I love Destiny. I’ve put more hours into the game then I’d care to admit. It’s flawed in so many ways, but there’s a few things that keep me coming back. The gunplay is crisp, the raids are fascinatingly unique experiences and it has an extremely relaxing gameplay loop.
But one of the things I love the most is the story.
When the first game launched it was criticised for having a nonsense and barely there plot. This was an entirely valid critique as the game had rewritten it from scratch a year before release and failed to do anything interesting with the fascinating world it created. But the world it created was fascinating. Part sci-fi adventure, part gothic horror, part cosmic fantasy, the Destiny world is a mishmash of genres that shouldn’t work (and sometimes doesn’t). Elements of the world were teased in the game, but to get to the meat of it you’d need to go online and read the grimoire, an online encyclopaedia that delivered the secrets and lore of the world in bite sized chunks.
Chunks that are now collected in this book.
Unsurprisingly, considering the history of story in Destiny, this book is a mixed bag. I really enjoyed it, but I’m biased. In reality, this perfectly encapsulates both the strengths and weaknesses of Destiny’s storytelling techniques. And it can be illustrated perfectly in the two strands of plot this book tells.
The first tells the origin of the Hive. It’s phenomenal. The world building involved in their story is equal parts fascinating, tantalising and disorientating in its creation, feeling truly alien... but maintaining an emotional core. It takes what seem to be generic monstrous villains in the game and gives them understandable, almost empathetic backstories. You may not be rooting for Oryx, but finding out what twisted him to become The Taken King is fascinating. The fact that you only find this out in this book however... just highlights how much the games storytelling could (and did) improve. It’s worth the read alone, especially for fans of world building.
The other story thread is far less interesting. Drawing heavy inspiration from westerns, it tells the tale of fallen hero Dredgen Yor and his rise and fall. It also fleshes out the history of The Last Word, one of the best guns from the game. Unfortunately, this story is well told but relatively bland in comparison. It’s a typical tale of frontier justice and revenge, told too briefly to leave much of an impact. The effects of Yor’s final battle is also told and provides an interesting epilogue, but it’s still a mere morsel if a tale.
What saves this second half is the style of writing. In both parts the story shifts between first person narration, third person narration, internal monologues, transcripts and epistolary writings. It’s a compelling blend of styles that keeps things interesting even when the story does not.
On the whole, this is a good book for fans interested in science fiction or fantasy, and a great read for any fans interested in the series it takes inspiration from. But if you’re not interested in either, there’s very little to be gleaned from this experiment.