After spending a good while experiencing the content available within the beta, I believe I'm prepared to give proper feedback and thoughts on what I experienced.
[b]Player vs Environment [/b]
I. Story Missions
I've found the missions available in the beta to be slightly lacking in terms of their objectives and execution but the tight, well focused game play and worthy AI managed to ward off any possible boredom. From what I've experienced, the missions themselves seem to pretty much revolve around "go here", "go here, scan this", or "go here, scan this, oh look waves of enemies". Now I know this interpretation may seem a overly flippant but while the experience was enjoyable I just didn't get the sense of a properly choreographed encounter as I hopped on my Sparrow, occasionally stopping to deal with a clump of enemies I could have just as easily passed, eventually reaching the immediate area of my objective and then preforming said objective with little variance or fanfare unless a Public Event occurred. It almost felt like the first person, sci-fi equivalent of going into the forest to kill five boars. It just felt so...simple.
I believe the fact that the story missions are set within the open world as opposed to uniquely designed levels is the reason for the lack of creativity in their execution, the missions and how they unfold must bend to fit within the predefined play space of the open world rather than have a play space built around their concepts and scenarios for maximum effect. With whats been presented I wouldn't call this an ideal scenario but later environments might allow for more creative lee way and thus more elaborate missions.
II. Strike
While one Strike isn't much to go on I feel the Devil's Lair at least is also hampered by being set in the open world rather being it own separate space other than the area beyond the Devil Walker. It feels unduly simplistic for what amounts to an assassination as you work your way into the refinery, "go here, scan this, oh look waves of enemies", face the Devil Walker, then make it to Sepiks Prime, a supposed machine god with TWO attacks and a lot of health, effectively a Servitor on steroids. While Strikes are designed to be more succinct than raids I have to hope that further strikes, much like missions, offer a less straight forward experience and the bosses involved are also more distinct in both design and action.
III. Exploration
Exploration seemed like kind of a mixed bag to me. Coming to terms with this new environment, looking off into the skyboxes, exploring for chests and ghosts or simply new areas, and bumping into powerful enemies signaling you will one day return and not forsake the area forever like many other games, it's all just great but it's the missions that are a sticking point. They just don't offer enough Vanguard reputation to make them really worth concentrating on beyond the "high value target" missions that provide both Glimmer and a large sum of materials that can be eventually traded in for reputation with the Vanguard or Crucible as well as experience and Glimmer. Really, you might as well get by on the bounties since you can effectively multitask and gain Vanguard reputation while in other modes of play. With this in mind though, the design of missions that actually have you explore cave systems and become acquainted with your movement ability through platforming are ingenious.
IV. Public Event
I enjoyed the much touted Public Events the few times they occurred with a Warsat event involving both high level Fallen and Hive being particularly memorable. I can think of nothing truly negative about temporary events that serve as a focal point for all in the area to engage in large confrontation for unique currency and teh phat meaningful lootz beyond the number of people in the world, and thus participants in said events, can be a tad iffy which was brought to the forefront of my experience why I successfully soloed a Devil Walker. In fact, I don't know what's up with my instances during Exploration but the world seems to be pretty empty most of the time.
While the Player vs Environment content is a tad samey the sheer polish found within the combat and RPG elements overshadows the flaws to the point where you don't really mind. It's still fun to shoot things and get useful items even if the activity isn't as fleshed out as it could be.
[b]Competitive Multiplayer[/b]
I am nowhere near MLGEEEE L33T enough to properly discuss the finer points of multiplayer but I do know enough to say vehicles, particularly the Interceptor, are a little ridiculous right now with my best scores of the entire beta coming from riding in that [url=http://www.bungie.net/en/Legend/PGCR/2/4611686018428786358/2305843009215026785/8588665?_t]chariot of fire[/url].
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Edited by Solidus: 7/23/2014 10:42:02 PM[b]Presentation[/b] I. The Grimoire The Grimoire , in it's form of a set trading cards, is an interesting take on the tried and true codex of innumerable RPGs past. The method of how you [i]gain[/i] entries in it, however, is simply horrific. Never in all my years of gaming have I experienced a system so staunchly, unimaginably unforthcoming as the Grimoire in it's current form where it dangles basic pieces of lore behind arbitrary kill counts so high you would think they were inspired by a Rwandan genocide or other unnecessary requirements. Now I can see how setting up the lore as a "game" where the player has to earn bits and pieces might sound positive on the outset but really there is no sane reason to lock out basic information about the world around the player behind massive kill requirements or any arduous requirements beyond actually interacting with a previous unknown subject. Now this system might make some sense if the information you gained started off as a basic preamble and became more and more intricate and detailed, reflecting your character becoming more familiar with the things around him through sheer experience, as you met increasingly higher requirements but as it stand now the middling paragraphs, if that, simply are not worth the piles of corpses necessary or other acts to unlock them and the values should be adjusted accordingly. I don't wish to harp unnecessarily but I just cannot fathom the kind of logic the Grimoire represents. Why do I need hundreds of kills with an Auto Rifle to gain something as basic as the game's definition of an Auto Rifle? Why do I need to make an Awoken character for the sole purpose of finding out why blue people are running around here? Every other game I've ever experienced had the sole requirement of simply interacting with a subject to gain knowledge about it and right fully so. What good reason is there to [i]not[/i] give the player information on something as soon as it is encountered or at the very least shortly there after? [b]Items[/b] I. Gaining Items On the whole, the system behind Destiny's loot system seems to work just fine but could use some fine tuning when it comes to the Crucible. I, like many others, brought my A game to the Iron Banner and was [i]eventually[/i] awarded Timur's Lash and some Glass Shards, gained after arriving in third and first place after a hand full of victories with people also receiving the Hand Cannon after equally scattered performances. In short, it seemed as if I gained these rewards much like equipment in the Crucible proper, out of pure dumb luck with none of the metrics on how many matches I played or where I placed score wise being a noticeable factor. While this is merely an oddity in the normal mode it becomes an issue when talking about limited time events and unique awards. It goes without saying that inundating consistent PvP top scorers with loot runs counter to good balance but what ever algorithms are used to determine who gets what when need to be adjusted for the sake of the Iron Banner so rewards are both timely and consistent. There are few frustrations greater than having something dangled in front of with no real way of knowing when or even if you'll ever receive it even though you're doing all you can. This is a completely arbitrary suggestion but I was thinking if you can win ten matches, nearly regardless of you personal performance, you receive the limited reward. When it comes to items available for purchase I'm not entirely sure what to think. With the Vanguard Armory trailer showing the return of low level Vanguard weapons and the addition of low level Vanguard armor the player seems to have enough avenues to find the proper equipment they need if they're having a stint of bad drops but I'm not sure what other changes will be made before release. In a slightly related note, I reached rank 3 with the Cryptarch and got engrams for the "Creation's Wind" bond and the Zombie Apocalypse WF47. While the bond required me to be level 10 which is acceptable the Machine Gun required me to be level 20, I enjoyed the sentiment of the rewards but I would probably be better served with items that are in my characters ball park. II. Shaders I can't really find a good reason why basic shaders from the Guardian Outfitter should be level locked. It would be one thing if they were super unique schemes gained from raids or other accomplishments but should I really need to reach the max level for my character to not look like a sci fi circus clown? Honestly, c'mon. The choice is especially odd given factional colors only had a crucible rank requirement in the alpha. Also on the topic of shaders, there needs to be an ability to preview them. I'll finish by posting my thoughts on Destiny's narrative shortly.