Destiny 2 Article
Developed by Bungie and released in September, Forsaken was the first major annual expansion for Destiny 2 after the smaller add-ons Curse of Osiris last December and Warmind in May. Those previous two expansions were widely criticised by the player base due to their short length and lack of content relative to the price. While Destiny 2 did initially seem like an improvement on the first game in many ways, the endgame content was severely lacking, and many well-loved features were outright removed. However, much like the Taken King expansion for Destiny 1, Forsaken was seen as a complete relaunch of the game as well as being a major expansion adding new content.
The majority of the new story campaign takes place in a new location called the Tangled Shore in an area of the solar system created from rogue asteroids and wrecked spaceships chained together. With this expansion, Bungie wanted to create an atmosphere and tone similar to a revenge tale from an old Wild West movie and this barren, rugged desert-like location helps to portray that, but with a Sci-Fi spin on things. The story campaign deals with you hunting down the murderer of one of the series’ major characters for revenge, and the mission structure is a lot more open ended and non-linear compared to before. After the initial few missions, you are tasked with hunting down the main villain’s eight henchmen and you are free to fight them in any order you want before proceeding with the fnial section of the game.
The second new location, the Dreaming City, is a big contrast compared to the Tangled Shore. It is much more of a high fantasy-style setting with it being the homeworld of the Awoken (one of the three playable races in the game)It's only accessible once the main story campaign is completed and acts as a destination for high level players to do endgame and earn higher level gear. This area is fairly unique compared to the others in that it changes week-by-week on a three week cycle offering a different story mission during each as well as varying levels of an alien infection which affects the amount and type of enemies present for that week.
Like with the previous endgame raids, Bungie released the Last Wish a week and a half after the release of Forsaken. The recommended power level for this was 550 minimum which the vast majority of players where nowhere near. Groups racing to get the world’s first completion of a new raid is a big event among Destiny streamers on Twitch and this one was the longest one yet taking the winning team a total of 18 hours and 48 minutes(!) of continuous play. I started watching a stream of the raid when it went live at 6pm, went to bed that night at around 1am when the streamer was fighting one of the later bosses, woke up at 9am the next day and they were still fighting the same boss. Unsurprisingly I haven’t tried this new raid yet myself.
Each character’s subclass gained a new branch on their skill tree with new super abilities:
- Code of the Devastator for the solar subclass which allows you to wield a two handed flaming hammer that sends a wall of flame rushing forward for a limited distance before erupting into a fire tornado that lifts smaller enemies up in the air.
- Code of the Commander for the void subclass which creates a huge wall of light that blocks all incoming damage to you and any team mates that hide behind it.
- Code of the Missile for the arc subclass which launches you in the air as an electrically charged guided missile that slams into the ground and does massive area of effect damage. This ability is by far my favourite since, as well as being incredibly powerful, launching yourself in the air opens up interesting ways of traversing the levels and surprising opponents in PvP.
Accompanying the release of Forsaken was a massive 35GB patch which changed and rebalanced many aspects of the game. As well as the usual things you’d expect like weapon balancing, it contained changes that reverted many of the game’s systems back to what they were like in Destiny 1. Things like random stat rolls and perks on weapons and armour, weapon slot choice being less restrictive, strike mission being selectable on the world map (previously you could only play these from a randomised playlist) were all features present in the first game that were removed from the sequel for some bizarre reason but were now being brought back due to popular demand. This patch went a long way in fixing many of the criticisms people had with the game since launch and brought a lot of lapsed players back. The place the game is in now is basically where it should have been at launch.