Bungie’s lead raid designer, Gavin Irby, recently sat down with Game Informer to talk new details about Wrath of the Machine, its design philosophy, and how it compares to past raids.

Wrath of the Machine features the Fallen Devil Splicer enemy type, and will be the culmination of the expansion’s storyline about the Iron Lords and the nanotech virus known as SIVA. Irby says when the raid design team at Bungie starts planning a new raid, they sit down and identify a theme that influences everything in that activity.

For Wrath of the Machine, that theme is “collision”. Irby says it started as a lofty theme, which transformed into an action-packed one:

In relation to other raids of Destiny’s past, Irby discussed how Vault of Glass was like “Raid Middle School” where players were learning the basis of how raids work in Destiny. King’s Fall was designed to take players to the next level of difficulty. But Wrath of the Machine looks to be focusing more on the fun and the action:

It appears that Wrath of the Machine may be similar in some way to Crota’s End, which was much more of an action sprint through a raid instead of the very methodical proceedings in Vault of Glass and King’s Fall. But Irby says that doesn’t mean Wrath of the Machine is going to be easy, at least not at first:

Wrath of the Machine sounds like a good contrast to King’s Fall. A higher Light level seems like a huge advantage in this raid, which should cause many fans to want to get their Light level up as fast as possible. Luckily, it appears that Rise of Iron will have a lot of new gear to chase to help get players up to the new Light level cap.

Destiny: Rise of Iron launches September 20 on PS4 and Xbox One.

Source: Game Informer