Destiny: Rise of Iron Review – PlayStation Insider

Originally published on PlayStation Insider on September 30, 2016. PlayStation Insider is no longer active, so I have republished the review here for myself. If you would like to see the original post, check out the Web Archive.


Two years ago, Bungie released their first new IP in nine years. Not straying far from the theme of space and shooting, Destiny’s hype was lofted high thanks to promises and the pedigree of the studio at hand. What they delivered was a competent shooter that had style over substance. While the game was critically received as “good,” the community flourished and launched the game into the place it is today.

Now the game’s final expansion is out in the wild and Guardians are becoming Iron Lords. Bungie has corrected the mistakes of the original Destiny, often referred to as vanilla, with Rise of Iron having a full fledged and focused story with consistent cutscenes, a richer multiplayer experience, and the most varied content the franchise has had to date. It may not be as fundamentally game changing as The Taken King was last year, but Rise of Iron shows its strength in a calculated move of nostalgia aimed at its vibrant and loyal community.

Bungie was supposed to release the sequel this year, but decided to delay it into 2017. To fill the void and keep the community engaged, Bungie had to make some sort of content, and thus, Rise of Iron was born!

Narrative in Destiny has always been a go-to weak point for people to wag a finger at. It’s understandable and valid, especially considering the Halofranchise’s story under Bungie’s development. Vanilla Destiny had “no time to explain why they had no time to explain” a structured story. The Taken King vastly improved with a few more cutscenes and a cohesive narrative that tied throughout the campaign and the raid.

Rise of Iron is what vanilla should have been, considering on Bungie’s previous work. Its story is grounded in Destiny lore, based on Lord Saladin from the Iron Banner crucible event. Long ago, Lord Saladin locked away a virus-like material called SIVA. The Fallen have dug it up and Lord Saladin needs new Iron Lords to answer the call. It has focus, although it is shorter than The Taken King’s campaign. Cutscenes open and close out missions with a succinct narrative. Where Rise of Iron strives, in regard to narrative, is in the follow-up quests to the main campaign.

The real heart of Rise of Iron lies within the post-campaign quests. Two specifically stand out amongst the pack: The exotic quests for Ghjallerhorn and Khvostov 7G-0X. For those not familiar with those names, Ghjallerhorn is the exotic rocket launcher that was infamous for melting bosses with its absurdly good perks. Even more specific is the Khvostov 7G-0X, which was the very first gun every Guardian uses in the tutorial mission. Both guns have questlines that revolve around building each weapon. There is a sense of pride and accomplishment in creating your own of each. The callback to each is meant to evoke a sense of nostalgia and a feeling of just how far you’ve come in your journey to become legend. The Khvostov 7G-0X quest, in particular, felt hand crafted for day one Guardians and as a personal thank you from Bungie.

When it comes down to the gameplay of Rise of Iron, the expansion does not stray from The Taken King in any substantial way. There is a new area to explore called the Plaguelands. It is a new area of Old Russia that bleeds into the starting area of the main game. It is a smart way to tie the beginning of the franchise into new content. Some areas are reused, but spruced up with new visuals of SIVA overtaking the wall and Old Russia.

The Plaguelands are certainly the largest patrol zone yet, packed with more visual elements. It functions like any other patrol area though. Once you learn the lay of the land, you typically hop on your sparrow and race to your destination, rarely stopping to look at all the detail or pick off a few of the new Splicer type enemies. It would have been nice to fill all that open space with more dynamic tasks to complete instead of the same tasks in other areas.

Other than the Plaguelands, a new patrol mission type was created for SIVA and a new public-event area called Archon’s Forge was made akin to Court of Oryx from The Taken King. These add just one more thing players can do on patrol runs as they fill out bounties and quests.

In regards to quests, Bungie has expanded upon the record book tracking introduced as a microtransaction in SRL (Sparrow Racing League). Bungie brought it back for free in both Year Two Moments of Triumph and now in Rise of Iron. Functioning like an in-game achievement system, the Rise of Iron record book is packed with tasks to complete. The more you do, the more rewards you get. Upon completion, players will unlock full sets of Iron Lord gear and will look unbelievably stylish as they slay their enemies while covered in wolf pelts. This is a great way to implement in-game achievements, outside of trophies or Xbox achievements. It has a checklist feel that demands to be completed. It’s not necessarily meant to be filled out rapidly, although the most dedicated may grind them out quickly. There are plenty of tasks that will keep Guardians occupied for the next couple of months.

Bungie has decided to leave PS3 and Xbox 360 in the dust. Rise of Iron does receive a small boost in visuals thanks to this decision, primarily with particle effects, such as snow or red particles from SIVA and Splicers. There maybe a wider ability of things to do in the raid, but at this time I have not completed the new raid, Wrath of the Machine. I will be sure to update this review with full thoughts on the raid upon completion.

The music also gets a new coat of paint. The new soundtrack revises original Destiny songs and adds slick electric guitar. It adds a slight edge, all while lending itself to a grand score that is worthy of legends. I cannot get over how good the guitar is during the Sepiks Perfected strike. You can listen to it and the whole soundtrack below.

Arguably the highlight of the expansion is the brand new raid introduced in Rise of Iron. Raids are the highlight of Destiny’s player vs environment (PVE) content. New raids are exciting within the community since the high level entry point allows Bungie to experiment with the game’s design and let their freak flag fly. 

Wrath of the Machine takes a little bit from the previous three raids in terms of design, while embracing a wonderfully gripping sense of world aesthetic. The art direction for the raid is above and beyond previous raids. From clusters of red and shiny SIVA particles (thanks PS4 power) to the theme of computers and technology, Wrath of the Machine shines visually. The dedication to the theme even seeps into the quest for the raid exotic, Outbreak Prime. I would like to note that members of my fireteam experience a noticeable frame rate dip during the zamboni portion of the raid. During my time, the frame rate never pulled me out of the experience, but I have heard enough complaints that I thought it fair to mention here.

Mechanically, the raid strikes an excellent balance of teamwork, even though the mechanics themselves hardly evolve over the period of the raid itself. Each boss may use an element of the first encounter, but Wrath of the Machine never lays the burden of triumph on one Guardian or all. Bouncing back from a death or two is possible, without punishing the whole fireteam. Much like Vault of Glass, the victory belongs to all the Guardians (except the ones you carry).

Wrath of the Machine blends the best parts of the previous raids into one. It may not be the longest raid, but the environment and enemies are engaging. When considering the short time Bungie had to develop Rise of Iron, Wrath of the Machine is an engaging and exciting raid that you can play with friends on a weekly basis.

Multiplayer has received a few new features as well. The two most notable additions are private matches and a new mode, Supremacy. Private matches are totally customizable with mode, points, location, and time of day. They encourage the social aspect of Destiny within the crucible, outside of the heavily competitive scene. It may not capture the spirit of Halo 2 LAN parties, but it still is welcome.

Supremacy is Rise of Iron’s kill confirmed mode. The concept is to gain points, you not only have to get the enemy kill, but also pick up an orb called a “crest” to confirm the kill and actually gain points. The mode is fun and encourages open combat and more conflicts. Where Supremacy falls short is the length of the matches. Teams play to 135 points with each kill counting for two points. The mode certainly feels like a drag halfway through matches. Hopefully, Bungie will patch the length of matches, but until then players can adjust the time and points in private matches.

Rise of Iron doesn’t reinvent the wheel when it comes to the Destiny formula. It is a love letter to both Destiny and the community it birthed. It’s filled with heartwarming memories that invoke comfort, nostalgia, and a sense of accomplishment. I feel like Bungie handcrafted this content for Guardians like me: Those that have been there from the beginning. Due to the reminiscent focus on content, Rise of Iron is not the best starting point for new Guardians who answer the Traveler’s call. It lacks a sense of reinvention and invigoration that The Taken King brought the table. Rise of Iron may not reinvent the wheel, but it doesn’t necessarily have to. I can’t imagine a better swan song for Destiny’s first full cycle. I truly feel like I have become legend with my fireteam.

7.5/10

Millennial Gaming Speak – Episode 60: Why Is Shovel Knight in Yooka-Laylee?

Episode 60: Why Is Shovel Knight in Yooka-Laylee? Millennial Gaming Speak

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Max and Logan talk about the new Yooka-Laylee trailer and also discuss a bunch of random topics revolving around missed franchises and seasonal gaming.

Follow Max and Logan on Twitter!

@MGSpodcast
@MaxRoberts143
@MooreMan12

Email us at mgspodcast@gmail.com

Intro and Outro song is “OHC3” by Kris Keyser

Break song is “King Dedede’s Theme” by Takahiro Nishi, Shogo Sakai, Masaaki Iwasaki, Yutaka Iraha, Keigo Ozaki, and Kentaro Ishizaka from “Super Smash Bros. Brawl.”

Pac-Man Championship Edition 2 Review – PlayStation Insider

Originally published on PlayStation Insider on September 21, 2016. PlayStation Insider is no longer active, so I have republished the review here for myself. If you would like to see the original post, check out the Web Archive.


Over the course of 36 years, Pac-Man has taken many forms, both inside and outside of the maze. His classic arcade experiences are imbued into pop culture. When Bandai-Namco experiments with Pac-Man it can be a definite hit, like the wonderful Pac-Man 256, or a forgettable miss, like Pac-Man Party for Wii, a blatant and bland Mario Party rip off. Pac-Man Championship Edition 2 takes the spirit of the yellow puck and adds flashy lights, ear thumping music, and slick gameplay that keeps the aging icon from fading into obscurity.

At its core, Pac-Man still has to follow a line of pellets around a maze-like board while avoiding ghost enemies. Eat enough pellets to fill the meter at the bottom of the screen. This meter spawns the fruit or a power pellet, which allows you to advance to the next board. The more pellets you eat, the more points you will earn for eating them. Pellet points max out at 500 and reset if you lose a life. This reminds me quite a bit of Pac-Man 256 on mobile, without the punishment of missing a pellet resetting your points. CE2’s pellets are laid out in a specific path on the boards. This path of pellets is the quickest route to get all the pellets scattered across the board. While it’s easy to see the path you need to take, it is a whole other task to stick to it.

A large shake-up in the traditional Pac-Man gameplay is with the ghosts. Blinky, Pinky, Inky, and Clyde don’t take Pac-Man’s life in one go any more. Our little puck has built up tougher skin over the years. Now you can bump into a ghost one or two times before it gets mad enough to kill you in one hit. This lends to a more forgiving experience in your attempts of the levels.

The ghosts have another alteration that lends itself to one of CE2’s most satisfying and delightful features. Scattered along the pellet path are little green ghosts that sleep until Pac-Man gets close enough to wake them. Once awake, these little ghosts attach themselves to the colored enemies on the boards. This creates a long train over the course of the levels. When it comes time for a power pellet, cut off and corner the leaders of these ghost trains and chow down for maximum loads of points. 

CE2 comes with two modes: Score attack and Adventure mode. 

Score attack is the tried-and-true addictive formula of chasing the top score on the leaderboard that has been a staple of the yellow muncher from the beginning. The game features 10 levels with three different difficulties; single train, regular, and extreme. You have five minutes to do your best to max out your score. Each level has a scoring system that shares with your friends and leaderboards. To have a top tier run, you have to weave through the course with precision picking up pellets, waking up ghosts, and chomping down on long trains of ghouls. 

The rush of cornering ghost trains and barely beating the score above you on the leaderboards is thrilling. It’s a loop that I see myself chasing over and over again. It captures the spirit of the arcade without having to put in 25 cents every time you want to top your score.

Adventure mode is more akin to the variety of Pac-Man spinoffs. It features a three star system similar to popular mobile games that hook you with familiar goals like collect all three items or complete these three tasks. The goal is to collect enough stars to face a boss ghost at the end of a world. Adventure mode’s biggest problems are a lack of variety in challenges and no leaderboards. The challenges are all about getting X amount of fruit in a certain amount of time. Crank up the difficulty to have fewer lives and less time, which leads to earning more stars. Points don’t matter. As long as you collect all the fruit before time runs out or lose all your lives, you earn the stars. I wish there was spice to the challenges. The lack of pursuing a top score and a repetitive task wears down the mode’s longevity quickly. Adventure mode feels more like filler than substance. I would have preferred a few more hand crafted levels to climb the leaderboards in than meaningless boss battles.

Before starting a round, there are quite a few options of how you want the level to look and sound. You can change the maze theme and colors, the background, character models, camera angle, and the music. It is a cool level of aesthetic customization. Almost all the options work together and pay homage to Pac-Man’s past. I do wish there was a preset I could create for all levels however, instead of tweaking each level individually to my liking.

The music alone deserves its own spiel. The thumping electronic beat matches the rush of racing through the mazes and dodging ghosts. It sucks you in and eggs you on to reach that high score. Having music like this in an arcade game really adds to the experience to make it richer, like Resogun or the Hotline Miami series.

CE2 is quite the arcade package. The addictive score chasing is in peak form for Pac-Man’s latest game. With vibrant visuals coursing through the little yellow body, CE2 is a dope game for new and experienced players alike. The leaderboards will keep you coming back as you chase the top slot, even if the Adventure mode takes a back seat.

9/10

Millennial Gaming Speak – Episode 59: Which Franchises Do We Want to See in VR?

Episode 59: Which Franchises Do We Want to See in VR? Millennial Gaming Speak

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With no news this week, Max and Logan talk about which franchises they’d like to see come to VR and also discuss some of their favorite games that aren’t video games.

Follow Max and Logan on Twitter!

@MGSpodcast
@MaxRoberts143
@MooreMan12

Email us at mgspodcast@gmail.com

Intro and Outro song is “OHC3” by Kris Keyser

Break song is “Vampire Killer” by Akira Soji from “Castlevania: Rondo of Blood.”

Millennial Gaming Speak – Episode 58: Sony Had A Bad Week

Episode 58: Sony Had A Bad Week Millennial Gaming Speak

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This week we talk about Mario’s arrival on iPhone and the rough week that PlayStation had.

Follow Max and Logan on Twitter!

@MGSpodcast
@MaxRoberts143
@MooreMan12

Email us at mgspodcast@gmail.com

Intro and Outro song is “OHC3” by Kris Keyser

Break song is “Bony Dinosaur Dance” by Mariko Nanba & Tomoya Ohtani from “Billy Hatcher and the Giant Egg.”

Millennial Gaming Speak – PlayStation Meeting Breakdown

PlayStation Meeting Breakdown Millennial Gaming Speak

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Max, Logan and Michael Ruiz give their thoughts on what happened at the PlayStation Meeting moments after Sony’s presentation ended.

Follow Max and Logan on Twitter!

@MGSpodcast
@MaxRoberts143
@MooreMan12

Email us at mgspodcast@gmail.com

Intro and Outro song is “OHC3” by Kris Keyser

Millennial Gaming Speak – Episode 57: Breaking Down Nintendo’s 3DS Direct

Episode 57: Breaking Down Nintendo's 3DS Direct Millennial Gaming Speak

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Logan and Max try break down the latest Nintendo Direct along with some fun discussions about The Walking Dead, remastered games, and angry players.

Follow Max and Logan on Twitter!

@MGSpodcast
@MaxRoberts143
@MooreMan12

Email us at mgspodcast@gmail.com

Intro and Outro song is “OHC3” by Kris Keyser

Break song is “Neon Cave Campfire” by cap_colors from “Strike the Earth! Shovel Knight Arranged