Selasa, 11 Juli 2017

Destiny 2 

 
Destiny 2 will incorporate clan support directly into the game, meaning you can bring your friends together inside The Tower instead of a cumbersome skype chat. Clans will also have their own unique reward system, meaning you and your friends could earn bonus loot from simply working together.
 was eager to see what Luke Smith and the team at Bungie have come up with, and indeed it was a strong showing. Bungie went to great lengths to emphasize and, as much as they were willing at this early stage, to demonstrate a commitment to both solo players and a more narratively engaging, better-told campaign. They also introduced a number of new events in the game world to keep players engaged and entertained.


Destiny 2, the last safe city on Earth has fallen and lays in ruins, occupied by a powerful new enemy and his elite army, the Red Legion. Every player creates his own character called a “Guardian,” humanity’s chosen protectors. As a Guardian in Destiny 2, players must master new abilities and weapons to reunite the city’s forces, stand together and fight back to reclaim their home. In Destiny 2 players embark on a fresh story filled with new destinations around our solar system to explore, and an expansive amount of activities to discover. There is something for almost every type of gamer in Destiny 2, including gameplay for solo, cooperative and competitive players set within a vast, evolving and exciting universe.

Destiny 2 will also feature a new solo campaign known as the 'Red War' with more cinematics than ever before and a new Strike Mission, known as 'The Inverted Spire'. A new Guided Games feature will let new players to partner with experienced clans for harder raid and strike missions. Guardians can also look forward to a selection of new sub-classes, each with their own special abilities.


It’s very much one of those trailers which just smacks you in the face with snippets of footage lasting about a second each. It’s like having MMO muesli poured into your eye sockets and needing a few moments to blink the crunchiness back out and figure out what you just watched.

I’d say it’s essentially just a really condensed highlights reel of all the stuff they’ve shown up to this point which fits with the fact the beta seems to just be access to that known stuff.
    Homecoming: The opening mission and cinematics from Destiny 2’s Campaign.

    Countdown: Enter the Crucible to battle other Guardians in a brand new mode. Attack or Defend the base on a new map custom-built to support this new game type.

    Control: The original standard for Crucible combat is back, with some impactful changes. Control the zones on another new map built with this objective in mind.

    The Inverted Spire: Strike at the heart of a Vex stronghold. Bring two willing allies, or let Matchmaking introduce you to a Fireteam of Guardians.

    New Subclasses: The new fighting style for each Class will be at the ready. Choose from the Dawnblade Warlock, Arcstrider Hunter, or Sentinel Titan.
The lack of a coherent single player campaign story was a key issue with the original Destiny. Which is why most of the press around its sequel, Destiny 2, is focusing on its new character-driven single player campaign – which in fairness looks pretty epic.

But having finally gotten some hands-on time with Destiny 2’s multiplayer I think, as before, the game’s long-term success will come from its insanely fun competitive matchmaking.


Jumping into the shoes of a level 20 Hunter for a game of Countdown, the match followed the same pattern as the original game, tasking each four-player team to swap between attack and defense each round. The attackers are charged to set off a bomb at one of various points on the map, while the defenders rush to foil their attempts.
Destiny 2 begins with the Traveler, still hovering above Earth’s Last City, under siege from Primus Ghaul and the Red Legion -- a band of Cabal who believe they should be blessed with the Traveler’s powerful gifts, not the humans. The loud and fiery opening mission had a very Call of Duty vibe -- that is to say, very chaotic and warlike. Our adventures will take us across four new moons this time before, I’d guess, bringing us back to Earth to finish the fight (on that note: call me crazy, but a lot of Destiny 2’s Earth-under-attack general storyline reminds me of Bungie’s own Halo 2).

After playing this slice for myself, I tried out a Strike. Set on Io, it was a vast, colorful, tense adventure with my two teammates that felt, I imagine, like a mini-Raid. More so than the solid Strikes in Destiny 1. To be quite clear: I was incredibly impressed by this Strike. It deftly mixed platforming, pedal-to-the-metal enemy encounters, teleporting across massive distances, and a phenomenal three-stage boss fight to finish it up. If the rest of Destiny 2’s strikes can match the intensity and artistic splendor of this one, then I’ll be one happy Guardian.
Running the basic run, gun, slide, melee strategy I’ve used in the past I was quickly able to dispatch two Warlocks before running into a Titan and meeting an untimely end – the heavily armoured Titan remains the tank class of the game and can take a worrying amount of damage. But after a while I began to notice a bunch of subtle improvements that made the game feel more balanced and the classes more differentiated.

This started the moment I attempted to glide my Hunter after jumping off a ledge. As opposed to activating a jet pack, as the basic Hunter class did in Destiny, I was able to perform a double jump, which can be performed three times in a row before needing a cooldown.

This sounds minor, but it’s really changed the class dynamic. It’s made the Hunter feel much more like a rogue assassin, making it even easier to dodge in and out of combat and quickly flip between different levels without leaving yourself overly vulnerable. But it came at the expense the glide ability, which I always found helpful when on defense.


After racking up a few kills, I also got a chance to sample the basic Hunter’s new Super Ability. Super Abilities work the same way as the first Destiny and let you activate a custom power attack or skill when a combat meter, which charges as you kill enemies and complete objectives, is full.
That exception is a beta emblem which is just a badge you can equip to lord it over other people with your early adopter skillz and say “you weren’t there, man” if anyone asks about it. I have alpha and beta emblems in a bunch of games including Heroes of the Storm and possibly Smite. Literally no-one has ever asked me about them or expressed any interest in them at all but hope springs eternal.

Obv the PC release of Destiny 2 comes later in the year than the console versions of the game and that holds true for the beta periods too.

There’s a beta early access period (that’s the one where you need to have pre-ordered to get the earliest possible time with the game) 18-20 July on PS4, 19-20 July on Xbone, then open beta (for non pre-orderers) 21-23 for both, while the PC early access and open beta will be in August. ALL OUR USUAL CAVEATS ABOUT PRE-ORDERING*.

There’s also a kind of load-test hour for the new social space, The Farm, which takes place from 10am PST on 23 July and will let players investigate the area while Activision see how many players it can handle. There are chickens and football. I fear nothing good will happen to the chickens and I suspect every single player will try to see if they can push a chicken into the back of the net instead of using the football. I assume that hour is console-only but the info in the video will hold true across versions.
Activating the Super I expected to see my character use the previous game’s Blade Dancer ability and jolt forward with a rapid series of super fast melees. But instead, the Super creates a glowing energy weapon. This change makes using the Hunter feel completely different to Destiny 1, but luckily proved equally fun to use when clearing a group of entrenched enemies from a bomb area.

The two changes are both part of wider reform of the game’s skills and subclass systems. Destiny’s original class system was a little shallow and, outside of making you play one of three subclasses, let you pick and choose any unlocked skill you liked. This sounds great, and from a player freedom perspective it is, but it also meant later on most players’ skills were all but identical in matchmaking. A fact that led to some pretty predictable exchanges when playing at a high level.
Destiny 2 will only ship with one. But I’m more worried about playing it at all than how many there are. Smith and Bungie referred to the fact that only 50% of players ever participated in a Raid in the first Destiny, introducing a matchmaking solution as a means to help bump that figure up. But in this age of being spoiled by an unending flood of great games, I remain uninterested in spending hours and hours grinding my way to Raid eligibility after the campaign concludes. I wonder if Bungie will narrow (or even eliminate) the gap between the story’s end and the Raid’s beginning. I hope so, as everything else about Destiny 2 has me eager to resume my life as a Guardian.
Destiny 2 increases the amount of class customisation you can do adding new cluster system that increases the amount of specialisation you have to do. Instead of being able to pick and mix your passive skills, in Destiny 2 you have to pick a specific skill path and stick to the options within it.

This sounds small, but playing with two teams of four Bungie had optimised to work well together, it made the game feel a lot more balanced than before and led to much more combat variety than the first game.

The end result was a heated firefight that ended with one score between each team and every Guardian involved hankering for another match.

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