Bungie's January podcast made landfall last week, burdening the internet with over an hour of Destiny-flavoured chitchat. I've just had a quick listen, and there's a fair bit on the subject of competitive multiplayer, in which the Guardians of Earth pit their wits, weapons and class abilities against one another on a selection of custom-built maps.
Bungie feels it has struck an entertaining balance between the hot, raw twitch factor of a Halo, and the calculation of a class-based RPG. "Skill is very important," observed design lead Lars Bakken, "[But] it's not just your thumb skill, it's understanding how you are outfitting yourself, what weapons you are taking, what choices you have made in your build and then understanding how to use them properly."
Guardian classes, their weapons and combat powers aside, the key points of distinction between Destiny and Halo multiplayer are the movement abilities. These include a double jump and a teleport move. "The thing that was really hard for us at first, was trying to make movement modes make sense and not feel too powerful," admitted Bakken. "And not make it so that we couldn't control where the players were going and how they interact with each other."
The ability to double jump or teleport obviously pays dividends when you're under fire - those who rush in with a shotgun may find that the target warps out of reach, then retaliates with a killing blow. "What used to work in Halo, doesn't work as well in Destiny," cautioned Bakken. Those who can't be fussed with highly mobile targets might want to make use of proximity mines, among other sneaky tools - these can be arranged to force assailants into a killzone.
There are dedicated PvP areas, and "these maps are specifically designed 100% from the ground up to be awesome for competitive multiplayer". An example is Rooftops, which is home to a large spinning fan. Sounds messy.
Hopefully, we'll have more to reveal soon. Read the most recent Destiny blow-out for more.