Review: Destiny 2

The campaign kicks off with a bang. Returning home to The Last City, you and your Ghost discover that the city has come under siege by the Cabal Empire’s Red Legion. Led by Dominus Gaul, the Legion successfully captures the Traveler, cutting off all Guardian’s connection to the Light. Without Light, you must become the rallying point for all surviving Guardians, re-unite the Vanguard and retake what Gaul has taken from you.

However, probably the most disgusting offense this expansion imposes on players is that vanilla players are now locked out of key content they had access to just weeks ago. The Prestige Leviathan raid now requires a Power Level that can only be attained by purchasing the DLC. This is especially terrible for PC owners who have only had six weeks to enjoy this content. Considering ‘Dark Below’ did not lock vanilla Destiny players out of the ‘Vault of Glass’ hard mode, there’s no excuse for what’s going on here.

Well that didn’t take long. It’s only been about a month since Destiny 2 released and it’s already struggling to hold its players’ attention. Many are focusing on loot or the sheer lack of content as the cause, but the game’s real issues run a bit deeper. Having loot to grind for is all well and good, but it doesn’t amount to much when there’s not a whole lot one can actually do with it. The game’s economy has also undergone a very player-unfriendly change, one that encourages microtransactions and hoarding over fun and engagement. Even the moment-to-moment gameplay has suffered. What was once relatively fluid and fast-paced combat has become slow and laborious. As it stands, Destiny 2 meets the basic requirements necessary to be called a full and proper sequel rather than a glorified expansion, but falls into the category of unsatisfying sequel that “fixed” all of the wrong things.

Destiny’s sequel still has a stunning lack of features, of new things to do in and with its content. Where’s the variety of Crucible modes? Where are the custom lobbies? Where is Horde mode and strike scoring? What about customizable difficulty and gameplay modifiers? Why don’t we have any in-game systems we can use to challenge ourselves and our friends? If incentive is necessary, why not offer emblems for running strikes, story missions or even raids with certain modifiers turned on? How about a system to share or feature custom-made challenges and offer a small sum of Silver for popularity? Additional raids, strikes and explorable spaces are nice, but they don’t solve the problem. Features, things to do with that content, do solve the problem and Destiny 2 currently doesn’t even offer as many as its predecessor.

For all that can be said about Curse of Osiris’ disappointing content, it can’t be denied that Mercury is a beautiful place to visit. The Vex architecture that litters the landscape is as fascinating to take in as ever, and the brief glimpses at Mercury before its transformation are astounding. If only we had more space and time to play around in these fascinating playgrounds.

Much of the gameplay changes lie under the hood. Primary, Special and Heavy weapon classifications have been replaced with Kinetic, Energy and Power weapon classifications. While many may lament the fact that Sniper Rifles, Fusion Rifles and Shotguns have been moved to the Power Weapon slot, the changes made to the classifications are ultimately smart. Players now have more viable weapons to choose from, making it easier to melt enemy shields with Energy Weapons, pound unshielded enemies with Kinectic Weaponry and better control crowds with Power Weapons. New gun types like the submachine gun and grenade launcher are thrown in to add more variety and are quite fun to use.

At the time of this writing, Guided Games is still in beta for Leviathan and with good reason, which will be discussed in a moment. The third week due to everyone having a life outside of video games, even fewer people could make it which meant it wasn’t happening with the group that we had been trying to attempt Leviathan with. Of my own volition I was determined to complete this dang raid. I turned back to Destinylfg.net and what I found was a pattern seen in Destiny’s community all gaming communities for far too long — elitism. Before reading any further, go to Destinylfg.net right now and put the search to the Leviathan Raid either LFG or LFM…OK done? Did something stand out? Was it that most people searching said something along the lines of “LFG must be 305 PL quick run must know what to do” This will be the most common thing seen on this website: elitists looking for other elitists to run with and the challenge of Leviathan doesn’t help in the slightest. This not only deterred me, a Destiny vet, but probably deters many new guardians as well. Why even try the raid if those who want to run it only want the best of the best? While I know Sherpas exist (people who will take the time to run new folks through the raid) — I’ve even run in a few Sherpa groups myself — they are few and far between. Only eleven percent of Destiny 2 players have completed Leviathan and I don’t see that number climbing much faster, but only time will tell. When Destiny 2 launched around fifty percent of players in the first Destiny had completed some sort of raid content, which was after a three-year period with the game. Where does this leave Leviathan then? Not looking good and it doesn’t speak well to PvE endgame content for click hyperlink the future of Destiny 2.