Like Destiny 1, there's a lot of grinding to be done between finishing the story and moving onto the high-level endgame activities like the Nightfall strike and the Raid. And again like in Destiny 1, the shoot-and-loot feedback loop feels fantastic. The gunplay is still excellent, and being rewarded for your efforts with an even better gun is something worth celebrating. The biggest change is how much quicker it is to increase your Light level--now called Power--with minimal grinding early on. The combat isn't any easier because of it, though, so it simply takes away the Destiny 1-era frustration of running the same few strikes a dozen times before you can move on to literally anything else. Plus, knowing you might get a slightly more fashionable pair of gauntlets from a five-minute public event gives you the kind of instant gratification that will sustain you through to the endgame. Some activities and areas are more cleanly or interestingly designed than others, and after a handful of hours, you'll start to identify the ones you love to play again and again and the ones you aren't as fond of. At least two of the Crucible maps are circular in design and essentially funnel you to your death if you aren't paying attention, which can get pretty boring; some areas require a fair amount of platforming, which can vary from tolerable to tedious depending on your class. But others are laid out in all the right ways to be memorable and fun to replay, like the Arms Dealer strike that keeps you running from room to room and preserving your heavy ammo for a series of tanks. Though there's plenty you can do on your own, Destiny 2 is undeniably better as a shared experience. That can come on many different levels; you can work silently with complete strangers to trigger a heroic public event that gets you all better loot, and on the opposite end of the spectrum, you can coordinate with five friends for hours on end to tackle the Raid. You can also join a Clan, which can grant you a number of passive benefits, like legendary gear, as long as someone in your Clan is meeting certain milestones. On top of that, Destiny 2 also introduces Guided Games, where solo players can search for groups who are short one person and willing to help them through difficult endgame activities like the Nightfall or Raid. Success through strong teamwork is absolutely the best part of Destiny 2.
|
|
Destiny 2 Destiny 2 is much more then the first Destiny, from the onset, there's an overwhelming amount of stuff to do. The Red War story funnels you through the four areas you can explore, introducing you to each one as you go. At each destination, there's a bunch of optional activities to choose from, including story-like Adventure missions, simple loot dungeons called Lost Sectors that lead to hidden areas of the map, and public events and patrols, which return from Destiny 1. Then, as you progress through the story, you'll unlock the strike playlist and PvP in the Crucible. For a newcomer to Destiny, it can be hard to decide what to do and when. The Red War story missions are less about plot and more about acclimating you to everything there is to see. You'll level up at a pretty steady pace, but there are two level-gated missions that essentially force you to complete Adventures and other activities for XP before you can move on. There's no actual reason for the missions to have level requirements, which can be annoying, but having direction is welcome after Destiny 1's lack thereof. And aside from netting you XP and loot, the semi-hidden Lost Sectors reward exploration while Adventures are filled with lore and interesting details about the world that fall outside of the scope of the main story. If you're burnt out on standard PvE, you can switch to PvP to level up, which requires different gear and skills. Some activities and areas are more cleanly or interestingly designed than others, and after a handful of hours, you'll start to identify the ones you love to play again and again and the ones you aren't as fond of. At least two of the Crucible maps are circular in design and essentially funnel you to your death if you aren't paying attention, which can get pretty boring; some areas require a fair amount of platforming, which can vary from tolerable to tedious depending on your class. But others are laid out in all the right ways to be memorable and fun to replay, like the Arms Dealer strike that keeps you running from room to room and preserving your heavy ammo for a series of tanks.
|

