Destiny 2 PS4 Launch Impressions

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At this point I’ve played Destiny for somewhere in the range of five hours.  I’m not sure if an actual way to tell and the third party sites like Destiny Tracker don’t seem to be keeping this information.  Regardless I have played a bit more than I had when I sat down to talk about it yesterday morning.  At this point I am level 10, have some reasonable gear, and am a few missions into the second planet.  During the course of this mornings post I am going to try and keep spoiler information out of it…  but what classifies as a spoiler is very personal.  For me the things that I generally consider spoilers are story beats or surprising revelations.  However I do not consider any mechanical and nuts and bolt sort of stuff spoilery, so be warned there might be something here you don’t want to read if you are wanting to go into the game completely blind and are waiting for the PC release.  Disclaimer out of the way…  I am really enjoying myself.  Yesterday my friend and fellow blogger Isey made a post talking about how disappointed in general they were in the game.  It is weird how one experience can be translated in very different ways based on a given players perspective.  For me the fact that Destiny 2 is very much Destiny 1 done better…  is a good thing.  Now we are going to get into the details that I largely left out yesterday as to why I was brought to tears playing this game.

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This is a little spoilery but for players returning to the game it presents you with a series of “memories” of big accomplishments you completed.  This is the point where I just lost my shit yesterday and started crying.  I remember each of these firsts in game and who I was with when I did them…  like this raid I remember being completely in awe of the feeling of going through the raid.  I remember the frustration of trying to learn the ship jumping puzzle for the first time.  Basically King’s Fall was a package of emotional baggage waiting to be unwrapped and to know that the game remembered me…  was just more than I could handle in whatever state of mind I happened to be in.  Then when I got through the sequence of memories and was confronted with my guardians sitting there waiting for me..  I really lost it.  I was prepared to lose everything going into Destiny 2 and more or less I did… and the game really grinds this point home…  which is in part why I think Isey had problems with it.  However for me…  the fact that I had “my” guardian sitting there waiting on me…  in a game that remembers what I did…  was enough to bond me to the experience instantly.  In the games I play… the characters I play matter to me.  It matters that I am playing “my shepard”… and when I game tries to make me play someone else that is very much NOT me…  I bounce pretty hard from it.  All I have ever wanted in a sequel is to be able to dust off the team that I had in the previous game… and go out on one more grand adventure and Destiny was sitting there waiting for me to start.

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It feels lame to say… Destiny 2 is Destiny the way it should have been.  However that is the best possible description I seem to be able to muster after playing it.  This is everything I had hoped Destiny was when we first started playing it, and seems to support all the ways I really wanted to play it.  I’ve talked before about how deeply connected to the Patrol zone experience I am… and how I have spent something like 77% of my game time running Patrol missions.  This game takes that notion and expands it in every meaningful way by giving us large planetary zones to explore.  I found my first Lost Sector last night before I even knew what a Lost Sector was…  I did what I always did in Destiny 1…  I went exploring.  There were areas of the Cosmodrome that I knew like the back of my hand, and places that I went exploring in that I had no real business exploring…  each time being slightly frustrated when I encountered a closed door indicating that the area behind is for a strike or raid…  and otherwise not accessible right now in patrol zones.  I set those same instincts to work…  and as I wandered through a building I happened to find a path that took me down into a sub basement… and then continued following that around until I found a room full of Fallen… and ultimately a mini boss that I killed.  Sitting there in the room was a shiny chest full of loot…  marked with what I ultimately came to learn is the symbol that marks a Lost Sector.  Even more than that… the chests you find randomly in the zone are actually useful now.  Previously you had a shot at a little glimmer, some resources from that planet and maybe just maybe if you are insanely lucky a ship schematic.  Now the random spawned chests in an area drop actual usable gear as well as a currency used in a given zone making them super useful to gather up.

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Another huge boon to the overworld experience is the addition of what I believe they call High Value Targets.  Basically as you are fighting around the world you will occasionally come across what looks to be a miniboss in the open world.  Upon taking one of these down they drop a special loot chest that contains glimmer, the zone currency and most of the time in my experience a couple of pieces of gear.  Similarly the zone events have improved and feel both more challenging and more rewarding.  I feel like Destiny was the game that has lead to my enjoyment of Guild Wars 2… in being willing to just go with whatever events happening to be occurring in a given area.  I did this while out on patrol and often helped defend the warsat or take out a specific target…  and in Destiny 2 I’ve found it extremely enjoyable to play in the same sort of way.  The best part about events…. is you can now see what is up and available on the director map making it no longer a thing to keep zoning back and forth between two areas to see if something has kicked off yet.  So far I am a little sad that the actual patrol beacons no longer be a thing…  I used to always have one ticking away while doing other activities.  However the system that it feels like has replaced them is Adventures, and if I had to give up patrols to get that I am thinking it is a reasonable trade.  It’s hard to describe what these are… but think of them as missions that happen while you are out in the open world.  Once you kick them off you will be directed through a series of events by one of the actors in a given zone.  In the EDZ these largely involved retaking certain parts of the zone or attempting to make them more habitable by setting up fortifications or radio towers.  I am hoping that these respawn over time, because right now I only have access to a very limited number of them.

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The most important part of Destiny though are the guns and how they feel to use.  In the “beta” experience I was not a huge fan of all of the weapons.  There were a few I really liked and then much like Destiny 1… others that I couldn’t really stand.  A large chunk of the original game while leveling, you spent time using what felt like pretty lousy weapons.  This time around… it feels like you hit the ground running with a bunch of interesting options.  In the original game I was not the biggest fan of the Omolon weapon foundry other than the infamous Hung Jury scout rifle.  Who would have known that I apparently love their Auto Rifles…  or at the very least whatever archetype the Jiangshi happens to belong to.  I am really hoping there is a legendary version of this gun, because I pretty much love everything about the way it feels.  Right now I have largely been surviving in game on the large number of Pulse Rifles available from various vendors…  because the game keeps handing me Scout Rifles via loot drop.  I am really not a huge fan of Scout Rifles…  and while I like having them for ranged attacks… I need either a Pulse or an Auto to make me happy.  That said I have tried out a whole slew of weapons… and adjusting for personal taste they all seem to be pretty good versions of the weapons I knew before.  The whole auto sidearm thing is pretty great, and I am in fact finding a lot more in the field.  Similarly I have come to really like the Sub Machinegun archetypes, but those are largely an up close and personal weapon for me…  and not great for the distance I am trying to keep mobs at while playing through the story missions.

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Which leads me to the Story Missions as a whole.  So far I am enjoying them quite a lot but I don’t want to get into a lot of details for spoiler reasons.  They feel better than Destiny 1, and so far they are a lot more involved than they were previously.  Homecoming… the mission that we got to experience during the Beta legitimately is a good representation for how the story missions as a whole are going to feel in this game.  It is not some weird one off mission that is hyper focused on story elements.  The later missions don’t have the cute in mission cutscenes with major story characters showing off how awesome they are…  or at least I have not encountered any yet.  That said there is a lot of comms traffic interaction with multiple characters from a given planetary area, and you have interesting things to go out into the world and be doing to move the overarching story along.  Still I feel like I need to drill home the point that…  if you did not like Destiny you are probably still not going to like Destiny 2.  This is very much a Destiny game and feels like the continuation of the first game… where they roll out and fix everything that was broken with it.  This is not a completely different game experience and while there is a ton more story interaction… and they are making it clear that they want to help explain concepts to the player…  it is not a vastly different experience.  For me… it was exactly what I wanted in Destiny 2.  For others it will still fall short of whatever measuring stick they keep trying to hold it up to.  Right now the only frustrating part of the game is that they seem to have fucked up the shader system… and replaced it with a single use consumable.  There is quite a bit of backlash from the community and I can only hope that maybe they revert this change by the time the PC game comes out.  Chroma was a dumb system…  and they got Chroma in my Shaders and made it a dumb system too.  Other than that however live seems to be peachy in Destiny land.  Now I am going to hit publish on this and play some more before I have to run off to work.

Happy Tears

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One of the problems with getting older is that you can’t seem to snap back quite as quickly from those late nights.  There used to be a time where I could stay up until 1 am and then still get up for work at 5:30…  those days are long gone.  I had every intent last night of staying up until the 11 pm my time start of Destiny 2, but around 9:45 I decided there was no way I was actually going to make that and went on to bed.  Instead I got up this morning and poked around a little bit.  I was shocked to see my Guardian staring back at me…  so instead of playing with the character generator I just went with it.  This is not the first time that I was brought to tears this morning, and it wouldn’t be the last.  I am weirdly emotional about the launch of Destiny 2, because on so many levels the original was a very important game for me.  I can’t quite put it into words why, but it really was.  The first time however was through a sequence of memories…  that I don’t want to go into too much detail on for fear of ruining the experience for others.  Basically I went into the game expecting to have to start from scratch…  and while we have…  the game remembers us.  It feels like Bungie really does care about the actions we took defending the city over the last three years… and while they didn’t want too much of that to factor in they gave us a nice stoic nod.

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As far as the game itself…  most of that is going to have to wait until this evening when I have some time to actually sit down and play it properly.  I already feel connected to this world…  because its the world I left behind forever changed by the actions of the Cabal Dominus Ghaul.  From here this is where we forge our new path…  our brand new adventures.  I am in no real rush to raid…  so I want to take my time to savor these moments as they happen.  In part I am experiencing everything knowing that in another month… I will be doing it all over again on with the PC launch.  I am largely just hoping that I understand the world by then and can tackle it far more efficiently.  I have to say…  having crappy weapons never felt so good because you are starting in very meager circumstances…  and you appreciate every bullet.  Its time to rebuild our legacy.  I will see you in game tonight, and hopefully I will have gotten the tears out of my system by then.

Guildhalls and Shield Charge

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Tonight is the launch of the Destiny 2 console editions.  Technically it is launching on Wednesday but they are starting that clock at Midnight Eastern Time…  which means since I am in Central time I might actually get a chance to poke my head in and check out the game at 11 pm tonight.  I have not plans to do a late night marathon or anything like that, but today I am mostly wanting to show off the new artwork from Ammosart that I commissioned for my blog header.  Since adding “LalaBel” to the header with the launch of Stormblood…  I’ve been plotting to add something up there to balance things out.  With the launch of Destiny 2 and my new love of the Sentinel Titan… I thought it would be pretty great to add a version of me charging with the void shield.  The only problem here is…  Ammo was working off a game that wasn’t out yet.  I gathered up a bunch of screenshots from the PS4 beta, and attempted to augment them with as many relevant screenshots as I could find around the interwebs.  I am super happy with the end result and she did a great job of capturing the whole “covered in void energy” aspect that happens when you are ping ponging between mobs while charging like Captain America.  Now I have a version of myself as a Sunbreaker that she did earlier as my avatar…  and now a really cool version of the Sentinel that emblazons the blogs masthead.  I had hoped she would get it done in time for the launch and like a trooper she pinged me last night with the final version.  I cannot express in words how great Ammo is at this sort of thing.. and like always you should totally check out her website and tumblr for more awesome stuff.  These are of course paid commissions, so please please please don’t go pestering her for free work.

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As far as other happenings this weekend… I split time between Guild Wars 2 and World of Warcraft.  In truth I played way more WoW than I expected to be playing, especially working on assorted World Quests and Emissary missions.  That said the bulk of my time was spent working on a bunch of scattered objectives in Guild Wars 2.  About a month ago the AggroChat crew and friends managed to get a guild hall purchased for Greysky Armada the GW2 branch of our FFXIV guild.  The only problem is… saving up the currency and influence was only the beginning because you have to in theory fight to take back the hall from the mo that had invaded it.  We tried this with about five players shortly after purchasing the hall and failed miserably.  I’ve talked about the process before, but functionally there are mobs that spawn in that you have to take out… and you have something like 3 mins from the moment they spawn to defeat them.  The problem is that they could be anywhere on a rather large map.  With five players, if we happened to be close to one of the Maws we could take it out without much problem…  but the run time combined with the time to chew through the copious amount of adds meant that we were always behind the curve.  Each time you fail to defeat a Maw the toxin levels increase… which is functionally a hard timer on how many attempts you have before you have to call it and try again.  Monday afternoon we managed to gather up a bunch of folks and had I believe nine people working on this mission and that seemed to go so much more smoothly.  I think there was one that we failed to get, but shockingly we kept knocking down Maw after Maw until we were rapidly approaching the final boss phase… where you have like 10 minutes to defeat the purple border Legendary mob that you can see me fighting in the above image.

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We spent the rest of the afternoon pouring through our vaults and dredging up materials to attempt to purchase upgrades.  By the time we called it a night we had a chest full and ready for a couple more upgrades…  and have the guild sitting at Level 5.  Basically at the moment we are favor locked, which is the currency you gain by doing guild quests.  We did the Trek one yesterday which is pretty simple… and failed miserably at completing the bounty task.  That one gives you 15 minutes to kill 3 mobs that are roaming around the world.  Firstly the mobs are not static spawns and you have to go “find them”, and then some are spawned by doing other activities…  like kicking suspicious barrels in a zone with about 300 of them.  The real challenge though was killing the mobs fast enough because these spawn in as champions… and one of them was absolutely straight up one-shotting me as a Hammer Warrior which is pretty tanky in the grand scheme of things.  Basically this again is a situation where we need more people on at a given time so we can spread out and then coalesce on a target when someone finds one and take it down quickly…  then return to the hunt once again.  I also need to see what the specifics about Hard Weekly Challenges are…  to see if this is a thing we can actually manage to do.  I am questioning it however given that it suggests that we have 15 players…  and so far this suggestion number has been pretty right on the money.

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It feels like opening up the Guild Halls has infused me with new purpose because finally I have a reason to be stockpiling all of these materials.  I am just thankful that none of the materials are the ones that I have been needing for pushing Weaponsmithing up higher…  which currently sits at 486.  The other thing about me is I am notorious for taking the hardest route to get somewhere…  and this has been true with Mastery points.  For whatever reason I decided to keep focusing on the Pact Commander tree…  and then once I realized what was at the bottom of that tree I just kept going.  This put me in the position of needing 8 Mastery points to finish it out and gain “Advanced Logistics” that enables the Auto Loot checkbox in the options menu.  What this does is allow you to stop feeling the need to hit F constantly to try and loot corpses after everything you killed.  I know over the years I have left a lot of loot on the battlefield because I get caught in the heat of the moment and am busy whacking things with my hammer to notice that I had a prompt telling me to loot things.  The only negative here is I am afraid this will be one hell of a way to fill my bags…  but then again I have access to Mistlock for selling and banking anytime I like.  Additionally as we build out the Guild Hall it will serve as a similar option some day.  I’ve known for awhile that there were a bunch of Mastery points that I could get by running around Tyria and communing with certain locations.  The problem is I never really did anything about it… until last night when I literally ran around and collected all of them.  This gave me enough Mastery points to earn Advanced Logistics that I was after as well as enough to pick up the next rank in the Fractal Attunement tree.  Overall this takes my Mastery rank to 29…  which still feels like a complete newbie in the grand scheme of things.  Every time you complete one objective in this game it seems to unlock a dozen more that you didn’t even know existed…  which is I guess how it has kept people engaged over these last five years.

 

 

For the Puppies

I’ve rattled on over the last few days at some of the things I have been disappointed thus far in the Destiny Demo experience, or at least airing some of my concerns and misgivings.  I thought I should probably spend some time this morning talking about one of the things that they are doing amazingly well with the launch of Destiny 2.  One of the core reasons that most of my friends bounced off of this game…  was the lack of story.  Don’t get me wrong…  there is plenty of story to be had…  they just lay it out in a way that is largely nonsensical.  Only by hoarding weapon and armor descriptions…  hundreds of grimoire cards… and then cross referencing those against missions in the game and random nonsense that is in the background of the level design…  do you actually get the true picture of what is going on.  Please note… that I didn’t actually do this on my own but at some point I stumbled across the Myelin games channel and drank deeply of the font of lore theory.  If you want the story in a much more digestible form then I refer you again to the amazing Lore Primer video that MyNameIsByf created where he attempts to lay everything that we know for certain out in a linear timeline…  that happens to be an hour and a half in run time.  Prior to launch they claimed the game would have a story line rivaling that of Lord of the Rings, Harry Potter or Star Wars…  and we all balked.  In truth however it does in fact have this story woven through the fabric of the game… but makes every possible attempt to disguise it from us and make it harder to figure out than is humanly reasonable.

This time around however they swore they had changed, and when we got our hands on the PS4 demo…  as I have said before there is literally more story in the Homecoming mission than there was in the original game sequence leading up to the Black Garden.  I am not trying to be hyperbolic here… but in truth there is way more character exposition than exists in any form in Vanilla Destiny.  We were introduced to a cast of characters…  like The Traveler, The Speaker, The Stranger…  and a handful of characters that I could tell we were supposed to care about that served as our class leads….  but never actually did much in the way of leading.  We also had a nonsensical enemy in the form of “The Darkness” which sorta felt as stupid as attempting to go to war against “Terrorism”.  We lacked anything resembling a big bad Villain that we the players were focused on…  and when we did get raids…  we had no emotional payoff in taking down Aetheon or Crota…  because they were just another name in a long line of names that meant nothing to us.  One of the best experiences I have ever had was when I finally took down Arthas… the Lich King for the first time…  because I had an entire expansion focused on combating the forces of the scourge and playing cat and mouse with him across a continent.  When it finally resolved and we got to see that cut scene for the very first time…  there were literal tears of joy in my eyes.  With the Taken King we got a better shot at a big baddie…  but even then we didn’t really have enough time to learn to hate him the way we should have.  The emotional payback element was largely missing because he zoned into our solar system… blew up a bunch of Awoken… and then wrecked a ship that wasn’t even ours.  We had a dozen or so missions to get into her head, and by the time we took out Oryx…  it was cool and definitely felt epic but was still lacking any resounding payback theme.

The core problem there… is the Taken King content and our supposed “war” with Oryx happened disconnected from anything that we actually cared about as players.  The Tower… our home for the last three years remained largely unscathed…  as did the Reef other than a few NPCs swapping places.  There was no sense of loss to fuel our desire for revenge, and while it is a freaking amazing expansion and a leap forward in storytelling…  but still not quite there.  With Destiny 2 there are so many things changing… and in truth they needed to.  There will be players that lament the loss of their shiny vault full of weapons… and I won’t like there are a lot of things I will be sad to say goodbye to.  However what we are getting is a tangible reason for fighting and that means so much more than any given piece of loot could…  and the folks that know me really well will be shocked to hear me say that.  The history of the city is built on the backs of major flash points that we can only really find out about in legend… or in the name of locations.  Growing up I heard about all of the things that my Grandfathers went through with World War II…  how one Grandfather stormed the beach at Normandy…  got shot up by a gunner and just happened to fall into a trench with a medic that could patch his punctured lung.  That was his story though… and not mine…  much in the same way that the tales about the fabled Guardians of the past are just legends and didn’t really factor much into my day to day game play.  In Destiny 2 we start the game by living through the fall of the Tower and the loss of our Light as a source of power…  as well as the potential loss of our constant companion the Ghost.  We have reason and motive to want to take back what was ours from this Chubby Darth Malgus.  I am so ready to hit the ground and start taking down Cabal as I at the same time attempt to fortify and rebuild our new home…  the Farm.

Another thing that the Taken King did better was start to give our class leads a personality.  Cayde-6 went from being a random Exo Hunter in the tower…  to Robotic Mal from Firefly.  Zavala went from being that dude that sold me crappy Titan gear…  to being the Stalwart defender of the tower and the “worrier in chief” about everything.  Ikora Rey went from being someone I never actually talked to… because the Warlock jump is horrible…  to being this sassy arcane dynamo.  The Homecoming mission took all of these elements and built on it, and they have been carrying this mission forward in the form of a flood of videos about Destiny 2.  I’ve been linking them in and out of the paragraphs of text, and they do this amazing job of packaging up the elements of the world that you might want to care about and delivering them to you on a silver platter.  Yesterday the live action video shipped and it is truly amazing… and I said this before but there is no song better for a “getting shit done” montage than Sabotage by the Beastie Boys.  Leading up to this however there have been five character vignettes… one for each of the class leads:  Cayde-6, Zavala, and Ikora Rey…  as well as one for Hawthorne the person who is going to be helping us a lot at our new home on The Farm…  as well as one for Ghaul our new bad guy focus.  They’ve done more in the months leading up to the release of this sequel to set the stage and give us a reason to care about it…  than they did in the entirety of three years of the original.  For me…  its like getting to share this gift with all of my friends because I was the only one mental enough to actually go digging into the lore.  For the last few years my friends have had to listen to me rattle on about this or that from Destiny without actually knowing any of the context.  Here is a giant fucking context sandwich…  and it gives me a lot of hope for the future.  I think Bungie gets it… and they understand that you cannot just throw a train of breadcrumbs in your game and call it good.  They started in the middle of an established story…  but never gave us enough bearings to be able to really find our way clear of caring about what was going on.  I’ve said before that the central focus of Destiny is shooting space monsters with space guns… and I still stand by that.  If you are really not into that premise then no amount of story is really going to make you want to stay.  However…  it does give you some reasons for why you might want to shoot those space monsters…  and understand where exactly your space guns game from.