The Taken King in­tro­duces weapon foundries – three man­u­fac­tur­ers with dif­fer­ent philoso­phies on the art of war. They’re de­signed to in­tro­duce more per­son­al­ity to the game’s ex­panded ar­se­nal, their work based on dis­cov­er­ies Guardians made through­out year one. Hakke prizes func­tion over form and dam­age over gim­mickry. Omolon makes sleek, light­weight energy weapons that of­fer syn­ergy with a Guardian’s class abil­i­ties. Suros be­lieves weapons should be flex­i­ble, with perk up­grades tak­ing guns in wildly dif­fer­ent di­rec­tions.

Weapon perks have been rethought too, with the fi­nal slot on a weapon’s up­grade path of­fer­ing a sig­nif­i­cant power boost to one stat but a penalty to another. You can max out the sta­bil­ity on your new auto ri­fle, but it might mean re­duc­ing its range or mag­a­zine size.

“This is the kind of thing you only re­alise af­ter the game has been out and you’ve been play­ing it with the com­mu­nity for a year,” Weis­newski says. “It was very easy to find a gun that had a solid base and then another slot on the [up­grade] grid that made it easy to spike a stat. You do that long enough and, over time, all the guns play the same. You have this whole wealth of weapons that are all ba­si­cally the same gun, with dif­fer­ent art. Forc­ing you to make an in­ter­est­ing choice gives the weapon more per­son­al­ity.”

Newspapers in English

Newspapers from Australia

© PressReader. All rights reserved.