EDGE

Space Magic

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

- BY NATHAN BROWN

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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