The Destiny 2 beta is done gamers and we got a sample of what is in store. The content was a lot more like a demo this time and rather teased us. Plus, we also had a nice update on some more gameplay element in a recent interview with Bungie. After all that I thought I’d focus on the Destiny 2 single player friendly features since it’s how I play.
I was a very excited gamer when the original Destiny released, I was at the midnight launch and everything. Soon into playing I realised there wasn’t much to the parts I enjoyed early on, that is being a bit of a lone wolf. I was hoping for more in terms of missions and quests outside of the story. Sadly, this didn’t happen and the story too was very shallow. As a solo play gamer, I really hope they right where the original went wrong in Destiny 2.
If you are the same as me and want more of that in your Destiny experience, you may be interested in what the sequel has to offer. Here are 6 features that are coming to Destiny that solo players will be pleased about. Will they be everything we want them to be? That remains to be seen, but they are certainly trying to please us lone wolf gamers.
Check them out below BUT be ready to answer me this in the comments: How do you want to play Destiny 2? Are you a lone wolf or more ready to get into a fire time and clan?
Get in the Disqus or Facebook Comments (yes, there are both!) at the end Guardians. And of course, share this around on social media to people who may enjoy a single player focused article.
1. A very interesting main story
I think Bungie realised they need to up their standards in story telling after the intial response to the original. The game has so much lore and potential to deliver but, alas the original did not in the slightest.
Things got better with The Taken King, certainly writing a few wrongs with a massive update. It brought along with it some much better missions and a more intriguing storyline.
It was never going to save it though. The sequel however seems to end doing the right things in the introduction and mixing up the formula too.
In the Beta players took on the homecoming introduction that focused on the right elements for me. Cayde, Ikora and Zavala’s characters; a seemingly imposing villain. Everything in a great story usually revolves around a great villain, not to mention interesting supporting characters.
Mainly though, the safety and protection of the Traveler is not just under threat… It’s gone! Quite the big deal and one that changes everything… Perhaps.
Whatever direction it takes, after that opening I’m already far more engaged with the story of Destiny 2. It was a very immerse setup and opens up many options for the new game.
(Although there are some questions on this I talk about at the bottom of the article.)
2. Explorable Strikes
Yes! I may be a lone wolf but I enjoy a good strike. I particularly enjoyed the strike in the Destiny 2 beta, particularly the level design.
The best thing about a strike is the fact I can just jump in and play. Yes I am with others and, I’m not totally selfish and will help in the heat of battle. But it’s almost like I’m with more intelligent NPC’s in a way, even though I know they are real people. I do, honest.
But the impressive factor for me was the scale of the level design with so much going on in the scenery and more to go and get involved with if I wanted to. There is more than just a set area to work in the most of the time and I found myself going to look at all kinds of areas and getting into extra battles.
This has a lot of potential with Bungie potentially hiding things within strikes and being potentially part of weekly updates. None of that is a fact but there is space for it, but at least it gives the option of having a look to see what there is.
Even if it’s just more things to shoot and loot!
3. Lost sectors
The moment I heard about these I practically cheered. It was what was missing massively from the Destiny formula. A simple Dungeon.
Call Destiny a shooter all you want, it’s as much an adventure game with RPG elements to it. You give me equipment and things to kill that use hit-points, then I’m in RPG mode.
As you explore locations there are painted symbols around. When you see one there is a lost sector around. Then you need to explore the location around you to find the entrance to the Dungeon. Some are easier to find than others by design.
Well… Until the YouTube video of where they all are goes out anyway.
Inside there are enemies to shoot naturally, plus a boss to take down and a chest to find. Full of rare loot type items inside. All of which sounds great to me!
Another single player feature I was pleased to hear more on recently with a very teasing video from the IGN team. Adventures take the form of shorter missions which you can take on with no loading or conditions. You simply choose to accept them or not.
Standard open world game fare if you like.
These have their own rewards and should make getting around the world a lot more interesting than constant wandering in Patrol. These are voiced with their own story in order to give you a bit more about what is going on in the location you are. What is also interesting is the fact these will be encouraged due to the structure of the areas this time.
Leaving behind the PS3/360 generation means the game is capable of a lot more. Take those impressive weather conditions in the Beta for example, not to mention the overall level design. Things are much more vertical, while also having depth and detail.
So by exploring the world and completing the side missions, you will uncover additional landing zones. You will get some on the main quest of course, but not all of them and nor will you get all of the map. Time for some Diablo style map uncovering, and these adventures are going to make doing so much more entertaining.
5. World quests
A step up from Adventures are the World Quests as described again on the IGN exclusive. These are bigger missions given to you by characters you have met along your main missions. As such, these are only unlocked once you have completed the main story.
Two things then. 1) I am already more motivated to play the story through, and with more than one class. 2) There is more to keep me engaged once the story is done rather than waiting endlessly for the next DLC pack.
Instead there are some quests to take on in the game after the credits. These are described as “multi-part” stories that are not one small mission, rather a series of missions and build their own story.
These sound exactly the kind of content to keep you diving back into Destiny while also giving us single player gamers more to do. Getting into side stories are exactly the types of missions I personally love to play.
6. More after the main story…
Bungie are teasing out a few things that made me wonder what else is coming. Mentioning the Lost Sectors, Adventures and the World Quests it was also mentioned that there was more available once the game is finished.
Plus, they seem a bit more prepared to add more to the game on a regular basis, rather than just with DLC packs. It’s clear that there is scope to simply drop in a new Lost Sector or Adventure here and there. Maybe even some timed ones.
But Rob Engeln, Rituals and Programming Lead clearly had something to hide when talking about more content that was available after the main campaign is completed. It was suggested that going back to locations after the campaign will bring “more things to do” when you visit them.
He wasn’t saying what they are though.
Rob, you tease!
The Questions still unanswered
After the Beta I am genuinely happy with the feel of Destiny 2, there are a few things that worry me however that MIGHT stop the game finally being everything it promised.
The main campaign is one of big concern STILL, even though I think it’s already a lot better than the original. But one thing that stands out is how “Light” changed following the events of the Homecoming mission, to “Power”.
But nothing else did… So are we simply swapping the Light for Power here? If so what is the importance of the Light anyway? It’s not huge right now, but if this campaign is going to work I want things that happen to having meaning and impact. Losing the Traveler and the Light is a big deal, make the experience feel that way.
The villain also needs to step up too, as does the actions he has taken. Taking the last city and taking the Traveler’s power is massive. So what happens next in terms of plot around this Ghaul, really needs to mean something and pull me through the campaign like the original never really managed. Make him evil, make me want to do nothing but get powerful enough to stop him.
Just more of the same?
Which brings me on to the final point. Will this actually feel like a sequel?
I liked the Beta, I enjoyed the fact it was a lot lighter in content too and that I still have questions to have answered. But it did still feel like more Destiny both in the positive and negative sense.
We can’t change the formula too much since the gameplay as a shooter was outstanding, as is the style of the game. Not to mention loot hunting! But right now the changes feel rather small to justify a full sequel, at full price.
Time will tell on that I guess. Whatever happens though it does seem we’ll see plenty of Destiny 2 single player friendly aspects when it arrives. Until then get ready for more coverage from me as I go back to the original game and revisit my Is Destiny worth playing now? Article with an update for those yet to play the original.
Until then gamers, game on.