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The Good, The Bad, and The Hopeful? (an attempt at a balanced initial review of Beyond Light)

Fore word:
I originally started this as a response to recent video review, but once I got rolling decided the more verbose thoughts should probably go here, and eventually I'll be posting something similar on Steam. I've seen a lot of cheerleading, and badgering of the new expansion, and while both sides make points I think they skew heavily one way or the other and do not provide a new or returning player a good perspective to judge Beyond Light on so far. So here we go:
The Good, The Bad, and The Hopeful
TLDSummary: I think this expansion has to be viewed in 3 ways. The Good(new subclass, interesting story, Europa, condensing of activities, new meaningful solo content, new equipment perks/mods), The Bad (lost content, initial implementation of sunsetting) , The Hopeful (under the hood engine changes, establishment of a recurring gameplay loops, more content please* [opinion pending new content drops each season]) and finally parting thoughts(tidying up Armor 2.0, episodic PvE content done right)
The Good: The new subclass, the storyline, Europa, the solo "Nightfall" Lost Sectors with Exotic rewards, condensing of activities and the new equipment perks/mods.
New Subclass: So far I've tried the Titan and the Warlock darkness subclasses, and I am enjoying the changes to the way we customize the class, and the Icy darkness powers themselves. The various grenades introduce all sorts of new tactics in PvE and PvP that have you thinking about possible options and responses to all sort of situations. The melee attacks are visceral and feel powerful, and as more fragments unlock I suspect they will be even more fun to play with going forward. I know a lot of people are complaining in PvP and while I think some balancing is required, I've quickly come to learn how to handle and deal with all 3 of the new subclass types and none of them are close to being insurmountable, even if playing one of the older light classes. Personally if anything I'd rather see the new Stasis darkness class kept largely intact, and the Light classes maybe reworked to take advantage of the new subclass Aspect/Fragment system for customization, and brought up to Stasis' power level.
Storyline: Without getting into too many spoilers, I love the lore being revealed in this installation of the story. How Darkness was discovered by Golden Age Tech barons, tie backs to the collapse, altered timelines... stuff that's been hinted at in various portions of the lore from D1 are all making a comeback here. Good stuff and I want more of it dammit.
Europa: The new engine really shines here. An Icy snowball of a planet, this place just feels cold. The Bray installations feel creepy, and I very much get vibes from John Carpenter's "The Thing" when I visit many of these places. The Blizzards and even lighter snowfalls are gorgeous and provide a bit of dynamism to the field of battle. You think cloaked Fallen were a joke before... try finding them when you can't see 10 yards in front of yourself.
Condensing the Playlist activities: This may seem like a minor thing, but I will say that since this change I have seen a much higher quality of match making than previously. Gambit and strikes especially has felt very crisp, and far more rarely do I lose teammates to disconnects. Even Crucible which still has a variety of play modes seems to be benefitting from this as well. Granted this may also be due to a surge in the player base, and only time will tell, but I do think channeling players into fewer activities is having a net positive effect on lag and match making.
Solo Content: The new solo Lost Sector content that can reward exotics is a wonderful change. With stats on armor being a bigger deal in Armor 2.0, being able to target a specific exotic so you can try to get a better role provides a nice goal to chase for players and makes it something that can give you that feeling of achievement in an evening spent playing alone. Great step in a new direction, and personally I would love to see this for more world dropped armor. Couple this with the group Exotic quest "strikes" like what used to be for Whisper of the Worm, Outbreak Perfected and Bad Juju and I think they have a great recipe for chasing exotics/catalysts and a vehicle for storytelling all in one.
New Equipment perks/mods: The new equipment perks/mods system is another understated pro for this expansion as well. I like that several of the new weapon perks are steering away from trying to come up with gimmicky ways to increase weapon damage, and instead seem to be focused on helping you get your powers back more quickly or convey some other benefit, like getting healed on kills. There are a lot of sandbox tuning knobs that the D2 team have yet to use well, and they really need to branch out more with ideas beyond faster reloads, temporary weapon damage buffs, or better stability/handling. The new wellspring perk especially has my interest piqued and I can't wait to get my hands on a weapon with that perk.
The addition of a "seasonal" slot in which all season mods are usable within really helped to streamline the number of armor pieces one has to keep track of. This was a fantastic change. Furthermore removing the element requirement from the weapon perks really broadened out the build potential for a lot of guardians so again, good move. Finally having 2 tiers of stat mod, one that provide a +5 and the other +10 is a great move that allows players to really maximize their modding allocation. Jury is still out on the new Raid armors with Raid mods, but I'm cautiously optimistic about the system as it will provide a bit of a loot hunt for re-running raids, but hopefully won't bog down players by forcing them to get a full set of optimized raid armor.
The Bad: Losing content, both in terms planets, and weapons is a little on the painful side. However given that we are getting this instead of a Destiny 3 in which we would've started from square 1, it's not as bad as a whole fresh start.
Destinations: Losing so many of the planets was definitely a blow to the overall content availability in PvE Destiny. But I understand why they needed to pull them given the new engine updates (which I talk more about below). What compounded this issue in my opinion was the the lackluster return of the Cosmodrome. The Cosmodrome is neat and nostalgic, but it could've been done WAY better. I would've really loved for them to have improved the Cosmodrome with similar types of weather effects that they can produce on Europa... perhaps sandstorms, or wicked lightning storms (perhaps a side effect of the encroaching darkness?). Along with perhaps a new side story that really brings the Cosmodrome back into it's own, this destination could've gone a long ways to fill the gap from the destinations we lost. For now it just feels like an empty rehash of the old D1 destination. A missed opportunity for Bungie, and one that could've really taken some of the sting out of losing Mercury, Mars, Titan, and Io.
The Implementation of Sunsetting: I want to make this point very specific because I think long term sunsetting is a healthy thing for the game, but the manner in which they introduced it is where I think Bungie bought a lot of unrequired pain. Instead of having so many of our weapons and armor become immediately useless, they should've allowed all old equipment to attain power level 1260 (this season's cap). This would've allowed a more generous grace period for players to begin acquiring new armor and weapons to replace the outgoing stuff. I think a great UI element that could've been further enhanced is have equipment that is incapable of reaching the new power cap have the upper left corner of the icon turn Red, equipment that is only capable of reaching the current season's power cap turn grey, and equipment that is able to exceed the current season's cap to be left transparent. They already have the transparent and grey change as an indicator, but having that third classification would really help in maintain a clean and relevant armory as sunsetting rolls on going forward.
The Hopeful:
Engine Changes: I really do hope that the changes under the hood allow them to produce higher quality content with fewer bugs/exploits, and hopefully at a faster pace than prior years. For a long time now, I've said Destiny's worst enemy is the engine they've built this whole thing on. Other games have far more complex mechanics, way bigger maps, and a much more rapid pace of story telling because their engines can handle it. Here's to hoping these under the hood changes give Bungie the tool box to iterate more quickly, and with fewer bugs.
Sunsetting, or Establishment of recurring gameplay loops: As I mentioned earlier, sunsetting was implemented poorly, and too quickly, which I think accounts for a fair share of the negativity it is receiving. However long term I think this is a good change, and if Bungie manages things well, will lead to a new recurring game play loop centered on acquiring an ever relevant cycle of loot as new episodic content rolls in. I happen to also be a long time player of ARPGs, specifically the Diablo series and Path of Exile. Both of those games eventually developed systems where on a regular basis (quarterly usually) they would have seasonal resets in which you would roll up new characters and race them to highest tiers of power you could attain in three months. This would allow them to regularly update the game with new loot, powers, and mechanics that never had to be fretted over too much because the content was temporary, and if mistakes were made they could quickly be fixed or never visited again in the following seasonal reset. While a full reset would probably not be the way to go for Destiny, I do think having a regularly rotating set of gear (and now abilities given the new subclass fragment/aspect system) really opens up the door for Destiny to keep it's combat mechanics evergreen with new metas and strategies arising and falling over the years. Long term I think this will be good for the game so long as they introduce a steadily rotating list of weapons that can replace outgoing weapons. I don't want to always have to learn a new weapon style because my favorite weapon of choice is on the way out. But if I can acquire a new replacement perhaps with a few minor tweaks in the form of new perks then I'm ok with it. It gives me something to chase and keeps me on my toes when sorting through new gear. All and all I am very excited by the ARPG aspect that sunsetting both in terms of equipment and potentially powers opens up for the future of Destiny2. I think this was a key change to help keep the game from going stale over the long haul.
More Content Please\*: I say the following with a BIG asterisk that is dependent on what the new season is about to bring us and future seasons will bring over the year. However, while the new content that was introduced has been FANTASTIC so far, I was able to run it all twice in 1 week with a pretty relaxed amount of play time, and many players were able to run it three times (once for each class) in one week. I know the pace of player consumption will always outpace what developers can produce, but again, there was a golden opportunity missed with the Cosmodrome and the new guardian vendor present there. I know there is a new player experience that I have yet to check out , but even with that I think they could've done more for the existing player with that location and a storyline running in tandem with the Darkness storyline on Europa. Hopefully Bungie has learned a thing or two from last year's seasonal release of content, but they need to do more than just providing a loot hub each season with flavored gear (although the loot hubs are nice). There is SO much rich lore and story in this universe, and Destiny has always had a problem engaging the player with that lore.
Final Thoughts:
Tidying up Armor 2.0: I do think they need to tweak armor just a bit. I fall into the class of player who is above casual, but not full on hardcore and even with a solid 20+ hours a week of play time my current armor sets range from stuff I picked up in Season of the Undying (a year ago) to the current season. It shouldn't take a year to build an optimized set of armor, especially if it's going to be sunsetting at around that rate. I think a big step towards fixing that is getting rid of the "wasted" stat points on armor. There are three potential ways I see to handle this. The first way and perhaps easiest, is instead of 11 Recovery or 13 Strength, they need to round those stats out to the nearest 5 or 0 so it is easier to mix and match armor to gain whole stat levels when you swap armor around. The new mods in BL which support 5 and 10 point stat boosts fit very nicely with this concept as well and would allow players to pull up a "half level" of increase with a cheap 1 or 2 point stat mod. The second way to fix this is to keep the current stat distribution, but provide value for those currently "wasted" stats by giving some sort of increase for every point in a given stat. I think the second method would be more difficult to implement as it would require major changes to the sandbox and providing 100 points of granular gain for each stat point but it would truly make every stat point have value and there would never be a truly "wasted" stat point ever again. The third method would be a sort of hybrid system where you you provide meaningful gain at every 5 points instead of 10, and you would have armor drop with stats rounded to the nearest 5 or 0. This again would mean every stat point has value and it would only require 20 levels of granular increase instead of 100 as suggested in my second solution. I'm sure people have other ideas, but those were the three that came to mind that kept the system as close to Armor 2.0 as possible.
Episodic PvE Content Done Right: Destiny really needs to look at episodic PvE content releases that have MEANINGFUL and long standing staying power if they really want to compete in the RPG-lite market. Anthem for all it's faults showed it did have the capability to dramatically introduce major content in relatively short order (compared to Destiny), and games like Outriders, and Anthem 2.0 and I'm sure a number of others who want to take a slice of this market will learn and improve and eventually come for Destiny's crown. Bungie has been resting on their laurels for too long, and they better innovate if they want to remain competitive. To that end I think they need to look at seasonal content in a little different light. Last year, each season introduced one thing for a three month span that has very little appeal on the week to week, or even month to month appeal to the player. Introducing new activities is great, but again, I think they are really missing out on a core attribute they could be harnessing so much more fully.
Their lore! Instead of(or more so in conjunction with) quarterly updates, I think they should really introduce monthly miniature stories, perhaps as a replacement for the old "adventures" and "dungeons" content they had, that has your guardian going on various missions for various characters in the universe, pushing the proverbial ball down the field for each thread in this story. Destiny has a large cast and complex narrative that could easily support a lighter level of Firefly or Mandolorian style story telling. They wouldn't even need to produce new assets to do this either. The dungeons that were introduced make great stages for the actors that could be reused for each characters arc over time. Perhaps Mara Sov wants you to go into the Shattered Throne to depose Taken agents working within. But next month a new version of the dungeon becomes playable in which, Zavala hears of a new Cabal effort to wrestle some weapon from the Taken within the Shattered Throne, and so if you run that version you get a different combination of enemies to fight and narrative to enjoy. This could be done over and over, each telling a different part of the story, but not bloating out the world with new maps (even sections of the existing world maps could be instanced off for a given narrative) that the Destiny engine does not seem to compress well. It would also produce that need to "tune in" each month to see what the next chapter holds for intrepid heroes and villains, producing that talk at the water cooler effect as new plots and turns come forward on a regular monthly basis. And these adventures should ideally stay within the game as permanent features so that all players, whether old veterans or newbies alike could go back and experience the story over and over.
There was a lot of grumbling on the Feeling of Missing Out (FOMO) aspect of last year's seasonal content drops, and I think a lot of that had to do with missing out on potential gear that could impact a player negatively in future seasons, rather than missing out on a "cool moment". When you have a fanbase like Firefly, Mandolorian, Game of Thrones, or Marvel Universe fanbases, the FOMO feeling is more about not sharing in the joy of seeing the story unfold with friends and then talking excitedly about the plot twists and turns, and Destiny can produce THAT kind of FOMO, while avoiding that negative type of FOMO that comes from missing a piece of gear that is now part of the new Meta, or nearly required for certain raid encounters. And Destiny would be wise to put equipment related FOMO behind so that all players new/old, casual/hardcore could always have the chance to catch up in mechanics, even if they miss out on that cool surprise story twist.
Anyhow, if you made it this far, thanks for sticking it out through my thoughts on this very beloved game. Hopefully if you are a new or returning player this gives you a balanced perspective on what Destiny is doing right, wrong and in between, and what I hope for in the future of this wonderful franchise.
Edited to fix grammar, spelling, and left over draft segment.
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