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After that first mission, though, players are immediately ejected to space, where a limited number of things to do sits in a classic Destiny menu. Like, what? I can’t even land on a planet and just wander around? With nowhere else to go, it’s either hop in the Strike or hop in the Crucible.

It's been less than a year since Destiny 2’s launch, with highs and lows, but mostly lows. Players may have fallen off Destiny 2 faster than a Sparrow racing its way through…oh wait (I miss Sparrow Racing). It's this exact feeling, however, that Bungie is battering its player base with. For those who have come from Destiny and stuck around -- through gritted teeth -- and those who are newcomers to the IP, it's been like climbing a vertical mountain that's starting to invert itself on the way up. Slowly, Bungie has course corrected and it's filling in much of the gaps that should have been filled in to begin with. When an entire weapon selection is useless for much of the first year, something might be wrong, especially because it leads to one of the worst grievances of all -- not having fun.

Jumping in, the beta opens with a great start, showcasing the opening mission which immediately wraps up a story arc for old players and wipes the slate clean for new players. It’s a guaranteed win-win. Unless you’re a guardian, that is, then it’s a significant loss. For a mission showcase, this is an excellent example; this story mission had more feeling in it than all of my time spent with my guardian. Characters are interacting with you. Mysteries as to where other characters went are easy to spot in the environment and it all around creates a sense of awe. Where is Eris Morn? Her glowing green jar half buried in ruble where she once stood. Or the cleaning bot that maintains its programming, casually sweeping up the blood of dead Cabal while the Tower is literally on fire in every other regard. Seeing some of the most famous guardians in action, working with you. Entering a hallway and seeing the very people Guardians are supposedly protecting, scared, huddling together as their home is taken away. Destiny 2 wants to hit with impact, and it does.

As for the Crucible, it seems to be an uneven blending of old and new, and like any good shooter, will probably need a few matches under its belt to see where it stands. I was grouped with teams that either know shooters or know Destiny the first few matches tackled. My team dominating match after match, while hapless players threw themselves at our Guardian-trained reflexes. It almost didn’t seem fair, probably because the other teams weren’t making use of their powers and treating the Crucible like any other shooter. Jumping in on day two, however, was completely different. Being on the receiving end of the stick was just not fun. My team wandering off to play "team deathmatch" instead of the actual objective. At this point, it’s confusing when other players don’t know mechanics. Most games use the same objective-based gameplay with personal slight variations, but to see my team run to the meat grinder, completely away from the very thing we were supposed to be protecting, was disheartening. I had to quit while I was ahead. Not because the other players were bad, they just didn’t seem to care.

The other ill feeling aside from Destiny 2’s launch is knowing we're following a path already taken that doesn't seem totally trustworthy. In fact, it's the same merry-go-round many have already been talking about. We've been here before, we've seen it. Yes, Destiny 2 will drop some Taken King sized expansion and it probably will fix a lot, but it just doesn't feel like enough or that Bungie or Activision are trying. Give us guardians something fresh, show us something shiny and new; not a lackluster experience that continually rides on the coat-tails (hardly any to begin with) of the previous title. The gimmick can work for anyone experiencing Destiny for the first time, but it's not going to work for the players that have been with Destiny 2 Expansion review since the beginning and the newcomers will pick up on that. When creating a space to play in together, it's creating a social dialogue, which happens inside the game and out.

The Strike is a good place to start. It reveals a little more of the world players can expect, showcasing great improvements to Destiny. The most notable thing about the Strike is just how open it felt. Instead of running casually down one big hallway that twist and turns, the Strike makes use of all the space available. The number of paths available was astounding and never has it been so easy to get separated from the group, meaning communication (or keeping an eye out) is key. Party members can’t just run ahead to go off and do their own thing; the Strike actually requires some teamwork and that’s a good thing. More than a few times, imminent danger is awaiting any careless Guardian who might think "I’ve got this." The mechanics of it all also helped with this feeling, giving the Strike enough complexity, but not so much that it felt bogged down. It’s hard to get an exact read, though, because this is only one Strike and without leveling of any sort, it might just seem tough. This is how every Destiny expansion has played out. Things feel like they were getting more challenging, but level up enough gear and light, and those Strikes become cake-walks. I even encountered some of this already, by just breezing past the giant drill without stopping. What looked like a challenging set piece became just a set piece. No interaction required.

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