Conversations around the comparisons between what Bungie's Destiny is and what Ubisoft's Tom Clancy's The Division could be, are commonplace. However, they mainly consist of us complaining about Destiny's faults and how Activision's mistakes shouldn't be replicated by Ubisoft. Well, the conversation has kind of shifted thanks to the release of Destiny: The Taken King.
That's not to say that we all praise Destiny now, but The Taken King has given us a glimpse of what this game could have been, or will one day be. Therefore, in order to see what The Division could accomplish on its release, let's take a look at what the latest expansion has done for Destiny, and analyse the good and bad points of Bungie's developing game.
Tom Clancy's The Division - Learning From Destiny: The Taken King!
Destiny was never something I really got into. As we've all said before, the story was awful and basically absent from the game, the combat scenarios were repetitive and numbing, and each expansion brought more of the same and excluded those who didn't have it. The Taken King doesn't fix all of these issues, in fact it exacerbates the latter. But there are elements that this expansion has introduced that clearly should have been there from the beginning. As one reviewer stated: "Let's pretend it was always this good!"
Destiny has always had worthwhile elements. For instance, I think its PvP is probably the best example of multiplayer conflict on consoles. Its raids are also remarkable and the way in which they have to be completed is beyond impressive! But The Taken King, essentially a soft-reboot for Destiny, introduces elements that Tom Clancy's The Division needs to have from the beginning.
For starters, The Taken King has transformed its reward system. One of the main reasons that a lot of us abandoned Destiny is because it wasn't giving us the upgrades or rewards that we felt we deserved. Everything you do in The Taken King has a sense of accomplishment now, thanks to the changes of how Light operates as well as improvements to the reward systems for PvP and more.
The Taken King Makes Destiny Worth Playing!
If The Division wants to be a proper RPG, it's going to have to reward our time in meaningful ways in order to hold our attention. Make the same mistakes as Destiny in this area, and players will be dropping off like flies. In addition, The Taken King has given us something and someone to care about. Playing the game at launch gave me literally no one to give two shits about.
The Division already has an intriguing setting, but for those that enjoy a sense of narrative, let's hope that Ubisoft have created a story worth following. In the case of the Taken King, Bungie have nailed it at long last. Characters have personalities, missions are that bit more engaging, the sense of threat is actually present with a fantastic villain and the variety of campaign adventures is far more enjoyable.
But one thing about The Taken King that The Division really needs to nail, is team-play. The new class abilities in Destiny are invigorating. The special abilities that have been allocated to Warlocks, Hunters and Titans make for some remarkable team-focused attacks. Warlocks can get up close and personal with a lighting-based attack, titans can launch flaming hammers at enemies from a distance, while hunters can root enemies to a spot with a powerful new bow.
This sense of camaraderie and teamwork needs to be in [Tom Clancy's The Division](tag:2684169) if it's going to succeed. The various abilities and weapons we can collect in the game need to offer diverse options when it comes to taking down our foes. If Ubisoft really want the game to succeed as a team-focused game, perhaps The Taken King really can show them how to do it.
Is This What The Division Needs?
But what about you guys? Have you had the opportunity to engage with Destiny: The Taken King? Do you think that Tom Clancy's The Division has something to learn from Bungie's hit? If so, let us know in the comments below!