The team wanted The Witness to be appropriately challenging for the culmination of a decade-long journey, ensuring it stood out as a significant and memorable encounter rather than being easily defeated.
The development of the Dread faction began with the Tormentor the year before its official introduction, with the process taking multiple years to fully realize the faction's units, from top-end combatants like the Tormentor to fodder units like the Grim.
The combat area lead was responsible for overseeing the design of core combat elements, including the Dread and Prismatic enemies, ensuring the fundamentals of combat gameplay were solid and providing a foundation for creative encounters.
The Herald, one of the Subjugators, took the most time to develop due to the need to balance its strength, ensuring it was challenging but not overly bullet-spongy or too deadly, requiring extensive iteration on its abilities and enrage mechanics.
The extra time allowed the team to refine and make the Dread and Prismatic enemies more cohesive and integrated into the game, ensuring they felt like a natural part of the experience and enhancing the overall gameplay.
The Dread faction's aesthetic was influenced by the pyramid ships and their interiors, with a focus on angularity, dark colors, and a sense of menace, blending gameplay needs with a visually distinct identity for each unit.
Bungie intends to keep evolving Prismatic, adding new aspects and fragments over time, similar to how other subclasses have been expanded. The team is committed to making Prismatic a long-term part of the game.
Prismatic's ability to subvert expectations and introduce new gameplay mechanics exposed systemic issues that needed balancing. The team aims to address these without invalidating existing builds or gameplay experiences.
The Final Shape offers a more accessible entry point for new players, introducing them to Prismatic and darkness abilities early, while also providing a high-quality narrative experience that represents the broader Destiny universe.
Designing the Witness involved creating a boss that communicated its immense power and multiple roles simultaneously, including its focus on the final shape and its deadly interactions with players, requiring extensive iteration on its mechanics and visuals.
This week Ben Wommack joins us to discuss Destiny 2 The Final Shape and how the team designs the enemies and characters of the latest expansion. From the Tormentors to the Grim, Ben discusses what goes into these creations that we'll be fighting for years to come.
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