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Blog entry by Everette Light

Bungie Discusses New Content, Multiplayer Changes, the Future of Destiny

At this point, you visit The Queen who is less than hospitable upon your arrival. She and her brother have no interest to give you the information for free so they task you with bringing them the head of a Vex Gate Lord. You then travel back to Venus and take the giant down and present it to the Queen. The Brother has little interest in helping you, but the Queen decides to point you in the right direction: Mars. It’s off to the red planet to find the Vex Gate.

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.

Just about everything you love about Destiny is returning. We’ve got a campaign with a series of story missions that tell a grand tale of courage and heroism. We have strikes. Of course, we’ve got a brand-new Raid, which I can say nothing about because it’s the pinnacle activity. We have different ways to explore the world. We’ve all been on Patrols, but now there are Lost Sectors to discover, public events with heroic activities, adventures given to us by MPCS. Finally, of course, there’s the Crucible for when we want to step away from the fight against the enemies.

Bungie has received massive amounts of criticism ever since Destiny 2 launched and they’re now poised to launch the expansion that will either make or break the game moving forward. They need Destiny 2: Warmind to be a success. They need it to convince players to come back and get invested in the game again. If neither of those things happen, then they’re going to have a hard time getting anyone to fork over more cash (probably forty dollars) for their major expansion coming this fall. Warmind might not be Destiny 2 missions 2’s true final chance, but one would think that Bungie would still be doing everything it can to show gamers that they’re committed to improving the game, and that they’re eager correct the multitude of mistakes and exploitative policies that have defined its life thus far. That doesn’t seem to be the case, though. Instead of implementing an à la carte system like Fortnite or even just dialing back the cash shop to something closer to how it was in Destiny 1, they’re just adding a slightly less random loot box into the mix.

Mercury sits happily at the top of the destinations menu like it was there all along. Brother Vance welcomes Guardians with open arms to the Lighthouse (only reserved for the best of PvP in Destiny), waiting for Osiris' return. Like everything else to follow though, Mercury quickly proves that it is a veiled guise for a rather bland play space. It's small while giving of the illusion of unlimited potential. It only has one public event, and while covering much more ground than other public events, it’s still the only one (plus sparrows don’t work). At least the other destinations have multiples. The Infinite Forest is a clever trick, that has been pulled before, it’s just on a slightly larger scale, not confined to a space like the Prison of Elders from House of Wolves in Destiny. It’s doing the same thing though, just changing the facade.

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.

The most mysterious force anyone has ever discovered, the Vex are a machine race that are beyond ancient. They aren’t even from Destiny’s current universe. Crota, son of Hive God Oryx, accidentally unleashed the Vex into their universe by cutting a hole between dimensions. This unleashed the beings into their universe as they began to understand a method to move between worlds. They are incredibly intelligent and aggressive beings that have ruins within Venus dating back billions of years. They were first found by humans during the Golden Age, and ever since, have been nothing but a thorn in the side of every race.