These days, I wanted to give the game now (m) a (first) second chance and have it inserted for a few hours.
The prelude: WOW - a narrative entry, which is washed! In a cinematic staging, accompanied by a beautiful soundtrack, the background to the story being told. Then the game starts on Earth in a post-apocalyptic setting and the first confrontation with the opponents make a lot of fun! Then you get to a very manageable season a spaceship with which you can travel to its home base, the "tower" ... and from that moment it comes with the game steadily downhill. I simply can not, for example, a, which is why I have to travel long distances between the present dealers in the "tower" EXTREMELY to somehow reasonable upgrade me ... that sucks!
Most striking for me was: The actual game experience has nothing to do with the impressive narrative entry! The themed development of mankind? Gift! The traveler? Degenerates into a side note! Everything else? Redundant!
The background story comes across in order to allow the very limited gameplay somehow seem bigger and more impressive than it can in reality.
Because this looks like this: check out a few places as often as possible, fighting there as often as possible against the always the same and constantly spawning enemy hordes - and collect as many items as possible ... and again ... and again .. and again! And if you have verbrcht many hours in the game, will drop for you also items that you can actually use. When which items drop, but is controlled via Zufallsalgorhithmen. So it can happen that one looooong long waits as good DESTINY player on items that are required - while less talented followers get useful items in the same train. In other words, your skills as a player who only secondarily affect your game progress. What is this kind of a rubbish?
The game gets the player every second to: "Stay here, you deal with me!" - But has little to offer content with which it can inspire to a player who is interested in a varied and challenging gameplay. It relies exclusively on the addictive that players who hope might still get in the next hour, the object to which they are waiting already for days or even weeks. This is in my eyes the cheapest way, with the motivating a game or even want to inspire (slot machines are based on a very similar principle).
Again, the only epic to the game is its cinematic entry. In stark contrast to this is a monotonous Baller- and collective orgy, in which it is simply uninteresting, before what narrative background it expires. At the same time, the game looks like a patchwork quilt, the deliberately numerous holes have been added in order to provide the players with the longest possible (paid) Additional content can. There are also interesting statements to the net by insiders - and it hurts especially to realize how DESTINY was planned and what was it ultimately implemented.
CONCLUSION:
DESTINY is a prime example of what happens when the power of business administration prevails over the creativity of developers. In the present form me DESTINY convinced actually only in terms of graphics and soundtrack. The rest - finely calculated and expanded substantially - is pure waste of my precious lifetime!