A New Milestone of Shameless Grinding. Destiny: Rising Mobile Review

A New Milestone of Shameless Grinding. Destiny: Rising Mobile Review

15:50

Масштабная вселенная Destiny, пафосные и дорогие видеоролики и AAA-подача. Destiny: Rising — новая веха в истории франшизы? Если вы согласны считать типичную мобильную гача-гриндилку новой вехой — то да. Почему Destiny: Rising разочаровывает при всех своих амбициях — разбираемся в нашем материале.

Mobile games now account for approximately half of the entire gaming market, on par with PC and console games combined. However, these two worlds—mobile games and projects for "adult" platforms—rarely intersect. Mobile games rarely transition to PC and consoles: this is hindered by gameplay features tailored for short sessions and touch controls. And franchises known from PC, until recently, if they appeared on mobile devices, it was either in the form of old ports or games "based on" them with mechanics that did not meet the expectations of fans of the originals.

However, NetEase, the company responsible for Diablo Immortal, already has significant experience in adapting major Western franchises for the mobile platform. On smartphones, they released EVE Echoes, made games based on Warhammer 40,000: Lost Crusade, The Lord of the Rings: Rise to War, and other projects where it was important not only to use the name but also to convey the spirit of the original. Among recent successes is the hit Marvel Rivals for PC and consoles, which our author Eduard Epstein rightly called a worthy competitor to Overwatch and a real gift for Marvel fans.

Destiny: Rising is also positioned as a game based on a major franchise. It so happened that before getting acquainted with this game, I only knew about the Destiny universe by hearsay—mainly as "Diablo with guns," which, of course, is an oversimplification but quite indicative for someone whose main gaming platform is a smartphone. Taking on Rising to write a review, I started almost from scratch. And, I confess, I was looking forward to it: Diablo is the gold standard of ARPGs; first-person or third-person shooters are one of my favorite genres; NetEase has already proven that it can make high-quality action games. Just remember Lost Light or the same Marvel Rivals.

Image belongs to NetEase and Bungie
Image belongs to NetEase and Bungie

The introduction began intriguingly. The developers clearly spared no expense on the presentation: expensive introductory videos, detailed graphics, musical accompaniment of an AAA project level. We are introduced to a science fiction universe where the civilization of humanity is almost destroyed by the invasion of ancient cosmic forces—hostile life forms seeking to erase the light of reason. Survivors gather around the Last City, and the hope for salvation is associated with warriors—the Guardians. They do not die: having died, they return, resurrected by the Light itself. These are the main characters we join.

First, we are presented with our first hero, Wolf, whose body is found on an already deserted battlefield by a flying support drone with a female voice, ZEV, who becomes our guide to the world of the game.

Together with her, we go to the Last City, where we meet the key figures of surviving humanity and receive the first tasks that reveal the basic mechanics.

More on the gameplay later, but for now, a few words about the plot. The game is not translated into Russian, so knowledge of English (or another available localization language) will still be required. Fortunately, the texts are not overloaded with complex vocabulary: even a basic level is enough to understand where the story is going and what is happening around.

Image belongs to NetEase and Bungie
Image belongs to NetEase and Bungie

It is immediately clear that the developers have invested in the presentation. Story scenes in real-time are voiced, and they are periodically replaced by high-quality cinematic videos—everything is executed stylishly, on a grand scale, at the level of AAA projects. However… the story itself remains lifeless.

Throughout the first chapters, the narrative tries to be heroic—inserting notes of tragedy in the right places (mainly through secondary characters) and rare moments of humor, of course. But all this is so predictable and written according to a template that you want to yawn already in the second chapter. If you have ever encountered similar universes—whether it's Mass Effect, Halo, or Destiny itself—you will predict every turn a few minutes before it appears. There are no discoveries and no tension here. Everything goes smoothly: correctly, technically, but damn boring.

The heroes are presented to us according to a single template—unsurprisingly, because the game features a gacha mechanic, where each character is an "unpacking" of another archetype. We quickly understand who is who. And if we don't understand, then the players have long compiled tier lists, at the top of which, predictably, are paid "golden" characters.

Image belongs to NetEase and Bungie
Image belongs to NetEase and Bungie

So, watching him in the story campaign "with his last strength" deal with a cunning and strong boss is not very interesting. Really cool characters are hidden behind gacha banners.

At the same time, it cannot be said that the story campaign is absolutely a failure. The locations are detailed, visually interesting, and the first hours of the game are really captivating: there is a sense of scale, dynamics. However, it soon becomes clear: the gameplay has frozen in place. The levels are built on the principle of a narrow "corridor"—run from point A to point B, deal with waves of mobs in mini-arenas at each section, sometimes overcome platforming or defeat a mini-boss to face a large opponent in the finale.

There is nothing reprehensible in corridor shooters—provided that they are done well. You can compensate for the linearity with a dense combat environment, well-thought-out AI, or interesting level architecture. Sometimes such attempts slip through in Destiny: Rising: verticality appears, elements of platforming, our hero masters the double jump. But more often than not, these opportunities are ignored, and the level is again reduced to flat shooting at targets.

Image belongs to NetEase and Bungie
Image belongs to NetEase and Bungie

The artificial intelligence of enemies rarely shows signs of intelligence—instead of tactics, they overwhelm with numbers. You are attacked by hordes of weak mobs, which are more of a hindrance with their mass than a real challenge.

The combat system, as befits mobile combat "role-playing games," is built on elements and the "rock-paper-scissors" mechanic: one type of enemy is vulnerable to electricity, another to fire, and a third to cold. Accordingly, it is most effective to kill them with the appropriate weapon: an electric shotgun here, a fire machine gun there. Elements of strategy? If only. You'll have to grind machine guns of all elements.

The hero is supposed to have two weapons. The main one, with infinite ammo, and the secondary one—more powerful. In addition to weapons, heroes can use their super-abilities based on elements and an ultra-strike after accumulating energy. The animations of the ult and super-strikes are beautiful, but shooters are not played for that.

The problem with Destiny Rising is that the feeling of shooting is non-existent. There is no feeling of shooting, no feeling of possessing a powerful weapon in your hands. Usually, there should be at least some feeling of recoil, the power of the weapon, the sounds of the shot should have depth, the weapon should feel like a mechanism and have mass. In Rising—not a weapon. There are no such sensations here. But there are sensations of plastic from the arcade hall.

For a shooter—this is a death sentence. Against this background, it is no longer so important that the visual indication of hits on the hero is not as clear as in other mobile projects (and this is very important for mobile shooters), that the sound is flat and uninteresting. There is no feeling of shooting in the shooter. Sad, really.

As a result, we have a "non-existent" plot and a "non-existent" main game mechanic. What about other elements?

In Destiny: Rising, there are hub levels where we trade, receive and complete quests, and go on raids. It's all designed in the typical style of mobile MMOs. Alas, too typical. New games are sometimes designed much more modernly now. And Destiny: Rising looks like it came out several years ago.

There are no particular complaints about the graphics, the game runs smoothly. But the main questions are not about the graphics themselves, but about the design. Both the guns and the heroes are ugly. I had to turn to search engines to look at the characters of Destiny 2. Maybe the heroes there are also so unattractive? No. They became "ugly" specifically in Rising. The appearance of the weapon, with external similarities to Destiny 2, is also better!

Image belongs to NetEase and Bungie
Image belongs to NetEase and Bungie

Naturally, the "golden," top weapon is well detailed. Since we have a looter-shooter, raids for loot become one of the most important components of the game. Maybe the raids will save us? But here we turn on the typical mechanics of mobile games. Raids consume energy that needs to be accumulated. You won't be able to take it with patience.

The technical condition of the game is normal. There were no obvious bugs or crashes during the game. There are some implementation features, such as story campaign levels loaded from the Internet (they are not loaded immediately during installation) and the requirement for a Wi-Fi connection for these purposes. But for some, this may even be a plus.

And in conclusion—a few words about gacha. In a game with PvP elements, this almost inevitably turns into pay-to-win: pay to win. Yes, the developers generously distribute local currency in events, for completing tasks and completing the main content. But players who are not willing to spend real money will sooner or later be at a disadvantage. It's not just about paying for convenience—there is a risk that you will not have enough accumulated resources for the desired hero from the temporary banner, especially if it requires many spins.

If the gacha mechanic itself is considered manipulative, capable of extracting more money from the player than he planned, then pay-to-win is the next level. This is one of the most controversial and negative trends in the modern gaming industry. Yes, you are not formally forced to play PvP modes, and they have balancing modifiers designed to smooth out the difference between paying and non-paying players. But even these measures do not negate the feeling of inequality.

Thus, even with all the efforts to disguise it, the gacha in Destiny: Rising with its PvP component remains a powerful tool for putting pressure on the player. Monetization mechanisms work like clockwork—and their main goal is obvious: to encourage you to open your wallet.

Diagnosis

Destiny: Rising is a technically competent project. But behind the impressive blockbuster-level videos—emptiness. The plot is clichéd, the heroes are templates from the gacha catalog, and the shooting, which should be the heart of the shooter—is mechanical and soulless. Destiny: Rising is a machine for extracting money from fans of the franchise and new players who may be hooked by a looter-shooter on mobile.

Any modern mobile royal battle, whether in the spirit of PUBG, or an extraction shooter, such as Arena Breakout or the aforementioned Lost Light (from the same NetEase!), is much more honest to players and at the same time gives fun from loot and adrenaline from PvP. They have emotions.

Destiny: Rising is a grinder, not a shooter. It's a good time killer. It's an MMO where you can gather in a clan and chat with friends every day, completing dailies and going on raids. Maybe there's some fun in that too. Fans of the series in reviews say that Destiny: Rising is the best Destiny. Maybe.

But as a mobile shooter, Destiny: Rising is a failure, and not a shooter as such, but a casino in the form of a mobile RPG.

Pro

  • Impressive presentation at the beginning of the game
  • Lots of content: story campaign, cooperative missions, raids, additional modes
  • Some game modes not related to the shooter mechanics are fun

Contra

  • Lack of any sensations from shooting
  • The plot is predictable, clichéd and uninteresting
  • Linear, monotonous gameplay
  • Bad AI of opponents
  • Gacha mechanic with a bias towards pay-to-win
  • Design of characters and weapons
Destiny: Rising

Destiny: Rising

Лутер-шутер
28 Aug 2025 г.
To game page
15:50