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The campaign mission was the "Homecoming" mission from the gameplay reveal. It's the first mission of Destiny 2 and kicks things into action with a giant explosion. The Cabal’s Red Legion has launched a strike on the Last City in an attempt to steal the Traveler. Homecoming is the perfect opening mission for Destiny 2, illustrating just how much is changing between the new game and the old. There are epic moments, like helping Zavalla hold back waves of Cabal infantry, interactions with NPCs and actual set piece moments taking place.

Other (obvious) additions to Destiny 2 are the new subclasses and extra abilities. I'm a Titan main, so most of my time was spent with the new Sentinel class, but I also got to check out the Dawnblade Warlock and the Arcstrider Hunter. All three are similar in a lot of ways to their previous subclass, but with more aggressive tendencies. The Arcstrider is almost identical to Bladedancer, save for the super, which gives you some mad bow staff skills. Dawnblade gives you a flaming sword and the ability to essentially fly around the map as you swing fiery blasts at everyone. That's instead of Sunsinger, which brought you back to life and gave you unrestricted access to all the melees and grenades you wanted. Instead of Defenders and their Wards of Dawn, Sentinels will get a Captain America shield that they're able to throw around and smash into people with. So while I think that the new subclasses are less tactical than the original ones, they grant new and interesting game mechanics to players. The new supers are about taking out as many baddies as you can, and in that case, all three are extremely successful.

Destiny launched in 2014 on PS4, Xbox One, PS3 and Xbox 360 to disappointment. Fans and critics alike found the game to be lacking in about every department; story, mission design, content, world design, etc. The past few years have been about evolving the experience and making Destiny what it was intended to be.

From there, we got to try one of Destiny 2’s new strikes, The Inverted Spire. This mission took us to Nessus (one of the new worlds) to break into a Red Legion dig site and figure out what they’re up to. For the strike, Bungie unlocked a variety of different weapons for us to try out and there have been quite a few changes. Weapon classifications have been revamped to give players more options. The main slot now houses Kinetic Weapons, which include Auto Rifles, Pulse Rifles, Hand Cannons and Scout Rifles. The second slot now houses Energy Weapons. These are the Fusion Rifles, Handguns and, new to Destiny, Submachine Guns. Finally, in the third slot, we have Power Weapons,which are your Machine Guns, Rocket Launchers, Sniper Rifles and Grenade Launchers (also new to Destiny).

Placing all the powerful weapons in the same category has good potential for PvP, but it’s also a functional misstep in terms of PvE. Power weapon ammo drops more often in Destiny 2 than heavy weapon ammo in Destiny 1, but still not nearly as often as kinetic or energy weapon ammo. So right away there’s less incentive to use that ammo for any weapon other than a rocket or grenade launcher. Why waste that relatively rare and precious ammo on a sniper rifle when it could instead be spent on something much more powerful? It’s the same issue with abilities in that they’re all restricted by ridiculously-slow cooldowns. Instead of enjoying the ability to toss a grenade into a group of minor enemies, dodge around the battlefield at one’s leisure or even pop a super to take on a mid-boss, the game encourages players to bank them instead. To use one’s abilities in any situation other than the most desperate is to see them go to waste. Nobody wants to be caught staring at a cool-down meter when they’re stuck in a tight spot. These can at least be adjusted a bit with mods, but who wants to waste their mods on anything other than top-tier armor? The net result is gameplay that’s gone from fast-paced, fluid and fun, to something slow, limited and dull with no incentive whatsoever to make use of the game’s most enjoyable best dungeon weapons and powers. If the developers truly felt that these changes were necessary to achieve a more fun and balanced Crucible, then perhaps it would have been better to just separate the Crucible from the rest of the game.

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 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.choctaw-bluff-alabama-general-store-gas-

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