It wants to be a sci-fi epic, but also a dedicated “fan’s game.” It wants to welcome in new players, but old systems built in are great for pushing them away. It wants so much, and it can’t focus on what. This can most prominently be seen in the new Raid-lair coming out. Destiny as a series has gained a reputation for world-first completions of its raid, something to be seen as a race. What happens then to those who casually play that might want in on the action? It pushes them away, like everything else in Destiny 2. Why would anyone want to try their hand at the end-game content when it’s advertised as something for the best of the best.
Playing Destiny 2 with others is what makes the game so enjoyable. Destiny 2 may have widened the pool, but everyone must stay in their lanes. Seeing a game like FFXIV pull off cross-play so effortlessly makes one wonder why Bungie couldn’t pull this same move. Part of it has to do with licensing agreements, but dividing Guardians is a sure way to push those same Guardians out. If a group of friends wants to play Destiny 2 Walkthrough 2 together, but they all have different platforms, then why should they play at all? Much of the content in Destiny 2 is built on the idea of social play, even more so than Destiny, it just comes with limiters. Those limits are hurting Destiny 2.
Following The Collapse, the remainder of Humanity was not too happy to see The Fallen mysteriously appearing. While Humans were picking themselves up after nearly being wiped out, these tribal scavengers swooped in to pick at the remains. With constant battles against the Guardians, most notably the Battle of the Twilight Gap, The Fallen were relentless with their assaults against The Last City in order to gain access to the Traveler. Unfortunately, they were mostly unsuccessful (with both sides sustaining high casualties), at least not until they were able to section off an area of Earth that contained SiVA technology, but that’ll come much later. One of the most well known tribes, The House of Wolves, went to battle with The Reef during this time, which they ultimately lost. Now, while The Fallen are plentiful, their houses have become disorganized and their allegiances varying.
Adventures are quite lengthy and consume a lot of time, but player’s enjoyment will hinge on how much they enjoy these activities. If you thought some of the missions in Destiny could get repetitive, then Adventures may not be for you.
Destiny 2 did a 180 degree turn with how the loot pool dolled out those sweet, sweet items. Where in Destiny it could feel like pulling teeth just to find an exotic, Destiny 2 was happy to shower Guardians in them with its new reward structure. Like everything else in Destiny 2 though, it couldn’t help but have a slight fault, those exotics every Guardian wants just aren’t… exotic. Exotic items in Destiny had a feel about them because they behaved in a way that was reminiscent of some of the quirkier items to come out of video games ( the Cerebral Bore ). They weren’t supposed to be godly, but some of the perks had just enough of a twist to make them feel unique. Only one exotic comes to mind in Destiny 2 that shines in this regard, a new grenade launcher titled “The Colony” that was part of the expansion. The other exotics with Curse of Osiris do look to be pushing in the right direction, but like everything else in Destiny 2, only time will tell with how people feel about these new armaments when preforming.
All activities in Destiny 2 can be played cooperatively, but the real test of a Fireteam’s comradery comes in Strikes, which Destiny 2 provides plenty of. There are five Strikes in Destiny 2 (six if you’re on PS4), and each is meticulously crafted to test a Fireteam. They’re far more exciting than the Strikes in vanilla Destiny and dole out some quality loot. Those looking for a challenge and some of the top-of-the-line loot will want to try the Nightfall, however, which is unlocked later in the game.
The biggest improvement was the most recent update fixing a massive number of woes that have been plaguing Destiny 2 since day one and adding certain improvements where needed. Sniper rifles are useful now; it’s been six months and a weapon choice has been entirely useless up to this point. For anyone who played Destiny, jumping back in now will bring you right back to when Icebreaker was popping Vex heads off from a comfy distance. This isn’t just a rant about snipers being bad and boo-hoo, this is just one major example of one of the many pitfalls Destiny 2 has been filling in. The best part is all weapon choices seem to have gotten a nice healthy balance. Every gun feels good to use and is reminding me more of old play in Destiny with the improvement of Destiny 2. Classes have also seen dramatic improvements; not once did I find myself using the Sunbreaker until this most recent patch.
Oh, patrols return in Destiny 2. The blinking green beacons are littered throughout the EDZ, and the missions they dole out haven’t changed from the first game. Kill a certain amount of enemies to collect materials, kill a captain, scan an area, etc. Patrols are still meaningless busy work, but you do get some rewards for completing them.