
"In 2014, the studio renowned for the Halo franchise launched Destiny, which promised to blend its penchant for dynamic single-player campaigns and kinetic multiplayer gameplay with the framework and community-oriented features of MMOs. And while the game was released to an excited and impressionable audience, it floundered. Its opening salvo felt limp and incomplete--a sentiment that later reporting would confirm--but it maintained a playerbase through a spate of smaller middling DLC releases leading up to The Taken King, Destiny's first major expansion and saving grace."
"The Taken King launched on September 15, 2015 and--I say this without exaggeration--revolutionized the game, which felt aimless till its arrival. Destiny's worlds, while large and beautiful, felt quiet and devoid of life. Its cast felt more like disparate archetypes thrown in a blender than a cohesive company. And its paper-thin plot...well, it was just that. Destiny wasn't without merit--it excelled in gunplay, boasted an art style that blended sci-fi and fantasy seamlessly, and the level design of its strikes and raids were still exemplary--"
Destiny launched in 2014 promising a fusion of single-player narrative and multiplayer MMO features but arrived incomplete and underwhelming. Early DLC sustained a community but failed to resolve core shortcomings in story, world vitality, and character cohesion. The Taken King, released September 15, 2015, overhauled pacing, mission construction, and raid design, injecting momentum, clearer stakes, and livelier encounters. The expansion preserved strong gunplay, art direction, and level design while providing a sharper framework that made activities feel meaningful. The Taken King both rescued Destiny's early reputation and established patterns that influenced later live-service design choices.
Read at GameSpot
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