Destiny 2 Cont.
Wildwood is a city along the lower part of New Jersey’s coast. It has roller coasters, a boardwalk, and an endless sea of better-than-you-would-have-guessed pizza shops. When someone invokes the deeply mythologized words “Jersey Shore,” it’s safe to say that some, if not all, of what the phrase is meant to capture is reflected somewhere along the Eastern edges of Wildwood. But when most people picture a beach, they probably don’t picture this one. More so than perhaps any other part of the Jersey Shore, Wildwood is known for the sandy sprawl in-between its piers and the water. Several football fields’ worth in fact, such that actually getting from the car to where the waves crash requires its own peculiar form of patience and delayed gratification.
Destiny 2 may only be the second game in the series, but it is also the sixth expansion since it originally started. This means that certain patterns have had years to establish themselves, including the single-player story campaign that accompanies each new era in the game’s MMO universe. These tend to include big action set pieces, short but epic cutscenes, and a bunch of useless space loot that gets thrown out as the end game (i.e. “real game”) begins. Ostensibly they make-up the “core” of the game, containing both a narrative conflict and its resolution, as well as short demonstrations of every major mode and feature included in the game. But anyone who’s played Destiny for any length of time, or even read about the people who have, knows that the single-player missions, wherein players gain experience points and build toward the game’s current level cap, are not the thing: they are the thing that gets you to the thing.
Having been inculcated into the particulars of the latest expansion’s “improvements” and made familiar with the general rhythms of its progression grind and in-game loot economy, it’s not until after the big bad has been revealed and vanquished, and the credits have begun rolling, that the true content, including special ambient quest lines and, of course, the marathon-length Raid missions, becomes accessible. And like a long, sunny day spent laid out in front of the Atlantic, Destiny’s end game is worth it. Walk along the hot, granular morass of scifi gibberish and thematic cliff notes poising as character dialogue and you will eventually reach your destination.
Unlike the Southeastern Jersey shoreline, however, Destiny was made entirely by humans. It was not discovered in some ditch like a fossil with a single-player campaign already in-tact. Rather, six iterations in, Bungie has maintained the long walk from the thing to the real thing out of, perhaps, habit, or maybe even the need to tick off a box for those impatient for the next Halo and could possible be confused into buying into a streamlined MMO with all the trappings of a conventional, early aughts shooter. Whatever the reason, it somehow persists, despite how much time and energy is spent reminding players that nothing in the single player campaign matters. That growling life bar you shot a million holes in? Just a dinner roll. The main course is actually gated behind a series of grindy level progressions and match making snafus. Or even, possibly, hidden away somewhere in Destiny 3 (seriously).
Some other thoughts as I approach the steepest part of Destiny 2′s end-game incline:
I really can’t stress enough how rushed the entire arc has been, or how terrible the Ghaul boss fight is. It’s always a bad sign when your main villain is hopelessly upstaged by the scenery. Remember: there was no secret plan to destroy the city, it just happened because the bad guys are badder than ever, or something. Having stripped you over your powers, home, and toys, the game then rushes to restore all of it (except the last part, because then what would be the point) to make it all feel like Dorothy waking up from a dream.
It’s disappointing to see so many things from the first game removed. Rather than simply adding and streamlining, Bungie also took away ammo synths, faction bounties, and vendor legendaries. In addition, there aren’t any new sub classes or enemy type that really break the mold. In this respect, while Destiny 2 is by far the better version, it does feel more lackluster than the first game when all of these things were new.
Finally, shards are back, sort of. Everyone hated the ascendant shard system from vanilla Destiny, where equipment needed a secondary item to unlock its best stats, but by requiring legendary shards to to infuse your preferred equipment up toward the level cap, Bungie seems to have sneaked the same mechanic back in without anyone really noticing.













