Destiny 2 Beta: First Impressions
From there, we got to try one of Destiny 2’s new strikes, The Inverted Spire. This mission took us to Nessus (one of the new worlds) to break into a Red Legion dig site and figure out what they’re up to. For the strike, Bungie unlocked a variety of different weapons for us to try out and there have been quite a few changes. Weapon classifications have been revamped to give players more options. The main slot now houses Kinetic Weapons, which include Auto Rifles, Pulse Rifles, Hand Cannons and Scout Rifles. The second slot now houses Energy Weapons. These are the Best Linear Fusion Rifle Destiny 2 Rifles, Handguns and, new to Destiny, Submachine Guns. Finally, in the third slot, we have Power Weapons,which are your Machine Guns, Rocket Launchers, Sniper Rifles and Grenade Launchers (also new to Destiny).
Where does this leave Leviathan then? Answer: Not in a good place. Out of all Destiny raids this might be the least fun yet. With plans of still completing it, now having joined a Clan I feel confident in, especially when it comes to gaming positivity I know it can be done. What sucks is the time, emotional energy and all feelings that get rolled into trying to complete this raid. Once I do finish it, that’s it, it will never be attempted again, because it’s just not worth it. Bungie stated they wanted to create a raid that would draw more people in to the ultimate end game content, Leviathan is anything but inviting, even if Calaus is literally inviting you on to his opulent ship. It’s hands down the most deterring raid every created for Destiny. Which is why Bungie’s messaging on what this raid was going to be could have been a bit clearer. Why say it’s going to be inviting when also saying it’s going to be the most challenging raid ever? That’s just an oxymoron. Who is this raid made for? The ultimate Guardians (streamers) that Bungie knows will complete it or the players they say they want to join in the end game content? The messaging is mixed and muddled with leaving little hope for the future of end game content.
Finally, we were able to sneak in a match of Countdown, a new multiplayer mode in Destiny 2. The mode is essentially Search & Destroy. One team is tasked with planting a bomb, and the other is tasked with defusing it. If an entire team is eliminated, however, the round ends. The first team to win six rounds is the victor. It’s a neat mode for those who like these types of multiplayer modes. For those who don’t like it, modes like Clash will return. Unlike Destiny, however, all multiplayer modes will only support eight players, down from twelve.
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.
When D4 was first announced, it sounded ridiculous. Swery65, a man who made a name for himself with the over the top and overly charismatic Deadly Premonition, was creating a Kinect game exclusively for Xbox One? It just sounded out of the ordinary, even by his standards. But alas, D4: Dark Dreams Don’t Die is one of the most charming, most comical games of the year. While it’s run almost entirely on quick time events though either a controller or hand motions, it’s the loveable cast of characters and intriguing storyline that really make D4 special. If there’s one mission for the gaming community, it’s to ensure that Swery65 and the team at Access Games finishes the episodic adventure, as two chapters and a prologue are just not enough.
The Strike is a good place to start. It reveals a little more of the world players can expect, showcasing great improvements to Destiny. The most notable thing about the Strike is just how open it felt. Instead of running casually down one big hallway that twist and turns, the Strike makes use of all the space available. The number of paths available was astounding and never has it been so easy to get separated from the group, meaning communication (or keeping an eye out) is key. Party members can’t just run ahead to go off and do their own thing; the Strike actually requires some teamwork and that’s a good thing. More than a few times, imminent danger is awaiting any careless Guardian who might think «I’ve got this.» The mechanics of it all also helped with this feeling, giving the Strike enough complexity, but not so much that it felt bogged down. It’s hard to get an exact read, though, because this is only one Strike and without leveling of any sort, it might just seem tough. This is how every Destiny expansion has played out. Things feel like they were getting more challenging, but level up enough gear and light, and those Strikes become cake-walks. I even encountered some of this already, by just breezing past the giant drill without stopping. What looked like a challenging set piece became just a set piece. No interaction required.


