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

Sony Should Focus on Internal Investment & Partnerships Over Acquisitions Ahead of Next PlayStation

“Charity begins at home.”

I believe Sony should focus mostly on this philosophy going into the next generation of consoles, rather than seeking growth through external acquisitions. There’s only so much funding to go around, and I’m betting those precious dollars are used for a combination of internal investment and partnerships with outside teams rather than outright buyouts of major studios.

I’ll now get into why this is such a hot topic, then outline each of my reasons.

Within a mostly innocuous report from the Wall Street Journal on the Japanese gaming giant’s decision to focus on gamers for its next PlayStation gaming console which means building out its portfolio of games (surprise!), the stand-out quote is how its main strategy is bolstering its lineup of games only available on Sony devices.

Then, local site Gematsu got in on the action as it translated a Nikkei report containing somewhat vague comments from Sony Interactive Entertainment President and CEO Jim Ryan about gaming content being of utmost importance and the company considering studio acquisitions as one of its strategies for this reason.

(I’ll note here that every major publisher, shoot every public company, has teams dedicated to merger and acquisition [M&A] research. There have been recent job postings from Sony seeking talent for its M&A team, though I’m not reading into this as much as others.)

Finally, PushSquare published a piece among other media sites on likely targets of Sony’s acquisition bucks. These and more sparked rampant speculation online as to which would be the best fits based on history and existing relationships. I’m here to say the ideal foundation going forward is not built on acquisitions, but rather more investment in what it does best. And that’s its current world class studios, upcoming hardware offerings and productive 3rd party partnerships.

The safer route is absolutely to spend its precious resources in its myriad of internal studios, which have produced modern classics such as The Last of Us by Naughty Dog and God of War from Santa Monica Studio, plus align itself with external companies through partnerships rather than outright acquisitions. The most notable recent example of such a fruitful team-up being Marvel’s Spider-Man from Insomniac Games, which passed a staggering 10 million copies mere months after release last September.

Similarly, I’ll go as far to say I’m not hoping for or betting on acquisitions of any major developers or self-publishers in the near term. This list includes Bungie, Insomniac Games, Kojima Productions and Remedy Entertainment. Rather, there’s a much higher likelihood of one *maybe* two smaller teams that aren’t as cost prohibitive. If forced to pick, my bet is Housemarque. Known for arcade type shoot-em-ups such as Resogun and Alienation, I think it’s really the only smaller team suited for purchase now based on its proclamation that its style of games purely aren’t selling well, plus its affinity for working with the PlayStation team in the past.

Why? Here we go.

1. Major acquisitions are costly, time-consuming and risky.

I get it. It’s fun to speculate. To dream up scenarios where a favorite game developer gets purchased by a platform of choice. It’s just, in reality, acquisitions are usually not ideal compared to partnerships and are a truly massive undertaking presenting a variety of risks.

Acquisitions aren’t just about a big company throwing money at a smaller one. Both parties must consent, really except in the case of ugly hostile takeovers which should absolutely not be a part of Sony’s strategy. It often happens when a company is in need of a financial injection, its growth prospects have depleted or, in extreme cases, bankruptcy is looming. It’s especially trickier the more closely held a company gets, which is the case with many of the private game studios. Even those with hundreds of employees. The decision lies in the hands of a select few, normally with both financial and emotional investment from years of independent operation.

Then there’s the topics of what kind of premium the target will squeeze out of the acquirer, how well do company cultures mesh plus the whole regulatory side, all of which make this process time-consuming and expensive. M&A activity is inherently risky, blending folks that haven’t worked directly together so there’s no guaranteeing the company works as well as a subsidiary. Or there might be layoffs that happen due to redundancies. What I’m getting at is these involve many other factors than merely dollars and cents.

Let’s take a couple examples. One public, one private.

A team like Remedy Entertainment is publicly-traded. The Finnish developer is valued around $115 million in market capitalization. Not a huge figure in the context of Sony’s war chest, though certainly not pocket change compared to other names in this conversation. Not to mention that comes before any sort of projects even starting. And it has investors already. Lots of them. It doesn’t need to be injected with cash, especially with a new game Control next month and a collaboration with South Korea’s Smilegate on its CrossFire franchise. Every indication is Remedy wants to be independent. Even when Microsoft was publishing games like Alan Wake and Quantum Break, it was on its own. Why would execs and investors change their mind now, unless Sony throws some exorbitant amount of dough at it?

Then, our private example is Insomniac Games. Run by industry vet Ted Price, it’s a natural name thrown around due to its history of producing games for PlayStation like the aforementioned Marvel’s Spider-Man. Insomniac is a heck of a studio, it’s been around for decades plus boasts a portfolio of Spyro the Dragon, Ratchet & Clank, Resistance and a personal favorite, 2014’s Sunset Overdrive. It’s also dabbling in virtual reality for the Oculus Rift. So, if it’s operated this long alongside PlayStation, why isn’t it a part of Sony? Exactly. As exhibited by its releases on Microsoft and Facebook (Oculus) platforms, Insomniac seems to value its creative independence above all else. And while we don’t know its valuation, to me this clearly shows its decision-makers haven’t seen a reason to become part of Sony Interactive Entertainment yet.

World class first party games are impossible without investing in internal teams before anything else. Instead of dropping $100 million or more on a Remedy or Insomniac, those funds can be funneled internally towards high quality projects for existing teams.

2. Investment in internal teams is a better use of cash.

At present, Sony Interactive Entertainment Worldwide Studios features a suite of more than a dozen teams. Guerilla Games. Naughty Dog. San Diego. Santa Monica. Media Molecule. Sucker Punch. And more, with a legit laundry list of projects under their belts that define what PlayStation is more than anything else. These will also be the main contributors to Sony’s launch lineup next generation when the (probably named) PlayStation 5 (likely) releases in late 2020.

This is a dazzling entourage of the most talented, prolific teams in all of gaming. They make games specifically for a single company’s platforms, PlayStation 4 and PlayStation VR presently. Which means they are experts. If the big focus is appealing to the hardcore audience, that means investing in the personnel that make up these excellent studios is of much more importance than trying to attract external talent. Not to mention, it’s more cost effective to retain individual team members at existing studios than to integrate entire teams.

Sony is known for its first party content. It’s why there are 96 million PlayStation 4 consoles shipped to date, not to mention the absurd numbers for prior generations where Sony has 5 of the top 10 best-selling pieces of hardware ever made. World class first party games are impossible without investing in internal teams before anything else. Instead of dropping $100 million or more on a Remedy or Insomniac, those funds can be funneled internally towards high quality projects for existing teams.

A preexisting agreement or relationship between a larger company and smaller development studio or self-publisher doesn’t necessarily precipitate a buyout, or even open the door to discussions on the possibility of one.

3. External partnerships are attractive for both parties.

When we talk partnerships in gaming, this includes stuff like marketing deals, exclusive content, pre-order bonuses and similar incentives to attract players towards one platform above another. As much as exclusives are not ideal, especially for those without multiple systems, it’s a reality.

The reason I think Sony should opt for partnerships over purchases is that from a corporate standpoint, these deals allow for the best of both worlds. Development teams benefit from the backing of a major console manufacturer, especially for advertising spend, while they also remain independent to pursue experimental projects or titles for multiple platforms.

Need a concrete example? Well, I already mentioned one in Insomniac Games. This time, I’d like to bring up Square Enix. I don’t hear anyone calling for Sony to scoop it up just because games like NieR: Automata or Final Fantasy VII Remake have an alignment with PlayStation as timed exclusives. A preexisting agreement or relationship between a larger company and a smaller development studio or self-publisher doesn’t necessarily precipitate a buyout, or even open the door to discussions on the possibility of one.

While a team like Remedy certainly has less output and lower valuation than Square, I view it similarly because of its standing as publicly-traded plus a history with manufacturers other than Sony. Then there’s the case of Kojima Productions. Game design legend Hideo Kojima had an infamous falling out with Konami a few years back, which led to him founding a private studio. When a company is used to being independent, or recently has become so, and it’s not facing financial instability, its asking price goes up plus the attractiveness of being owned by a parent company plummets.

4. Finally, hardware R&D will be the focus of Sony’s gaming budget.

While Sony’s gaming division now leads the overall firm in both sales and operating income, it’s just one of many considerations when budgets are drawn up. All signs point to it being the final year of the PlayStation 4’s life cycle. In the lead-up to a new generation, research and development costs naturally ramp up especially for a console targeting the “core” demographic of gamers, as illustrated above from executive comments. Design and construction aren’t cheap. Not to mention the massive marketing push that will take the better part of next year.

If Sony intends to put out a powerful console in late 2020 with a quality launch lineup, we’re talking a sizeable chunk of its budget dedicated to this endeavor. How much is leftover to use on merger activity? What’s the most effective way for it to balance hardware and software demands? My thought is that most of its budget must be allocated to its next PlayStation and a core offering of exclusive games, which leaves less for M&A prospects at the risk of being spread thin.

To wrap up this admittedly lengthy post, while I’d never entirely rule out the possibility of acquisitions, I think the contingent calling for Sony to dole out cash on multiple studios has unrealistic expectations. Namely because of where the firm is at in the console cycle. It already has so many talented studios in which it should invest to spur growth, then continue to reinforce its relationships with third parties. This is the ideal route to meet its goal of strengthening its software portfolio, plus has added benefits for external companies that have fought hard for self-sufficiency over the years.

It’s flashy to talk about studio acquisitions, almost casually tossing around names. And it’s certainly more boring to hope that a company stays consistent with its current strategy even when it’s doing quite well. In this case, I’m both hoping and betting that Sony keeps it boring like Proposition Joe said (The Wire hear me). Because its business ain’t broke, literally and figuratively, so it doesn’t need fixing.

Sources: Bloomberg, GamesPress, Gematsu, Kazuhiro Nog/AFP/Getty Images, NVIDIA, PushSquare, Road to VR, Sony Corp, Wall Street Journal.

-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