This isn’t Destiny. This is something new. Something bigger, cleverer, richer, and much, much better. It’s the idea of Destiny evolved and elevated into something it has never been before. It’s Destiny set free. It’s Destiny democratised. It’s Destiny really allowed to live. I said at the end of my review of the first game that I was leaving a point off the score to leave space for the game’s potential to grow and improve. This time round, there’s no need. Destiny 2 is already much more than we ever imagined it would be.
By
David Houghton
As Destiny 2’s decade-long Light and Darkness saga comes to an end, experimenting with one new feature now feels more necessary than ever before.
In a world where Gambit thrived, Destiny 2’s seasons, storylines, and even its endgame might’ve revolved around PvEvP as a core foundation.
Destiny already has the pretty hyper 'raid' fixation and then they added legendary raid dungeons. Hyperfixating in PvEvP wouldn't work as well because you need a lot more than 2% of the userbase to keep that going unlike raids that are propped up by streamers who make running them their whole job. Most players don't play all the raids let alone run them over and over. And most who play PvP don't want structured PvE elements.
Destiny 2's Episode Heresy has done a lot of things right, but players have noticed an odd change that makes the endgame harder.
Great score for a much improved game. It isn't perfect by any means, but everything about the game is streamlined and fun to play. Whether you're doing patrols and public events by yourself or doing strikes, PvP or the Raid with your friends. You're gonna have a great time and in the end that's what a game should always strive to be.
"This isn’t Destiny. This is something new. Something bigger, cleverer, richer, and much, much better."
All this from changing like 3 different things from Destiny? Hahaha, just no.