trope of the damsel-in-distress we’ve seen her play since the 80s.

 

Then, the 2nd part is a surprising post-credits sequence targeting the most die-hard of completionists with brand new kingdoms plus a ton of puzzles and collectibles in existing areas. I’m treated to playing as Yoshi in the iconic Mushroom Kingdom, finding a theater in the Metro Kingdom with a playable version of the aforementioned Super Mario Bros and ended up conquering one of the most difficult levels in the franchise’s history. This final endeavor is a true delight, as it incorporates both platforming elements and the “Cap-turing” mechanic in fun, impressive ways.

 

If a video game that both tickles my nostalgia bone and stands as the pinnacle of its genre with new gameplay hooks, an unrivaled attention to detail and extreme polish doesn’t top my list, then I don’t know what does. It’s hard for me to find a glaring flaw with, except maybe that I wish Nintendo would hurry up and announce new future content (maybe a kingdom or two..) so I never have to leave the world of Super Mario Odyssey.

 

 

2. The Legend of Zelda: Breath of the Wild (Nintendo)

Platforms: Nintendo Switch, Wii U.

Estimated Sales: Similar to above, more than 5 million units. Likely even more than Odyssey because of Breath of the Wild releasing earlier.

 

Nintendo’s rebound began in March with the release of its Switch console and *probably* my 2nd favorite mainline Zelda game ever behind Ocarina of Time. Breath of the Wild is an action-adventure starring familiar characters like the timeless hero Link and Princess Zelda is the epitome of the “emergent storytelling” buzzword, a label often bestowed but rarely achieved. It’s set in the fantastical world of Hyrule, again haunted by the dark force Ganon, and the wonderful part is the world is wide open after a brief tutorial area for the player to run, explore and (most importantly) climb everywhere they can see. It features beloved areas like Goron City, Rito Village, The Lost Woods and countless others complete with their respective cultures and characters.

 

Now it doesn’t have the most engaging story, and lacks traditional “dungeons” that certain fans will miss. But I believe it MORE than makes up for this with intricate gameplay systems and an array of puzzles (i.e. shrines, mazes and collectibles) that allow for personal, powerful moments. If I thought I could do something, I could. Like of course a metal object conducted electricity. Absolutely it’s hard to climb when it’s raining. See that snowy mountain? Better bundle up before scaling it! Plus I’d often be rewarded with a useful in-game item, and ultimately a feeling of child-like awe inspired by so few games these days.

 

Admittedly, I was skeptical of Breath of the Wild prior to release. I was hesitant on weapon degradation, limited stamina and the necessity to prepare for the weather or elements. But I ended up actually really enjoying these systems within the broader world because each forced me to try new things, improvise under duress and consider a variety of factors when fighting, exploring or facing puzzles. The game is downright magical, and I honestly wouldn’t have it any other way.

 

 

3. Assassin’s Creed Origins (Ubisoft Entertainment, Ubisoft Montreal)

Platforms: PC, PlayStation 4, Xbox One.

Estimated Sales: Hard to say. Launch sales were twice as much as 2015’s Assassin’s Creed Syndicate, but that title had soft figures compared to others in history. It has almost 500K owners on Steam, but without specific console numbers I won’t speculate.

 

Ubisoft is another company that had a stellar year, and its best 2017 game is also its most important since it signaled a new direction for the decade-old Assassin’s Creed series. Set in Egypt around 50 BC during the occupation of Greek and Roman forces, Origins is hands-down the most beautiful game I played this year in terms of technical accomplishment and general art direction. (Note I played the Xbox One X Enhanced version. 4K, High Dynamic Range, all that). Not only that but it also implements a loot system where I’m constantly earning new gear with which to experiment, and its upgrade options allow me to spec my character in a way that aligned with my intended play style and equipment load-out.

 

Speaking of character, I appreciate that it leans into original ones more than historical figures this time. Though Cleopatra is a key part of the overarching narrative. The protagonist Bayek is a kind of super-cop of his era, while his wife Aya is more of a freedom fighter. Its characters are enriched by the story and especially its vastly improved side quests that build out Bayek’s legend. Mini-stories remind me of games like The Witcher 3 and Fallout in both their world-building and character development. In one such quest, an older man begs Bayek find a very important book that will allow his wife to pass safely into the afterlife. But when Bayek returns, the man has since passed away. Bayek is left to find the gentleman receiving last rites and in a bittersweet moment, he leaves the book alongside his body in hopes that it allows both him and his wife to rejoin each other in the world beyond.

 

My only knocks against the game is that the modern day sequences are not very engaging, and its huge map is daunting when you first enter the world. Even so, Origins has vaulted ahead of great entries such as the aforementioned Syndicate and even 2013’s Assassin’s Creed IV Black Flag to settle as one of my top picks in the entire franchise, because it takes risks and distinguishes itself as being able to stand on its own merits while also connecting with the underlying lore.

 

 

 

4. Horizon Zero Dawn (Sony Interactive Entertainment, Guerilla Games)

Platforms: PlayStation 4.

Estimated Sales: At least 3.4 million units, near launch. I’d wager close to 4.5 – 5 million by now based on the PS4’s user base rocketing above 70 million consoles.

 

Horizon Zero Dawn is the first “brand new” game on my list, as Guerilla Games creates a post post-apocalyptic world in which a small group of people has reestablished tribal communities after barely surviving a major calamity. Cool twist is in the 31st century, the main relics of the past are actually massive, mysterious robot creatures that resemble real-life animals or dinosaurs and are super hostile to humans.

 

But alas, Aloy is the playable character here and she’s a bad-ass, bow-wielding hunter-gatherer with an ability to combat these crazy mechs and even interface with them using technology from millennia past. After her mentor is tragically killed, she sets out on a quest to see why she’s so special and what actually happened to humankind. It’s a gorgeous, majestic open world action game with a gripping narrative and varied combat encounters as enemies require different tactics to outsmart and overcome.

 

The reason Horizon is so good is it borrows elements from a variety of games within the 3rd person action and open world genres then integrates them into a setting that is pure eye candy. For instance, take “Cauldrons.” These are cool-looking underground areas featuring light puzzles and tough combat engagements. Picture lots of neon lighting and man-made structures combined with natural formations. Emerging victorious from each Cauldron allows Aloy the ability to control a new set of machines, tying back into the lore of the world while also advancing the player’s set of powers.

 

In the end, Horizon features two parallel story lines: A brewing tribal war, and Aloy’s search for her past and discovery of the ultimate fate of ancient humans. These both pay-off in a big way, marking one of the most memorable blends of gameplay and narrative of 2017.

 

 

5. Destiny 2 (Activision Blizzard, Bungie)

Platforms: PC, PlayStation 4, Xbox One.

Estimated Sales: Well over 6.3 million units, based on Activision announcing it has outsold its predecessor. Activision also noted it’s the 2nd highest-selling console game in North America this year based on dollar sales, behind only Call of Duty: WWII.

 

Rounding out my Top 5 is what began as my most-anticipated game of 2017, the sequel to Bungie’s 2014 shared world, multiplayer shooter Destiny. Let’s be frank: Anyone that knows me or reads my Twitter timeline already knows how much I love this sci-fi franchise, so it shouldn’t be a shock that this ranks as high as it does despite mixed reactions from critics and community alike.

 

Destiny 2 is not a perfect game. But it is among the best in the business at what it does well. It has a most amazing art design, especially its wonderful sky-boxes and stunning color pallet, which players can now enjoy in 4K on premium platforms and an uncapped frame rate on PC. It has an intense, entertaining campaign that vastly improved on the original game. Its character customization and equipment options are varied so that no two players look the same, and the feeling of snagging that one piece of loot you’ve been hoping for is always triumphant.  Its co-op activities, especially the high-level “strike” missions and its difficult six-person raid, are unlike anything you’ll see in a modern first-person shooter.

 

Though what really stands out and keeps me coming back is its stellar gameplay. Its moment-to-moment mechanics of moving through environments to encounter and take out enemies is the best of any shooter maybe of all time. I argue this is its most important feature, outweighing any trouble it has with stagnant progression, end-game incentives and weak player-vs-player competitive play in the “Crucible” game mode. Like I said, Destiny 2 has its fair share of issues, but it’s still my favorite game to play alongside friends and I keep returning to it months after initial release.

 

 

6. NieR: Automata (Square Enix, Platinum Games)

Platforms: PC, PlayStation 4.

Estimated Sales: 2 million units.

 

I didn’t expect to even play Platinum Games’ follow-up to its cult hit NieR until I tried its short demo, available shortly before release. But this odd, way out-there action game with elements of JRPGs, arcade shooters and bullet hell genres stands out in a competitive year mostly because of its magnificent soundtrack, unique structure and absolutely outrageous story that forced me to contemplate the very nature of existence and what it means to be “alive.”

 

Deep stuff, I know. But when a game takes place in a distant future where androids, created by humans, are locked in a perpetual battle with machines, created by ancient aliens, you know it’s going to go places. And go places it does. I don’t want spoil too much, but what NieR: Automata does so well is it tells its overarching story from the perspective of multiple protagonists: Androids with “designations” like 2B, 9S and A2 instead of actual names. The androids and machines of this future world are mostly fighting each other, true, but are also learning about themselves and the world as this fight wages on. It shows how the created begin to take on characteristics of their creators, and what happens when these artificial intelligences begin to discover what, and eventually “who,” they actually are.

 

Some of the knocks against the game are it isn’t the prettiest-looking (and it ain’t), its map is a jumbled mess, its systems are opaque and the second “act” drags on because the player is revisiting a major story line from the first but in a slightly different way. This is why it’s not higher on my list. And it’s so difficult to talk about the genius of NieR: Automata without doing a full analysis of its story and themes, but suffice to say that if you are into games with killer soundtracks or narratives that weave themes of philosophy, science, AI and existentialism, then you will dig the heck out of this one.

 

 

7. Cuphead (Studio MDHR)

Platforms: PC, Xbox One.

Estimated Sales: 2 million units.

 

Since Cuphead’s reveal during E3 of 2014, I had been using the same (bad) running joke: Whenever someone brought up the game, I’d say “Believe it when I see it. And I don’t think I’ll ever see it.” Think about it: A super ambitious, hand-drawn title using the animation style of a 1930’s cartoon being developed by a tiny studio run by a family that had never commercially released a game. A niche Microsoft exclusive showed at every trade show for years, rumored as nothing but an onslaught of very challenging boss fights in a two-dimensional play area. Then, it was updated to include platforming levels that felt “tacked on” by those that saw them behind closed doors. Plus, for a long while, there was no release date in sight.

 

Boy am I glad that I was wrong, as were those that previewed those early builds, now that it’s hit the market. Sibling tag-team of Chad and Jared Moldenhauer, along with help from Chad’s wife Maja and others at Studio MDHR, have made one of the most extraordinary video games I’ve ever played. A run-and-gun platformer that literally looks and feels like a cartoon made during the time between the Great Depression and World War II. Yes, it’s still mostly an onslaught of bosses with a handful of collectible platforming levels scattered between. But it *works*. Each foes is expertly-crafted and animated with such nuance and skill that I’m still in awe it exists. Plus it has a snappy overworld, a multitude of weapon types and purchasable power-ups allowing different styles depending if a player wants more health or the ability to teleport. And it’s music.. Spectacular. Imagine an epic boss battle amidst a backdrop of an iconic jazz or bouncy swing tunes playing live as you methodically dismantle your opponent.

 

Its main downside is the barrier to entry is high, as many players will be turned off by its difficulty including an especially frustrating sequence right before the final encounter. However for those that are fine failing over and over again just to experience that one moment of monumental triumph, Cuphead is best-in-class.

 

 

 

8. PlayerUnknown’s Battlegrounds (Bluehole/PUBG Corporation, Microsoft Studios, Tencent)

Platforms: Mobile, PC, Xbox One.

Estimated Sales: 30 million units. (And it will probably be, like, at least a million more by the time you read this.)

 

Here it is. Better or worse, PlayerUnknown’s Battlegrounds (or PUBG for short) is the biggest story in gaming this year. And it wasn’t even a full commercial release until just a week ago, spending the bulk of 2017 in a preview mode on PC. It’s even still an “early access” title on Xbox One. The battle royale, Hunger Games-style multiplayer game that started as a mod for survival games is a phenomenon because of its simple yet elegant premise: One hundred players parachute out of an airplane onto an island full of weapons and armor, and the last person standing wins.

 

You might say: “That’s not original! I’ve seen this before!” And you’d be right. It’s one of many in the battle royale, last man standing genre. But I’d argue why PUBG is so beloved (and hated, by its detractors) and ultimately successful is a much more nuanced discussion. It’s a game going for realism, but its charm actually lies in its rough edges and “jank.” Its natural pacing is impeccable, as players experience the endorphin rush of a good loot game every single match between moments of high intensity and much-needed recovery. Its combat is very difficult to master, which means every successful kill feels like a victory in and of itself and an actual victory feels like bliss.

 

Similarly, every mode echoes a different genre: Solo play is a stealth-action horror game, where death can be behind any corner.. or bathroom door. Duos becomes an intricate, technical tango between two players calling out drops and enemy locations. And squads mode is a frantic, fast-paced feud of four-person teams. PUBG offers something for every type of competitive player, and its “circle” mechanic where the map slowly shrinks forces the action no matter the mode, resulting in memories and YouTube videos galore.

 

From a technical standpoint, PUBG has a long way to go. It only has two maps on PC, and just one on Xbox. It crashes and drops connections regularly on console, to a maddening effect. Though it has a solid foundation in place, and an addictive gameplay loop can hold players over until its tech is cleaned up and more variety is offered in terms of map locations. Here’s to your next Winner Winner, Chicken Dinner!

 

 

 

9. What Remains of Edith Finch (Annapurna Interactive, Giant Sparrow)

Platforms: PC, PlayStation 4, Xbox One.

Estimate Sales: Yet another one where it’s hard to tell. Almost 120K owners on PC, but indie publishers often don’t disclose exact overall sales figures.

 

Indie studio Giant Sparrow’s spiritual successor to The Unfinished Swan is a masterwork in storytelling and world-building, and an emotional journey into one family’s tragic history. It follows Edith Finch, the last remaining survivor of her family, returning to her childhood home in the Pacific Northwest to delve deep into the memories of her deceased relatives. As the player, I walked and explored this makeshift house that seemed to reach into the heavens, climbing until I reached its pinnacle which both physically and figuratively acted as the climax of the overall narrative.

 

Its story is told via a sprinkling of vignettes showing each relative’s last moments, from a food-poisoned young woman who believes she is transforming into animals to an infant playing gleefully in a bathtub to a grieving uncle who opted to live in secrecy in a bunker underneath the property. In its most poignant mini-story from both a gameplay and story perspective, Edith’s brother Lewis is a drug user and cannery worker who daydreams of being a prince in a fantasy world. The game sees you controlling Lewis cutting fish with one hand while simultaneously moving about through his fantasy world with the other. The scene plays out as him traversing mythical lands to find his true love, the princess, all the while conducting the mundane task of his day job. It’s bittersweet in its message, and flawless in its execution.

 

Some of What Remains of Edith Finch is predictable because of its linear nature, and it’s a dreary game in terms of its overall look, but its unconventional story and final payoff outweigh these flaws to become one of my major indie recommendations for 2017. Its vignettes perfectly encapsulate snapshots in time, right before tragedy strikes. Moments that the main character, and I, end up cherishing.

 

 

 

10. Nioh (Sony Interactive Entertainment, Koei Tecmo, Team Ninja)

Platforms: PlayStation 4, PC.

Estimated Sales: Over 1 million units. Likely more, since that was a figure based on the weeks after release way back in February.

 

Rounding out my personal “Top 10” is Team Ninja’s challenging, hack-and-slash RPG Nioh. Set in feudal Japan, the protagonist is an Irish sailor turned samurai (yes, you read that right) named William who embarks on a quest to take down a devious villain with supernatural powers. One twist is this dark version of Japan is infested with not just human warriors but otherworldly foes called “yokai,” some of which tower over William in foreboding fashion or evolve into different forms. Upside is William can also call one of a number of spirit animals to his aid, and he builds an arsenal of melee and ranged weapons to support his effort.

 

Nioh is far from an easy game, especially early on when you have limited options in terms of armor, skills and upgrades. Many enemies can take out William in one or two swings of their weapon or a well-timed elemental attack, so cunning and timing are essential in combat. I needed to carefully consider my path through each level, unearthing shortcuts along the way that help when I respawn after my inevitable demise. But its epic boss fights are the real treat: Beating adversaries like a former mentor turned massive, pipe-smoking toad, or a hybrid lion-dragon chimaera monster or even a gigantic multi-headed sea snake is akin to the ecstasy felt if succeeding in games like Dark Souls or Battletoads.

 

Another draw of Nioh is it’s extremely rewarding in terms of loot and currency, seeing each battle result in a literal explosion of items to pick up from the ground. It also integrates a number of smart systems. When you die, a version of your character can then be summoned in other players’ games as a ghostly “Revenant.” You can also summon co-op partners to support in your current mission, or even have the ability to run most missions with a friend. Lastly, it offers higher-level versions of its missions that reward the most coveted gear. It’s this cross section of rewarding gameplay, intricate systems and the jubilant feeling after each encounter that makes Nioh so special.

 

Honorable Mentions (Alphabetical Order):

 

Call of Duty: WWII (Activision Blizzard, Sledgehammer Games)

Platforms: PC, PlayStation 4, Xbox One.

Estimated Sales: Best-selling console game of the year globally, and has generated over a billion dollars in revenue. Quick calculation leads to around 16-17 million units assuming it sells most of its copies at full-price. But if we assume discounts & exchange rate conversions etc, I’d wager 14-15 million already.

 

 

Hellblade: Senua’s Sacrifice (Ninja Theory)

Platforms: PC, PlayStation 4.

Estimated Sales: Over 500K units. Ninja Theory disclosed that the game has exceeded expectations and is now profitable.

 

 

Resident Evil 7: Biohazard (Capcom)

Platforms: PC, PlayStation 4, Xbox One.

Estimated Sales: 4.1 million units.

 

 

 

Splatoon 2 (Nintendo)

Platforms: Nintendo Switch.

Estimated Sales: 3.61 million units.

 

 

Wolfenstein II: The New Colossus (Bethesda Softworks, MachineGames)

Platforms: Nintendo Switch, PC, PlayStation 4, Xbox One.

Estimated Sales: Unfortunately not a huge commercial success. Just above 370K owners on Steam. No word on exact overall or console sales.

 

 

There you have it! What a year. I hope you gamers out there were able to play some of these titles, and got as much enjoyment out of them as I did. Thanks so much for making it this far, and let me know how you feel about these in the comments or on Twitter! Here’s hoping 2018 can live up to its incredible predecessor.

 

 

Sources: All screen caps taken by yours truly on one of the listed platforms, usually Xbox One for multi-platform titles. Estimated sales from an amalgamation of sources, including company announcements, financial statements, NPD Group, GfK/UKIE, equity analysts, social media posts etc. If you are interested in details behind sales stats, please drop me a line.

 

-Dom

Companies of E3: Sony PlayStation Media Showcase

 

It’s Monday night. E3 proper is set to begin tomorrow morning in Los Angeles. However, right now, it’s all about Sony Corp $SNE and its PlayStation Media Showcase. The current console market leader is known for having lots and lots of games in its shows, with little regard for release window of said games, and tonight’s show was no different.

 

Was a decent show, with highs and lows, but overall I definitely think you’ll be able to find a game that appeals to you on this list. Below are those featured at the media showcase, including details on my most-anticipated game.. Destiny 2!

 

 

Grand Turismo Sport: During Sony’s pre-show, it revealed that the latest installment in the GT racing franchise is out this fall.

 

 

Knack 2: Yes. Sony is actually releasing a sequel to the launch game that turned into an ongoing internet joke and meme. And it’s out September 5th. Honestly, it looks MUCH improved!

 

 

PlayLink for PS4 collection: Two games in this collection were announced: Hidden Agenda, where you use a smart phone as a controller, and That’s You, which looks like a social party game.

 

 

Matterfall: Housemarq indie game, releasing on August 15th.

 

 

Everybody’s Golf: Arcade golf game.

 

 

PlayStation VR Games: Super Hot, Summer 2017. Sparc. Tropico. Elder Scrolls V: Skyrim. Star Child by Playful and published by GameTrust. The Inpatient. Final Fantasy XV fishing. Bravo Team. Moss.

 

 

Undertale: Popular indie PC hit coming to PS4 this summer.

 

 

Ni No Kuni II: Japanese RPG by Bandai Namco now has a release date of November 10th.

 

 

Uncharted The Lost Legacy: This standalone story in the Uncharted series started the show proper with a new trailer, it’s out August 22nd.

 

 

Horizon The Frozen Wilds: Summer 2017 for the first expansion of Guerilla Games’ excellent open world game that released in February.

 

 

Days Gone: We see more from this post-apocalyptic zombie game from Sony Bend where you fight hordes of undead and survivors. Never seen that before. (Sorry, it’s just not doing it for me. I’d rather play The Last of Us.)

 

 

Monster Hunter World: We heard rumblings of this title recently, looks like Capcom is finally officially bringing its beloved franchise to PS4 and Xbox One in the form of an open world game this time. Out in early 2018.

 

 

Shadow of the Colossus: Early 2018. Looks like an HD remake of the 2005 game from Team Ico.

 

 

Marvel vs. Capcom: Infinite: Out September 19th, story demo is actually available today.

 

 

Call of Duty WWII: This game again looks like a Call of Duty game set in World War II. And it’s out in early November.

 

 

God of War: I admit, every time I see this new God of War game, I care more about playing it despite not playing any of the earlier games. Releasing early 2018. No exact release date.

 

 

Detroit: Become Human: Quantic Dream’s futuristic, narrative adventure game featuring androids in an uprising looks very intriguing again as it did last year. Though, no release window revealed.

 

 

Destiny 2: Finally! My favorite franchise of this generation is getting a sequel, and Sony has a marketing deal with Activision/Bungie so (better or worse) it has access to exclusive content: missions and gear, plus a multiplayer map. But the good news is that the release date is now moved up to Wednesday, September 6th on consoles. And October 24th on PC. Bungie will host a beta testing period that begins on July 19th on PS4 and July 19th on Xbox One (for those that pre-ordered) and then July 21st for everyone.

 

Can you tell I’m excited?

 

 

Spider-Man: Insomniac’s take on the  Marvel superhero franchise is out next year. I know lots are excited for it!

 

What It Didn’t Show (Yet): The Last of Us 2, which feels odd because it’s the biggest game Sony has. But it’s also nowhere near done and I guess not ready to show just yet. Media Molecule’s Dreams, Michel Ancel’s WiLD (especially now that he showed Beyond Good & Evil 2 at the Ubisoft show I wrote about earlier). Oh, and Bloodborne 2. I guess none of my long shots are panning out.

 

That’s okay, we still are seeing some really cool games! What did you think of Sony’s briefing? Will you be buying any of these games when they release? Why aren’t you as exicted about Destiny 2 as I am?!

 

Thanks for reading!

 

-Dom

Bungie Reveals Destiny Sequel Via Images On Social Media

 

Hi folks!

 

As you’ll notice, this is going to be a bit of a different post in that it’s mostly news. I just am excited to share that game developer Bungie, the Washington-based studio behind early games in the Halo franchise, has posted the above image on its Twitter account. This tweet officially announces the sequel to its 2014’s shared-world shooter Destiny, simply entitled: Destiny 2. Like the original, it will be published by Activision Blizzard $ATVI.

 

Two more images below were posted almost simultaneously on Destiny’s Facebook page, showing a variation on the above image then a more detailed look at the bottom half of the area featured in the other two shots.

 

 

 

 

Humor me for a moment, as these are exciting times. Astute Destiny fans will notice that these imagines actually tell us a bit more than it may seem at first glance. The Last City is depicted as being on fire and burning to the ground, assumingly from some sort of attack from an enemy faction. In the original game, The Last City is the only remaining area populated by humans but it was in-tact and not under siege. I can only presume that the player character will be the one responsible for defending The Last City from these evil-doers, or maybe bringing the fight to them in order to take revenge in the name of humanity!

 

These photos also show the Traveler, that mysterious spherical body above The Last City, is essentially unharmed at least for now and it still resides above The Last City in its usual spot. Many in the Destiny universe revere the Traveler as being a “protector” over the last inhabited city on Earth, and it seems humanity desperately needs both it and the player to defend it in the upcoming sequel.

 

 

As for more details on the game itself, no further information from Activision Blizzard or Bungie was shared. So we don’t know anything formally yet on release date, new content, trailers etc. But the indication from the leaked poster above, which surfaced last week after being allegedly leaked by a GameStop Italy employee, is that that Destiny 2 will release on Friday, September 8th later this year. This would be almost exactly 3 years after the original, and for big fans like me, a perfect opportunity for Bungie to expand on the universe it established in the first game while also enhancing all of its aspects including narrative, exploration and of course, my favorite part, its “raids” which are six-person mega-missions that usually feature puzzles, unique enemies and big bosses to overcome.

 

 

 

Lastly, another interesting part of the timing in that it’s right before Bungie kicks off the last live event in the original game’s life span: Age of Triumph. This event is basically the ultimate fan service, where the developer is offering some new quests, bringing older content up-to-date then offering new, remixed versions of gear from the early days of the game which is something players have been requesting for a while. Age of Triumph begins tomorrow, Tuesday, March 28th.

 

What about you? Did you play the original, and if so what was your final verdict on it? Are you excited for Destiny 2 or will you be passing on the game? Feel free to leave a comment, or reach out on Twitter with your thoughts.

 

Sources: Bungie, Activision, Lega Network

 

-Dom

Analysis of Destiny’s Release Timeline, And How Will Rise of Iron Fare?

destiny-cover

 

Publisher Activision-Blizzard ($ATVI) released its shared-world space shooter Destiny back in September 2014, and the game has been on an interesting timeline ever since.

Developed by Bungie, best known for creating the early games in the Halo series, the genre-bending title started strong out of the gate by racking up around $325 million in sales (sold-through to consumers) in its first week. It overcame a well-documented difficult development cycle and mixed critical reception to become one of the most financially successful launches in the history of gaming.

In the two years since, it has garnered both praise and critique from critics and gamers alike for its mix of online elements, top-rate FPS mechanics and (most recently) cosmetic micro-transations in which players can buy in-game items for real-world dollars. Also, Activision has offered incremental paid expansions in the form of “content drops” by the names of The Dark Below, House of Wolves, The Taken King and finally Rise of Iron which is slated for release tomorrow.

 

dstny_roi_horizontal

 

Each of these expansions built on (lots would say improved) the original game as Bungie updated its economy and systems plus offered new missions and raids (multi-person, complex quests with big rewards), but also costs consumers money as gamers were charged an additional fee on top of the base game. Whether you are a fan of this trajectory or not, the game has amassed a huge following with around 30 million registered users who spend an average of 3 hours playing even years later.

To track its progress individually and overall within Activision as a whole, below I’ll offer a handful of indicators. First is an overview of the firm’s stock price since Destiny’s original release two years back. You’ll see its price in September 2014 was $23.73, and it’s now grown to around $44 per share this week. During this time, the publisher’s market value has increased by $10.9 billion.

 

activision-blizzard-stock-price-20160916

 

It’s true that there are a variety of factors that go into a firm’s share price, among them the broader economy, performance of additional products (Activision-Blizzard also publishes popular games such as Call of Duty, World of Warcraft and Overwatch), mergers such as the acquisition of King Digital and general investor sentiment, but Destiny is a key part of the publisher’s portfolio especially when it comes to generating recurring revenue. The content packs I mentioned before create a revenue stream similar to a subscription-based title like WoW, as opposed to say Overwatch where new characters and maps are offered for free and the only additional revenue comes from cosmetic items.

 

Speaking of recurring revenue, Activision as a business unit within the overall company has found a way to generate ongoing sales via its continued updates for Destiny. A snapshot below shows the unit’s revenue numbers alongside each corresponding Destiny release. General theme is that other than the year-end holidays, a Destiny release over the past two years has meant slightly more revenue than “non-Destiny” quarters. Again, caveat is that the publisher produces other games, of course, but it’s interesting to see sales aligned with an estimate time frame of when each expansion came out.

 

activision-revenue-destiny-timeline-final

 

Lastly, I’ve tracked results in the U.S. games market of the title and its expansions according to the NPD Group, a data provider for the games industry. Upon release, it was the #1 selling game in September 2014 followed by #5 in October 2014. During some of its expansions, it reemerged in the Top 10 especially during Destiny: The Taken King, as this was billed as the largest expansion yet and had the most content. Note that this only tracks the U.S. physical games market prior to a couple months back, but it gives a good sense for how games perform at release and with updated content throughout their life cycles. Destiny is one of the few titles in recent memory that has been a Top Ten regular on-and-off since late 2014.

 

destiny-npd-trend

 

With Destiny: Rise of Iron expansion planned for release tomorrow, how will it fare? Can it again capture lapsed players (including myself) and provide revenue stability? When it comes to Rise of Iron, its content is more aligned more with The Taken King than some of the smaller ones, as it offers multiple missions and the first brand new raid activity in a year. With that comes a higher price tag ($29.99) than the smaller releases of course, but this also provides upside for its sales potential.

 

In the absence of a sequel to Destiny, which isn’t expected until next year, and a release date prior to the big blockbuster releases in the same genre like Battlefield 1, Titanfall 2 and Call of Duty: Infinite Warfare, I think that Rise of Iron will perform about as well as The Taken King, with a Top 5 showing in NPD for September and Top 10 for October, and sales momentum into the 3rd quarter plus holidays that will support Activision’s segment revenue. However, I do not expect Rise of Iron to have the legs of The Taken King, as the aforementioned blockbuster titles will take gamers away and then early 2017 titles such as Horizon: Zero Dawn should overshadow it.

 

Do you think that Destiny: Rise of Iron will sell as well as Destiny: The Taken King or somehow the original game? Are you a lapsed player than plans on jumping back into the game this week? I’m interested to hear! Shoot me a note or comment here.

 

Sources: Activision-Blizzard, Bungie, NASDAQ, NPD Group

 

-Dom

 

 

 

Quick Thoughts: How Much Did The Division Actually Sell Day One?

The Division Concept Art

 

Quick Thoughts: Ubisoft Entertainment SA (UBI) announced via its UbiBlog that Tom Clancy’s The Division has broken sales records internally as being the best-selling game in the firm’s history. Based on this, how much in dollars did the game actually sell to consumers? My estimate is below. Would you agree?

After Tom Clancy’s The Division’s release this week on Tues, 3/8, publisher UBI has coyly proclaimed that the third-person online RPG had sold more on its first day than any other game in the publisher’s 30-year history. We saw a similar type of announcement with its last fast-selling title, the open-world hacking game Watch Dogs, in 2014.

Frustratingly, in both cases UBI didn’t initially reveal any sort of sales figures in copies or dollars. I will note it ended up that Watch Dogs sold 4 million copies in its first week, but no dollar amount was ever publicized. First I’ll try to put some perspective around this situation and then I’ll make my best estimate (which, full disclaimer, is completely a personal guess).

As for day-one sales, below are closest estimates in dollars of notable launches based on publisher announcements and industry data.

 

Video Game Day-One Sales Chart

 

Couple important items to note: Call of Duty: Ghosts (2013) sold $1 billion to retailers (sold-in) as opposed to consumers (sold-through). Also, Call of Duty: Black Ops III (2015) figures are for the first 72-hour period. Like everything in life, there’s caveats and exceptions and it’s difficult to get a perfect comparison. Ultimately I’ve charted these both for illustration purposes rather than trying to prove that Call of Duty: Ghosts was the best-selling game ever upon launch.

In addition to the titles above, I mentioned Watch Dogs before. If we try to wrap a dollar amount on its first-week sales, let’s take its 4 million worldwide copies multiplied by the standard $60 price tag which would come to $240 million. Note that this is across the span of a full week, so assuming it was front-loaded on launch day, around $150 million or 2.5 million copies that one day. Again, for comparison purposes.

 

Watch Dogs Art

 

So if The Division has sold more than Watch Dogs on launch day, how much did it actually sell? I don’t think that it has eclipsed any of the other names on the chart above, otherwise UBI would have come out and projected that accordingly. Which means to me, it falls somewhere between $150 million and $310 million of both Call of Duty: Modern Warfare 2 (2009) and Grand Theft Auto IV (2008). I’ll bet it ends up being somewhere near the lower band of that range, so my estimate is that The Division may have sold $210 million upon its launch implying around 3.5 million copies, give or take.

Am I overestimating the success of this new franchise? Are my assumptions above completely crazy or perfectly genius? Do you think that The Division sold more than some of the titles in the chart above? Feel free to let me know either way, but until we hear concrete figures from UBI itself, we get to have fun and make bold predictions on our own!

Sources: Ubisoft Entertainment SA, Activision Blizzard, Inc., Take-Two Interactive Software, Inc., Bethesda Softworks, NPD

-Dom

Quick Thoughts: Can The Division Replicate Destiny’s Success as a Shared-World Shooter?

Quick Thoughts: Simply put, can Tom Clancy’s The Division become as successful as its competitor Destiny, which made a record $500 million during its initial launch and was reported by Activision Blizzard Inc (ATVI) to be the top-selling new IP in North America and Europe in 2014?

 

Tom_Clancy's_The_Division

 

As noted in my previous article, publisher Ubisoft Entertainment SA (UBI) is releasing its biggest title of the year, Tom Clancy’s The Division, soon on March 8th. The shared-world, online shooter with RPG elements set in a frigid Manhattan is the firm’s biggest bet this year as it’s a brand new IP for which the firm expects it to “be one of the largest launches of a new brand in the history of the video game industry,” per CEO Yves Guillemot. And without an Assasin’s Creed title this year, and Watch Dogs 2 yet to be confirmed, The Division is the premier part of UBI’s calendar year portfolio.

Which leads me to my comparison to Activision Blizzard Inc (ATVI)’s hugely-popular online shooter Destiny. Stats from the firm’s reporting show the aforementioned record launch and even over a year later, the game has over 25 million registered users which have around 3 billion hours. It has yet to be seen if this success can be sustained through the decade-long plan that ATVI is rumored to have for the franchise, but with net revenues increasing last year to $4.6 billion (compared with $4.4 prior year), Destiny is a main contributing factor to the firm’s continued success as one of the world’s largest publishers.

 

ATVI 2015 Revenues

 

Going back to The Division, UBI hasn’t divulged their internal sales forecasts for the title in particular however they have released guidance of increased sales during final quarter of 2015-16 and relatively healthy full-year sales in 2016-17. From a consumer perspective, the game will scratch the same itch as Destiny from an RPG loot and leveling perspective however the key is its mechanics and narrative content, the latter of which was the main knock on Destiny when it first came out.

Based on this, it’s a fresh new IP that’s quite ambitious, so my personal take is if it delivers enough content between its story missions, side quests and “Dark Zone” PvP concept (which is an area many have compared to survival games where players can decide to either work together or fight against one another to collect the game’s best gear), I think that The Division can certainly compete with Destiny and even steal a portion of the games user base as ATVI hasn’t released new content since September 2015’s Taken King expansion. And ATVI announced that a sequel to Destiny won’t be out this year, which leaves the door open even further.

Whether it will generate $500 million in day-one sales or achieve 25 million users in its first year, that has yet to be seen, but the game is one of the year’s most intriguing releases.

 

Destiny Cover

Sources: Activision Blizzard Inc 4th Quarter & Full Year Financial Results 2015, Ubisoft 3rd Quarter 2015-16 Earnings, Xbox One UK.com

-Dom