The European Dead Zone is Born to Keep Destiny 2 Alive

The competitive multiplayer experience in Destiny 2 has probably been the thing to see the most change from the first game, or at least the most noticeable. It seems like Bungie is taking cues from both highly competitive shooters of today like Overwatch, while also harkening back to their old series, Halo. In terms of new, the first things you’ll notice are the user interface changes and the four versus four setup. The UI shows new details, most notably the ability to see what subclasses both friendly and enemy players are using, if they are alive or not, and whether or not they have their super ready. This information is helpful. To my own detriment, I don’t usually adapt how I play first person shooters, but this small inclusion has made me think differently about how I was playing; how aggressive I was deciding to be, where I was going to go next. It’s a small but useful things. The 4v4 change doesn’t affect things too drastically, although sometimes when a big fight breaks out, it does seem even more hectic than the first game. Where Destiny 2 hearkens back to Halo is in the fact that there’s a noticeable difference when it comes to TTK, or time to kill. It’s a good deal higher, which means it’s going to take longer to get an enemy down.

(Mild spoilers for the first mission of the game ahead) The Beta begins by throwing you into the first mission of the game, called Homecoming. A short cinematic shows your character and his or her ghost flying towards a massive cloud. They look at one another confused, mutually deciding to fly through the smoke to see what’s going on on the other side. When they emerge, the City is being bombarded by the Red Legion of the Cabal, led by Ghaul, the main baddie of Destiny 2 Updates 2’s campaign. When you drop into gameplay for the first time, it’s on the edge of the Tower and you fight your way to the top. You’re equipped with a good amount of weapons, including assault rifles, sub machine guns, hand cannons and a few Power weapons, as well as your new class abilities, which we’ll talk about later.

Having faction leaders like Devrim is a step forward for Destiny’s open areas. He’s a strong personality, and it is good to listen to other characters that aren’t Nolan North’s-voiced Ghost. The inclusion of NPCs, however, still don’t provide players with everything they need, as you’ll still need to travel back to social spaces to decrypt engrams and access your vault. A more seamless experience that incorporated social spaces into the open area would have been much preferred.

With the Destiny 2 Beta in full swing now, there’s a lot to unpack. Many changes have been made from the first game, but much will be recognizable. While the Beta shouldn’t be taken as a done deal — they could still change things — it’s good to talk about the balance the team at Bungie has struck between the new and the old. And with many people unable to play the Beta, as access is limited to those with a pre-order, hopefully this preview will give you a good feel for where the game is at right now. The Beta comes with the first story mission, a strike, and two multiplayer game modes, and all have changes that we’ll get into right now.

It looks like Bungie is also playing with the idea of setting up a more regular competitive scene. The most competitive Destiny game modes have been the Iron Banner and Trials of Osiris, which are both timed events. While this allows for an almost heightened sense of competitiveness during these times, it also sort of makes the down time less interesting, like it has smaller stakes. The Beta has two modes — one called Quickplay, and one called Competitive. While it’s not yet prevalent now how this will affect things, it sounds similar to Overwatch’s system. It could mean that Destiny 2 will also have seasons, where you’re ranked based on performance, which would be a great addition to the Crucible.

For example, in the EDZ, one Adventure features the Taken taking up residence deep in the forest. At first, the mission is simply about pushing forward and clearing away all hostiles. Following some speculation by Ghost about why the Taken are here, players face off against a Taken Cabal boss who remains shielded as long as grunts are running about. Take care of them, and the boss becomes vulnerable until more grunts spawn.

The biggest improvement was the most recent update fixing a massive number of woes that have been plaguing Destiny 2 since day one and adding certain improvements where needed. Sniper rifles are useful now; it’s been six months and a weapon choice has been entirely useless up to this point. For anyone who played Destiny, jumping back in now will bring you right back to when Icebreaker was popping Vex heads off from a comfy distance. This isn’t just a rant about snipers being bad and boo-hoo, this is just one major example of one of the many pitfalls Destiny 2 has been filling in. The best part is all weapon choices seem to have gotten a nice healthy balance. Every gun feels good to use and is reminding me more of old play in Destiny with the improvement of Destiny 2. Classes have also seen dramatic improvements; not once did I find myself using the Sunbreaker until this most recent patch.

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