Post Script
Ten years of Destiny
Guardians around the world share a seat for a rare rest to soak up the final moments of the Light And Darkness saga
Add up all the lines of dialogue, wring out every ounce of lore, stop to pore over item descriptions for good measure, and you’ll find that one line in the Destiny universe has done more heavy lifting than any other by a factor of ten: “Guardians make their own fate”.
This motto emerged as a buff indicator in Vault Of Glass, Destiny’s first raid (on the Vex structure of the same name) and possibly the reason this service game didn’t die in its first year. At launch, the original iteration was, in a word, raw. It always felt good to play, but it was primordial. The best example may be the big bad you confront at the end of the campaign: a black blob in the Black Garden. At the time, nobody seemed to know exactly what this game was or what it was going to be. Vault Of Glass changed that. It channelled this wild sci-fantasy universe into a sixplayer battle the likes of which you would find nowhere else. It was the most compelling mission Bungie had made since its Halo days, and it grabbed Destiny players and shook them by the shoulders as if to say, “This is what this game can be”. Little surprise, then, that it’s still highly regarded all this time later.