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Your Destiny 2 To-Do List For This Weekend

We’re about to begin the final weekend before Destiny 2‘s big expansion, Shadowkeep, launches, and it’s understandable if you’re feeling a little listless.

One of the nice things about Destiny is how it’s always endeavored to offer something for every style of play, and as a result, everyone plays at their own pace. In that spirit, I’ve got three categories of tips for you: Some general things everyone should do, a few tips for the hardcore, and finally, a few pointers for less intensive players.


Tips For Everyone

  • Don’t try and raise your power. This is kind of counterintuitive to how Destiny works, since the primary goal of the game is finding better gear that raises your stats, but come Shadowkeep, the current power level ceiling is going to be the new floor, and everyone’s going to rocket up to 750 power. So, while you will almost certainly climb a little bit as you naturally play, don’t make it your goal. Just do what’s interesting.
  • Don’t infuse anything. That big power jump also applies to all of your gear, so there’s no point in wasting materials to upgrade weapons or armor unless you absolutely need them for something you plan to do this weekend, specifically.
  • Break down your cosmetics. We’ve known this for at least a month now, but it bears repeating: break down all the cosmetics you aren’t using for Bright Dust, stat. (Bright Dust, remember, is a currency used exclusively for cosmetics and earned through play, unlike Silver, which is bought with real money.) After next week, cosmetics will instead break down into legendary shards, and you can pull previously owned cosmetics from your collections menu with the requisite materials—so you’re essentially sitting on free Bright Dust. Cash in!
  • Also mods. Mods are converting from one-time-use to permanent unlocks in Shadowkeep, so you’ll only ever need one. If you have multiple mods of one type, break them down now, and stock up on Mod Components—they’ll come in handy as mods are about to become very important.
  • You’ve finished the campaigns, right? A hiccup of the Destiny 2 base game going free-to-play means that, if you haven’t completed any of the story campaigns—the base game’s Red War, its Curse of Osiris and Warmind expansions, or Forsaken—your progress will be reset. Thankfully, they’re all short, so if you’re midway through any of them, you can probably knock them out this weekend. And if you can’t do that, each planet in Destiny 2 will be unlocked via experience points, not campaign progress, so don’t sweat it.
  • Ignore armor. Armor is going to change completely once Shadowkeep drops, don’t even bother.
  • Remember: You can’t play the game on Monday. Destiny 2 is shutting down for a full 24 hours before Shadowkeep’s global launch on October 1, from 10 a.m. PDT/1 p.m EST on Monday until the weekly reset at the same time Tuesday. Make sure you wrap up your affairs by Sunday night, or at the very latest, early Monday morning.

Tips For The Hardcore


  • Farm Everything. If you’re a hardcore Destiny player, you probably have loads of materials in your inventory, but do a sweep and make sure your coffers are full—the economy’s changing, and it’s nice to stay liquid. Stock up on anything you can think of: planetary materials like Dusklight Shards and Microphasic Datalattice, upgrade materials like Legendary Shards and Enhancement Cores, and make sure you’re carrying the maximum amount of Glimmer.
  • Fill Out Your Arsenal. Maybe you have everything you think you need to handle whatever Shadowkeep throws your way, but are you sure? Just about every type of weapon is going to perform a little differently when the expansion hits, so you need to be thinking about versatility, and be ready to experiment. Which is fun! And even more fun if you’re prepared. Make sure you don’t have any blatant holes in your arsenal, and maybe spend some time chasing down weapons you didn’t really think highly of before. They could end up being your new favorite in Shadowkeep’s earliest hours.
  • Consider Stocking Up On Bounties. This tip comes via Datto’s brief-but-excellent guide to Shadowkeep prep. Spend some time completing bounties this weekend, and don’t cash them in. This way, you bank a bunch of readily available experience points that will level up your seasonal artifact and also might come with some sweet new loot that scales to Shadowkeep’s higher power levels. The viability of this trick wasn’t known when Datto made his video, but Bungie confirmed Thursday afternoon that most bounties will still be honored, with the exception of Crucible, Vanguard, and Gambit bounties.


Tips For Everyone Else


  • If you’re returning, just dip into the most recent stuff. The last year of Destiny 2 is a bit overwhelming for lapsed players, but since Bungie made last year’s Annual Pass content free this week, you might want to check it out. You need to be level 30 for these extras. I recommend you focus on the Season of Opulence stuff, which is kicked off by talking to Benedict 99-40, a robot tucked away in the Tower Annex. It’s the most well-rounded of the last year’s three updates, with a grind that feels fair and a killer activity, The Menagerie, attached. And like all of last year’s Annual Pass content, it’ll still be here when Shadowkeep launches, regardless of whether or not you buy the expansion.
  • If you crave direction, find a weapon you want and go for it. There are a lot of performance tweaks inbound with Shadowkeep, so there’s no must-have gear, but there is a wide range of interesting weapons to pursue, some of which might make you play in a way you don’t normally play. Get some friends together and try a big exotic quest for a gun you didn’t think you could get, like the Lumina healing hand cannon. Look at your Lore Books, and figure out where the missing pages might be. Make your own goals, and surprise yourself.
  • Think about friends who might be into joining you. While lots of exciting new stuff is exclusive to Shadowkeep, the Destiny 2 base game is also getting an upgrade and going free-to-play alongside the Shadowkeep launch, so it’s the perfect time to recruit some pals. They won’t be able to do everything with you, but they’ll have free access to every destination, so they’ll definitely be able to come along on the grind.
  • If you need help, ask for it! The Destiny community has by and large maintained a pretty positive atmosphere, and is full of people willing to help solo players do things they can’t pull off alone. Consider this weekend as a time to make friends and mix it up, so you won’t be going into Shadowkeep alone.


That’s all I have for you right now. See you on the moon next week.

Source: Kotaku.com

Here’s To Five Years Of Not Knowing How I Feel About Destiny

Image: Bungie

Five years ago, I thought we were all a bunch of suckers. Destiny, the new game from the makers of Halo, was an absolute mess, and I didn’t understand why anyone would play it. But people did, and what’s more, they found something compelling in the inexplicable sci-fi shooter. Across five years, numerous expansions, a sequel (which then came with its own set of expansions) and innumerable updates, I’ve been trying to understand what’s compelling about Destiny. Some days, I think I get it. Others, I don’t.

“Be warned,” Kotaku’s Kirk Hamilton wrote in his review of the original game in 2014. “To play Destiny is to willingly give yourself over to a machine, a machine terrifying in the slickness of its construction and the single-mindedness of its purpose. You may find yourself hating this game as much as you like it, and unable to stop playing nonetheless.”

Today, Destiny goes by a slightly different name—today it is Destiny 2: Forsaken and in a few weeks it will be Destiny 2: Shadowkeep—but despite that slick numeral/subtitle combo and multiple overhauls, expansions, backsteps, and course-corrections, playing Destiny is the same as it was back when Kirk wrote that review. You’re throwing yourself at the mercy of a machine. A compulsive, endlessly playable machine that’s a marvel to consider as you’re playing and frightening to think about when you’re not.

Image: Bungie

Here’s a dirty little secret about people who play video games: We like being exploited. It feels good. This is precisely why we—rightly—raise concerns about loot boxes and microtransactions that turn predatory when they incorporate the spending of real money, euphemizing gambling as “player choice.” We know how games can tune themselves to offer a steady trickle of dopamine: new loot, new content, new guns to shoot and objects to shoot them with. Meters and currencies that accrue and build, short and long-term goals that guarantee rewards. We willingly sign up for this reptilian manipulation as long as it feels like no one as being hurt, as long as the only thing we give up on our end is our free time. Video games play us as much as we play them.

Most days, this is how I think of Destiny. It’s far from the first game to actively seek this kind of relationship with its players—compulsive, nigh-irresistible feedback loops are a hallmark of games like Diablo and its many clones, as well as hybrids like Borderlands. These are games where everything is secondary to the pursuit of numbers getting bigger.

But Destiny feels like a special case, because at its start, it could have been more. It almost was, as Kotaku’s Jason Schreier would report after the game’s disastrous first year, a story of grand ambition coming crashing down to earth. As it recovered from its near-implosion, the real game came into focus. The machine took form, and I played with countless others, many of whom struggled to articulate why they were playing, too.

I remember regularly picking up bounties and being assigned challenges that I would start up a select few missions in order to complete, racing to an early section that I knew would be full of the types of enemies I needed to kill, immediately abandoning the mission once I had killed them. I do not remember why.

I remember being depressed, and finding this empty, meaningless movement comforting. For a little while, Destiny only made sense to me as the only place I made progress at a time in my life when everything else seemed inert. I remember feeling fine and merely bored, and playing Destiny because it was just something to do. I remember nervously logging on to a third-party matchmaking service to find a raid party for the first time in my life, setting a date and time and not knowing what to expect. I remember it being amazing. I’m not sure why I don’t do it more.

I remember when Peter Dinklage was in this game.

This has mostly been about Destiny’s past, but it’s all quite applicable to its present. Destiny is still a machine, albeit more varied, more generous, more everything. It’s not different, just a purer version of itself: a place for endless conspicuous consumption, the sickness and the cure. A video game where art sometimes happens in the margins—in beautiful geometric landscapes that are designed to be raced past and not admired. In its attempts at a story, disseminated via an array of text entries to form narrative jigsaw pieces that can occasionally be arranged in compelling shapes. In the way that, via ingenious ephemeral challenges and top-tier raids, it becomes an engine for shared experiences quite unlike any other game of its ilk.

It’s always been hard to process Destiny or describe it holistically in a way that feels fair, because at its heart, Destiny’s purpose is tautology. Destiny is here to justify more Destiny. And it’s done a pretty good job at that.

An early touchstone in the fiction of Destiny was the notion of a Golden Age, one where mankind’s aspiration to sail among the stars was finally achieved. It is perhaps the only coherent idea in the story that shipped with the first Destiny back on September 9, 2014. In this story, humankind encountered a benevolent, godlike sphere known as The Traveler on Mars, and with its help, an age of miracles began, followed by a tragic collapse that occurred off-screen, sometime before the first Destiny begins.

I think a lot about that aspirational start, even though it came with a game wholly incapable of delivering on it. I think about how, even as Destiny improved by leaps and bounds, it never fully returned to ideas like that—utopian notions of discovery and outreach, the wonder of a solar system that was suddenly small enough to traverse.

Instead, Destiny’s fiction has since given way to dense, arcane fantasy, looking inward to what lurks in the depths of these worlds we explore, detailing their criminal underworlds and the slavish cults of the nightmare-gods that lurk just out of sight. It’s optimism slowly drowned in cynicism, a slow death made more complete every time I log on and start a new grind for more sweet loot. I can’t help but feel a little deflated by it all.

Source: Kotaku.com

Before Destiny 2: Shadowkeep, Here’s What You Need To Know About Eris Morn

Image: Bungie

When Destiny launched in 2014, it wasn’t really a place you went for rich, interesting characters. Sure, they were around, but it would take some time before they’d be fleshed out. Commander Zavala, Ikora Rey, and of course, Cayde-6 are all much more memorable now than they were five years ago. That’s not just because of familiarity—Bungie’s writers did the work, fleshing these folks out from their barebones introductions. But there are some characters that have largely been left alone, and with its forthcoming Shadowkeep expansion, which launches on October 1, Destiny 2 is revisiting one of its most controversial and compelling characters, Eris Morn. It’s the perfect time, then, to catch up on her story.

In some ways, Eris is a symbol of the old Destiny—pretentious, overly severe, and with zero self-awareness. She arrived in the game with the first expansion, The Dark Below (December 2014), an update most famous for breaking the Destiny endgame and making it very clear that the game needed to work out some pretty big problems. This made her something of a bitter pill to swallow for Destiny players, which was a shame because, as anyone who read that game’s Grimoire cards could find, her backstory was truly haunting, one of the darkest turns lurking in Destiny’s hidden lore.

Eris Who?

Thanks to fan projects like the Ishtar Collective, you can read all of the lore from Destiny/Destiny 2 and piece together her story. After first contact between Earth and the Hive took place on the Moon, Eris Morn became one of the Guardians at the forefront of the fight, determined to discover how to beat them. She formed what’s often referred to as “the first fireteam” that ventured into the Moon’s Hellmouth (the first Destiny really went for it) in a vain effort to kill the Hive prince Crota.

Unlike most of her fireteam, Morn survived, but only by hiding in the Hellmouth for an unspecified but very long time, during which she lost her Ghost and possibly her mind. Despite suspicions from other characters that her time among the Hive had corrupted her, she is also one of the only living Hive experts, and helps give Guardians like you the knowledge you need to beat Crota, and later his father Oryx.

That was it. Eris Morn, it is implied, continues to be active in the field working for the Vanguard Warlock Ikora Rey as one of her Hidden—a scattered network of informants that periodically send dispatches you can read about in lore entries—but the wheels of Destiny’s lore began to shift as the sequel came around in 2017, and the game took on a very different direction.

So Why Do I Need To Know This Now?

Destiny 2 really seemed like it was done with Eris Morn, and that move made sense. She was a good poster child for the least fun era of the game, a relic from when nothing in Destiny made sense and yet we still couldn’t stop playing. Quippy, charismatic characters like Cayde-6 took the forefront for Destiny 2. Often, the other characters would even poke fun at Eris Morn—and, by extension, the first Destiny’s bone-dry plot.

The main story of the game also couldn’t have been further from all this Hive stuff anyway: Destiny 2 has largely been about the Guardians’ struggle against a Cabal invasion led by Ghaul, commander of the Red Legion. Known as the Red War, it’s a straightforward story of death and rebirth, a soft reboot that doesn’t mess with what worked (mostly everything from The Taken King onward) and de-emphasizes a lot of muddled ideas so they could be workshopped into something more satisfying (like the vague proper nouns of Darkness and Light and just what they mean in the game’s fiction).

In Forsaken, Destiny 2’s first major expansion that launched in the fall of 2018, some of those older ideas return—and Eris Morn is hiding among them, if you know where to look. (The answer to where to look is “lore books,” a new take on the first game’s Grimoire Cards, only this time you can actually read them in the game.) While the main campaign of Forsaken is a space Western revenge tale where you seek justice for the murder of fan-favorite character Cayde-6, these books hint at something far more complex—a story of madness and unseen manipulators, working to unknown ends.

Okay, How Deep Does This Rabbit Hole Go?

Here’s what we know for sure, per the official Shadowkeep page: Eris Morn got curious, and once again, something has awakened on the Moon. They’re called Nightmares, and honestly, they just sound like an excuse to remix foes you’ve already fought. Pretty hum-drum. If you’ve been reading the lore though? There’s enough there to make you think you might find Pepe Silvia lurking underneath it all.

One of the biggest questions in Destiny lore right now is who the real puppetmaster is, or at least the biggest bad in the known hierarchy. Forsaken seemed to have a clear villain in the Awoken prince Uldren Sov, who appeared to be corrupted by the darkness.

Play through the Forsaken campaign and that story gets neatly resolved, only to be complicated by the endgame that takes players to the Dreaming City, where they puzzle over mysteries, take on challenges, and beat the Last Wish raid, learning that Uldren was not corrupted but controlled by a wish-granting ancient dragon called Riven of a Thousand Voices. Riven herself is corrupted by the Taken, which ties Forsaken all the way back to The Taken King and introduces dozens of questions that we’d be here all day puzzling over if we wanted to.

Then, a cutscene added to Destiny 2 a few months after Forsaken’s launch revealed a Ghost reviving Uldren, who may now have to take the role of a Guardian, and will almost certainly play a pivotal role in story events to come.

The important thing to note is that if the Taken play a role, then the Hive are involved, and if the Hive are involved… Eris Morn won’t be far.

Is There One Big Destiny Villain?

What’s neat about diving into all these disparate story threads is that, while at times it’s frustrating and wholly ancillary to the experience of actually playing Destiny, a lot of it seems to be pushing the game’s story in the direction of one big primary threat, one overarching villain who manipulates and upsets the various factions in the game’s universe in ways that give players a variety of interesting things to shoot.

So if you ascribe to a Unified Theory of Destiny Villains, you can read the whole game as the story of the fight between the family of Oryx, The Taken King, and the Guardians.

This is why the Destiny fan community is trying to piece together everything they can about a character known as Savathûn the Witch-Queen, Oryx’s sister. Savathûn has not appeared in-game as of yet, but she’s been mentioned in The Taken King Grimoire cards and her name pops up in various corners of both Destiny and Destiny 2–on patrol, in enemy titles, dialogue snippets, and lore entries. Eris Morn is a big part of one of them.

The lore book “Truth to Power” presents itself as a dispatch from Eris Morn, at first telling you about her personal backstory growing up in St. Petersburg, Russia long ago. But as you go through the story, it becomes apparent that something’s amiss, and it’s never really clear who you’re hearing from—at one point it might be an AI, at another it might be an agent of Savathûn, all of them describing the machinations of the Taken in the Dreaming City, and how they relate to a grander scheme. The final dispatch, however, claims that they all really were from Eris all along, leaving you unsure what to believe—especially since Morn claims they are all forgeries in another, related lore entry.

How can I prove to you that I’m really Eris Morn? Not Medusa, not Riven, not Quria, not Dûl Incaru, not the Witch-Queen Herself? I don’t know. Will you believe me? Will you scour these pages for proof or disproof … Will this manuscript become the foundation of another teetering edifice of theory and anticipation?

Truth To Power, Part 10: It’s just me

Of late, Destiny’s lore has become fond of unreliable narrators. If Destiny’s main plots are straightforward sci-fi adventures, then the ancillary plots that spiral out of its lore books are a pile of non-linear detective work, an array of documents that may or may not be related with a confounding level of plausible deniability baked in.

You could dismiss Eris, and everything about her, as a pile of gobbledygook you need not pay mind to as you spelunk the moon and kill space zombies when Shadowkeep drops in October. But there’s a lot of room for payoff here, a possible resolution to one of Destiny’s grandest tragedies—the story of a woman who went to war and was completely broken, but still helped vanquish one of the universe’s greatest threats even as her colleagues doubted her sanity. Her impact is immeasurable, but her reputation is also irreparably damaged—and that might be played against us.

Destiny 2 has been experimenting with giving players choices, and basic as those choices currently are, you can get a lot of mileage out of a simple question. A question like: when Eris Morn comes back, will you trust her?

Source: Kotaku.com

Bungie has a Destiny testing team called Velveeta that tries to find the cheesiest exploits in the g

Bungie has a Destiny testing team called Velveeta that tries to find the cheesiest exploits in the game. That’s one of the revelations in Destiny frontman Luke Smith’s latest blog post, part one of a three-part epic looking at the state of the game since Forsaken launched last September. The biggest news? That clunky Pursuits tab is finally getting a new look.

Source: Kotaku.com

Destiny 2: Shadowkeep Delayed Two Weeks

There are some big changes coming to Destiny 2 with its next expansion, Shadowkeep, and those changes are going to take a little more time to get here. Today, Bungie announced that Shadowkeep and the new, free-to-play version of Destiny 2, New Light, are being delayed from September 17 to October 1.

“Being independent means that the future of Destiny 2 is entirely on our team,” the developers wrote in an announcement Thursday. “It also means that we’re agile enough to choose to do what’s best for the game and our players, even if it’s the hard choice.”

The delay also means a few more dates are getting shuffled around on the Destiny road map. The race for World First on Shadowkeep’s forthcoming raid will begin on October 5, the weekend immediately after the new launch date. In the meantime, the ongoing Moments of Triumph challenge will be extended through September 17, and an additional Iron Banner Crucible event will be held the week of September 17. Cross save will be coming “later this summer,” with no specific date other than “ahead of Shadowkeep.”

It’s definitely a drag, but hey—it’s not like there isn’t loads of Destiny 2 stuff to do in the meantime.

Shadowkeep’s delay also moves it slightly away from some other shooters. Gears 5 is slated for September 10, and Borderlands 3 is on for September 13. The new October 1 date puts the expansion out right before October 4‘s Ghost Recon Breakpoint.

Source: Kotaku.com

The Clever Ways Game Developers Reuse Assets, Like Turning A Tank Into A Destiny Boss

Xavier Nelson Jr. is a writer and game developer, famous for his work on games like Hypnospace Outlaw. He recently asked devs and fans on Twitter to share different ways games have reused assets. The resulting replies are filled with some amazingly creative and ingenious asset recycling.

Making games is really hard and takes a long time. If you are like me and have never actually made a game before, it can be nearly impossible to understand just how hard development can be or how long it can really take. So to help save time, money and headaches, developers will often reuse assets in creative ways. But as Nelson also explained to me, reusing assets isn’t always a time saver and is a testament to how inventive developers can be.

While some gamers might see this as lazy, the reality is this is an important technique and helps devs finish your favorite games in a shorter amount of time. And some of the ways devs reuse assets are just as creative and interesting as the story or action found in their games.

Developer Jessica Ross explained that on one unnamed game, she had to animate a person having their heart ripped out of their body. However she didn’t have time to animate a heart so instead relied on some pastries. “I didn’t have time to model a heart, so I just took a baguette, scaled it down, and made it red.”

As pointed out by developer Ruby on Twitter, Warframe reuses many assets in various different ways. (To clarify: Ruby isn’t a developer on Warframe.) For example, as seen in the tweets above, some weapons are scaled up to and used to create new geometry on ships.

Another Twitter user, Carl Muckenhoupt, shared how Telltale reused a character model from a poker game to create an enemy in a different game. All it took was a name change and a mustache.

Reshama, an indie developer on the game Origin Trail, explained that all the wood objects and structures in the game come from one single tree. “Every single thing in the game — every house wall, wooden wheelbarrow, every pole… it’s all from the same tree.”

One of my favorite examples of reusing assets and content was shared by Kelly Snyder, who previously worked at Bungie. She explained that Aksis in Destiny 1 was just a heavily modified spider tank. “This is why 3 of coins doesn’t work on him- on the back end he’s technically not an ultra, he’s a vehicle.”

Some folks might see this reuse of assets as lazy. But Nelson told me this was not the case at all. In fact, while reusing assets can save time and money, it can also be even harder than making something new. “The problem solving needed to get a new solution from old pieces can take just as much effort, if not more, than just creating something new,” Nelson said. “Reused assets are a testament to developer ingenuity, not a willingness to cut corners.”

Reusing assets can happen for various reasons. Sometimes a project is low on funds and taking the time to figure out clever ways to repurpose enemies or items can help save money. But other times it can be a technical limitation. For example, a game getting too big for a cart and needing to reuse assets in clever ways to save space.

Nelson did admit that some games that are just straight asset flips do exist. These are games that are generally made very quickly using pre-built assets that are purchased on engine stores, like Unity. These games can be found on Steam and Google Play. But these are different from a developer reusing assets in a creative way.

“[Asset flips are the] equivalent of someone buying a Spider-Man costume on the internet and uploading their 720p backyard shenanigans as SPIDER-MAN: THE MOVIE. It’s not the real thing, and it wasn’t intended to be in the first place.”

In many ways, asset recycling is not unlike how many props get reused in TV shows and movies. The logic being, if you already made a set of space chairs, why make new ones if the old ones will fit in the scene? Especially if the chairs are barely seen in the movie anyway? Reusing assets in games can serve a similar purpose. If you already built a monster or sword for one game or level, why make a totally new one?

As games become bigger and bigger, with better-looking graphics and more complex systems, it will become harder and harder to make games in a healthy and affordable way without reusing assets. But this isn’t a bad thing. Reusing assets, if done correctly, will go unnoticed by most players and not ruin the game.

And it can lead to game development becoming easier, quicker and even less unhealthy. It can also help developers overcome budgetary or technical limits. And for eagle-eyed fans, it can provide a fun game-within-game, as they search for the source of that jetpack or building.

Source: Kotaku.com

Sources: Sony Agreed To Destiny 2 Cross-Save Just Yesterday

Today, Bungie announced that Destiny 2 will be getting cross-save across all platforms, allowing players to transfer progression between Google Stadia, Xbox, PC, and PS4. But for the past few weeks, sources say, Bungie didn’t think that last one would happen. In fact, it came together at the last possible minute: One day before the announcement.

Yesterday, Kotaku reported that PS4 cross-save support was “up in the air.” That’s because it still was. At the same time, Bungie was meeting with Sony in preparation for today’s big Destiny 2 announcement, according to three people familiar with what happened. The big question: Would Sony agree to supporting cross-save on PS4? At the last possible minute, Sony said yes, much to the delight of both Bungie developers and PlayStation players who may want to switch platforms.

Until that meeting, most at Bungie believed that they would have to announce otherwise—that cross-save would be supported on the other three platforms, and that they hoped Sony would follow in the near future.

As part of Bungie’s big announcement, the studio said it would no longer be doing PS4-exclusive content, after five years of delivering special maps, weapons, and strikes solely to PlayStation 4 users—a blow to Sony. That, combined with Sony’s traditional reluctance to support cross-play initiatives with its competitors, likely made this a tough sell. (Plus, Google Stadia is a brand new competitor—one Sony hasn’t had to interact with much.)

In the end, however, Sony agreed. We may never know what Bungie had to give up—or, most likely, pay—to make this deal happen, but it sure is good news for just about everyone.

Source: Kotaku.com

Bungie Outlines The Future Of Destiny 2: Cross-Save, No Exclusives, Free-To-Play Base Game

Bungie today went in-depth on the future of Destiny 2, delivering a heartfelt video presentation in which franchise bosses Luke Smith and Mark Noseworthy talked about their Activision-free vision: a Destiny 2 that’s continually updated and playable just about anywhere.

Smith and Noseworthy said that one of their goals was to embrace the “MMO” aspects of Destiny 2, bolstering the game’s social aspects and focusing more on RPG stats. Another of their goals is to make the game feel more like a “single evolving world,” while the third is “play it anywhere.”

Reading between the lines sure makes it seem like Destiny 3 ain’t coming, but we’ll be probing Bungie about that one in the near future.

Here’s the news:

  • On September 17 we’ll see the next Destiny 2 expansion, Shadowkeep, which is set on the Moon and features the return of the fan-favorite (lol) space wizard Eris Morn.
  • This one is “completely standalone”—no need to buy Forsaken or any other parts of the game to access it. Same thing with future seasons.
  • The game will get some big changes alongside that release—it’ll get cross-save across PC, Xbox, and Google Stadia (as we reported yesterday), and the PC version will move from Battle.net to Steam. It’s also coming to PS4! (This was a very last-minute decision.)
  • No more exclusive content! No longer will Sony be able to pay to deprive non-PS4 Destiny players of maps, weapons, and strikes.
  • The base version of Destiny 2 along with all year-one content (Curse of Osiris, Warmind) will be going free-to-play with a new title: Destiny 2: New Light.

Source: Kotaku.com

Sources: Destiny 2 Is Coming To Google Stadia, Getting Cross-Save

You’ll soon be able to transfer your Destiny 2 progress between multiple platforms: Xbox, PC, and the streaming service Google Stadia, on which the popular loot shooter will launch this fall. PlayStation 4 remains up in the air.

Right now, switching from console to PC for Destiny 2 means starting from scratch, as there’s no way to transfer your characters or progress. But this morning, data-miners discovered an image with “cross-save” on it, getting fans’ hopes up that Bungie’s online shooter will allow players to move characters across platforms soon. It’s true, and it will be announced tomorrow during a Bungie livestream at 1pm ET.

We’ve heard all this from four people familiar with Bungie’s plans, two of whom confirmed that Bungie will announce cross-save tomorrow during its Destiny 2 livestream. Those two also said the company wasn’t yet sure whether PS4 would be part of it. (Sony didn’t immediately respond to a request for comment.)

Google Stadia will definitely be part of this, though. What we’ve heard from five sources, a combination of plugged-in tipsters and developers, is that Destiny 2 will be one of the big games available on Google’s new streaming platform. (We also expect Ghost Recon Breakpoint and a few other big games to get announced for Stadia.)

If Stadia works as promised, players will be able to load up a Google Chrome browser and jump into Destiny 2 on any computer or device that supports the service. We don’t yet know how much Stadia’s services will cost, but we’ll find all that out tomorrow. (What I’ve heard suggests some combination of subscription and a la carte pricing.)

Google is holding a press conference to detail Stadia games and other details tomorrow at 12pm ET, while Bungie will hold a livestream to talk about the future of Destiny 2 an hour later. We can expect to see this news detailed at both conferences. We can also expect the developers at Bungie to lay out their future for Destiny 2, which includes the recently leaked Shadowkeep expansion.

Source: Kotaku.com

Destiny’s New Menagerie Is One Of The Game’s Coolest Activities Yet

A new season launched in Destiny 2 today, and with it came a brand new activity that ranks up with some of the best things the series has done: Menagerie, a gauntlet of light puzzles and tough encounters.

Like everything else in Destiny, Menagerie is all about shooting aliens, but it’s not your average horde mode. It feels more like a miniature raid, with a variety of interesting (and challenging) mechanics designed for six-person enemy blasting.

You unlock Menagerie by grinding through the Season of Opulence’s first quest chain, which takes an hour or so. (Start it by talking to Mr. Broom Robot in the Tower.) Along the way, you’ll learn how to use the Chalice of Opulence, a new item that lets you tailor what kind of loot you get at the end of Menagerie. Using a new currency called Imperials, you’ll be able to upgrade your chalice and hook it up with runes that will drop specific rewards—the Rune of Joy, for example, guarantees you a class item. Rune of Jubilation will get you a Sniper Rifle. And so on.

Once you get into the activity—which starts at power level 690, but completing the aforementioned quest will get you a set of level-690 equipment—you’ll start fighting your way through a series of themed segments in the labyrinthian tunnels of the Leviathan warship, presented in random order. There’s The Hunted, a creepy set of tunnels reminiscent of the old Crota’s End raid, in which you have to capture lanterns and fight off Cursed Thrall. There’s The Gauntlet, which tasks you with fighting waves of Vex, then hurdling through an obstacle course as quickly as possible. My favorite is The Crystals, in which you have to pick up Vex orbs and use them to shoot laser beams at crystals and enemy aliens.

As you play through each of these sections, you’ll rack up points and gradually fill up a meter. Once the meter is filled, you’ll get to fight a boss, and then: treasure.

Here’s perhaps the most unusual part: You can’t lose. There are no timers or party wipes. No matter how bad your team is, you’ll always get the reward at the end—the only friction is that if you’re not earning a lot of points in each segment, it’ll take you quite a long time to finish the whole thing. (I learned that the hard way on my first run!)

All in all, it’s a fantastic mode. There’s much more left to be discovered in Season of Opulence—it just went live today, and people are already finding intriguing new secrets that may be linked to the next expansion—but Menagerie is one very good reason to keep playing.

Source: Kotaku.com