Destiny 2: 10 Big Things Bungie Must Fix

6. Pint-Sized World Hub

Destiny's iconic Tower, the last vestige of the Traveler's protection, is in many ways a microcosm of the game. Small and deserted, the Tower is little more than another stop on the "Go here, press button" tour to which all Guardians have bought tickets. Joining any of the three factions does little more than add a different meter to your grinding. Vanguard and Crucible masters are just glorified merchants, and most of their wares are shoddy anyway. The Cryptarch and Bounty heads catch more limelight than anyone, but we all know just how poor a choice they are for conversation. The aptly named Speaker does nothing more than ramble on about a plot that isn't concerned with you, and the remaining NPCs are just fodder for the occasional objective icon. Everything about the Tower is so empty, perfectly echoing one of Destiny's worst qualities. Given that all these facilities are crammed into such a small area, it's almost fitting that only 16 players can inhabit a single Tower (game) at a time, but it leaves it a ghost town all the same. It's a positively miserable place, a nagging excuse to backpedal each time you complete anything that players would be better off without. Even Super Mario 64 knows what a world hub should do: tie things together. For an ostensibly massive game such as Destiny to try and do that with the square footage of a studio apartment in Los Angeles is simply laughable. Besides, it's called the Tower, not the Plateau; where are the levels? This isn't a city; it's a strip mall, and it needs some serious renovations before we see it again.
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A freelance games writer, you say? Typically battling his current RPG addiction and ceaseless perfectionism? A fan of horror but too big a sissy to play for more than a couple of hours? Spends far too much time on JRPGs and gets way too angry with card games? Well that doesn't sound anything like me.