Изменено (SupaShaD): 12/8/2017 7:43:24 AMIt's easy to view the story in a negative light here, it really wasn't great. But it's also unfair to say that it wasn't at least partially enjoyable. It's certainly a far cry better than what we were given in Destiny. More specifically, the sound design and visual design teams really hit a mark - the sound effects and musical score are top notch, as are the visuals. The AI could use some work (nobody likes chasing Captains around), and whomever wrote the story needs to take a step back and really analyze what message they were trying to get across because it fell flat. Recently, as in a couple days ago, Bungie released the Curse of Osiris. The first of the two DLCs included in the "season". I already hated the idea of a DLC season, the use of the word "season" in the context of DLC suggests all DLCs should be included. DLC season for a game is whenever that game is released; it's all the time after the release of the game. It isn't broken up into chunks by any natural or intuitive function and has no definite time-period. So when a company says season pass but really only means two DLCs that were already in the works, well, I'd much rather Bungie have just said "Two DLC Pass". But that's neither here nor there, the focus is on the content (or lack thereof, especially if you didn't buy the DLC). Bungie has once more stepped on their consumers, by locking content previously available in the vanilla Destiny 2 experience behind the new DLC. Players who don't purchase it won't be able to engage in several key activities, because they're now behind the new level cap which can't be attained without the DLC. Congratulations Bungie on alienating a large chunk of your playerbase. Let's move on to what those players didn't miss: a lot. Curse of Osiris lasts all of a couple hours and is mostly cutscenes. They've introduced a new (read: old) area, the Lighthouse on Mercury, which won't be familiar to anyone who's been there in Destiny because it's smaller and missing several areas of the original. The patrol area of Mercury is so miniscule that you actually aren't allowed to summon a sparrow. This area brings along with it a new public event which Bungie claims is their largest yet. I don't doubt that, but I do doubt their claims that it's unique or compelling. The movement across the map during the public event is fun, genuinely, but the event itself consists of killing the same critter three times in a row and slam dunking a ball of energy each time. It's only large in the sense that it's a drawn out engagement that is otherwise uninspired. Further, their much (self)applauded area the "Infinite Forest" is actually nothing like their descriptions suggest. In fact, it's only accessible during lackluster adventures. Speaking of adventures, several adventures have been made available on Mercury via the Infinite Forest. The heroic versions boil down to rushing through areas as they fade in, hoping that you don't get stuck having to fight overpowered, overequipped, overmatched enemies while under the effects of crappy modifiers - only to find out that you have to fight overpowered, overequipped, overmatched enemies while under the effects of crappy modifiers in the end anyways. The normal versions are exactly the same, but without the crappy modifiers and even less worthwhile rewards. Rewards for all these new activities are commensurate with Bungie's standard: a token (two if you did a heroic), and a blue armor or weapon. It may seem like I'm being defeatist here, but there's really no reason at all to run the adventures again outside a false sense of obligation. You don't get rewards. It's not fun. There's no purpose behind it, much like the majority of Destiny 2's activities. The introduction of the heroic strikes playlist with the DLC gives a false sense of improvement. You get more tokens, sure, and loot actually drops as well, sure. But token costs have gone up considerably, because Bungie was discovered to be artificially limiting the capability of players to actually get them and when they were found out to be doing so dropped this farming limit and instead increased costs across the board. Smooth. Much like how they treated XP gains, which they were also found to be falsifying to the player (though the API was reporting the correct amounts). Now XP gains are supposedly no longer capped, but as a response XP gains across a variety of activities has gone down and required XP for level ups (the only way to get an eververse engram without paying for it) has gone up considerably. ** Bungie, you straight up failed to disclose your systems to the community here - systems which they should have been aware of from the start because they impact gameplay choices. Are you really unsure as to why people might be unhappy about it? Further, these knee-jerk reactions to nerfing these systems feel like your penalizing the players for calling you out on your deceptive practices. Look, let's be honest here, I could probably rail on about how weapons in Curse of Osiris are uninspired fetch quest nightmares. I could go on about how Bungie shipped a weapon with a bug that completely breaks PvP, and their official response when it was brought to their attention in regards to the upcoming Trials of the Nine event was "Until then, please go easy on the players who have yet to get their hands on one (we know you won’t, but it’s been said)." Or in other words: "Sucks to be you if you don't have it, lol!" I could discuss the fact that Bungie is looking to hire someone to further monetize Destiny and work on putting progression behind bright engrams (those pay for loot boxes we were discussing earlier) - a la EA's recent fiasco "Star Wars Battlefront II". But, frankly, I've already got a headache and don't need to add to it. We're only three months in to the release of Destiny 2, and Bungie has already walked back on promised features/gameplay or otherwise lied to its playerbase on several occasions. They're consistently working to take the core aspects of their game and monetize them, and that won't be stopping. Their loot and progression issues are systemic in nature, and Bungie is ardently opposed to changing directions on them despite overwhelming player support for change. The state of the game, as far as Destiny 2 goes, is poor and the outlook is not looking good either. I, for one, will be letting this game gather dust on my shelf; perhaps when they hit the third or fourth DLC it will be worth picking back up again, but as it stands now I feel like Bungie has betrayed me as a player, has betrayed my 1000+ hrs over both these games, has betrayed my trust in their company to do well by their consumers, and they're working to further maximize their profits at the cost of their gameplay experiences because they've seen that other large publishers/developers are doing it.