Destiny Connect feels a generation behind, but that's okay

June 21, 2019 2 min read

NIS America wasn't at E3 proper this year. A few blocks away from the convention center, it set up shop in a Chinese restaurant where the smells emanating from the kitchen made my stomach grumble even though I had just eaten about a half-hour beforehand. In one of the private dining rooms just off the center of the restaurant, NISA set up a makeshift demo booth, with TVs, swag, and giant posters advertising the heavy hitters it has coming later this year. While I did play a bit of The Legend of Heroes: Trails of Cold Steel III, my main goal for the hour I had was to play as much of Destiny Connect: Tick-Tock Travelers as possible.

The opening half-hour or so of Destiny Connect reminds me of some of those lesser-known role-playing games from the PlayStation 2 era. There is a lot of set-up to the game. Main character Sherry is desperately awaiting the return of her father on the eve of a new millennium. To pass the time, she goes to pay a visit to her grandmother in town, stopping along the way to meet up with best friend and eventual party member Pegreo. The two of them eventually find their way to the outskirts of Clocknee where they're attacked by robots that look like television sets, only to be saved by a mysterious character seen earlier in the intro as a protagonist in a television show.

It's all very weird and somewhat intriguing despite some presentation issues. The town of Clocknee is bright and chipper and the characters have the expressiveness of a pre-Toy Story Pixar short, but character movement and camera controls feel a generation or two behind. It was a little cumbersome guiding Sherry around her house and some of the camera angles in this introduction didn't exactly give the best look at my characters and their surroundings.

Destiny Connect feels a generation behind, but that's okay screenshot