In Destiny 2, the last safe city on Earth has fallen and lays in ruins, occupied by a powerful new enemy, named Dominus Ghaul and his elite army, the Red Legion. Guardians are being attacked mercilessly after losing their connection to the Light and thus, by extension, the Traveler. Without their powers, they can no longer resurrect after death, leading to a whole new wave of Guardian genocide by the hands of the Cabal.
I'd say that the overall campaign is quite short, clocking in at roughly 10-12 hours of gameplay per character. The final encounter ends up being a bit counter-intuitive as some of your super abilities restrict you from actually being able to hit Ghaul effectively while he is mid-air (depending upon your class and subclass). It can be a bit frustrating as it's almost mandatory that you have a projectile-based ability, especially considering that the game provides you with near infinite super meter refills. You can still shoot him as per usual with your gun, but when the game itself offers you a chance to rain vengeance in a near limitless fashion with your ultimate ability, you'll definitely want to partake.
If the original Destiny was a 6.5-7.0/10.0, this game is probably a 7.5-8.0/10.0 on my grading scale.
Those players who were turned off by the original's lackluster storyline and numerous plotholes may find enjoyment jumping back into the franchise now as the plot feels much more in depth and emotionally compelling. The exploration of the game's overworld was at times, forced due to the lack of the ability to use your Sparrow (a speeder reminiscent of those used by Stormtroopers in Star Wars) until after completing the campaign. (Oddly enough, sparrow horns seem to be largely absent from this game...)
However, this restriction allows for players to appreciate their surroundings and perhaps wander into an unexplored cavern to discover a "Lost Sector" of the map. These are often cavernous expanses with numerous enemies and a Loot Cache that can only be opened with a "Key Code" that is usually in a powerful enemies' inventory. By defeating the Fallen Captain (or equivalent) players can claim the treasure inside.
Unfortunately, there are no new character classes in Destiny 2 nor are there any new enemy types (beyond the War Beasts that the Red Legion have in their armada), yet, there are some changes to the existing character subclasses.
|My Exo Warlock named "F33db4ck"|
The Hunter's Bladedancer Subclass has now been replaced with the Arcstrider which summons an Arc-empowered staff that can be used for extreme close-quarters melee combat. Unfortunately, it means the loss of the invisibility powers associated with the previous type.
The Sentinel Subclass replaces the Void Defender Subclass from the original game. It's still able to utilize the Ward Of Dawn ability, but only with the "Code of the Protector" Skill Tree/Perk Set. The Super Ability allows for Titans to use a shield as a projectile similar to "Captain America" from the unrelated Marvel Comics Universe.
Finally, the Solar-based Dawnblade Subclass has now replaced the Sunsinger Subclass. Unfortunately, this replacement comes at the price of being able to self-resurrect after being killed. However, Warlocks can now weave Solar Light into blades and smite foes from the skies.
At this time, players can not choose what Heroic Strikes they wish to partake in, nor can they choose a Strike's difficulty level (i.e. Easy, Medium, or Hard). There is however, a Prestige Level for Raids and Strikes, the latter of which has a recommended light level of 300. Everything has being orchestrated into two playlists per category: Strikes or Nightfalls in the one and in the Crucible, it's either Quick Play or Competitive Mode (Trials of the Nine is only available during the weekends). The missions are selected randomly for the Strikes and the Nightfalls change weekly.
Also, all of the multiplayer modes (except for the Raid and Strikes) are in in a 4v4 setup. It is no longer 6v6. This makes combat against other players a more "tactical" affair. On the one hand, this can be less of a mad chaotic clash, but on the other, it means that stages may feel too large or too small comparatively. It completely changes the pacing of the competitive scene especially considering that grenades and shoulder charges don’t always kill in one hit. Each match may feel a bit sluggish compared to the fast paced action of the original. Also worth mentioning is that in these game modes, power ammo can only be acquired by ONE team member each time it spawns, so you have to make each use count and designate an appropriate player. This can lead to more clear-cut clutch moments and perhaps a fewer cheap deaths. But it also may mean that one guy on your team with terrible aim ends up hogging all of the power weapon ammunition.
|My favorite Hunter Helmet, the Celestial Nighthawk|
As for the cutscenes, some really terrific work has been performed. The voice lines are great and Nathan Fillion's performances as Cayde-6 are always a treat. There are a few quips and jabs at his character along with some more depth to Ikora Rey (portrayed by Gina Torres) and Commander Zavala's (played by Lance Reddick) personalities. Whereas the Awoken Titan is unwavering in his plan to assault Ghaul, we see a Human Warlock distraught, and rife with self-loathing to the point of nearly giving up hope.
Players used to buy shaders from the vendor Eva Levante with an abundant, in-game currency called Glimmer, hence the outrage. The pivotal component of how shaders worked in the original Destiny was that they were permanent items. Once you unlocked a shader, it was tied to your account forever. Your entire shader collection was available for browsing via in-game kiosks, and your character could hold up to nine of them at once. There was only one major gripe that Destiny players had with shaders: They were an all-or-nothing style choice. When you put one on, the shader's color scheme was applied to your entire set of armor not individual pieces.
Granted, there is a new system in place with bright engrams every time you hit the level cap past 20, allowing Guardians to acquire some of these accessories freely, but it still forces players to make frequent trips to Tess Everis' kiosk. This is perhaps an attempt to entice someone to make an actual purchase. It's most likely, a psychological marketing tactic. This could be the "Foot-in-the-Door Method" at work.
Disappointingly, Destiny 2 doesn’t take the time to explain how its upgrade and infusion systems work. Mods can be a bit confusing at first glance and they eventually become a critical addition to gear later on. A missed opportunity for insightful exposition to be sure.
World activities, PvP, and Leviathan all have different group size requirements, meaning you’re often a person short for some activities or forced to abandon a team member when transitioning from a four-player Crucible PvP match into a three-man team activity like a Strike. This is a glaring issue.
The new Clan system in Destiny 2 does a great job of giving people a reason to stick together and rewards players for every milestone they achieve.
I think that the biggest saving grace of Destiny 2 is the feature called Guided Games (currently in beta) that allows experienced teams to queue into a lobby that brings along a new player which permits clans to teach players how to participate in say, a Nightfall Strike or the Leviathan Raid. Conversely, as a Clan or group, this is a suitable method of recruitment if the player in question is agreeable and skilled. The Guided Games option requires player to not only have a microphone, but it demands an agreement to a series of guidelines for acceptable conduct. If the agreement isn't accepted within sixty seconds, the player must start the waiting process all over again. It's a standard affair and the rules are determined by Bungie, but it can be a slight nuisance if you forget to select the "Accept" option while waiting (up to four minutes or longer) in queue. Raid wait times have been even longer at roughly 45 minutes+. This is absurd and most players are better off using the past method of trying an LFG page.
I myself have yet to participate in the Leviathan Raid at the time of this review, however, testimony from my closest friends and colleagues has revealed that it is quite a challenge, both mechanically, and mentally. Fireteams will have to be well co-ordinated in order to meet and exceed Bungie's high standard of puzzles and intense boss battles.
I haven't had the opportunity to play Trials of the Nine either, Destiny 2's answer to the previous Trials of Osiris but the current meta of the game thus far essentially demands the use of the MIDA Multi-Tool Scout Rifle. It has become the leading gun in competitive multi-player and Bungie has released an official statement claiming that it is working as intended and that there are counters to that weapon, but many argue that it gives an unfair advantage despite being fairly easy to acquire.
I myself utilize auto-rifles primarily (I hate burst fire because you have to repetitively click the trigger button. I prefer to press and hold.) and thus, I probably will not be utilizing the gun once obtained. I do enjoy my precision shots, but I specialize with sniper rifles. Plus, with an auto rifle, you have a higher rate of fire, and more hit markers (which helps the lag compensation).
Overall, the game feels like two steps forward, one step back. The series has potential, but it's never fully realized. There is always something that bogs down this game's level of enjoyment for me. It's usually something that could be easily fixed and that just serves to frustrate or confound me even more. With the Guided Games, it's certainly an improvement from using third party websites to organize a fireteam, but regular matchmaking would still be better considering the obnoxiously long waiting times.
Letter Grade: B- or C+
Replayability: Fairly high, despite some repetitiveness and monotony
Score: 7.5-8.0/10.0 (I'm leaning more towards 7.5)
Edit: So, I've managed to try both Trials of the Nine and the Leviathan Raid since this post was initially written. I've tried nearly every aspect of the Raid and completed it. It's not too difficult if everyone is oriented with where enemies spawn and what actions to take with regards to when. I have now completed the Platinum Trophy for Destiny 2. As for the Trials of the Nine, I haven't gone flawless, but with one victory, you can travel to see the Emissary of the Nine, thereby unlocking that trophy as well. PvP has unfortunately, devolved into the current Meta of needing to possess either the MIDA Multi-Tool or the Hard Light exotic Auto Rifle in order to succeed. The former aiding in movement, the latter aiding via ricocheting energy bullets in closed quarters. It's unfortunate that there is little variation amongst players outside of those two weapons. In light of this, my opinion of the game remains to be relatively neutral. It's a step in the right direction on one hand, and fundamentally flawed in the other. Time will tell if players have been swindled or not when the next DLC is announced and we get to see what is offered or what was cut from the initial launch.