Forsaken has been out for a few days and for Destiny 2's launch, I did a first impressions
video after 25 hours in the game.
I have way more hours this time around, so, let's do a quick first impressions.
There will be spoilers all over this, be warned, buckle up because we're gonna be here a while.
The story.
Improved over Destiny 2's story in my opinion.
We do have another situation where the main villain is basically nowhere to be found during
the actual campaign, but at least it makes sense as he's chasing after the Dreaming City.
And I actually had some form of an emotional response to the ending, where I actually felt
a little bad for Uldren since he was basically delusional.
If this were a regular RPG, I totally see the option of killing vs. not killing him
and having the story continue from there.
The final boss was out of left field, at least as someone who isn't a lore junkie, again,
an actual emotional response, although it didn't have the spectacle that Ghaul had.
The Baron fights were all pretty cool and had their own flair to them.
Some of them, dare I say, actually a little difficult, especially if you were underleveled.
The Barons kinda reminded me of the Bandits from Borderlands 2 a little bit, which I enjoyed.
Unique encounters for each Baron, they weren't too short of an experience if you were solo,
I think my favorites were the Rider, Trickster and Mindbender.
If the Rider encounter had more of a racing element, I think that woulda been cool instead
of just going back and forth.
I originally thought it was gonna be a pick your own adventure sort of thing, but due
to the level scaling, you basically had to do them in a specific order, which I understand,
tough to make it so you can pick which ever you want while also having them all be at
the proper difficulty level unless Bungie can do some on the fly scaling of encounters.
I do want to see how Bungie handles their storytelling via gameplay going into the future
though, the cutscenes were all great in this and if they are cutting back as much as they
seem to be, I'll miss them.
The Spider is one of the cooler NPCs we've gotten in the game thus far, I think he's
a pretty great character, it's nice to see Petra back, I wasn't cringing at half of the
dialog in the game, although speaking of dialog, do you know how many words our Guardian spoke
in the campaign?
It was 9.
Although to be fair, that is still an infinite gain over the 0 that we spoke previously.
Most of all though, the story is actually continuing into the end game in the Dreaming
City.
We know what was up with Uldren, he was delusional and corrupted, we got a little message from
the Queen, but now we get the entire Dreaming City to go figure out and explore and learn
about what the hell is actually going on and I look forward to uncovering all of that instead
of having the game come to a screeching halt like Ghaul.
I really wanted Ghaul to be the final raid boss of the first year of D2 or at least the
first final raid boss, they made that story experience so short and while this campaign
experience was about as long as I was anticipating, at least there's still more to uncover.
I polled my Twitch chat and I'd say about 80%, if not more, liked Forsaken's story experience
over D2 launch, at least so far.
Next up, let's talk new subclass blocks.
For the most part, great experience.
I like that Bungie took a spin on the regular supers that we had, enough to make them feel
different, but not too much that they're completely off the charts.
All of the subclass blocks have crazy synergy with each other, which is fantastic, not that
the other blocks don't, but these especially really work together.
My favorite so far is Blade Barrage.
If you don't feel something in your no no zone every time you just burst an enemy from
100 to 0 or just lay a huge chunk of damage into something, I dunno what's wrong with
you.
Very satisfying super to use, very strong, rest of the block has great synergy with exotics
too, well done.
The others will have to wait until I unlock them.
By the way, you can get another Seed of Light from doing tier 2 Blind Well, random drop.
Moving on, we finally have back our kiosks from Destiny 1 in the form of Collections
and we also have an achievement system in Triumphs, something the game has desperately
needed.
I have nothign to say about these except that they're amazing and I love them and they're
a HUGE quality of life upgrade to the game as a whole.
I like being a completionist, I like achievements, I like stat tracking, this is great.
If we could only get kill tracking on exotics by default, that would be great because I'm
racking up a ton of kills on my Ace of Spades and I wanna know the kill count.
The leveling experience.
This one is pretty interesting.
The game pushes you to 500 as fast as humanly possible, you will get it very fast just doing
public events even with you only getting 1 drop.
It feels like the amount of levels you gain ramps up around 450, the game just goes "eh
screw it, you're close enough," and throws power at you.
And then at 500, you face plant into a wall and you need to go do your powerful reward
bounties and activities, of which is are a LOT.
You have your dailies which are the 4 pronged star icons which reset every 4 days, the weeklies
are the 6 pronged ones, then there's bounties on top of that, on top of Valor/Glory/Infamy
level rank ups.
So
there's a LOT of stuff that will slowly level you.
We don't want a situation where people are over leveled for the raid on the first day,
although at the rate some people are going, that might happen, raid is estimated to be
550 probably scaling up from there.
But this creates a problem where high level activities, like 500 power strikes and Dreaming
City events, are not even worth running.\par Heroic strikes are pointless to run unless
you're going for soft cap blues, most of the non-powerful reward things in the Dreaming
City reward soft cap items and Dreaming City is basically a 530+ level zone.
It's a difficult problem to solve because of how quickly the game moves unless you want
to only be giving 1 light upgrades on armor per strike or something like that.
If you give people unrestricted access to leveling up, then they'll hit max level quickly
and when you're chasing world first raid completion, you want as much as you can get.
It feels bad knowing that heroic strikes are back to being irrelevant and that most of
the things that I do on the Dreaming City aren't going to upgrade my light level.
I understand WHY, but it doesn't make it feel any better.
I wouldn't mind seeing heroic strikes be on the daily lockout cycle, where you could run
all of the Forsaken strikes can maybe get a tiny upgrade, and then they go back to how
they are, something like that.
Again, I understand, give people an inch and they'll take a mile.
I do want to come back to this topic in another video after I've hit 600 if I think it's necessary
to re-evaluate the process.
In terms of infusion and exotics, I like it.
If you're a 1 hour a week player, you probably don't like it.
Infusion costs are MUCH higher unless you're infusing the same items together.
They now include Masterwork cores.
I know a lot of people are panicking about not having a lot of Cores, but right now,
we don't have access to a lot of Masterwork level items.
They will come, cores will come.
I like that infusion is a high cost because you actually need to think about what to infuse
now.
Granted, ultra hardcore players will continue to not have that problem since you can just
buy tons of materials, but if Bungie balanced the game around those people, it would cost
300 planetary materials for 1 upgrade.
You need to make a decision about what to level, no more just spam infusing everything.
That makes your choices much more valuable, that means organizing and planning a gear
set, at least when first starting out.
With the return of random rolls and armor getting perks again on top of infusion costs,
that's a LOT to monitor and for some less active players, I could see being overwhelming
or even tedious.
As for not being able to reroll masterworks to the stat you want, I'd be ok with having
the option back I guess.
People were just used to having it and on top of having to get a god roll AND getting
the right masterwork, I can see why people are annoyed, although having to get the right
masterwork adds to the "getting a god roll" experience.
As for mods, Bungie did say they were going to be rare, although they are rarer than I
thought they were going to be.
Again, when the raid is out, perhaps there will be more drops.
I'm ok with mods being rare at the start, they can always buff drop rates.\par
Exotics being rare I think is good for the game.
I've always been on the team of exotics should be rare to get because they're supposed to
be these ultra powerful weapons and it seems like Bungie has finally gone in that direction
a little bit.
Exotics are now actually rare, they can always buff drop rates later.
They can still drop from mundane activities, but the chance of that happening is significantly
reduced.
Getting a new Forsaken exotic should be a special moment, it should make you feel excited
to get one.
There should never be an expectation of being showered in exotics because then they just
become like every other item in the game.
You should have some form of an emotional response to getting one because that's what
makes it worth it.
We're playing a loot game, let me be excited to get loot.
Xur on the other hand is still the same old Xur and from what I remember, will not be
selling Forsaken exotics for at least a while.
The Fated Engram not showing up in week 1 is a bug though.
Xur... something's gotta be done with Xur for active players.
I dunno what, but it's gotta be something.
As for strikes, there's 2 new ones available now, Warden of Nothing and Hollowed Lair,
with Hollowed being story mission-esque, the PS4 exclusives Lake of Shadows and Insight
Terminus, and then 1 more will be coming eventually, seems like a Dreaming City strike.
Warden of Nothing has been getting rave reviews as one of the best strike experiences across
all Destiny strikes ever made and I don't have a lot of reason to refute that claim
by the masses.
It is a great strike experience and if you haven't experienced it yet, I would absolutely
go run it.
Finally got to play Lake of Shadows as well... yeah not impressed with that one.
Destiny is at its best when it gets to show off how big it is, when it gets to show off
its scale.
That's part of why Warden of Nothing was good, why the Whisper mission was good, why a good
chunk of the campaign elements were good, even some Dreaming City Lost Sectors FEEL
crazier than they actually are: the scale.
You are tiny.
This place is huge.
Makes a huge difference to the feel of the experience.
As for the Dreaming City, seems like the place is still being figured out right now, there
are some secrets like the cats that are hidden around, some treasure chests, ascendent challenges,
all of which I'd like to cover in a video very soon, but I have a feeling that things
will be more secrety in the coming weeks, especially after the raid launches.
I look forward to tearing the place apart, but it's tough to have an opinion on it when
I believe we've only scratched the surface and I've barely touched it.
I've done a couple of Blind Wells so far and it seems like it has a rewards issue as well,
like I mentioned earlier.
Blind Well is pretty fun, but I have a strong feeling it will fall to similar fates that
Escalation Protocol did in terms of matchmaking.
I can't imagine there were a lot of completely randomly matchmade people who completed a
level 7 event in EP.
In terms of PvP, with skill based matchmaking toned down or turned off or whatever they
did, on top of the weapon changes, I'm having fun with it again.
The weapon changes didn't all of a sudden make me into a god of PvP or anything like
that, I'm still basically the same calibur player, it's just nice not having to play
against people who play on competitive Destiny 2 PvP teams every single game.
I'm pretty indifferent to the weapon changes for PvP actually as a result, my problem was
much more matchmaking than it was the sandbox.
Shotguns are a little rampant right now, wouldn't mind seeing that go down a little bit, but
otherwise, PvP is at the very least, bearable to play, and I like going into Quickplay and
messing around.
Gambit is the new mode, the PvEvP mode and it's fantastic and I love it and it's great,
we've talked about it a bunch already, but it is a fantastic game mode that I hope to
lose many hours to.
I do have one note though.
A good amount of the time, it feels like the team that's ahead is actually at a disadvantage
because the team that's behind can just spam invasions on you while they get almost free
reign of their Primeval.
You'll get hit with their final mote deposits AND an invasion AND another invasion all back
to back to back.
While, yes, it is on you to, you know, kill the invader, it can feel overwhelming at times
to have to deal with all of that when you were initially winning the match.
Being a little ahead just sometimes feels like a detriment.
All in all, I am having a good initial experience with Forsaken.
Destiny 2 did not evolve the game at all and was actually more of a regression.
With Forsaken, the game has gotten a lot better as a whole.
The tone changes are very noticeable, we have a lot of quality of life improvements, and
overall, I think Bungie and their partners have really stepped up with Forsaken.
How we'll feel about it a few weeks from now remains a mystery, but for now, I think we're
well within so far so good territory.
Lemme know your thoughts as well, if you enjoyed the video, a positive rating is great, thanks
for watching and I'll see you next time.
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