Destiny 2 is Taking Small Steps Forward with Many Lessons to Teach

Jumping in, the beta opens with a great start, showcasing the opening mission which immediately wraps up a story arc for old players and wipes the slate clean for new players. It’s a guaranteed win-win. Unless you’re a guardian, that is, then it’s a significant loss. For a mission showcase, this is an excellent example; this story mission had more feeling in it than all of my time spent with my guardian. Characters are interacting with you. Mysteries as to where other characters went are easy to spot in the environment and it all around creates a sense of awe. Where is Eris Morn? Her glowing green jar half buried in ruble where she once stood. Or the cleaning bot that maintains its programming, casually sweeping up the blood of dead Cabal while the Tower is literally on fire in every other regard. Seeing some of the most famous guardians in action, working with you. Entering a hallway and seeing the very people Guardians are supposedly protecting, scared, huddling together as their home is taken away. Destiny 2 wants to hit with impact, and it does.

What does relationship mean for lore though? Of course, the actual relationship aspect of Destiny is there, but it’s always been there. Destiny 2 is not only creating worlds, though, it’s actually telling stories within those worlds. The people that inhabit these spaces are important and Bungie seems to be doing everything to make the player care about them. From the looks of interaction with those around you while traversing the many environments Destiny 2 has to offer, the aspect of relationship is everywhere. Zavala giving command to the player and other NPCs around him. It creates a sense of urgency immediately invoking a compassion that only comes from feeling connected to others. Then there is the EDZ a new area for players to call home. The people they were protecting have started forming communities pop over here. Actively participating in these places will create a more grounded sense of community. It’s the reason WoW cities felt so lived in; the people that inhabit these spaces are going about their daily lives. It isn’t about, go out, kill aliens, return. It feels like being the Pavlovian dog waiting for the treat. None of that seems to be in Destiny 2.

With 2018 in full swing, a solid first quarter down and plenty of games to keep anyone happy, Destiny 2 is likely not on the mind. Bungie has been straightening Destiny 2 out, though, and it finds itself on almost the exact same path that its predecessor took. This isn’t a bad path, but it leaves a a bland taste in the mouth. It’s medicine that can be swallowed with maybe some slight discomfort from past experiences. Destiny 2 will continue to course correct, and those improvements do help the game, but do they help it enough? That’s up for the player to decide, because making things work that should have been working all along isn’t a reason to come back.

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.

The first thing to strike (no pun) in the Destiny 2 Beta was how well-worn it felt. Like wrapping up in a comfy blanket that is always waiting when returning to the family home…while it crumbles and burns to ash. The one thing that’s been on the brain is how Destiny would need to pull a Halo maneuver if it hoped to pull itself up from the original launch, and so far, so good. Destiny 2’s beta does exactly what Bungie’s previous title Halo did before it, taking everything it learned from the first game and improving on that at every turn. The gun play is tighter, the environments more stunning (not just visually) and the state of Destiny in a better place than when it started. It’s a shame then that the beta doesn’t offer more, because the sparseness of it all itches at the back of the mind. Why only show the opening mission, a strike, and two crucible maps/modes?