The Kings Fall Raid, which I hadnt done by press time, opened on Sept. 18.
Quests stack and chain together, so that completing one mission for any particular character unlocks another.
Its a bit like the several steps required for Exotic Weapon Bounties in Year 1.
Each Quest has a dedicated, guaranteed reward, so there are fewer instances of engram roulette.
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The mechanics of the gunplay havent changed.
The new campaign missions and Strikes add more puzzle elements and hidden areas than have been seen inDestinybefore.
Leveling is easier, almost effortless now that its returned to the experienced-based method.
No more hunting for gear to reach an elusive next level.
I found myself switching gear after almost every mission, and therefore steadily increasing my light level.
The new Strikes are unlocked after you complete the campaign, but they continue to tell a story.
They also bring in some very varied bosses.
I found myself shooting just to orient myself, as some aliens were completely invisible until something hit them.
The Stormcaller subclass was especially useful there, too.
Caydes irreverent gunslinger attitude and Eris Morns sonorous doomsaying clash humorously.
One story mission brings the player back to the site of Crotas death, a.k.a.
After all of the wonderful story brought about by his presence, Oryx himself is an unremarkable villain.
This is almost almost whatDestinyshould have been at the very beginning.
Megan Crouse is a staff writer.
Rating:
4 out of 5