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 canāt just run ahead to go off and do their own thing; the Strike actually requires some teamwork and thatās a good thing. More than a few times, imminent danger is awaiting any careless Guardian who might think “Iāve 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. Itās 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.
While I didnāt mind Dragon Age II, it still was a step down from the incredible hardcore experience that was Origins. BioWare was able to meet in the middle, creating a more modern Action-RPG while maintaining an old school essence. There was no game on this list that I spent more time with than Dragon Age: Inquisition, and for good reason. Itās an RPG of the highest caliber, introducing us to Thedas like weāve never seen it before, and some of the most affable characters to ever grace the Dragon Age fiction. Thereās so much lore packed into this sixty dollar package that youāll be engrossed in the story, not to mention the vast expansive world that has been finely crafted. The branching paths and party specific dialogue also give Inquisition an incredible amount of replay value; never before directly after finishing a game did I want to replay it an entirely different way. Thatās not to mention the fights with dragons are some of the most satisfying occurrences to be found. Dragon Age: Inquisition has it all, and while I would like to see BioWare expand upon the addictive multiplayer mode, its campaign drove deep into my addictive personality.
As for the Crucible, it seems to be an uneven blending of old and new, and like any good shooter, will probably need a few matches under its belt to see where it stands. I was grouped with teams that either know shooters or know Destiny 2 Story guide the first few matches tackled. My team dominating match after match, while hapless players threw themselves at our Guardian-trained reflexes. It almost didnāt seem fair, probably because the other teams werenāt making use of their powers and treating the Crucible like any other shooter. Jumping in on day two, however, was completely different. Being on the receiving end of the stick was just not fun. My team wandering off to play “team deathmatch” instead of the actual objective. At this point, itās confusing when other players donāt know mechanics. Most games use the same objective-based gameplay with personal slight variations, but to see my team run to the meat grinder, completely away from the very thing we were supposed to be protecting, was disheartening. I had to quit while I was ahead. Not because the other players were bad, they just didnāt seem to care.
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 homeā¦while it crumbles and burns to ash. The one thing thatās 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 2ās beta does exactly what Bungieās 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. Itās a shame then that the beta doesnāt 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?
The most significant aspect of Destiny 2ās campaign is that it has an actual campaign. After Destiny and Rise of Ironās cookie-cutter missions, itās nice to have something with more variety and substance than “bad guy over there, go kill it.” Thatās not saying Destiny 2ās campaign is anything deep. Characters jump in and out of the campaign quickly as the story moves you from world-to-world. While the quick pacing keeps things moving, it never slows down enough to create any connections between the player and the world. Worst yet is the playerās Guardian who, in Destiny 2, is relegated to a silent protagonist. Ghost ends up speaking the entire time for the player and comes off as annoying. The current set up with the Ghost quickly becomes grating, and even more annoying when other characters point out your silence. This was purposefully done so that players can become invested in their Guardian, but in execution comes off as cartoonish.
The Problem with Mainstream Appeal