Destiny 2: The Witch Queen Test

The most crucial aspect of Destiny 2: The Witch Queen is, naturally, the story that revolves around Savathun. It’s also very different from the previous games in numerous ways. I’m not going into detail about what it’s about, as I don’t want to spoil everything for you. It’s as simple: Everything is centered around Savathun and her background, plans, and motives. The shard goddess is revealed and is awaiting some surprises, especially when you delve into her past. The story is well-told within the mission’s context and comes to a thrilling finale that’s filled with the excitement of the expansion that is to come.

The campaign’s overall storyline is quite different from what we’ve seen in previous expansions. There are no interruptions from monotonous grind missions and no repeating the same routines repeatedly. Instead, you can anticipate lengthy assignments that will always have new gameplay elements. Sometimes, there are jump passages with hidden platforms, and sometimes smaller puzzles that help you identify the access points and other objects within Savathun’s world of thrones, or it’s just a matter of finding the way to get through the gorgeous levels. In all likelihood, there are plenty of bosses, and that is only part of the fun.

The final chapter of the delightful and sometimes challenging campaign comes to an impressive conclusion, but it also sets the stage for future events. It also provides the whole Destiny canon an extra boost. It’s even better by letting you put aside the game after completing it; you can go back and play it again with legendary difficulty. It’s not easy at all times, but it’s a blast, offers better items, and is guaranteed to delight long-time players.

The design and layout of the new zones are an absolute eye-pleasing experience. With three distinct areas, The Throne World is quite different from the ones you’re used to seeing in Destiny 2, especially after the boring glacier planet Europa. Savathun’s palace is an indulgence for the senses with massive gardens, towering structures and awe-inspiring halls, and dark interiors. Throneworld is the perfect name – a fitting location for the goddess of Host. The sluggish miasma and the morass make for a fascinating contrast, offering lots of visual variety. Wonderful!

However, the expansion has more to provide. For instance, crafting has finally made its appearance in Destiny 2. Incredibly, it’s only been happening since, considering that the development of optimized designs based on mods, weapons, and armor is an essential component of the experience. The base for this is weapons that have specific properties, such as deep-vision resonance. They contain not just materials to craft but also plans for construction. To access these plan items, you must use the weapon for a few minutes and fill up a progress indicator.

It’s not going to take a long time. It will inspire you to experiment with different types of weapons than you’re used to and understand the benefits. Within the new space enclave of Mars, it is possible to make the right weapons using the recipes and then equip them with unique features. You can also level the weapons you create to unlock more practical benefits. It is possible to be highly interested in seeing the result in the end.

There is also a brand new weapon category, the Glee. It’s a mix of a melee weapon, such as a lance, a halberd, and a firearm. It’s also the first weapon you can build by yourself. If you’re honest, at least in PvE, this weapon is one you’ll be able to love. The ability to kill a horde of players using the Glee in close combat so that you can shoot an elf or a knight from their socks using the shooting feature and shield at the exact moment is simply a lot enjoyable. The Glee has yet to show its worth in PvP. However, it’s certainly an option, particularly in spatially restricted maps.

Another breakthrough involves the transformation of light focusing, i.e., the types of damage. The damage types were already present in Stasis. The new system was created to control supers, grenades, and melee. The system is now applicable to Void as well. Conversions to Arcus and Solar will follow over the time during the time of the season. The new system gives players more flexibility when using different modifiers, and it’s fantastic! When I played my primary character, the Titan, I was playing Solar nearly exclusively since I could not warm up to the other classes. However, the new Void System has changed this, as I’ve gone through all of the campaigns with Void Sentinel as my Void Sentinel subclass and can’t be able to let it go in any way.

Furthermore, the expansion includes some changes. For instance, the reputation system in the weapons dealer Banshee has been upgraded to an upgraded rank system as with other NPCs before. Specific traders now have more options like the cryptorchid found in the tower. Resources have been sanitized somewhat: For instance, mod fragments are removed. In its place, mica has a more significant role.

In parallel to the Witch Queen expansion, a new season has begun, known as the Season of the Risen. In addition to the 100 new rank and reward. It is possible to play new battlegrounds through H.E.L.M. There is also a complete series of quests that revolves around the Empress Capital and her cult, which will be released slowly. There are, of course, two brand new strikers that are also included that are part of the campaign and are available in the list. It is interesting to note that the quests for expensive equipment included in the playlist are unnecessary.

There’s a catch, however, and it is in the updated concept of Bungie’s multiplayer shooter. Since the Vault release, Bungie has repeatedly removed content from the game in preparation for the launch of expansions. On the other side, keep it slim and avoid issues caused by excessive content. However, it keeps the world of games and the content consistent. Wirrbucht has been removed, and so is the cult expansion Forsaken and the H.E.L.M. appears pretty empty, except the brand new strategy table that is being used for the Psi-Ops mission. It’s going to be a challenge to adapt to it when publishers and developers are considering persistent online universes.

Leave a Comment