Destiny 2’s population has been dwindling since release. The handful of players who have stayed loyal to the franchise deemed “Forsaken,” the latest expansion, an important step that will determine the future of the franchise.
New and old players have high hopes and expectations for the new downloadable content (DLC). Many veteran players see this as a final opportunity for Bungie to get with the program in delivering a fast-paced console game that classic MMO players can enjoy as well.
“Forsaken” seems to be a step in the right direction. I have about six hours of gameplay into the Forsaken DLC, and I have enjoyed most features, changes, and cinematics that Bungie has bestowed.
Essentially, the gameplay for “Forsaken” is more of the same. “Forsaken” includes a small handful of cinematic quests for the campaign, another handful of side quests, more gear, higher light level and guardian level caps. Yes, you still have to grind light level with the same, traditional, genocidal rampage as always. But now it can be done with bows too.
The new story is far from more of the same, though. Instead of a war being declared or entire populations being in danger, the guardians set out on a personal, vengeful mission to destroy Uldren Sov, the Queen of The Reef’s brother, who is responsible for Cayde-6’s death. However, the guardians do not receive much screen time, and only speak once in the campaign cut-scenes. For a personal story, I think our guardians should’ve had more screen time.
“Forsaken” is to “Destiny 2” what “Rise if Iron” was for “Destiny 1,” a fresh start with new abilities and gear. New, fairly interesting enemies, called “The Scorn,” debut as well. In these early days of “Forsaken,” the game does feel a bit more challenging. That could be due to the increased light and guardian level caps, or the new Scorn abilities that took me by surprise.
The Scorn are formidable, and sport a different style of enemy than what Destiny players may be used to. The Scorn do not keep their distance. They close in on guardians quickly, with devastating area-of-effect attacks, which takes some getting used to.
One feature I am particularly fond of is the “Collections” tab in the Options menu. From anywhere in the solar system one can now view and obtain any previously-owned exotic and legendary gear account-wide. You can even claim old legendary gear that you might have accidently dismantled.
Additionally, there is another “Record Book” similar to the one seen in “Rise of Iron.” I do not understand why one of the milestones for the record book includes “Purchasing the Legendary addition,” but I suppose the Legendary Edition wouldn’t be the package it promised to be without some kind of leg up on those who did not spend the extra money.
“Destiny” developers wanted to make it “harder” to gain higher light levels, so they introduced the requirement of planetary materials, and Masterwork Cores to infuse Legendary gear. I can understand the planetary materials system, which is a mechanic seen in “Destiny 1.”
I do not think that Masterwork Cores should be a requirement for infusing. This does not make it “harder” to level up. It just promotes more grinding of the same thing. there is no skill required to farm masterwork cores. With the prices for infusing and masterworking being so steep now, light levels will reflect more on how much time is put into each character.
I think “Destiny 2: Forsaken” is a hit, albeit I have my reservations about how it will age. Most “Destiny” expansions since the release of “Destiny 1” have been fairly short. I may have finished the “Forsaken” campaign missions in one night, but still felt like I had only scratched the surface. I rate “Destiny 2: Forsaken” 7 out of 10 stars.