Well that didn’t take long. It’s only been about a month since Destiny 2 released and it’s already struggling to hold its players’ attention. Many are focusing on loot or the sheer lack of content as the cause, but the game's real issues run a bit deeper. Having loot to grind for is all well and good, but it doesn’t amount to much when there’s not a whole lot one can actually do with it. The game’s economy has also undergone a very player-unfriendly change, one that encourages microtransactions and hoarding over fun and engagement. Even the moment-to-moment gameplay has suffered. What was once relatively fluid and fast-paced combat has become slow and laborious. As it stands, Destiny 2 meets the basic requirements necessary to be called a full and proper sequel rather than a glorified expansion, but falls into the category of unsatisfying sequel that "fixed" all of the wrong things.
Destiny 2 has its share of issues, a lot of them to be frank, but it’s still an entertaining adventure that the developers have properly improved. The shooting mechanics are some of the best in the business, and the art team has done an amazing job in bringing this futuristic universe to realization. With that said, it’s not a monumental leap, feeling less like a sequel and more like an overloaded expansion. That’s not to mention the worlds, while beautiful, are less memorable than most of what the original game had to offer. Thankfully, Bungie and Activision have outdone themselves with the PC port. While the graphics are primarily sharper and more defined, the 60 FPS frame rate is the real game changer, ensuring you’ll never want to go back to another 30 FPS shooter. The keyboard and mouse controls also add a level of precision you couldn’t find on consoles, making this the go-to version to get. In the end, the PC release will give players a decent idea what console players have been talking about over the last three years, for better or for worse.
Placing all the powerful weapons in the same category has good potential for PvP, but it’s also a functional misstep in terms of PvE. Power weapon ammo drops more often in Destiny 2 than heavy weapon ammo in Destiny 1, but still not nearly as often as kinetic or energy weapon ammo. So right away there’s less incentive to use that ammo for any weapon other than a rocket or grenade launcher. Why waste that relatively rare and precious ammo on a sniper rifle when it could instead be spent on something much more powerful? It’s the same issue with abilities in that they’re all restricted by ridiculously-slow cooldowns. Instead of enjoying the ability to toss a grenade into a group of minor enemies, dodge around the battlefield at one’s leisure or even pop a super to take on a mid-boss, the game encourages players to bank them instead. To use one’s abilities in any situation other than the most desperate is to see them go to waste. Nobody wants to be caught staring at a cool-down meter when they’re stuck in a tight spot. These can at least be adjusted a bit with mods, but who wants to waste their mods on anything other than top-tier armor? The net result is gameplay that’s gone from fast-paced, fluid and fun, to something slow, limited and dull with no incentive whatsoever to make use of the game’s most enjoyable weapons and powers. If the developers truly felt that these changes were necessary to achieve a more fun and balanced Crucible, then perhaps it would have been better to just separate the Crucible from the rest of the game.
The other ill feeling aside from Destiny 2 strikes 2’s launch is knowing we're following a path already taken that doesn't seem totally trustworthy. In fact, it's the same merry-go-round many have already been talking about. We've been here before, we've seen it. Yes, Destiny 2 will drop some Taken King sized expansion and it probably will fix a lot, but it just doesn't feel like enough or that Bungie or Activision are trying. Give us guardians something fresh, show us something shiny and new; not a lackluster experience that continually rides on the coat-tails (hardly any to begin with) of the previous title. The gimmick can work for anyone experiencing Destiny for the first time, but it's not going to work for the players that have been with Destiny since the beginning and the newcomers will pick up on that. When creating a space to play in together, it's creating a social dialogue, which happens inside the game and out.
Speaking of enemies, Destiny 2 doesn’t add anything new to the mix. Each of the factions from the original game returns with a few new units, but they don’t change the fact that these are the same enemies we’ve been shooting for the past three years. Considering we’re exploring new, exotic worlds, it would have been nice to get some new enemy species thrown in.
A series of new locations on Earth, Titan, Nessus and Io replace the locales from the Destiny 1 era, and are mostly huge improvements. The open areas may not necessarily be bigger but are filled to the brim with more geometry, exploration, and activities. Returning activities like Public Events have been revamped to offer more engaging encounters, and new activities like Adventures allow players to dig deeper into the lore of the world. New Faction Leaders populate each destination, but they feel lonely and out of place. Exploring the open areas still feels too empty as the player count has not been increased, nor are there any other NPCs to interact with. Faction Leaders are a great start, but it’s disappointing that there isn’t more to the open areas other than to mine Lost Sectors and Public Events, walk up to a flag to initiate an Adventure or kill infinitely respawning enemies.