Along with great levels, though, Bungie has also brought a slate of helpful quality-of-life improvements, like extra checkpoints and the new "major encounters'' approach. The campaign is filled with these standout moments, with excellent level and arena design throughout, and each mission feeling significantly different from the others. Levels drip-feed you new mechanics and ideas all along the way so that it all comes together in the boss fight, and coupled with Destiny 2's already excellent combat foundation, it makes for an intensely fast-paced, hectic experience. So you're running from a huge monster, blasting his minions, hunting the objects that can allow you to hurt him, and trying to light your way through a maze. ![]() It's almost impossible to see your path, but you can shoot glowing orange pustules sticking out of walls to spray their incandescent goo all over the ground, lighting your way. Your job is to find and destroy the hidden crystals powering the boss's shield, but they're nestled off in dark corners somewhere, guarded by smaller foes. One standout moment has you fighting a boss who's immune to your attacks and chases you through a darkened maze. Fights aren't just big arenas with bullet-sponges that need to be chipped away at they're fast-moving situations full of combatants that often have you working your brain to solve a puzzle or develop a strategy while you're also identifying targets and prioritizing threats. The Witch Queen upends that, clearly taking cues from raids, dungeons, and other high-level content to bring those same feelings and experiences to its story. You don't really get a sense of what's great about Destiny 2 until you play its best content, which is always the high-level stuff that can be tough to get to. Destiny 2 has really been defined by its raids, which are full of brilliant mechanics that require adept teams to learn the rules, establish roles, communicate intentions, and work together like the intricate components of a clockwork device. The problem with this approach has always been that, while the early parts of any given Destiny 2 expansion feel good-the game is nothing if not extremely satisfying in terms of straightforward shooting mechanics-they aren't really indicative of what makes the game good. Now Playing: Destiny 2: The Witch Queen Video Reviewĭestiny campaigns lean toward the simple end of the spectrum, giving players an on-ramp into the more complex offerings that really define the game: its six-player raids and three-player dungeons. This is what people like about Destiny, boiled down into approachable missions you can play alone or with friends.īy clicking 'enter', you agree to GameSpot's It is, without hyperbole, the best campaign Bungie has released for the game, eclipsing even the most-loved releases of the past, like Forsaken or The Taken King. ![]() This is Bungie's live game molting, emerging from a cocoon as something better, smarter, and more complete than it was before.īack when it was first discussing The Witch Queen, Bungie called the expansion's new story "the definitive Destiny campaign." Despite being marketing speak, that statement has turned out to be true-Destiny expansions are largely built on multi-mission story offerings, but The Witch Queen's campaign stands alone among its predecessors. The Witch Queen changes all that rather than connecting something new and separate onto Destiny 2 with no context, it instead is an organic, evolutionary outgrowth. Each included a pile of new content and a fresh story campaign, but they were less like subsequent chapters for a living game than semi-discreet new modules bolted onto an existing, sprawling whole. The add-ons have always been standalone offerings with new guns and a new playable destination, dropping players into a new story more or less independent of what came before. For as long as there have been Destiny and Destiny 2 expansions, those expansions have followed a specific formula.
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