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There you have it. While there is a lot more history and detailed information regarding specific individuals and enemies during the conflicts of Destiny, this is a broad overview of what happened throughout the course of the game. You should now be prepared for Destiny 2 strategy 2 when it hits PlayStation 4 and Xbox One on September 6, with the PC version coming October 24.

Shaders, ships and sparrows, which could all be obtained as rewards in the Destiny 1 era, are tied to Destiny 2’s microtransaction system. Sure, common and rare shaders can be found be exploring the different worlds, but the most desirable shaders are all locked behind microtransactions and are now single use. It’s cool that shaders can now be individually placed on each piece of armor or weapon, but turning them into one-time consumables tied to microtransactions is terrible. Swapping shaders in and out in Destiny 1 was a fun piece of customization, but Destiny 2 strips that away.

While including a loot box that doesn’t award duplicates is better than only having completely random loot boxes, doing so doesn’t take away from the fact that Bungie’s game is still highly encouraging its players to engage with loot boxes instead of actually earning loot. It also doesn’t take away from the fact that they’re still pushing random microtransactions in a game with a sixty dollars price tag and paid DLC. What’s more, they don't appear to see anything wrong with this.

We’ve created a game that has its own culture now and every Destiny player has adapted to the current classes. What we wanted to do was strip those powers away, make players think about their characters in some new and exciting ways, and then embrace new forms of fighting within each subclass.

We’re not bringing back any of the old weapons and armor because all that stuff is turned to ash and dust by the Cabal. That’s one of the great things about Destiny 2. It enables us to create a brand-new tale with a fresh start for every single player. Whether you’re someone who looked at Destiny from afar, feeling like you couldn’t jump into the world or feeling like you’ve been left behind, or whether you’re a veteran player with 100% completion in your record book, you are all joining this new adventure on equal footing. You will be attacked in the same moment. You will all lose the things that your Guardian holds dear. You will all need to go out into the wild and rebuild from the ground up.

Dead Space 3’s compromises were a bit more subtle , but they still resulted in a not-so-minor departure for the series. Where the first two games were horror games first and shooters second, Dead Space 3 was the opposite. It traded careful resource management and situational weapons for resource crafting and all-purpose creations. Rather than a tense experience that required its players to think on the fly, players got an occasionally startling but overall leisurely romp through an undead ice planet. Once players acquired enough resources to craft a gun with both long and short range firing modes, any semblance of genuine scares and vulnerability went right out the airlock. Supposedly, Isaac isn’t even alone for most of the game thanks to his partner, Carver, appearing out of the ether during every other cutscene. Just like with Fallout 4 and Destiny 2, Dead Space 3 represented a shift in genre for the sake of more mainstream appeal. The semblance of the game its fans loved was still there, but that’s all it was: a semblance. The traits that made it unique, that attracted a fanbase in the first place, those were either severely watered down or cut out entirely in the name of attracting more casual players.

The final piece of DLC is more of an isolated incident on Earth, with a couple of overlaying issues after the fact. This takes the player to the Plaguelands, a sealed off area within the Cosmodrone that houses a familiar but new threat. You meet with Saladin Forge, the last remaining Iron Lord who seeks aid from the Guardians. For clarity, Iron Lords are essentially noble Guardians who have taken up the mantle to defend and rebuild civilization, protecting the walls of the Last City.

We think that a lot of players are going to be pretty surprised about how 4v4 changes the landscape. In terms of being on a big team in Destiny, that’s the Raid. The pinnacle activity in our game is all about being in a Fireteam of six and solving the biggest mysteries in the game together.

Curse of Osiris does include two new strikes, but both are pulled directly from the campaign with no changes. Crucible doesn’t fare much better with only two new maps on Xbox One and PC, and three on PS4. Unfortunately, as of publication, Crucible is wholly broken thanks to the Prometheus Lens, a new trace rifle that is completely unbalanced. Bungie says they’re working on a fix, but a solution has yet to materialize nearly a week after launch.

Destiny 2 astounds with its fantastic art direction, presenting worlds that are bigger and more detailed, and it’s taken up a notch on PC. The European Dead Zone and Nessus, in particular, are meticulously crafted worlds filled with wild vegetation, towering trees, and flowing rivers. Effects, lighting, and animation work are also top-notch, helping to make the world of Destiny feel like a real place. The writing and voice acting is mostly okay. There are still some cheesy lines, but there’s nothing as wacky as, “that wizard came from the moon.” While the majority of voice actors deliver fine performances, it’s Joy Osmanski’s Failsafe that ultimately steals the show. With excellent comedic timing, Osmanski delivers the best quips of the game and makes Nessus the most fun location to visit.

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