It’s been just under a year since I last spun up The Division 2 as whilst I thoroughly enjoyed the numerous hours I dropped into it that initial wall I hit with the raid meant I ended my time with it shortly after the review. The various drops of content between now and then didn’t really pop up on my radar. Indeed I was beginning to get worried that we’d seen the end of expansions or other meaty DLC drops given other games like Destiny have switched to the more regular drip feed of tiny updates, none of which are ever enough to bring me back into the fold. Imagine my surprise when I started to see The Division 2 subreddit lighting up with excitement about the impending launch of Warlords of New York for The Division 2, promising a return back to the place where the original took place and even the return of the main antagonist. Given I’d spent the last couple weeks playing casual-ish games I was ready to get into something a little more engrossing and boy was it ever.
You receive a distress call from Faye Lau who’s still the lead agent in charge back in New York. Agent Keener has unleashed a new and instantly lethal version of the original Green Poison bioweapon which has been called Eclipse. Upon arrival you’re informed that Agent Keener’s current whereabouts are unknown however they’ve identified 4 of his lieutenants and with their SHD watches they should be able to triangulate him. So with little more than that to go on you’re sent out into lower Manhattan to start the brutal search for the rogue agent once again, hoping to find him before he’s able to strike again and put an end to him once and for all.
As you’d expect from an expansion there’s no real changes graphically apart from the differences in the setting of DC vs New York. It’s definitely a major shift in the feel of the game as I distinctly remember DC feeling a bit more flat and open, whereas New York retains its usual high skyscrapers and dense urban environment. The change from winter to summer is interesting too as that, combined with the dynamic weather systems, means that this feels very different to the New York I remember from the original Division.
There’s been a few tweaks to The Division 2’s core game loop since I’ve been away and a few changes which I believe are unique to this particular expansion, although I couldn’t tell you which is which. For starters loot now drops less frequently, with the idea that there should be less trash and hopefully more useful pieces of gear. On the surface that doesn’t really ring true however the inclusion of the new re-roll system, which allows you to extract a single stat roll from a piece of gear and save it for use forever, suddenly means that trash drops with god rolls are no longer trash. The skill power system has also been reworked, now being fixed to “tiers” which each piece of armour can provide 1 of. There’s also now an infinite progression system in the form of your SHD Watch which is basically The Division’s form of the paragon levels from Diablo III. There’s a bunch of stuff I don’t even remember coming across listed here so if you want the full story I’d say head over there and get it directly from the horse itself.
The core fighting mechanics feels identical, save for the fact that skills appear to regenerate a lot quicker but are also a lot weaker as a result. My chem launcher no longer instantly heals me up to full, instead taking quite some time to get me even to halfway health. On the flip side my artillery turret, which use to feel like it was always on cooldown no matter what, was seemingly up every 30 seconds which seemed ridiculously broken given how good it is at clearing out large groups or slow moving elites. That seemed to be counterbalanced by the specialist weapon now feeling downright useless, especially considering my turret seemed to do the same thing and could manage more than 2 shots every 30 seconds. I’m not sure how all of this plays out at higher gear levels though as I haven’t put in the requisite grind hours to get there. Looking at some of the absolutely silly builds I’ve seen online though it seems like there’s a lot of fun to be had mixing things up, which is a good thing my opinion.
I did however run out of puff with Warlords of New York once I got past the missions and started on the end game grind proper. Part of this was a lack of direction for what the grind would be for as in the original game it was clear what I needed the upgraded gear for. With Warlords of New York, even though it’s now got one of the best progression systems I’ve seen in any looter shooter to date, it’s not so clear what I should be gearing up for. The raid? But technically I was already gear for that when I left the game last time, I just couldn’t be arsed manually looking for a group to do it. I did a quick search around to figure out what exactly I should be aiming for but it seems like it might just be the gear for gear’s sake at this point. Well that and the Dark Zone but I’ve never been one to solo in there.
The expansion’s story is what we’ve all come to expect from The Division: linear, predictable and chock full of action. I think my friend said it best when he mentioned that Massive and Ubisoft are known for creating great worlds, but not amazing characters or narratives within it. To prove his point he then asked us to name one NPC in the game and it was honestly embarrassing how long it took to come up with someone (even the main antagonist, this was during the original campaign). Still it’s enjoyable, following the not-so-subtle plot threads through to their conclusion. The expansion does setup the core game for some shenanigans down the line so I’m hopeful for another juicy story expansion in the not too distant future.
So for those of us who enjoyed The Division 2 and have been back since Warlords of New York is definitely a great time to come back. Much like the original release it’s familiar yet different enough to be engaging and all the changes seem for the better. The lack of a clear endgame goal (and a squad of mates also) meant that the end-game grind doesn’t seem like it’ll be for me this time around but I might find myself back in here again should any of my mates pick it up soon. There’s also the 3 episodes to catch up on (which I haven’t) so if Warlords doesn’t satiate you then there’s still enough drip content left to chew on. Overall I very much enjoyed my time with the expansion and hope for another one like it in the near future.
Tom Clancy’s The Division 2: Warlords of New York is available on PC, Xbox One and PlayStation 4 right now for $29.99. Game was played on the PC with a total of 11 hours played, bringing the total time in The Division 2 to 53 hours.
Destiny 2 has remained unplayed since I finished my review of the Black Armory DLC, the mini-content drops not being anywhere near enough to tempt me back to the fold. When I started hearing rumours of Shadowkeep though I was hopeful for another injection of content like Forsaken; something to shake up the formula a bit and provide enough incentive for me to invest some solid hours back into Destiny again. The reality isn’t quite like that even though, given that I haven’t played for almost a year at this point, the number of changes to Destiny 2 in the interim are on par with those that Forsaken none of them are really focused on a player like me. Couple that with Shadowkeep being a new breed of expansion that’s not dependent on previous releases, set on a previous location from Destiny 1, you’re left with this weird mix of new and old. To be sure it’s far better than the mini-DLC drops that come with the various season passes but it’s lacking that same X-factor that really sucked me deep in with Forsaken.
Eris Morn has ventured deep into the caverns of the moon, seeking out a strange energy signal that’s been scratching away at the edge of her mind for some time. The Hive have also reawakened on the moon, having been dormant ever since the guardians slew Crota which brought the wrath of Oryx to our solar system. It’s down here that you discover the Pyramid, a relic of the time when the darkness was encroaching on our world, only to be pushed back at the last moment by the Traveler when it forged the guardians. Now horrendous nightmares of all sorts roam freely across the solar system, tormenting everyone with visions of close ones who’ve passed and bringing back shadows of fallen enemies. It is time once again Guardian to venture into the unknown and face the purest form of the darkness you’ve yet encountered.
Shadowkeep doesn’t bring with it any visual upgrades per se, however it does take the old Moon world and revamp it significantly. The same areas that I spent countless hours farming Helium Coils in are now far better rendered than I ever remembered them being before. That’s likely due in no small part to me playing it through a not-so-great capture card from my PS4 but still, the difference is night and day. The game still runs incredibly well, even with the newer encounters that throw insane numbers of enemies at you. After coming off The Surge 2 I had the terrible thought that my rig wasn’t really up to graphics like this anymore but thankfully I was mistaken.
If you’re like me and only just coming back to Destiny after some time then there’s going to be a slew of changes thrown at you, a lot of which are utterly meaningless in the grand scheme of things. The numerous events that have happened between then and now are still around such as Gambit Prime, the Vex Invasions, the Forges and a bunch of other things that I’m probably forgetting. The UI changes are definitely for the better, even if my muscle memory of where things used to be is now useless making some interactions an exercise in frustration. The light cap is now theoretically unlimited due to the introduction of an “artefact” item which everyone gets, adding to your power level as you gain XP. However the main caps are 950 for most gear and then 960 for “pinnacle” level loot which is essentially supposed to be a grind for those players who really need something to do. However given the fact I’ve seen numerous 960+ characters already shows that it’s not really that bad if you’re committed to it but the grind for us single character, not a lot of time to spare guys is going to be a lot tougher unfortunately.
There’s no changes to the underlying combat, that’s as great as it has ever been, but the stat and mod system has been reworked substantially. Now we’re very much into RPG territory as there’s a bunch of stats to min/max, mods to use in varying combinations and encounters that will demand you run certain builds in order to progress. This is something that the hardcore Destiny community has been requesting for sometime and so I don’t really begrudge Bungie for putting it in. For us plebs (and according to Wasted on Destiny at least half of you have played less than me) it does mean that part of the game is locked away from you behind a, thankfully somewhat easier, grind. Now I haven’t been playing since release, I think I’m into about week 3 or so, but I’m only up to light level 920ish with 20 hours in. My gut feel is it’s couple more weeks before I can get capped so I can raid. Whilst that’s not completely out of line with Forsaken what’s missing is that hook to keep me coming back. Forsaken had the ever evolving Dreaming City which was the perfect way to keep on motivating you to come back. Shadowkeep though? There’s really not much there, despite the massive reveal of the Pyramid.
To be sure there’s no end of stuff to do in there, hell I can easily lose a couple hours chasing down a couple powerful pieces of loot, but I’m not the kind of player where Destiny is my only game. If I had my way I’d definitely favour the older style system where getting raid ready didn’t take too long, a couple weeks of dedicate play for a single character solo player like myself, and then the optimisation for the raid would begin as you slowly amassed gear from it and honed your skills on the encounters. I know I’m likely in the minority of wanting something like that but if the grind isn’t going to provide me some level of satisfaction, either through meaningful progress or tidbits of lore and story, then I don’t have much else to drive me through it.
I’d probably be a little less pissy about it if the Pyramid wasn’t such a giant lore cock tease. For the uninitiated there’s been concept art of The Darkness floating around ever since the original Destiny and, you guessed it, it’s all about pyramids. To be sure there’s definitely something bigger brewing that’ll likely be revealed in this season’s DLC but I feel like this was a missed opportunity to use a massive reveal like that to create another Dreaming City like experience. Gargh, maybe I’m overthinking this.
Destiny 2: Shadowkeep is a kind of middle of the road expansion/DLC, not being a small content drop like Black Armory but still being nowhere near as big as Forsaken was. For those players who’ve been with Destiny 2 throughout the last year it’s likely the content injection they’ve been craving, a new set of goals for them to throw themselves against. For player like me though it’s probably too much and not enough all at the same time; the numerous little events that have occurred in the past year thrown at you all at once whilst the new shiny thing sort of blurs into the mix. Personally I’m a little disappointed in myself for setting my expectations so high but also at Destiny for not doing enough to meet them, even halfway. To be sure I’d prefer this kind of expansion over mini-DLCs any day of the week but I’d also rather spend a good chunk of change on a Forsaken like experience every year, if I was able.
Destiny 2: Shadowkeep is available on PC, XboxOne and PlayStation 4 right now for $54.95. Total play time in Shadowkeep was 20 hours putting the total time in Destiny 2 at approximately 191 hours.
When a titan of the game industry gets into a genre the anticipation is always high for what they’re going to bring to the table. The looter shooter genre which came to popularity with titles like Destiny and The Division was seemingly set to see a new competitor this year in the form of Anthem from BioWare. I have to admit, even though I tried my darndest to stay away from the hype for it, I was excited to see what it would bring to the table. Heck I was even hoping it’d become another Destiny, something I could pick up every so often when a new DLC dropped to enjoy a casual raid or two. Unfortunately though those high expectations haven’t been met and the game that we’ve received seems to be cut down in scale and burdened with numerous problems that prevent it from achieving what it set it out to do. To be sure, there’s some great fundamentals in here, but we as gamers are tired of mostly finished games; especially from AAA developers.
The Anthem is a force of pure creation, left behind by the shapers of this world along with their various relics that forged this place that we now call home. Every so often the Anthem rises again, it’s unbound power causing chaos by ripping through the land. You, a rookie tagging along with famed freelancer Haluk for your first mission, go to tackle the Heart of Rage: a cataclysm that’s being caused by a device called the Cenotaph. The mission goes horribly astray however, with many of your fellow freelancers perishing at the horrors that were created. With that the hope that many in the freelancers is dashed and you spend the next couple years taking on odd jobs to keep the lights on. However it becomes apparent that an old power, The Dominion, is seeking to control the Anthem by using the Cenotaph at the heart of rage. It’s up to you, freelancer, to ensure that the ultimate power of creation doesn’t fall into the wrong hands.
If there’s one thing that Anthem gets right it’s the visuals which set the bar for what many other games will be compared to this year. They come to us care of the Frostbite 3 engine so it’s no surprise that it’s able to pull off all the modern graphics tricks in the book. Flying through the environments is a joy, the wide vistas providing many good screenshot worthy moments as you explore the world of Bastion. It can get a little visually confusing during heavy combat scenes (with the enormous amount of particle effects everywhere) and during puzzle sections (as puzzle items blend in far too well with the background) and I don’t think that’s something that’s ever going to change unfortunately. Performance is also pretty great as I never experienced a perceptible drop in framerates whilst I was playing. I did initially tweak the settings a little bit to get it running smoother, I think just by turning off AA. Other than that I didn’t need to touch anything else for the rest of my playthrough.
Anthem’s core gameplay sticks close to the looter shooter fundamentals starting off with you picking a particular character class that will define your playstyle. As you level up you’ll unlock the others and you’re free to switch between them you may not have enough gear to make one viable at your current power level without a little grinding. There’s a core story campaign which you’ll need to complete to unlock most of the game’s content including strongholds which are the game’s endgame content. You can customize your javelin’s weapons and abilities with loot drops, all of which have their own play style and synergies with each other. There’s also the usual tropes of daily/weekly missions, world events and a rudimentary crafting system to try and drag you back day after day. When all is said and done there is a decent bit of content in Anthem, maybe a little less than there was in Destiny when it originally released, but what’s lacking is a driving force to make you want to explore it.
Combat starts out being one of the most impressive parts of Anthem with all the abilities and dynamic aerial fighting feeling like something truly new to the looter shooter genre. The abilities are the standout parts of the combat, especially when you work together with your teammates to unleash some spectacular combos that explode in a glorious cacophony of particle and sound effects. I have to admit to having quite a lot of fun in my colossus with the shock coil attachment, an AOE lightning attack that just cooked enemies around me as a I walked at them and triggered off combos left and right. The ultimate abilities are incredibly satisfying as well, allowing you to do incredible amounts of damage against even the toughest opponents if you know how to use them properly. However after a time the combat starts to get samey and that’s when the cracks start to appear.
The guns, for instance, are nearly completely useless in comparison to your abilities. You’ll often be plinking away at an enemy for what seems like an eternity with your main weapons, just killing time until you can use one of your abilities again to do some real damage. This doesn’t even change with higher tier loot unfortunately as the abilities scale much better. The abilities to don’t change much past a certain point and most of them are just variants on the same thing like the flamethrower just being a cone version of the shock coil or the various versions of the mortar and flack canons. This, coupled with the lack of mission variety, means that after a certain point every encounter starts to feel quite samey and that’s when the boredom starts to set in. This is typically where the loot grind is supposed to be the draw card but unfortunately Anthem got this completely and utterly wrong.
You’re lavished with loot from the get go, which isn’t an issue in and of itself, however it’s not entirely clear which piece of gear is better than another due to the downright confusing stats page in the forge. Most upgrades don’t really feel like they change much either, especially for upgrades that are in the same weapon or slot class. Without a meaningful power progression you don’t really feel compelled to seek out better gear. Worse still it doesn’t really seem like playing on the harder difficulties (at least pre-end game) nets you any more or better loot, completely negating the reason for taking on the additional challenge. The difference between hard and normal can also be the difference between getting stuck on a mission for an hour and getting it done in 5 minutes, further pushing you towards simply playing it on the easiest and breezing through. Whilst I didn’t bother with any endgame activities I’ve heard that this situation continues on even there which honestly doesn’t seem like a good way to increase player retention.
Flying around the environments starts out feeling exactly like what was promised back when Anthem was first demoed although, for some weird reason, they decided to limit your flight time when you’re flying between missions. This is supposed to be counteracted by you diving every so often or flying through a waterfall to cool your javelin’s jets but neither of these seem to work consistently. I could understand limiting flying in combat but for exploration? It just feels like that was done to make the world feel artificially bigger than it actually is. Even then though you can see all of the world in a pretty short timeframe if you’re so inclined as the overworld isn’t as big as it seems at first glance. You also can’t fly over any of the mountain ranges you can see in the game, instead you get pushed back down by jetstreams, further limiting how you can travel. I think many of us were drawn to this massive world that you’d be able to explore in a giant mech suit but instead what we’ve got is a limited world with limited options to explore it.
Decoupling your javelin’s look from its armament was a good idea on BioWare’s part although, weirdly, they’ve essentially given you unlimited customisation options right of the hop. Sure there’s only a couple types of javelin cosmetic sets available but you’re given dozens of different materials and unlimited colouring options right at the start of the game. This means that you can basically craft your own visual style right away without much need for you to go searching for a bit of loot to make your javelin look awesome. Whilst I appreciate the ability to do this it further diminishes the value of end game loot as part of the appeal is wearing your high tier gear in front of others, signalling you’ve done the game’s hardest challenges. Combine this with the other loot issues and you’ve basically got very little reason to pursue any end game activities at all.
This is also not mention all the base technical issues that plague the game, even after the proper “release” (side note: if the game is playable by the general public, it’s released. Anyone who says otherwise is being disingenuous to deflect negative feedback). Crashes and disconnects aren’t common place but do happen and without any kind of checkpointing system if you were in the middle (or at the end, in my case) of a mission you’ll have to do it over from the start. The UI is total garbage with even the simplest tasks taking ages to complete. Want to tag something as junk for mass deletion? That’ll take about 3 seconds to complete, just as long as it’d take for you to deconstruct the item manually. Challenges don’t track properly in the UI either and you’ll often get notified about tracking something which you’ve already tracked. Navigating between different panes defies usual UI conventions as well, often meaning you’ll end up completely quitting out of a particular menu by accident rather than going back to the previous tab. Anthem really needs some love when it comes to the quality of life department as simple things like this shouldn’t be so hard.
Anthem’s story was set up well for it to go anywhere the writer’s pleased and, for what it’s worth, I enjoyed it for the most part. Sure the villains, characters and various plot twists are predictable and one dimensional but the world behind it was pretty well fleshed out. The voice actors also did a great job of bringing the script to life as well and I was surprised at the number of big name talent I recognised reprising their roles in Anthem. Honestly had the core game been better the story could’ve really shone but, unfortunately, it’s hard to enjoy a good story when so much of the rest of the game just isn’t up to par.
The weight of expectations has proved to be too much for Anthem as the game we’ve received after so much anticipation has left us all wanting. To be sure the game’s opening moments are extremely fun, bringing a fresh perspective to the looter shooter genre and setting you up for what feels like an epic BioWare experience. However the shine starts to quickly wear off as it becomes apparent that there’s just not a lot of variety in the core aspects of the game and little outside that to keep you motivated. The conclusion of the main campaign is where I left Anthem as there was nothing left there that I wanted to explore. It’s a real shame honestly as it feels like Anthem could’ve avoided many of these mistakes but simply didn’t. Perhaps future DLCs and patches will bring it back up to par, much like it did for The Division and Destiny, but we gamers are long past the point of wanting to play games that aren’t finished.
Anthem is available on PC, Xbox One and PlayStation 4 right now for $89.99. Game was played on the PC with 15 hours total play time and 19.5% of the achievements unlocked.