Becoming the Heroes We’re Supposed To Be, Just in Time for Destiny 2

Destiny’s story wasn’t what you’d call a runaway success when it hit in 2014. If anything, it was a muddle of techno-babble that often forgot to explain itself. With no distinct characters and a tendency to side-line talent (Nathan Fillion was reduced to spouting one-liners), it also felt as if we were skimming over the surface of something deeper. Luckily, those problems are old news. The Taken King added a ‘quest’ system that strung missions together in a more logical fashion, and these steps give in-game blurbs that provide us with more background (not to mention an idea of what’s actually going on). It’s almost worth going back if you felt lost the first time around.

Destiny 2
Become legend, even if you don’t have the foggiest idea what’s going on – concept art by Jamie Jones

I’ve been polishing off leftover missions recently in prep for Destiny 2, and this renewed focus stayed with me. When I originally booted up Bungie’s shooter three years ago, I hadn’t the slightest clue why I was jetting around the galaxy punching aliens in the face. What’s more, Peter Dinklage never failed to spout unintelligible nonsense whenever I thought I was getting the hang of it. Because of this, I focused on finding loot and shooting bad men instead. And not being pushed off cliffs by my Fireteam. Damn it, Shaun.

However, Destiny’s story is miles better than it was back then. Despite sounding like a case of ‘too little too late’, the plot is now much easier to follow. Why are we on the moon, for example? Because a dead Ghost we found up there reveals the Hive’s plan for an invasion of Earth. Each level has been given this kind of exposition.

What’s more, certain missions have been shunted into more appropriate storylines. For instance, the quest that asks you to destroy Crota’s sword has been slotted into The Dark Below. Considering its focus on Crota, that makes a ton more sense. These small touches lift the narrative out of incomprehension.

Don’t get me wrong; it’s still flat and unambitious. Nevertheless, today’s Destiny can at least be followed without the help of a Wiki or doctorate in sci-fi jargon. Considering the fact that Bungie could happily have left it alone, this retcon is something worth applauding.

If you want to take a look at these old missions, check your ‘Abandoned Quests’ board. That’s where I found mine!

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We’re More Like Guardians of the Catwalk than Humanity in Destiny: Rise of Iron

Myths have an unhealthy obsession with larger-than-life heroes; they’re jammed full of legendary figures who crusade their way past gruelling odds and save the metaphorical princess while they’re at it. Destiny‘s Iron Lords are no different. When humanity was at its lowest, these impossibly noble warriors stepped forward to shield us from harm. Now we’re following in their footsteps and protecting what’s left of our species. It’s all very inspiring.

The Last City on Earth - a final bastion of hope, light and who knows what else. Concept art by Bungie.
The Last City on Earth – a final bastion of hope, light and who knows what else. Concept art by Bungie.

Yet Destiny never dwells on the people we’re supposed to be looking out for. We know next to nothing about those who live in Earth’s Last City. Don’t get me wrong: putting the spotlight on Guardians is beyond sensible. They’re where the action is. Brought back from the dead to protect what’s left of humanity, they can usually be found saving the world from a millennia-old threat or engaging in spaghetti western shootouts. I couldn’t tell you the first thing about those they’re fighting for, though. This takes the wind out of our sails somewhat. Mel Gibson could screech about freedom for his kin in Braveheart, but the best we can probably manage is ‘loot’.

I wonder what they – the average Joe – think about all this. It’s a rough deal. Aliens, demons and space wizards are a part of their everyday vocabulary. The planet isn’t ours anymore. Very little is. Capping things off is a godly orb (known as the Traveler) that hangs above after giving its life in their defence. I’d pay good money to see what can surprise them these days.

It’s not like we’re going to find out any time soon, however. The only bog-standard humans we meet can be seen mooching around our HQ, the blandly-named Tower. It’s a depressing thought. Humanity beat the odds to create wonders like reconstructive facial surgery and the Hobnob biscuit, but now they’re reduced to sweeping floors.

Their homes aren’t exactly glamorous either. Peering over the Tower’s edge reveals what I’d guess are slums stretching into the distance. Stacked atop one another like cardboard boxes, the conditions down there must be fairly naff. With tight, winding streets and no kind of order to speak of, it’s not dissimilar to the favelas of modern Brazil.

If it’s comparable in more than looks, Destiny’s equivalent probably has minimal sanitation despite running water and electricity. According to a BBC article from 2014, Rio de Janeiro’s biggest shanty town has sewage that ‘flows down a large channel in the middle of houses’.

It’s a stark contrast to the tower-blocks lying just a few miles down the road. A gaping class divide is obvious in Destiny as well. You simply need to look at the skyline. While the foreground is dominated by ugly shacks, the far distance features high rises and skyscrapers. It’s a marriage of insane wealth and crippling poverty.

Predictably, the richest districts lie slap-bang under the Traveler and the ‘shield’ it casts over the city. In a world where suicide and a walk in the countryside are synonymous, it’s easy to see why that’d be a very desirable position. I’d imagine those with power and influence strong-armed their way there. Everyone else had to make do.

Then there’s the infamous criminal element to contend with. Hiding out amongst back alleys and muddled neighbourhoods, gangs run many of those Brazilian streets. I wonder if the Last City is any different. You’d assume these drug lords couldn’t exist under the watch of practically immortal Guardians, but from what I can tell they rarely go down into the urban jungle anyway. There aren’t many reports of them interacting with the population unless civil war or a siege is looming.

As the defenders of a dying race with generations of knowledge at their disposal, you’d expect them to send aid or medical treatment at the very least. What about cobbling together more than a shack for the poorest in Destiny’s society? We’re informed that a subsect of Guardians built great walls surrounding the City, so I’m sure they could manage a four bed semi.

The fact they don’t suggests apathy on their part or a busted society. In Rio there are always stories about police who don’t dare enter certain favelas for fear of gang retribution, and it was only a few years ago that the government set up a ‘police pacification unit’ to force out the criminal element.

This is why visiting the City would be at the top of my Destiny wishlist instead of Neptune or Jupiter. It sounds fascinating (if absurdly dangerous). If nothing else, the game’s fascination with fantasy would make it particularly eye-catching. Beyond sci-fi tropes like neon advertising and glass tower-blocks, drawing on sword-and-sorcery lets you dabble in guilds and dingy inns with grottier patrons. Concept art has hinted at this via cloaked knights and flowing banners, but seeing it brought to life on-screen would add a very different flavour to the game’s already diverse environments.

Seeing it in person would help soothe my conscience, too. Come on: we’ve spent two years ignoring the man on the street in favour of searching for sassy space boots. We’re more like Guardians of the catwalk than humanity.

What do you think? Scribble your thoughts in the comments below and come back every Friday for more. In the meantime, follow me on Twitter @thewordyben