Destiny's Sword - Early Access Look
Destiny’s Sword
Release Date: Early Access as of 9/28/2022
Developer: 2Dogs Games
Publisher: Bonus Stage
Platforms: PC
MSRP: TBD
THE FOLLOWING REVIEW IS FOR AN EARLY ACCESS GAME. IT DOES NOT REFLECT THE FINISHED PRODUCT, BUT REFLECTS THE PRODUCT AS IT WAS GIVEN TO US TO REVIEW.
I shouldn’t have to do this. In a perfect world, I wouldn’t have to. But we don’t live in a perfect world, and sometimes things like this happen:
Do not under any circumstances pick up Destiny’s Sword. Having received a free copy of the game, I feel like I was overcharged for the privilege. While there are some moments where the ambition of the premise shines through, it’s a severely broken game, so broken that I couldn’t even get an hour into it without the game soft-locking me within its opaque, typo-ridden purgatory. I’m sorry that I have to write this— I hate writing bad reviews, especially for games that seem relatively ambitious— but I need to remain true to my experiences.
Destiny’s Sword puts you in the commander’s chair of the Stellara, a vessel full of cadets thrust into the center of a three-way conflict on the planet Cypris. On one side, the Protectorate, a galactic government tasked with keeping the populace safe and mining the mineral known as Lucidium. On the other, the Consortium, a group of megacorporations who want Cypris and the Lucidium mining for their own purposes, brutally putting down any opposition from the local populace. In the midst of all this, a group of rebels tries to take back their planet from the Consortium and the Protectorate by any means necessary. You and your team will have to bring peace to Cypris and discover a solution to the complex political situation, whether that means violent “pacification,” or more gentle means. But the situation is more complicated than it seems, and good and evil are rarely as clear-cut as they first look.
Destiny’s Sword itself plays out as kind of a traditional visual novel. You navigate through the Stellara, click on text where appropriate, and make decisions when it comes to a branching choice. In between the main “episodes,” you can talk to your crew, tend to wounded in the medbay, check equipment, and do a variety of other tasks. The game claims an advanced personality and background system, where different facets of your squad members’ personalities offer them different kinds of interactions during combat and different ways you have to manage their emotional state, as well as a multilayered branching narrative.
Not much of this is true.
For one thing, the choices the game gives you are somewhat limited and opaque at that. There’s no way to tell if someone has an ability or who’s even making an ability check, so you just have to make a few random choices and hope the right thing happens. There’s not really a lot of direction or transparency, so the whole thing feels weightless, like the game is going to do whatever it wants and you just sit there and click choices to make it advance. While occasionally a skill bar will pop up, or a progress bar for specific tasks, it just seems like they’re there more to provide the idea of any risk than actual risk itself. After all, you have very little connection to what’s going on onscreen, even with the ability to occasionally make a choice to do something. At the end, a commander (and do not get me started on the fact that your character is referred to as “commander” and there’s also a guy who’s your commander and referred to as “Commander” and how confusing that is) or the ship’s AI tells you how you did, or gives you further mission objectives.
That disconnectedness also extends to the crew, those people you’re supposed to be managing the emotional states of. While the game is in early access and some bugs can be expected, there were times where they repeated conversations from the previous chapter, or just didn’t have much to say at all. I was astonished to find out five chapters into the game’s first episode that the guy I’d thought was squad leader was actually the team’s medic, that my team had medical capabilities that weren’t even listed, and that at least one of them hated me, despite no conversational indication we’d ever had anything but a neutral reaction. It also didn’t help that the game doesn’t even teach you half the dialogue system until the end of the first chapter, which means that you essentially don’t even know half the options you have. While the dialogue system does open up, it once again forces you into a series of weightless choices as various values like “TRUST +3” and “DISGUST -6” flash across the screen, seemingly meaning something while not really explaining anything.
Which connects into the larger opacity. When you have a game where choices matter, those choices have to feel like they matter to the player. They have to have weight, consideration, and be something other than a weighted coinflip between several choices you don’t even really know you’re making. When you’re supposed to care about the characters and story, it helps if those characters and that story are understandable quantities you can care about. Unfortunately, Destiny’s Sword doesn’t appear to be quite there yet. There’s too little information, the narrative tries to get you involved in the larger conflict but just feels disjointed, and while you can learn a little about your squad, there’s not a lot of information easily accessible to make you feel like you’re learning anything at all.
Speaking of things that aren’t easily accessible, for a game that’s supposedly “feature complete,” it’s upsettingly easy to get soft-locked. The first time it happened, I was stuck on the medbay screen waiting for an event to fire while it never did. The second time was a little more obvious, with the next chapter’s cinematic being played twice and then the story refusing to progress whatsoever despite having completed all the chapter tasks. This wouldn’t be so bad if the game didn’t autosave constantly, meaning that any soft-locked game has to be started over from the beginning. This also means (much like with the dialogue sections) that you see a lot of repeated content over and over again, hoping that this time, things will actually allow you to progress the story. This is only compounded by a large number of typos throughout the text, things that should be fixed by the time your steam page is boasting that it’s “feature complete” and has text by a New York Times bestselling author. “It’s Early Access” is an excuse that only gets one so far, and when you are claiming a game is “mostly done” on your Early Access page, that confers a certain responsibility. Destiny’s Sword shirks that responsibility.
It’s a shame, because the game’s fairly flashy and the art is excellent, using painted backgrounds and portraits that do tend to change as you talk to people. It’s kind of cool the first time you see the skill bars or progress bars, even if they tend to mean less and less the further you get into the game. Even if a game is sparse, that doesn’t mean it has to be shallow, and I wish a game with this much flash had much more substance and transparency and much less bugs and typos.
But I have to play the game I get, not the game I wanted. Maybe in the future Destiny’s Sword will be worth more of a look. But in the already impressive field of narrative games, and with early access titles that had much less of a pedigree and staff but came out much more finished, this one’s an unfortunate swing and a miss.
The Good:
- Intriguing systems where you manage the crew of your starship and take on away missions
- Fantastic artwork
The Bad
- Bugs mean you end up caught in loops of conversations
- The game can soft-lock you at random, forcing you to start from scratch due to autosaves
- Opaque systems mean choices might as well be random or a coin toss
- A lot of flash, but seemingly little substance
Final Score:
It’s so raw. It’s just so raw. Please make this game better.