After that first mission, though, players are immediately ejected to space, where a limited number of things to do sits in a classic Destiny menu. Like, what? I can’t even land on a planet and just wander around? With nowhere else to go, it’s either hop in the Strike or hop in the Crucible.
Of all the things players can do in the open area, Adventures are the most story-driven. Presented on the map as an orange banner with a white sword, these activities task Guardians with following a series of objectives. Structurally, Adventures most resemble the mission design of missions from the original; get an objective, go clear out a wave of enemies, listen to Ghost speculate a bit, and battle a boss.
On paper, The Infinite Forest sounds like a fascinating concept. Bringing in procedurally-generated dungeons would be an exciting way to invigorate the endgame like with Bloodborne’s Chalice dungeons. Sadly, even this concept is ruined thanks to asinine levels of repetition. All the Infinite Forest is is just a linear set of platforms populated with generic enemies players have been fighting for the past three years. The sad thing is, there’s not much of a challenge here. It’s possible just to skip the enemies and head towards the door. On occasion you do need to kill an enemy to unlock the door, you can accomplish it by just hanging near the last platform and shooting them from afar.
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 home…while it crumbles and burns to ash. The one thing that’s 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 2’s beta does exactly what Bungie’s 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 2 Cheats in a better place than when it started. It’s a shame then that the beta doesn’t 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?
That’s Protheon’s big mechanic. Once you get him down to a certain damage point, he drops out the floor beneath you and lands you in a new arena. He does this three times throughout the fight. The difficult part about Protheon is that he plays floor’s lava with you. When he gets pissed enough, he’ll slam his fist on the ground and burn the entirety of the floor, which forces you to jump up on some small platforms. All this does, however, is put you in the line of sight of Protheon, who has two different weapons with which to take you down. It’s a tough fight, but it’s interesting and different, and that’s what we want. I will say, however, that the rest of the strike is pretty mundane. Save for the couple of interesting set pieces I mentioned earlier, it’s kind of simple. It doesn’t have many interesting mechanics, but it is short, so running it over and over as you grind will at least be quick. So again, if all of the strikes in Destiny 2 are short and simple but also take you through a new and interesting setting with a neat boss at the end, then sign me up for more.
Each of the three Guardian Classes – Hunter, Titan and Warlock – come equipped with a brand new subclass. An Arcstrider Hunter becomes enveloped in Arc energy and unleashes attacks via an electrified staff. Sentinel Titans summon a shield constructed out of Void energy, which they can throw at enemies or use as a melee weapon. Last, but not least, is the Dawnblade Warlock who summons a Solar sword and rains fire from the skies.
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.
