The result is a grindy game with a heavy focus on figuring out loadouts, customizing them with mods and slowly grinding out even higher numbers. Mods also have to be leveled up, adding to the huge - occasionally bloated - amount of stuff to do. Instead, it’s up to players to plug mods into them, changing their stats to favor specific combat situations or just player preference. No weapon or Warframe is inherently better than any other. Warframe has more gameplay similarities to Vanquish than it does Gears of War. Think Diablo level design, but in a fast-paced third-person shooter. There are wave-based survival, hostage rescue, assassination and just straight up “Kill X enemies” missions, all set on randomly generated levels. Like in Destiny, most of the time spent in Warframe is hopping from planet to planet, completing a variety of mission types. You’re also collecting materials to craft more guns and Warframes (effectively classes in Warframe) to level up in the future along the way. Every item level increases your account level, in turn making any future weapons slightly easier to level up. That means you’re sticking with that assault rifle right up until you run enough missions and kill enough robots (or Warhammer 40,000-style marines or “Infested” versions of either) to get that particular weapon up to level 30. Warframe asks its players to craft gear and level it up much in the same way you’d level any RPG character. Warframe has a very different type of grind. Even while I work my way through the raid, I’m still finding myself constantly swapping guns and armor, never sticking with any one of them long enough to fall in love with a specific play style. The late game focuses on improving the guns you like by way of infusion and mods, but gear is perpetually shifting for the vast majority of any player’s time with either of the Destiny games. It’s a great way to constantly demand players to test out new gear while showing off every style of weapon the game has to offer.įree-to-play Warframe follows its own Destiny The first 20 levels are a constant cycle of finding a new gun, dropping the old one, finding yet another one, dropping that last gun and so on. The constant drip of new guns and armor is key to its gameplay loop. Watching numbers go up in a game is extremely satisfying, as it turns out.īut their approaches to the loot game genre differ drastically.ĭestiny 2 is all about the straight up loot grind. It’s the Diablo model, where every action you take is intended to find stuff to make your stats go up. You shoot dudes, get better loot from the dudes and then use that loot to kill increasingly more difficult dudes. Same in loot onlyĭestiny and Warframe have the same gameplay loop at their core. Meanwhile, I’ve been playing the same Warframe character for months with no end in sight.Ĭan Destiny 2 become the living game that Destiny seemed, to fans, destined to become? The answer may just lie in whether Bungie can learn the lessons of Warframe. The endgame meatiness just doesn’t seem to be there. There’s a sense of déjà vu a few weeks into Destiny 2. We had committed so much time in the first game that it only felt natural for it to grow more and more until it had evolved into something bigger, much like the PC MMOs of the past. To some (maybe many), it felt like a betrayal. Content updates were big, but relatively infrequent. But, unlike Warframe, there was a sense that it was just the first game in a series, rather than something to be built on as a living game. It’s in the top 10 most popular games nearly all the time, and it worked hard to get there.īungie’s Destiny was met with mixed reviews when it was released in 2014, but it quickly became one of the most popular games of the year.ĭestiny had the initial playerbase to make a run at the long term. It grew with time, becoming one of the most consistently popular games on Steam. But Digital Extremes constantly updated and improved its free-to-play loot shooter. Warframe was panned by critics and played by few people when it was released in early 2013.
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