Space Magic

Bungie tees up the next step in its grand ga­lac­tic ad­ven­ture with the in­tox­i­cat­ing Des­tiny 2


There’s noth­ing quite like Des­tiny. But, like so many other games, it be­gan life as a se­ries of con­cepts: of key­words and phrases, set­ting high-level cre­ative goals for the team at Bungie, that were laid out in 2009 by de­sign di­rec­tor Jason Jones. Luke Smith – back then a mere de­signer, and to­day

Des­tiny 2’ s game di­rec­tor – re­mem­bers two in par­tic­u­lar. ‘We want to make a game like golf’ was one; if you’ve been fol­low­ing Des­tiny 2’ s de­vel­op­ment you may have heard Smith re­fer to the good walk spoiled, and the anal­ogy fits. Golf, like Des­tiny, is a game you can play com­pet­i­tively, or for fun. You can watch it in­stead of play­ing it. You can be ter­ri­ble at it, but still en­joy it. It is bet­ter played with friends, as much a so­cial oc­ca­sion as a sport­ing one. You carry with you a set of tools, and must de­cide which is best for the job at hand. Des­tiny, a game about killing ro­bots and wiz­ards on alien plan­ets us­ing su­per­pow­ers and mag­i­cal guns, is the best golf game ever made.

Golf, then, is a driv­ing source of cre­ative in­spi­ra­tion for one of the most in­tox­i­cat­ing shoot­ers on the mar­ket. Yet it is an idea that needs ex­plain­ing in or­der to be prop­erly ap­pre­ci­ated: as an el­e­va­tor pitch, ‘An FPS, but golf’ hardly sets the pulse rac­ing. The other con­cept Smith re­mem­bers from 2009, how­ever, is a suc­cinct, crys­tal-clear, sim­ply per­fect sum­mary of why play­ers in their mil­lions fell in love with Des­tiny, for all its flaws – and seem set to do the same all over again in its se­quel. When Smith first told us the phrase, dur­ing a sprawl­ing in­ter­view af­ter

Des­tiny 2’ s un­veil­ing in Los An­ge­les in May, we told him Bungie should put it on T-shirts. It de­serves its own line; its own para­graph. No: its own page.


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