Destiny’s new House of Wolves expansion went live at 10 AM Pacific
time today, and hordes of eager Guardians are in luck: unlike the
curious and underwhelming Dark Below, House of Wolves is hitting the
right marks so far. I’ve torn through the story missions and the first
strike, and there’s a spark here that the game hasn’t necessarily had
before. The gameplay has always been strong, but between opaque writing,
repetitive design and the Peter Dinklage’s constant half-conscious
droning, the story and world-building aspects were confusing at best and
a punchline at worst. That’s changed now: House of Wolves takes us out
of the Tower and into The Reef, the territory of the mysterious
human-offshoot Awoken. And the game is better for it.
House of Wolves concerns itself with Skolas, the Kell of the
eponymous Fallen house. The Fallen have been enemies since day one, but
we see a little more of them this time: Skolas is trying to subjugate
the other Fallen houses and become the Kell of Kells, something like the
Great Khan of fallen mythology. I never had a clear handle on the inner
workings of human society in the game, and the focus on the grand
cosmic story in the original campaign fell flat without any real
characters to ground it. This time around we’ve got Skolas, silent save
for a few incomprehensible if threatening shouts, and we’ve also got
Petra Venji, servant of the Queen, and Variks the loyal, a friendly
member of the Fallen house of Judgement. Each one of them has more
personality than the entire game thus far — it brightens the story
missions up to have someone with a little life in them talking to you.
It helps that the story itself is focused and better contained — a
far cry amorphous and confusing Dark Below missions. There’s a Kell,
he’s up to no good, and we’re here to stop him: fair enough. But the
focus on the Fallen also turns out to be a great move for the game:
their politics and character turn out to not only be far more
interesting than the either the relatively static human world or the
tiresome religiosity of the hive, but also goes a long way towards
giving the average enemy a little bit of character. I always had the
feeling that Destiny had an interesting world that we just weren’t
seeing — it’s finally starting to come into focus now that we’re outside
of the bubble of the tower.
What’s even better is that the story mode is starting to incorporate
some of the more interesting level design that used to be locked up in
raids and strikes. For one thing, that makes it available to players
without people to go on raids with, but it’s not just about gameplay. It
also gives the story weight by avoiding the sort of repetition that
gets gamers to tune out.
While I still feel like a good story mode shouldn’t blow by in a few
hours, the writing here just feels alive in a way that it didn’t before,
and it has me excited about what’s to come. Check out Paul Tassi’s piece for more on the mechanics and other modes.
Cr : Forbes
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