Short Pause: "In the video version of this week's show, Brent, Ben, Bender, and Frankie get together to discuss Tuesday's release of Sea of Thieves, the announcement of Shadow of the Tomb Raider, the rumors surrounding Call of Duty: Modern Warfare 2 Remastered, the possibility of Call of Duty tackling the battle royale genre, Geralt of Rivia in Soul Calibur VI, Bluepoint's next game, the rumors swirling around the next Splinter Cell, the latest update to Destiny 2's development roadmap, this week's new releases, and lots more!"
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.