These changes were mostly an effort to combat the issues with the Crucible in Destiny. Random weapons rolls meant some options were objectively better than others, super spam took the focus off of gunplay, and special ammo weapons (shotguns, fusion rifles, sniper rifles, and single-shot grenade launchers) were much more powerful than primary options - an issue Bungie later fixed in Destiny by decreasing the special ammo drop rate.Īs any day-one Destiny 2 player can tell you, these changes weren’t the best for the game. So that time period almost felt like an arena shooter,” Wilson tells Digital Trends. “Let me paint the picture: You moved way slower, it was teams of four instead of six, and there weren’t special weapons in the game, and all of the weapons had set rolls. ![]() Game modes went back to 4v4, random rolls were gone for weapons, and supers, although present, took much longer to come online. That changed in Destiny 2, where Bungie looked back to Halo for inspiration. The Crucible also set game modes up for 6v6 instead of the 4v4 featured in the vast majority of Halo multiplayer modes. Each class now had access to a map-melting super ability that could take out even the strongest Guardians, and random perks on weapons gave players more choice in how they wanted to play. There were a few major differences, though. And it’s only fitting that once cooldowns were brought into the fold, Bungie moved on to start developing the original Destiny.Ĭrucible in Destiny “felt more traditional to Halo,” according to Luke “DR_BIG_SMOKE” Wilson, who has been playing Destiny since the first alpha period. Instead of pickups, Spartans could slot an armor ability into their loadout before a match, with the ability coming back online after a cooldown. The critical change with these pickups is that Spartans could choose when to deploy them, unlike invisibility and the overshield, which activated immediately upon pickup in the style of a traditional arena shooter.īungie took the system a step further in the final Halo release it worked on: Halo Reach. In PvP, Halo 3′s Regenerator is similar to the Warlock’s healing rift in Destiny 2, and deployable cover is basically the same as the Titan’s shield. These pickups likely drew inspiration from arena shooters like Quake, where multiplayer was about dotting around the map for pickups as they spawned.įlash forward to Halo 3, and you can see more connective tissue. Both are still present today in Destiny 2, even if they come in different forms. ![]() Here’s what his quests unlockĪs early as Halo: Combat Evolved, Bungie was experimenting with ability pickups: Invisibility and the overshield. Long before 343 Industries took up the mantle of developing new Halo releases, Bungie built the foundation for the series - a rock-solid shooter format that would influence the genre at large.ĭestiny 2 adds Halo-like weapons to celebrate Bungie’s 30th birthday To talk about Halo Infinite, we need to start examining Bungie’s original work on the first handful of Halo games. Bungie’s long road to the Crucible Image used with permission by copyright holder Looking at the two games side by side, both Destiny 2 and Halo Infinite can learn from each other’s approach to PvP. Since the handover, Bungie has since moved on to Destiny 2, a game that left many of its original Halo ideas on the cutting room floor. Bungie built the the Halo series originally, though it’s now developed by 343 Studios, which handled Halo Infinite. What Halo Infinite can learn from Destiny 2Īs we start looking forward to a new era of Halo multiplayer, it’s important to look back.What Destiny 2 can learn from Halo Infinite.And let's not forget about those moments when we'll drop something as big as a Devil Walker in your path."ĭestiny, along with an all-new Halo title, is currently in development for release in 2014. "The larger crews, the ones that include Vandals or Captains, will have you wishing you brought that Fireteam. Some of the smaller targets, like the Shanks and Dregs, will draw your fire," Bungie said. "Check out the demo again, and see how many varieties you can spot. "In truth, the Fallen are as varied and diverse as the Covenant as a whole."īungie then recommended players watch the demo again for further evidence of the differences and examples of variety. ![]() When people saw them at E3, they were all too quick to compare them to the Elites you fought in Halo," Bungie said. People were "too quick" to compare Destiny's enemies to Halo's iconic Covenant forces, developer Bungie Studios has said in its latest Mail Sack feature.ĭescribing the four-armed Fallen enemy type in Destiny, Bungie said this antagonist force is actually more varied and diverse than the Covenant are as a whole.
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