The revamp that Forsaken brought to Destiny 2 was sorely needed, giving it the shot in the arm that many players were longing for. To be sure it was aimed primarily at a certain crowd, those who make Destiny their hobby, but at this point in the game’s life those are the ones who Bungie needs to please the most. For myself it was a reawakening of that original Destiny spirit I had been longing for, giving me enough drive to grind out gear for the raid and ultimately, for the first time in a long while, max out my character at 600 light after some 41 more hours after I wrote my review. So when I saw Black Armory was coming out, the first of its kind of mini-expansions, I was intrigued to jump back in to see some new content and maybe even try the new raid in the first week.
Unfortunately it seems those many hours I put in beforehand just got me a ticket to the dance. To really enjoy the new mini-dlc fully I’d have to go back to the grind.
Black Armory gives you an extremely short bit of story which introduces Ada-1, the purveyor of the DLC’s namesake. Essentially they’re a weapon maker whose clientele is those not blessed with power, I.E. not you, guardian. However your relationship with The Spider has granted you access to them and Ada-1 quickly puts you to task in reclaiming their forge in order for them to start cranking out weapons again. So after about an hour or so of following a quest chain to unlock the first forge you’re then introduced to the game’s new mode, a kind of revamp of the escalation protocol with a few new mechanics thrown in the mix.
Jumping into this headfirst on day 1 wasn’t the greatest experience, something that was echoed by many other 600 light level players who tried the new content day 1. The main issue was that the light level for the first encounter started out at around 610, topping out at 630 for the final boss. This meant for those of us diving headfirst into the new encounter, especially considering it was a matchmade event, were usually met with defeat. Bungie then lowered the light level by 5, which made it a little more doable but still anything but easy even for previously maxed characters, necessitating a need to go back and begin the same grind out all over again. For some this is a non issue, indeed there were numerous examples of people reaching 640+ after the first day, but for those of us playing a single character with little interest in redoing much of the grind we just went through this experience didn’t resonate well.
You see for those who run 3 characters the 50 light level bump isn’t going to mean a lot to them, maybe a week or two of their regular grind in order to get there. For people like me though, who run a single character since that’s all they have time for, that level cap is more like 3+ weeks worth of work. That puts half of this expansion’s content (I.E. the raid) out of reach for some time. With the lack of story or other interesting activities to keep driving me forward, like the ever changing Dreaming City dialogue and ascendant challenges, the will to plough through the grind again just wasn’t there. To be sure part of this is to blame on expectations, I was somewhat hoping for a little bit of a campaign that would then plonk me into a new set of activities to grind but instead what I got was mostly the old grind with a few new things tacked onto it. I’ve already done my dash on that part and really have no interest in re-grinding all the same things again just so I can run the raid a couple times.
I think it’s clear that this kind of expansion isn’t really designed with players like me in mind. Forsaken was, to be sure, a rather long and drawn out grind but there were enough new and cool things to push me forward towards an ultimate goal. Black Armory adds all of the key trappings that used to keep me coming back but lacks that hook to keep driving me forward. This isn’t to say it’s a bad expansion, more that it’s directed at a certain subset of players who’ve been craving some kind of new content for a little while now that they’ve run the raid, got all their curated rolls and haven’t had much of a reason to login for the past month or so. I’m not one of those players, I had a goal of running the raid, which I did, then it progressed into completely smashing the raid with the best weapons, gear and mods available, and I did that too. Now though I don’t feel compelled to grind forges for new weapons, seek out the new exotics or even look into the raid. Maybe that’s because I have other games to fill that need that Destiny once met or maybe it’s due to the lack of story content, maybe it’s all those things but the long and the short of it is I don’t see much reason to log back into Destiny to play through Black Armory.
I don’t begrudge Bungie for releasing Black Armory like this though, they’re making content for their dedicated player base and I’m simply not one of them. I come back for every expansion, play it until I’ve had my fill and then I leave it again waiting until I’ve got a good reason to invest my time in it again. This time around I simply didn’t find that one hook, that one thing that pushes me to want to achieve something. That doesn’t mean it isn’t there, indeed it seems a lot of people are finding their own reasons to keep playing it, just it didn’t surface in time for me. Maybe the additional content drips for Black Armory will tempt me back eventually but, for now, Destiny 2 will remain on ice for me.
Destiny 2: Black Armory is available on PC, PlayStation 4 and Xbox One right now as part of the Annual Pass for $34.99. Total time spent in the expansion was about 3 hours, with total playtime in Destiny 2 now totalling 171 hours.
Destiny 2 wasn’t in a great spot. The last 2 expansions were met with derision from the community and many were questioning whether or not Bungie was really listening to the community. Curse of Osiris might have been a well timed injection of content for PC players but for others it didn’t even touch the sides after months of waiting. Warmind did little to address this, failing to bring enough to the table to even keep casualcore players like myself interested. For many then Forsaken was a make or break moment, either bringing them wholly back into the fold or pushing them away for good. Thankfully it seems Bungie took some inspiration from The Taken King expansion and revamped many aspects of the game, providing a vastly improved experience for all players. Whilst the changes might not be for everyone, indeed more casual players might feel a little left out in the cold, there’s no denying that this expansion has breathed much needed life into the franchise.
The Prison of Elders has suffered another breakout and you travel there alongside Cayde-6 in order to put a stop to it. When you arrive there however you discover that Uldren, brother to Mara Sov Queen of the Awoken, has escaped from his prison and now commands a bunch of Fallen with disturbing new powers. It is there, in the depths of the prison, that Cayde falls to Uldren; his light snuffed out. Upon returning to the tower the Vanguard is split about what to do: Zavala stating that they’re not an army and they won’t step into a war with the Reef and Ikora grieving heavily for the loss of one of her closest friends. It is there where you, the Guardian, begin to walk the path of revenge seeking out Uldren by picking apart his army and discovering the darkness that now binds the Reef.
Destiny 2 is looking is as good as always, exemplified by the absolutely incredible level design that has become their signature style for this franchise. All the new areas are simply stunning, smothered in details both large and small that make exploring each environment an absolute joy. I wasn’t on board with it the initially, the cramped confines of the Tangled Shore feeling somewhat antithetical to the typical massive, open space environment. However that all changed once I was in the Dreaming City which was a visual marvel all of its own. I’ve yet to explore all of the strikes, dungeons and the raid yet but I’m sure the trademark visual style is present there too. Whilst games are rarely made or broken by their visuals it certainly doesn’t hurt when they’re as good as what Bungie is putting out here.
Forsaken shakes up Destiny 2 significantly by adding in a lot of mechanics (some new, some old), integrating various quality of life improvements and revamping the progression systems. Each of the subclasses get a new talent tree that comes along with a new super, giving players a whole bunch of new mechanics to tinker with. The max light level is now a whopping 600 although you’ll find yourself at 500 before the campaign ends. The various kiosks that were present in the original Destiny have now come back in the form of a collections tab, enabling you to track your various armour sets and access them instantly from anywhere. Bounties have returned and function much like they used to, although they now (thankfully) share their own inventory tab with other pursuits and quests. A new PvEvP mode called Gambit as been added in, something which both myself and the wider community enjoys immensely. The end game area of the Dreaming City is a seemingly ever changing landscape, one that is still yet to reveal all of its secrets to us. Suffice to say Forsaken is the shot in the arm that Destiny 2 needed, even managing to bring back many players I never thought I’d see playing Destiny again.
Progression up to 500 is a whirlwind of loot, much of which you’ll be casting aside as you push your way up through the levels. For someone like myself who wasn’t 400 at the start of the expansion there’s a little bit of grinding to do between missions to ensure you’re at the right light level but once you’re beyond 440 or so it doesn’t appear to be an issue anymore. Once you’re at the first soft cap things slow down a little bit, powerful engrams being your primary source of power ups moving forward. There’s a second soft cap at 520 where powerful rewards outside of the Dreaming City only bump you up one light level or so, making them far less useful for progression. For casuals like myself this means you’re not going to be hitting the max light cap anytime soon and unfortunately there’s no real way to catch up either. This is directly geared towards those who view Destiny as their hobby with 3 characters that they max every expansion. Whilst I admit it was somewhat disappointing to learn that I probably couldn’t raid for a month or two I’m hopeful that it’ll be worth it once I do finally get the chance to do it. Going by the light levels in the tower it seems like there’ll be a lot of people who will be right there with me.
The return of random rolled loot, along with the much more expensive infusion system, is a bit of a mixed bag. On the one hand it does make duplicate drops less of a let down as there’s always the option of getting a god roll on one of your favourite weapons. On the other because infusion costs so much you’re likely going to be wearing a mixed bag of items for quite some time as keeping your favourite items upgraded is going to be too expensive. This does mean you’re far more likely to experiment with your loadout than you previously were which is probably a good thing (especially given that I’d been using the same armour and weapon set for the last 2 expansions). One of the saving graces is that infusion the same items into each other is very cheap, just glimmer, giving you a relatively easy way of keeping your god rolled items around. The previous item type lockout has been reverted to the old Destiny 1 style as well, meaning if you do really want to keep an item in a particular slot at max light level you’re no longer restricted. That’s probably out of necessity however, given the radical changes to the weapon system.
Weapon variety has been dramatically increased thanks to nearly all weapon types being available for all slots. Power weapons are still restricted to their slot but fusion rifles, sniper rifles and shotguns can now roll for both your kinetic and energy slots. This means that, if you’re so inclined, you could roll a build that’s all shotguns but you’re likely not going to want to due to the ammo types. You see weapons now also carry with them an ammo type which is aligned to the old Destiny 1 style. That means the more powerful special ammo weapons, even if they roll in the kinetic slot, will still use that ammo type. They all have independent pools , so say if you’re using 2 primary ammo type weapons and run one dry the other one won’t run out as well, but you’ll still probably want one of each type for a balanced load out. If that sounds confusion it is a bit but once you’ve figured out what kind of load out you want to run balancing around it isn’t too much of a challenge. To be honest I’ve been running 2 primary and 1 power weapon for most of the game, only switching in a shotgun or fusion rifle when it makes sense.
My love/hate relationship with Destiny’s PVP scene continues with Forsaken although the reasons for each have shifted somewhat. The core PVP remains unchanged although the meta has shifted significantly from what I remember (pulse rifles being the bees knees? Weird…). Gambit is certainly one of the more enjoyable modes, even if it’s being ruined somewhat by the overuse of Sleeper Simulant, something which can’t be nerfed fast enough. Iron Banner was honestly a complete shit show for someone who was somewhat underleveled like myself, being routinely matched with guardians 20+ light levels above me. The new talent trees seem to be dominating over their older companions, much like they were back in the Taken King. Given that there’s one for each subclass though that’s less of an issue than what it was back then but it still feels a little sad that the old guard has been left out in the cold once again. Still I’ve managed to top out my share of games here and there, both in Gambit and regular PvP, so it hasn’t been all bad.
The story takes a while to find its feet due in no small part to the whole CAYDE IS GOING TO DIE IN FORSAKEN hype that Bungie unceremoniously engaged in leading up to Forsaken’s release. The initial part of hunting down the Barons and chasing after Uldren though is really just a long setup for this expansion’s on-going story which keeps on evolving as the game progresses. I mean Cayde’s death was treated well given the pivotal role he’s played in the franchise up to this point but really it’s a secondary point to the game’s main story: that of the Awoken and the dreaming city. Given that I was discovering new story elements even as recently as yesterday says something about the narrative depth of this expansion. I’m quite keen to see how it progresses and am excited to see how the story evolves as I get to experience more of the content.
Destiny 2: Forsaken is the expansion that many of us long time fans of the franchise were hoping for. The improvements to the game’s various core mechanics, quality of life improvements and the large injection of content are all things that the community had been desperately waiting for. Some of those things might not be for everyone, like those of us who don’t have nor want to dedicate the time to the new grind, but it’s undeniable that the game has been vastly improved. This does mean that some of us will have to wait until we can fully experience everything that this expansion has to offer but, strangely, I’m ok with that this time around. I may not hit max light again this time around but I certainly feel like I’ll be sticking around to get a few raid completions under my belt. That’s honestly all I’ve ever asked of Destiny in the past anyway so it’s great to have the franchise back in full form.
Destiny 2: Forsaken is available on PC, PlayStation 4 and Xbox One right now for $59.95. Total time spent in Destiny 2 is now at 130 hours with approximately 44 of those spent playing the Forsaken expansion.
After my Curse of Osiris review last year I didn’t put many more hours into Destiny 2, opting instead for the much greener pastures of the holiday releases. Usually I’d stick around for much longer, at least running the new raid enough so that it became second nature. However, after hitting max light and running it maybe twice, I found little desire to go back. Coming into the Warmind DLC I wondered, nay hoped, that this would be the one that’d reignite my interest in the game. Unfortunately, whilst there’s to spend your time in the game now, none of it was as compelling as previous expansions to the original Destiny was. So here we are barely 4 weeks after the release and I think I’m probably done with this expansion.
I haven’t run the raid nor am I at max light, and that should say something.
Guardians aren’t supposed to dig into their pasts, at least that’s the unspoken rule among those who were brought back to life by the traveler’s light. Ana Bray has spent much of her new life trying to rediscover who she was and her quest has brought her back Clovis Bray, the place of Golden Age miracles. Her journey has unfortunately awoken some ancient hive evil that frozen alongside the pinnacle of Clovis Bray’s achievements: the warmind Rasputin. So it is up to you once again guardian to safeguard our solar system against the dangers that lurk on Mars. This time however the danger might be one that we created ourselves.
Right from the outset Warmind promises a great deal more grind than any other Destiny expansion I’ve played before. The level cap has been raised to 30 and the maximum light level is a staggering 385 which, for those who previously maxed it out, gives you no less than 50 light levels to push through. Of course should you do all available activities there’s about 21 chances to get powerful engrams but only the most dedicated players will be able to get that all done. Like the previous expansion there’s a new world to explore (Mars) along with a campaign, a new raid layer and a smattering of other smaller things to keep you interested. For a certain subset of players I’m sure this is exactly the kind of content they’re looking for but I think the majority of players were seeking something a little more substantial given the feedback that Curse of Osiris received.
Right now the game feels like it’s suffering from an identity disorder. On the one hand it’s great that a lot of the older content is still relevant, with the raids staying at their old light levels but still dropping powerful engrams. This means that players who missed out on it originally now have a chance to play it as there’s people still running it. On the other hand content which has been upgraded, like the strikes, hasn’t had its rewards changed to match making them a laborious task that no one really wants to run. That’s changed a little bit recently, but having to run 4 strikes to get 1 piece of 365 loot isn’t a great prospect. So this means we’re basically back to square 1 in terms of progression, especially for solo players, hoping that the meagre weekly milestones and maybe a raid or two will give them the light boosts they need. I’ve done all the milestones every week and 2 raids since the release and I’m at light level 360. Sure that’s enough to do everything but that means 385 is probably a month or two of grind away, not something I’m particularly looking forward to.
Comparatively the DLCs for Destiny 2 feel a lot less…meatier than their counterparts did in the original. I can distinctly remember each of the ones I played having a hook that kept me coming back. The Dark Below had a raid that could be partly cheesed if you knew what you were doing, The Taken King brought with it the idea that a gun only attainable in the raid made the raid a whole bunch easier, and Rise of Iron extended on that idea beautifully. Curse of Osiris then just managed to drop at the right time, extending my original enjoyment of Destiny 2 when it would have otherwise withered away. Now, having been away from the game for 6 months and coming back to it for this DLC, I can understand better the greater Destiny community’s gripes they had about the previous expansion. It’s just not enough.
The campaign experience is as good as it ever was though, and the fact that it furthered the lore behind Rasputin extensively is something I thoroughly enjoyed. The whole journey will last you maybe 2 hours, at the end of which you’ll be max level and likely around 340 light if you play your cards right. Typically this is where you’d transition into strikes to gear out until you hit the soft cap but, as mentioned before, that’s not something you’re really going to be able to do. It’s a shame really as I saw the beginnings of some of the mechanics that were present in Rise of Iron that led to Outbreak Prime and thought I’d be in for another great gun hunt. As it turns out that’s not so much the case which is a damned shame. I was really looking forward to some kind of Rasputin powered AI super gun.
So where does this all leave us? For me it’s likely the end of the road for this expansion as I don’t feel like there’s much more for me to get out of it. For Destiny there’s likely one last chance to right the ship before a good chunk of its players give up on it forever: the “comet” DLC coming in September this year. If the leaks are to believed it could be Destiny 2’s Taken King equivalent, revamping the game completely with a ton more content than any of the previous DLCs. If Bungie manages to pull that one off it might very well be the shot in the arm the IP needs to placate its playerbase. If it goes the same way as these past 2 expansions I’m not sure there’s much they could do to rebuild their goodwill with the community. Stranger things have happened though.
Destiny 2: Warmind is an unfortunate second stumble for a game that was already having trouble staying upright. Whilst the core of the game that makes Destiny great is still there, accompanied by another fantastic (albeit short) campaign, there’s just not enough there to keep a player like me coming back for months at a time. This is the first expansion where I haven’t bothered with the new raid nor do I have any desire to max out my light level before I leave it to rest. Given that it may only be 3 or so months until Comet hits I feel like my time is likely better spent in other games rather than burning myself out on the Destiny grind. It’s a shame as I really used to enjoy that grind and I can only hope that Comet reignites that fire that once burned so brightly.
Destiny: Warmind is available on PC, Xbox One and PlayStation 4 right now for $19.99. Total time spent in Destiny 2 is now at 86 hours with approximately 12 of those spent playing the Warmind expansion.
It was only last month that I reviewed Destiny 2 and so you’d be forgiven for thinking that Bungie was quick to pull the trigger on releasing the first expansion, Curse of Osiris. For us PC only players it is indeed quite a short time, I myself only reaching light level 305 the week prior. However for console players (who I assume make up the majority) there’s been a dearth of content for the past month and many have cried out in anguish over the lack of things to do. For a multi-title gamer like myself that’s a non-issue, there’s always something else to play, but for those who’d like to make Destiny their single game of choice it has become a constant source of angst. This expansion then would hopefully satiate the crowd long enough so that Bungie could implement more wide reaching changes to incentivise players to come back again and again.
Unfortunately for those dedicated players I don’t think Curse of Osiris accomplishes that but, for people like me, it’s a well timed injection of content that will likely keep me around for just that little bit longer.
Curse of Osiris takes you to Mercury, the forward base of the Vex and home to the Cult of Osiris, a group of people who’ve dedicated themselves to an incredibly powerful warlock that was exiled by the Vanguard. He hasn’t been heard from in some time however some of Ikora’s agents relay some information that indicate he may still be alive. This then takes you to Mercury, a world that was once transformed by the Traveller into a lush garden world which was then converted into a massive machine by the Vex. That machine is actually a massive simulation engine called the Infinite Forest, a place where the Vex attempt to gather data in order to formulate strategies to accomplish their goals. Rumour has it that Osiris is alive in there, thwarting all of the Vex’s attempts to simulate their way to victory.
Graphically there’s been no changes but the new patrol area of Mercury and the raid lairs retain Bungie’s signature level design, renowned for its high level of detail and quality. Personally I’ve always been a fan of the Vex artistic direction, the Cabal and Fallen feeling rather boring and routine by comparison. So it follows that this is probably my favourite expansion so far from a visual perspective. The new patrol area isn’t particularly big nor very diverse so it does wear on you quickly. However the other environments retain the typical visual diversity I’ve come to expect from the Destiny franchise so it’s not all bad thankfully.
In terms of new content Curse of Osiris brings with it a new campaign that will run for about 2 to 3 hours, a new “raid lair” which amounts to a couple jumping puzzles and a single boss fight, and a few more progression related mechanics to make a few activities relevant. In terms of how this compares to previous expansions its pretty much as expected, the only one that seemed to drastically deviate from that being The Taken King. For this writer it came at almost the perfect time as I had cleared the raid multiple times (to the point of being able to do it in an hour with the right group), hit 305 and was starting to question whether or not I’d continue playing. So for a casual-core player like myself Curse of Osiris fit in perfectly however, for others, it’s likely too little too late.
Destiny 2 brought with it a lot of streamlining of the original’s mechanics, quite often to the benefit of both players and Bungie. However some of the changes took away some of the reasons that kept old school players coming back. Indeed many of the recent changes that have been introduced were things that were already present in the original, making it feel like we’re simply restarting the development process that was already completed. So for those who made a home in Destiny as their game of choice I can definitely understand where their concerns come from as many of the things that kept them back before simply aren’t there anymore. However for someone like myself these changes have been fantastic, allowing me to do so much more in much less time.
This is, of course, the long running debate of any MMO game: hardcores vs casuals. The hardcore players want mechanics that reward the long slog, things that take time to achieve and put them on a pedestal above those who don’t spend as much time in the game as they do. Casuals on the other hand want to experience everything the game has to offer in a much reduced timeframe. This war is, typically, won by the casuals as they usually make up the majority of a game’s player base. As I’ve grown older and I find myself with less and less time to put into games like this my consumption of these titles has shifted and those that provide mechanics to cater to my more casual-like habits get rewarded with my hard earned dollars. That’s the only reason I still play World of Warcraft from time to time as I know that I can see all the game has to offer without signing my life away. Of course I’m not every player, but I think I’m closer to the average than most hardcore players would like to think.
I mention all of this because it seems that the Destiny community at the moment is at something of a crossroads. Previous expansions typically had a decent honeymoon period where everyone would sing its praises for about 2 weeks. Then slowly the issues would start to emerge and maybe a month or so later there’d be the usual bitching about there being no content or nothing for them to do. Right now we’re just over 3 months into Destiny 2’s live and with the first expansion under its belt we’re already seeing those complaints and Bungie has even cancelled livestreams in order to address them. Regardless of the outcome of the changes the decisions Bungie makes today will set the direction of what the game is to become over the next few years; whether it follows World of Warcraft or becomes a hardcore nice like EVE: Online.
Despite all this however Destiny 2: Curse of Osiris is a fantastic, if a little short, expansion to the Destiny 2 universe. For players like myself it dropped a just the right time, hooking me right back in when I was getting ready to jump out. Fleshing out the world’s backstory through a solid campaign has always been one of my favourite parts of Destiny and this expansion delivers that well. The new progression mechanics are interesting if a little grindy for my tastes. The new raid layer brings with it some of the more interesting and unique encounters we’ve seen to date and, hopefully, that trend continues with further expansions. Overall whilst it might not be worth $20 just on its own as part of the collector’s edition or as a season pass Curse of Osiris certainly provides some good content at a reasonable price point.
Destiny 2: Curse of Osiris is available right now on PC, PlayStation 4 and Xbox one right now for $19.99. Total time spent in Destiny 2 now totals 59 hours, approximately 8 hours spent in Curse of Osiris.
World of Warcraft might have been my first MMORPG but in the decade that followed I’ve played my fair share of titles in that genre. Few of them have managed to make me come back after the initial play through (indeed I think only EVE Online has) but I’m readily familiar with the idea that my character is a kind of temporal thing. All those hours I put into getting them to max level and then kitting them out with gear will likely all amount to naught when the next expansion comes out. If it didn’t I wouldn’t have much incentive to keep playing as completely maxing out a character would be a one time deal. However if you were to take the reaction to Destiny’s latest DLC it would appear that the majority of its playerbase thinks the opposite, which is strangely out of touch with reality.
I’ll admit that in the beginning Destiny’s loot system was inherently flawed. Things like Legendary engrams turning into green items meant that you had to pray to RNGesus twice in order to get the purples you desired, something which wasn’t fixed until months after launch. The raid was also just as bad as even if you ran it every week there was no guarantee you’d get the drops you needed to make it to level 30. Indeed I never did, despite my vault now being filled with 7 chatterwhite shaders (one for every week I ran it). However I still managed to progress my character in other ways, maxing out all my weapons and completing several of the exotic weapon bounties.
Then the DLC dropped and it seemed like I’d be starting from scratch again.
Except I wasn’t. Sure my exotics weren’t automatically upgraded and the new max level was 32 but I was able to complete all the new content (bar the raid) as my 29 self with my pre-DLC weapons. I even got randomly invited to the new raid with a bunch of guys just because I had everything maxed out and whilst we didn’t get past the second boss it was still awesome to give it a go without having to do anything. Once I got my head around all the new systems available to me it didn’t take long for me to figure out that I was a few strange coins, vanguard marks and commendations away from surpassing my previous level cap of 29. In fact I did just that over the weekend and I am now a proud member of the level 31 elite.
By comparison taking my level 90 paladin in World of Warcraft to level 100 took me the better part of 2 weeks and he wasn’t even ready to run the raid at that point. For the last week or so I’ve spent the majority of my time in that game gearing him up (increasing his iLvl which is directly equivalent to the Light level in Destiny) in order to be able to do the new raid. I was finally able to do it late yesterday afternoon after almost a day in game time of doing various dungeons, gathering up the crafting mats and getting lucky on a few drops. In Destiny to accomplish the same feat I didn’t have to do any of that. I simply completed a quest chain, did the weekly runs and spent a small portion of my strange coin haul on upgrading my chestpiece. It was honestly one of the most pleasant levelling up experiences I’ve ever had in a MMORPG.
I’ll forgive anyone who doesn’t recognise Destiny for the MMO that it is being angry that all their playtime has been for naught (well, mostly) but eventually they’ll have to recognise that, yes, you’re playing one and this is what happens. Bungie made the levelling up process pretty painless, so much so that a filthy casual like myself was able to bash his way to 31 in the space of a weekend. It’s not like all that gear I’ve got is automatically useless anyway either, I’m still rocking my Vision of Confluence and Atheon’s Epilogue most of the time since I haven’t found a good replacement and I think that’ll hold for some time to come. The worst part might’ve been spending 14,000 glimmer and 14 strange coins on upgrading my 2 exotics of choice but that’s nothing when glimmer is everywhere and I’ve had 50+ strange coins for weeks.
It’s probably just the loud minority having their voices heard the most in this respect as I’m sure the vast majority of all the players are actually enjoying the new content rather than bitching about it. Indeed I was content to keep my big mouth shut about it after getting some time to sit down with it over the weekend however it seems that the games churnalism sites have latched on to the faux outrage with reckless abandon. In all seriousness I hope that those who are bitching about the DLC put their money where their mouth is and walk away as it’s only a matter of time before the next DLC and I’d rather not have to listen to people whine about all their time being “wasted”.
Since my review of the original The Walking Dead from Telltale games I’ve found myself far more involved in the IP. I’ve watched all the TV episodes and whilst it isn’t my favorite show out there it still ranks up there as one of those shows that I’d say is recommended watching. Of course I understand that while they share the same source material the games are far more true to the originals and whilst I haven’t had the chance to read through them I can definitely attest to the incredible amount of character development that happens in The Walking Dead series. 400 Days is an episodic DLC for The Walking Dead, serving as an introduction for the story that will come with season 2. Now I’m not usually one for DLC but The Walking Dead stands out as one of the best episodic, story focused games out there which made this hard to pass up.
400 Days gives you a brief introduction into 5 different story lines that all within a short time frame of each other. They serve as the character’s origin stories, ostensibly the ones that will be used as a basis for season 2, and since you’re playing through them you have a certain amount of control over how their characters develop. All of them come with baggage, both from before the outbreak and after, and how you deal with that will determine how they play out in the future. This rings true to the rest of the series which was highly reactive the choices you made, even the ones you thought were of no consequence at the time.
Considering this is just a DLC it comes as no surprise that there’s been no dramatic changes to the art style or general game mechanics. It still feels very much like you’re playing a game that’s taking place in a comic book as style that works incredibly well, seemingly taking the idea of authenticity to its utmost conclusion. The voice acting has remained top notch as well with all the lines delivered with the expected emotion and gravity befitting the situation happening on screen. It shouldn’t be surprising really as this is essentially the 5th time they’ve done this and every time Telltale games have shown they can deliver.
Unlike the previous installments which followed Lee and Clementine’s quest to stay alive in a hostile world 400 days instead gives you the option of picking which story arc you’d like to investigate. Whilst I’m sure that many will do pretty much as I did, going from left to right, there’s no right or wrong way to play through them. They do intertwine however which means that it’s up to you to form part of the narrative through deducing the links, however they’re not exactly subtle so I don’t think anyone would miss them. Each of the stories are unique and provide you the opportunity to shape their character in some way and with a few cases you can (I suspect) radically change their behavior.
Mechanically it plays essentially the same as The Walking Dead did with the addition of a couple more mechanics that feel like they are there to test the waters for the next season. You’ve got your usual adventure game mechanics of clickable items which you can then interact with however since this is essentially just a bit of background story for each of the characters there’s really no puzzles to speak of. There’s a few challenges but the NPCs tell you exactly what to do so unless you deviate from that then there’s really nothing to threaten you. You could almost consider the mechanics unnecessary as they are as basic as you can get however I do appreciate them as they help to break up what would otherwise be a monotonous experience.
Thankfully it looks like Telltale has taken some of the lessons learned with previous releases and applied them to this one as my experience with 400 days was completely bug free. The worst thing that can happen in story focused games like this is game issues breaking immersion and The Walking Dead had enough of them that I had a couple occasions where I just stopped playing because of it. Hopefully this trouble free experience translates well onto season 2 as that was probably the only negative thing I can remember about The Walking Dead.
Of course that’s all second to the incredibly confronting stories that 400 Days manages to tell in its short play time. Every single one of the story lines will force you to make a hard decision, some a choice between two that neither of which you can completely agree with. Some of the things you’ll do thinking they were the right thing to do, or were simply the only way you could react given the situation, will put you on a path that you don’t agree with. How you deal with that will impact on how the character reacts later down the track and, if the foreboding is anything to go by, how the story of season 2 shapes itself.
400 days fits right in with the rest of The Walking Dead series, providing a little taste of what’s to come in season 2 and giving you the opportunity to shape the story before it starts. If you enjoyed the previous series then you’re sure to like 400 days as the same game play and story telling is there, it’s just the people you’ll be following is different. If you haven’t played any of them then I’d strongly recommend you do as they’re one of the stand out story first titles in recent memory and if 400 days is anything to go by season 2 will continue on with that tradition.
The Walking Dead: 400 days is available on PC, PlayStation 3, Xbox360 and iOS right now for $4.99 on all platforms. Total game time was 2.5 hours with 88% of the achievements unlocked.
Long time readers will know that I’m not much of a fan of DLC as those little extra tid bits of gameplay are rarely worth the price of admission, usually only adding small amount of extra game time and little more to the overall story. Still there are some that capture my attention like the Missing Link DLC for Deus Ex and the Knife of Dunwall DLC for Dishonored is another. This can wholly be attributed to the single image they used to market it, showing a view from a rooftop showing the main character of Dishonored in the pivotal opening scene. Since that whole side of the plot remains something of a mystery to you during the main game the possibility of playing the other side was just too good to resist and I snapped it up on release.
But there’s a reason why I’m only getting around to reviewing it today.
The events of Knife of Dunwall take place alongside those of Dishonored, telling the story of Daud the master assassin who is responsible for killing the Queen and stealing her daughter away. The DLC starts just after that pivotal scene where it’s revealed that Daud is one of the Outsider’s chosen, just like Corvo, except that his powers differ slightly from that of protagonist from the main game. The Outsider also reveals that Daud’s life will soon come to a close but before that will happen he is given a clue, a single word “Delilah”.
Now I’ll be completely honest here, when I first saw the screenshot that announced the Knife of Dunwall DLC I figured that it would centre around the events that lead up to the Queen’s death, letting you plan out your route and ultimately deal the final deadly blow. Instead you’re dumped in right after those events, with the introduction being one of a myriad of comic book panel styled cut scenes that depicts your role in Dishonored’s key moment. I will admit that this disappointed me greatly as whilst it’s cool to see part of the story that you didn’t really have an insight into I really wanted to play that particular scene from the other side, as I’m sure anyone who played Dishonored would.
Like most DLCs Knife of Dunwall doesn’t deviate too much from its parent game, keeping the vast majority of key mechanics whilst introducing some new powers and reworking other elements to fit Daud’s story. All of the core abilities are still there, like blink and most of the mechanical arsenal you had, but there’s also the addition of new skills and weapons that can change the gameplay significantly. Again you can make the choice of playing it as a guns blazing ruthless killer or a hide in the shadows humanist who doesn’t kill anyone. If I’m honest Knife of Dunwall seemed to urge you to be more of a killer than anything else, but that could just be due to my frustration with some of the other elements.
Since there’s no hometown for Daud like there is for Corvo in Dishonored you’re instead presented with an upgrades screen before every mission. This means you’re essentially picking your play style before you start which is probably a good thing considering how short the DLC is and forcing you to do the same level of work in order to get the same upgrades as you had in Dishonored would just be tedious. You also have the option of purchasing favours which will make certain sections of the missions easier or provide you with upgrades. They’re usually worth it too, save for one in the last mission that didn’t seem to help at all.
Knife of Dunwall plays somewhat similarly to Dishonored with the core mission structure and numerous possible paths to get to it being par for the course. As I mentioned before, and somewhat similarly to Dishonored itself, whilst you can do the entire thing without killing anyone (apart from a few at key points) Knife of Dunwall seems to try its darndest to get you to use lethal force most of the time. There are many sections where you’ll be confronted with a couple enemies that don’t move and you’ll be forced to either sleep dart both of them (something which you can only do a limited number of times) or go rambo and just mow them all down. Whilst I tried my best to be sneaky I got fed up with it after a while and just started going to town on everyone and I have to admit it was pretty fun.
The additional insight you gain into Daud’s motives and origins is nice however the plot is a little lackluster, possibly due to the heavy amount of foreshadowing that the Outsider gives you. It’s certainly not terrible and the voice acting is above games of similar calibre which helps it tremendously as even the best plot can be ruined by flat delivery. It’s quite possible that my impression is heavily tainted by my expectations of what the Knife of Dunwall would and wouldn’t include however.
For a DLC Knife of Dunwall provides a decent extension to Dishonored, providing multiple hours of gameplay that’s different enough from the core game so that you don’t feel like you’re retreading the same ground again. Whilst I may have fallen prey to the hype machine of my own head I still can’t refute that it’s a solid addition to Dishonored, expanding on the idea and giving some insight into the main plot. It probably wasn’t worth the price I paid for it and whilst $10 is semi reasonable I’d probably recommend holding off until its on sale unless you’re desperate for more Dishonored action.
Dishonored: Knife of Dunwall is available on PC, PlayStation 3 and Xbox360 right now for $9.99 or an equivalent amount of points. Total game time was approximately 3 hours.
I’m not a big user of the second hand market but there have been times when I’ve delved into it in order to get what I want. Usually its when I find out about a particular collector’s edition too late to buy a retail copy and will just wait it out until someone wants to hock their copy on eBay where I’ll snap it up for a song. The last game I did this with was Uncharted 3 (although I failed to mention the saga in the review) and whilst I didn’t get all the collector’s edition downloadable goodies the seller went out of their way to make sure I got a similar amount of value as they did when they purchased it new. I certainly didn’t expect this but it was deeply appreciated all the same.
However his generosity is a symptom of the larger problem at play here. Almost 2 years ago a silent war began between developers (well mostly likely the publishers) and the second hand market where first sale doctrine was being usurped by crippling used games. The first title that I purchased which was affected by this Mass Effect 2 and whilst I have no intention of ever selling that game the fact that it was crippled after initial sale didn’t sit particularly well with me. The trend has been on the increase as of late with many games including some form of one time use DLC in order to make second hand titles less attractive.
It gets even worse when rumours start surfacing that the next generation consoles will start supporting features that cripple second hand games natively removing the requirement from game developers to implement their own system. The justification would probably be something along the lines of “this is what we’ve done for ages on the PC” which is kind of true if you count CD keys but they were usually transferable. There’s also the sticky issue of digital downloads which currently have no method on any platform for enabling resale which is why many publishers are beginning to favour those platforms instead of physical retail releases.
The golden days of unsellable digital titles (and by extension crippled second hand titles) may not be long for this world however as the German consumer protection group VZBV has started legal proceedings against Valve in regards to the Steam platform. This isn’t the first time they’ve gone up against them but recent rulings in the EU have set up some precedents which could lead to digital distribution platforms having to implement some kind of second hand market. Considering Steam has been dealing in digital trade for many years now it’s not like they’re incapable of delivering such functionality, they just simply haven’t had the incentive to do so. Heavy fines from the EU could be the push they need in order to get them moving in the right direction but we’ll have to wait until the court case resolves before we’ll see any real movement on this issue.
I have real trouble seeing how the second hand game market is such a detriment to publishers. Indeed many people use trade-ins in order to fund new game purchases and removing that will put a downward pressure on new sales, to the tune of 10% or so. Now I don’t know how much revenue that publishers are making off those second hand uncrippling schemes but I’m sure a 10% increase is above that, especially if you count the amount of good will generated from not being a dick about the used market. Valve would be heralded as the second coming if they enabled used game trading on Steam, even if they charged a nominal fee to facilitate the transaction.
Really I can’t see any downsides to supporting the second hard market and actively working against it doesn’t do the publishers any favours. I’m not saying they have to go out and actively help facilitate it but they could simply not try to work against it like they’re doing right now. Digital distributors do have to pick up their game in this regard however and I hope it doesn’t come down to strong arming them with the law. Should the EU ruling hold up however that’s could very well be what happens but it would at least be a positive result for us consumers.
In the interests of full disclosure (and those who are new to the blog) it needs to be known that I’m a pretty big fan of Deus Ex: Human Revolution. So much so it managed to take out my nomination for Game of the Year for 2011, a pretty amazing feat considering the competition it was up against. Still even though my fan boy-ness might be at levels to rival that of my other passions I still couldn’t bring myself to spend the $15 on the Missing Link DLC that was available shortly after. No it would take a heavy discount to $5 in a recent Steam sale to bring me over to the DLC bandwagon but suffice to say, I’m glad I did.
The Missing Link takes place during part of the game where the main character, Adam Jensen, goes off the grid for 3 days. During Human Revolution Pritchard’s enquiries into what happened in the intervening 3 days are brushed off by Jensen and it was very easy to miss this gap in the original game. Indeed the experience would seem to be something he’d want to forget after being taken captive, having all of his augmentations reset to nothing and then having to fight his way out again. It’s a good premise for DLC as the experience plays like a short episode in the bigger Deus Ex world without having to rely too heavily on the original game.
As to be expected all the core aspects of the game: the graphics, gameplay and so on are identical between Human Revolution and The Missing Link. This works well for The Missing Link as all of these things were done extremely well in the original leaving little much room for improvement. That being said that also means the few quirks of the game like the ones I mentioned in the original review are still there. None of them are game breaking but you still need to be aware of them either to avoid getting trapped by them or to use them to make your life easier.
The Missing Link starts you off as a fairly advanced character except that all your mod points are unspent (except for the default ones). What this means is that you can craft your character anew, avoiding some mistakes you might have made. I’m on the fence about this as whilst it makes sense in the story I remember my character being a lot further ahead than the one in The Missing Link was. The choices you then make heavily impact what your experience of The Missing Link will be like (I.E. if you want to hack everything you’re going to have to spend most of your initial points to do that). With the total number of additional praxis points being relatively low you’ve got to make your choices wisely as every single aug can be used within The Missing Link’s short play time.
However The Missing Link heavily encourages you to play a certain way: mostly stealth. Now for most Deus Ex players this will be second nature as it’s pretty much the default play style and indeed Human Revolution heavily favoured this way of playing as well so it really should come as no surprise. It’s slightly disappointing as I attempted to make a run and gun character but ended up having to stealth most sections anyway, rendering those points I spent useless. It’s not a terribly huge deal, but I feel like my time with it would have been a lot better had I opted to spend my points differently.
I need to point out here that The Missing Link’s level design seems to be somewhat lazy compared to that of Human Revolution. Whilst I can understand that the setting doesn’t lend itself well to a large sprawling environment the running back and forward between sections, with the seemingly way too long scanner sections depicted in the screenshot above, doesn’t make for great game play. Indeed you’ll spend much of your time clearing sections you had already cleared previously. It’s a dreadful form of asset reuse and not something I had come to expect from the guys who had made Human Revolution.
Thankfully though the story (and the developer’s humour, as you can see above) is what makes The Missing Link worth playing. Whilst I can’t go too deep into it without spoiling everything for you suffice to say that in the short time you’ll spend with The Missing Link you’ll still be gripped by the story, one that has all the trademark elements that we’ve come to expect from a Deus Ex plot. One criticism I’ll level at it though is the incorporation of what is seemingly an arbitrary decision at one point that only seems to affect some dialogue between Jensen and another character. Had The Missing Link been integrated into the main Human Revolution game this could have been alleviated somewhat, but I can see why this didn’t happen.
For someone who usually avoids DLC like the plague Human Revolution stands out as one that I’ll heartily recommend to anyone who’s played through Deus Ex: Human Revolution and wants to dive back into it. Whilst it may not stand up to the high standards that Human Revolution set for it The Missing Link is still a great story accompanied by intricate and nuanced game play, aspects that many games struggle to pull off individually. Thinking back on it now I still stand by decision to wait though as whilst $15 is fair value (going on a $/hour of game play perspective) I’d still probably hold off on this until there’s another sale just because The Missing Link isn’t exactly required playing unless you’re a completionist.
Deus Ex:Human Revolution The Missing Link DLC is available right now on PC, Xbox360 and PlayStation 3 right now for $15 (or equivalent points). Game was played entirely on the PC on hard difficult with around 5 hbours played and 30% of the achievements unlocked.
It’s no secret that I’m not a big fan of DLC. Whilst there are many games that I enjoy going back to it’s not usually because there’s a sliver more of content available for them, it’s because the games themselves warranted it. The trend now however is to continue to release bite sized chunks of additional game play after it’s been released rather than the more traditional model of expansion packs which delivered what amounted to a game in its own right. Still there have been some notable exceptions like the recent Deus Ex: Human Revolution Missing Link DLC which I’ve heard is quite lengthy and well worth the play through (I’ve still yet to play it, though). What irks me, and most gamers, is when a company releases DLC on the same day that they release the full game and an upcoming release has brought this issue to the table once again.
My first encounter with day one DLC wasn’t that long ago, it was with Dragon Age: Origins. I was a fair way through the game, not completely understanding the camp mechanic, when I saw a new character appear. Starting the conversation with them led to a quest (like it almost always does) but before he would accept it I was told that I’d need to pony up the cash to play it. Since the quest didn’t appear necessary and I had little interest in paying another $10 for a game I had just bought I left the optional DLC by the wayside and never looked back. Since then I’ve had several encounters with games that have had day one or close to it DLC and every time my reaction has been the same.
There is one exception though. Since my tendency is to buy the collector’s edition of games I’m usually treated to a free ride for most early DLC. This hasn’t changed my opinion on it though and in fact my experience with such DLC has reinforced my original stance that of if the game developers have time to develop early DLC then it should probably be included as part of the game. One of my all time favourite games will soon be releasing a sequel however and the outrage from the day one DLC has revealed that my current position might be somewhat ill informed.
The game in question is Mass Effect 3. Long time readers will know that my fanboyism for this game approaches near ridiculous levels: I bought a Xbox360 just to play it (I’ve bought other games for it, but make no mistake that Xbox360 was there for one reason only), I’ve got multiple characters and each time I’ve bought the collector’s edition. Had I done a Game of the Year post for 2010 it is quite likely that Mass Effect 2 would have come out on top. What I didn’t mention at the time was that there was some day one DLC included and whilst I did play it I didn’t feel like it added anything (nor distracted from) to the main core of the game. Indeed it could have been left out entirely and I wouldn’t have noticed a difference.
It has been revealed that Mass Effect 3 will have day one DLC, free to collectors and charged to everyone else. This put the community up in arms with many (myself included) wondering why this wasn’t part of the core game. Bioware came out and defended it fervently and revealed a point that I hadn’t really considered. The certification process for consoles is a long one, filled with all sorts of radical testing like clicking buttons thousands of times to ensure most of the bugs have been stamped out. This takes approximately 3 months and during that time many publishers elect to have the developers work on DLC rather than move them onto other projects (or do nothing at all). Since there’s less certification required to release DLC you then end up with a finished DLC product right on release day, much to the dismay of the fans.
That’s changed my view on day one DLC significantly, but it probably won’t change my purchasing patterns. Indeed I can understand why people are particularly frustrated about this particular DLC, it seems like a particular character (who’s previously appeared in the series) will only be available through it. That’s enough to put some people off it and I wouldn’t be too happy with somewhat plot critical elements being thrown into paid for DLC either. If it wasn’t included in the collector’s edition I certainly wouldn’t be bothered with it and my review later would reflect that.
For this case at least it looks like day one DLC didn’t come at the cost of the game itself but the gaming community is going to have a hard time swallowing that line from every publisher. It might then be worth delaying DLC to some time after the initial release in order to avoid this kind of negative publicity. Still I don’t have the numbers on this and if day one DLC works financially then you can bet on seeing more games with it in the future. I may not support it financially but so long as the core game isn’t affected by it I won’t say anything bad about it, but if said DLC does impact on the game you can rest assured I’ll give them a thorough panning on here.