10 Reasons You're Wrong About Destiny

7. Each Class And Power Feels Completely Different

What becomes apparent the more time you put into Destiny is just how different the fundamental the building blocks of combat - and your approach to them - really are. For example if you're playing as a Titan your melee attack will do far more damage after you've charged it up, making you literally pull your punches, whereas the Hunter can throw their knife and the Warlock can regain some energy if a charged-up hit connects. They're the secondary powers, but its the main ones you'll have the most fun busting out or seeing online. The long-coated Warlocks can chuck a whopping great big ball of Light at a cluster of enemies in addition to their grenades, whereas for the meatier Titans they get a Jax-style ground n' pound, a straight-up punch to the face and a devastating shoulder-barge that turns into a flying knee if you do it mid-jump. Hunters are the stealthier, thief-like Guardians, unlocking a very Dishonoured-style teleportation ability that replaces their double-jump alongside a cluster-grenade whose particles track other players sometimes around corners.
As you can see, each class feels different in a huge number of ways, and it's only through combining all of them together into the more common three-person Fireteams or six-strong units for Team Deathmatch that you'll start to see such beautiful things as a Titan jumping in from on-high to unleash their smart-bomb, or a cloaked Hunter going momentarily invisible for a revive-run of fallen comrades.
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Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.