10 Reasons You're Wrong About Destiny

10. Levelling And Progression Is Spot On

In a very strange move that right off the bat puts some people off is the restricted use of grenades. One of the most fond, series-identifying 'things' you could do in Halo was lob one into a pack of enemies and watch them all be blown in eight directions at once, awash in more colours than your average student-filled VW camper van as you took a rifle to any remaining straddlers. Destiny does away with that notion of at any time having two or three grenades available at once, limiting you to just one that slowly recharges over time - therefore making the use of it far more important and powerful, turning the tide of a fight like an explosive device should. When you first start you'll lament this decision, but as you level up and spec in certain ways (if you choose to) you can gradually turn back into the grenade-flinging badass you were born to be. It's a hallmark of a great RPG, nailing that sense of the character you are at the end of your journey being completely different to the start, and this is one of many small things that sticks out as being subtly brilliant.
That's before you get stuck into the weapons too - which we'll elaborate on in a couple points' time - that can help with putting points into things like grenade cooldown and melee-attack damage-boosts, alongside the usual plethora of stats regarding your head (helmet), arms (gauntlets), legs and chest, different combinations of which change fairly regularly as you level up. Much has been said about the comparisons to Borderlands and Diablo as the two nearest comparisons when it comes to loot-based gameplay, and it's very much the case that the amount of rewards you get from those two titles far outweighs that of what's on offer here - especially in terms of frequency. But if you're one of those people who actually didn't like swapping out your armour and weapons every few minutes for the latest shinier version and would rather stick with something for a while, it makes that change to whatever you eventually acquire much more different, affecting and aesthetically noticeable.
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Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.