Review: Destiny 2

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While not able to pull a fireteam together that initial first day, something I’ve managed to do with all other raids in the past, I was content to watch others attempt this beast of a raid. It was exciting to see the first fireteam complete it in just six hours and reassuring. Then talks began to crop up and not the good kind. Here were the best of the best saying that it would take everything in a fireteam’s power to pull off this raid. And why? Apparently because it was the most demanding raid out of all Destiny raids. They aren’t wrong.

The next week the raid reset and all Destiny 2 players learned something new about the raid: not only did the raid reset, but the order of the rooms was different. This is a smart design, allowing players to take on challenges they are unfamiliar with or maybe were having trouble with the week previous to improve upon them. Dogs were now first; this was fantastic news as the same fireteam could tackle the raid and knock out the part that had been challenging us, first. Unfortunately the same fireteam couldn’t all make it, instead the four that did show (myself included) ended up playing Trials of the Nine. We did try everything in our power to fill the two spots putting out lines throughout our friends list and even Destinylfg.net and other sources, but we gave up after a few hours at this. No raid this week it looked like. This is not a new problem for Destiny, with Destiny 2’s new feature of Guided Games it seemed some of this searching for party members stress could be alleviated.

Casual players are the single largest audience in gaming; there’s no getting around it. This is the audience that every major publisher wants to appeal to; the one group that every development studio hopes will latch onto their game. After all, capturing the attention of the casual or mainstream audience usually means massive success and wondrous profit. So it’s understandable that they, publishers especially, would have a vested interest in making their games more accessible and appealing to that audience. Making that appeal often means simplification. The simpler the game is, the more accessible it is, the more mainstream appeal it can have. While there’s nothing innately wrong with making one’s game more accessible to the wider gaming audience, doing so always comes at a cost. Just as a game cannot be both simple and complex, neither can it simultaneously serve its niche and successfully appeal to the mainstream audience. Therefore compromises must be made, usually ones that rob the game of what made it special in the first place.

While including a loot box that doesn’t award duplicates is better than only having completely random loot boxes, doing so doesn’t take away from the fact that Bungie’s game is still highly encouraging its players to engage with loot boxes instead of actually earning loot. It also doesn’t take away from the fact that they’re still pushing random microtransactions in a game with a sixty dollars price tag and paid DLC. What’s more, they don’t appear to see anything wrong with this.

The Taken are a fightable enemy in Destiny 2 in both the story and out in the open areas. There aren’t any new enemy types within the Taken race, but it’s still entertaining to fight them. The different tactics they use compared to their non-Taken counterparts make them a more unpredictable foe.

Fallout 4 and Dead Space 3 were both the standout best sellers of their respective series. More gamers are familiar with these series thanks to their widespread success. On it’s own, this success is a good thing. In the case of Fallout at least, it means that the series has a future. Just like with Destiny 2, however, that success came with a price. In the case of Fallout 4 , greater success and mainstream appeal came at the cost of its RPG depth. Instead of defining what kind of character they want to play at the outset of the game, players can instead develop them as they play. The Sole Survivor’s identity is fluid. They can be anything and everything given enough time. They’re basically competent in everything from the outset of the game and developing them is mostly just a matter of increasing their damage with/resistance to different types of weapons.

Destiny 2 guide nailed its gameplay mechanics perfectly out of the gate and those carry beautifully into Destiny 2. Aiming and shooting feel fantastic, while platforming has been tightened up with Guardians now able to clamber over ledges. Jumping is still a little floaty, but the clambering should help players avoid some unnecessary deaths.

Dead Space 3’s compromises were a bit more subtle , but they still resulted in a not-so-minor departure for the series. Where the first two games were horror games first and shooters second, Dead Space 3 was the opposite. It traded careful resource management and situational weapons for resource crafting and all-purpose creations. Rather than a tense experience that required its players to think on the fly, players got an occasionally startling but overall leisurely romp through an undead ice planet. Once players acquired enough resources to craft a gun with both long and short range firing modes, any semblance of genuine scares and vulnerability went right out the airlock. Supposedly, Isaac isn’t even alone for most of the game thanks to his partner, Carver, appearing out of the ether during every other cutscene. Just like with Fallout 4 and Destiny 2, Dead Space 3 represented a shift in genre for the sake of more mainstream appeal. The semblance of the game its fans loved was still there, but that’s all it was: a semblance. The traits that made it unique, that attracted a fanbase in the first place, those were either severely watered down or cut out entirely in the name of attracting more casual players.

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