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Of all the things players can do in the open area, Adventures are the most story-driven. Presented on the map as an orange banner with a white sword, these activities task Guardians with following a series of objectives. Structurally, Adventures most resemble the mission design of missions from the original; get an objective, go clear out a wave of enemies, listen to Ghost speculate a bit, and battle a boss.

Now let’s talk about the changes to the PC version. Overall, not a lot has been added in terms of content. Like the original release, players will need to wait a little bit before jumping into the Leviathan Raid and Trials of the Nine, which is a little disappointing for those transferring over, but it makes sense in the overall timeline. It’s up to Bungie to bridge the gap between PC and console updates moving forward, though. The mouse and keyboard controls are a welcome addition to the formula as Destiny almost feels perfect for the twitch-based shooting. Granted, this can be said about almost every first-person shooter, but Destiny feels even more attuned for keyboard and mouse controls than say Halo. I’m still unsure why Q was assigned to grenade when G is wide open, but thankfully you’re able to completely remap your commands to better suit your style.

At the moment, there’s probably no finer example of this than Destiny 2 . Among the many problems afflicting it, the most basic is probably the fact that, at its core, the game is a compromise. It’s a watered-down version of what made the original Destiny enjoyable, done for the sake of attracting a more casual audience. Annoying grind or not, Destiny 1 was more about the hunt than it was the acquisition. Rather, it might be better to say that the hunt was what made the acquisition fun. The hunt took commitment though. Gathering exotic, raid and perfectly-rolled gear took time. It took patience. It meant throwing oneself into the grind until they finally earned the prize they sought. The lack of content variety was certainly annoying, but the way Destiny was set up made the effort feel rewarding all the same. Not everyone enjoys this sort of game though. It’s not as easy to drop in and play as, say, Call of Duty or Halo 5. This is what Bungie "fixed" in Destiny 2. Now, the hunt is basically gone. Every piece of gear one can get is exactly the same as everyone else’s. "Rare" loot can be earned by literally doing nothing, exotics no longer feel special and character builds are practically nonexistent. It’s much easier to jump in as a new or casual player, but why should they bother? In its pursuit of the casual audience, Destiny 2 wound up sacrificing the very thing that made the original fun engage in: the actual hunt and effort required to obtain rare loot. Destiny 2 isn’t the only game to suffer in this way though. Just look at Fallout 4 or even Dead Space 3.

Destiny 2 has even managed to mess up its core gameplay. While the developers’ hearts were surely in the right place when they chose to streamline the gameplay in the name of accessibility and PvP balance, in practice most of their changes have done more harm than good. One can tell that PvP was the major focus, because the changes work quite well for it. No longer do players have to endure the frustration of shotgun metas and constantly getting mapped by sniper rifles. Reduced access to abilities and power/special weapons allows for slower engagements. They’ve opened the door for an improved Crucible experience. The problem is that these changes are downright awful for the rest of the game. As it stands, Destiny 2’s gameplay mechanics encourage the hoarding of abilities and ammo rather than their enjoyment.

Competitive multiplayer returns in the form of Crucible, which has gone through extensive tweaks. Gone are the 6v6 matches, replaced with 4v4 matches. While this is a curious choice, the player count works rather well in-game. All multiplayer maps have been designed with this number in mind and it’s easy to find firefights. Playing Crucible is also more rewarding with loot generously dropped and Crucible Reputation tokens after each match.

Over the course of its lifespan, most players agreed that Destiny’s most persistent problem was a general lack of content. There just wasn’t enough to do between DLC expansions. The thing is, those expansions never actually helped all that much. It would only take a week or Cold Comfort rocket Launcher two for the hardcore crowd to start complaining about a lack of content again. Some would blame those players for spending too much time with the game and burning through that content too quickly, but it’s only natural that players would quickly burn through expansions when they often didn’t include many new features. I was cautiously optimistic that Destiny 2 would address the real issue at the heart of its forebear’s content woes, but this sadly hasn’t been the case. It’s added a few minor features in the form of the new director, a map, small activities in its explorable spaces, milestones and flashpoints, but that that’s it. Oh wait, scratch that. Milestones and flashpoints are just re-branded bounties, so they’re actually not new at all. So not only does it offer less content than Destiny’s final form, but it still hasn’t addressed the first game’s core problem.

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