Review: Destiny 2 – Expansion I: Curse of Osiris
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작성자 Finlay Devries 작성일 25-12-02 03:17 조회 3 댓글 0본문
A series of new locations on Earth, Titan, Nessus and Io replace the locales from the Destiny 1 era, and are mostly huge improvements. The open areas may not necessarily be bigger but are filled to the brim with more geometry, exploration, and activities. Returning activities like Public Events have been revamped to offer more engaging encounters, and new activities like Adventures allow players to dig deeper into the lore of the world. New Faction Leaders populate each destination, but they feel lonely and out of place. Exploring the open areas still feels too empty as the player count has not been increased, nor are there any other NPCs to interact with. Faction Leaders are a great start, but it’s disappointing that there isn’t more to the open areas other than to mine Lost Sectors and Public Events, walk up to a flag to initiate an Adventure or kill infinitely respawning enemies.
[JH]: There’s two key things going on with Ghaul. One is giving him a goal and objective that he desperately wants that we as players can relate to. What do you care about? It’s your light, your progress, your powers. You care about that which the Traveler has given you. Ghaul wants that, and it’s the thing that you’re both going to fight for. The second is, when you start digging into the story, you see that he has a drive and obsession with being worthy. He doesn’t want to just take it, he wants to earn it.
Unfortunately, most of the rest of the content Curse of Osiris provides isn’t top quality. Mercury doesn’t offer the space or sense of wonder other areas provide to make it a worthwhile social space or area to explore. The Lighthouse, the new social space, is way smaller than it was in the original Destiny, and it only contains one vendor to interact with. Meanwhile, the open area of Mercury is just a tiny circle, so tiny in fact that Sparrows are disabled to give the illusion it's bigger than it really is. On Mercury, you’ll find one public event, three adventures, and one Lost Sector. For a planet that has been teased since the initial release of Destiny, it’s appearance in Destiny 2 is underwhelming.
There are no new enemy species in Destiny 2. We still have the Fallen, Cabal, Vex and Hive, which are all returning from the Destiny 1 era. From a story perspective, how do you make enemies players have fought so many times over the past three years feel fresh?
Destiny’s sequel still has a stunning lack of features, of new things to do in and with its content. Where’s the variety of Crucible modes? Where are the custom lobbies? Where is Horde mode and strike scoring? What about customizable difficulty and gameplay modifiers? Why don’t we have any in-game systems we can use to challenge ourselves and our friends? If incentive is necessary, why not offer emblems for running strikes, story missions or even raids with certain modifiers turned on? How about a system to share or feature custom-made challenges and offer a small sum of Silver for popularity? Additional raids, strikes and explorable spaces are nice, but they don’t solve the problem. Features, things to do with that content, do solve the problem and Destiny 2 currently doesn’t even offer as many as its predecessor.
One of the biggest questions around Destiny 2 is if Activision and Bungie are doing enough to fix what is an extremely wonky machine, and if so, can it be saved? Destiny 2 does have a dedicated fan base, but even that has hit a low point compared to when Destiny 2 Update 9.1.0.2 found itself going through these same woes, just with less grief, which makes sense. Destiny isn't perfect and it came a long way from when it launched, but many of the problems in Destiny 2 didn't exist for Destiny. In many ways Destiny 2 felt like it had taken about a thousand steps back. Now Destiny 2 finds itself not only on the same trajectory as the original, but also with more patches and leaks to fix. The boat was sinking as soon as it hit water, it just took a little time at sea to see just how bad things were.
[JH]: So, that’s kind of outside the scope of where we have our involvement. We’re super dedicated to story, and the high-level development decisions based on classes or specializations happen amongst other teams. We try our best to have a good narrative wrapper around that decision-making. Our involvement in the PvP is to develop a strong character in Lord Shaxx.
[JH]: Like any good story, it’s going to live or die based off the depth and reliability of your villain. We put a lot of hours into developing Ghaul. At first, yeah, he seems like a guy who just wants to kick us in the balls and move on down the road after taking Earth.
It has been a long time since we’ve seen a proper Bungie game on PC. Outside of the first two Halo games ported well after the fact, the now Washington-based studio wasn’t always well known for their console releases. After splitting off from Microsoft and the Halo brand, Bungie worked on their next major project, and while it was met with mixed reception, it quickly became one of the biggest new IPs this generation, inevitably spawning a sequel. Destiny 2 was released last month with numerous improvement to the formula, and even though it didn’t completely blow everyone away, it still has a strong, dedicated fanbase. One group of gamers that still needs to experience the Destiny love is PC players, but finally that has been rectified. Activision and Bungie have released the multi-million selling sequel to the open platform, but is it what PC gamers had hoped for or is this a franchise better left on dedicated consoles?
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