12/19/15

DESTINY: For Better or Worse

As year two in Destiny continues to unfold, I feel that my experience with The Taken King content is complete enough that I can now offer my own views on what Destiny gets right and what it gets wrong. So, below you’ll find 30+ things I love about the game, as well as 30+ things I hate about it.

I’ve chosen to single this particular game out because most people I know are absolutely obsessed with it; myself included. That being said, my love of the game should not have you expecting me to wear kid gloves within this post. It is precisely because I am so invested in Destiny that I want to see Bungie continue to improve upon it anywhere that it's lacking. So let’s get into it, starting with the bad (in no particular order).

WHAT DESTINY GETS WRONG:
01. No new difficulty or year two drops for year one raids. With light level being all-important now and year one weapons not being viable (for the aforementioned reason), there really is almost no encouragement to go back and play the year one raids. And, while it can be fun to beast through them like never before, it would be doubly spiffy to play them at the current level cap and get some year two gear out of it.

02. The continued grind of certain quests. We get it, you want people to work for certain items. But a handful of the quests are completely over the top. I’m looking at you, exotic sword quest (with your insane material gathering) and crucible quest (that never seems to end).

03. Poor weapon balancing for year two. Let’s be honest here, most of us know by now that Bungie won’t fix one thing without somewhat breaking another. So when they said auto and pulse rifles would be more powerful in year two, we should have known it really meant that scout rifles, sidearms, rocket launchers, and hand cannons were going to become almost unusable. All we wanted was for the Thorn to be less OP in Crucible, and many wanted a nerf to range on shotguns. Instead you gave us a whole new mess of balancing issues.

04. Inability to damage enemies at much higher levels. This isn’t important to most players by now. But with the refer-a-friend program in place, I quickly remembered how ridiculous it seemed to me starting out that I couldn’t do any damage to much more powerful enemies. This is still dumb and confusing. If I’m weaker I should do less damage; that’s a given. But at least let me plink away at anything I please, doing some damage.

05. No updates to Prison of Elders. The monotony of PoE quickly took the fun out of this particular experience. But the problem could have easily been solved with a few more types of round challenges and additional boss encounters. Sadly, no attention was paid to this piece of Destiny with The Taken King. And it too suffers from irrelevance due to no year two difficulty or year two gear drops.

06. Mostly poor RNG. Year two introduced some improvements to year one’s dastardly loot tables. But improvement is a far cry from perfection. Even Xur’s legacy engrams (built to give very high odds on acquiring items you don’t already have) still tend to drop items you’ve already acquired. If these same odds were applied to all engrams, the RNG would be forgivable. Sadly, this isn’t the case. You’ll continually get the same items, and usually at a lower light level than what you were holding. Furthermore, the range in light levels for decrypted engrams should be much tighter; 309 characters should not be getting 267 items, that is to say. You generally grind your way to engrams, and feel cheated when they decrypt. Year two RNG is better than year one, but not by much. And if I get one more Diluvian or Apple of Discord…

07. No legendary armor or weapon collections. The Taken King introduced all sorts of collections at the Tower for tracking items you have and haven’t acquired. How disappointing it is then that all the purple weapons and armor can’t be accounted for this way. Seriously, we can track each and every ship that exists in the game. But you can't give us legendary weapons and armor? This seems like a no-brainer.

08. Caps on glimmer and legendary marks. We know you think we’ll just spend them, Bungie. But sometimes there’s a reason or two to wait; in which case we gain nothing if we’re sitting at max, still playing. And it’s a dumb restriction. Get rid of it, please.

09. Faction vs vanguard reputation gains. Year two lets us earn rep for both at the same time, and that's awesome. But... we earn way more vanguard rep than we do faction rep for every activity we complete. And we wish the reverse were true. It’s that simple.

10. Inability to share items with friends. I’m not going to throw the baby out with the bathwater here. Certain restrictions should definitely apply; say you can only share a few items per week. But give us some sort of break when it comes to sharing stuff with friends.

11. Inability to wield enemy weapons. Where is my shrapnel launcher? No, I’m serious. I can see it fall on the ground, but can’t use it? GTFO

12. No matchmaking for certain activities. When I first started playing, I was usually playing alone. Many players are still in that boat. And that means Destiny has locked such players out of having help with things like the Nightfall strikes, raids, and Trials of Osiris. Another dated restriction that needs to go.

13. Not using all multiplayer maps and strikes in playlists. There’s something to be said for giving us plenty of opportunity to play year two content. But don’t cut the year one stuff in an attempt to ensure this. All that does is make us hate year two. It should feel like year two added to the year one content. Instead it feels like year one was replaced.

14. Lack of 4 and 5-player activities. If you aren’t a Destiny player, you might not know that most PvE activities here are built for up to 3 players. Have a 4th or 5th player join your fireteam, but don’t want to play multiplayer? Well, there are the raids. But those are really built for 6 players; the newest all but requires 6 players, in fact. And there should really be some middle ground somewhere for fireteams of 4 or 5. Does that seem unreasonable?

15. A lack of legendary ghosts. These exist, there just aren’t many of them. And that can be disappointing when you realize how many legendaries exist for every other type of item in the game.

16. The flawless raider trophy. This should be easier to complete now than ever before, what with the level cap increased; making old raids easier to beat. And I know that some people have managed this one. But I am not one of those people. And I am the epitome of a trophy whore. It’s just that completing an entire raid, and counting on no one in your fireteam to die along the way? What sick bastard thought this one up? If it was you and you’re reading this, I'm sorry but I don't think we can be friends.

17. Multiplayer lag. Every angry gamer is guilty of blaming lag for poor performance at some point in time. Was it truly lag, or do we just suck? This is one game where that question is often easier to answer than with other games. The first time you see a character pop in and out of existence, kill you before they round the corner on your screen, or just sit in place and take endless amounts of damage you’ll understand what I mean. It's not exactly a regular occurrence; the lag, I mean. But it can be a game-breaker when it does happen.

18. Lack of loadout save capabilities in the destiny app. You probably have go-to gear setups for different situations in Destiny. And there’s even an amazing third-party app that lets you set these up ahead of time and move them between characters with a screen tap or two. The problem is that Bungie has not caught up with the programmers out there making their game app what it ought to be.

19. Lack of loading screen mini-games and ship engagements. The load screens are impressive the first few times you see them. So are the ships. There’s also something to the break they provide (for using the restroom, eating, etc.). But you typically don’t need so many breaks in the action. You just sit there watching your ship fly to the next locale, wondering how fights are never had in the vacuum of open space. Most current games have not missed this opportunity to improve upon the experience by adding mini-games to loading screens. And I’d like to see Destiny catch up. Plus, we're ready for some space battles.

20. Only allowing one (of four) emote buttons to be changed. Emotes are controlled with the four d-pad buttons, but we can only change the emote attached to one of these buttons. And it’s tiring. I suspect that the Eververse is losing out on money as a result of this, because who wants to change their emotes each time they want to use something different they’ve purchased? Please fix this.

21. No split screen co-op. Some players wouldn’t dream of sharing a screen with another person. Then there’s the other 99% of us who loathe the fact that we can never play Destiny when we have a friend over, because that would require separate systems, discs and televisions for anyone in the room. I don’t know who decided that split screen was a thing of the past, but gamers everywhere strongly disagree, in my experience.

22. Year one legendary items left behind. I have to admit that, of everything on this list, I’m bothered most by this offender. If you didn’t know already, most year one legendary items cannot be upgraded to year two light levels. This means that you might be able to get away with using a single year one weapon or armor piece without sacrificing enough light to make the year two content unplayable. But you can forget about wearing that old raid outfit or rolling with that beloved year one weapon loadout. It just isn’t realistic in year two; unless you’re playing normal crucible that is. The funny part of this is that crucible is where year one restrictions should probably matter most. All this decision has done is ensure that the promise of “characters that carry forward from one year to the next” is about as broken as it can be. We kept shaders and emblems and ships and sparrows. Everything else became irrelevant. And that’s problematic for a game where the armor and weapons are the main attraction. To think back on all the hours I spent trying to collect every legendary gun and armor piece from year one, only to have year two open up with this slap in the face, remains a sour sticking point for me when I contemplate playing Destiny over other games. Will year three have the same slap in the face awaiting us? If so, I’d recommend reaching the level cap, completing the mission-related content, and moving on to something else. Looking for the single greatest disservice this game has given its base? This is it. And I’m happy to report that they’re beginning to set things right with an increase in year two exotics moving up from year one. But they’ve only scratched the surface of correcting this slight against gamers like myself.

23. The removal of gunsmith re-rolling. The second DLC from year one brought with it the ability to re-roll your legendary items for a shot at better perks. And the community adored it. But year two saw it swiftly removed. Guess I’ll probably never know what it’s like to have that 1000-Yard Stare with Firefly and Explosive Rounds now. Shame.

24. The unintended consequences of the current light system. I’ll be the first to admit that I think the light system is neat; certainly an improvement on the etheric light upgrading system we once had. But now there’s a serious level of investment in each upgrade you choose. Want to increase the light level of that exotic helmet? Well, here’s hoping you really like wearing it at all times, because (unless you’re okay with a lower light level) you won’t be wearing anything else until you have a higher light item; then you’ll only be wearing that. Same goes for weapons, as they are figured into your light average as well. If Bungie wanted players to try an array of weapons, they definitely dropped the ball here. What would have been better is a system which locked your light in at a certain level for a certain slot based on the highest light item you could equip there; freeing players up to wear any armor or use any weapons they please without a reduction in light. The same would be nice for how we choose to perk intellect, discipline and strength. Not the case though. So let’s just play the raid again until we luck into something worth infusing… yay.

25. Unreliable ammo drops in PvE. It’s happened more times than I can count in recent months. I’m coming up on the end of a strike and have no heavy ammo, because none has dropped from any enemy along the way. I try using my abilities, switching weapons, dancing while wizards take no notice of my gaiety. Nothing works consistently. And it’s annoying.

26. Uneven number of weapon types and respective burns. I remember thinking during year one how odd it was that there were fewer void exotics than there were solar and arc. Year two went overboard in correcting that problem; only now the year one exotics aren’t all accounted for, making the issue of too many void weapons all the more obvious. Add to this that there’s only one exotic with a primary burn (arc) in year two, and it seems pretty poorly thought out. Lastly, who needs all these exotic scout rifles? Hell, they’re not even very viable with regard to weapon balancing in year two. I’d think even numbers of weapon types and burns would be a must. But maybe I’m alone in this.

27. Numerous bullet sponge bosses. For me, this isn’t a major complaint. Destiny is a shooter, after all. And most of this complaint pertains to year one content. But there was a lot of updating done to year one content, and this could have been addressed. I don’t particularly mind a bullet sponge. Please make it interesting to fight though.

28. No private multiplayer lobbies. Is it crazy of me to think that private PvP could and should exist in Destiny? Just imagine all of the fun we could have with free reign over a set of modifiers such as you’d expect to find in games like Black Ops or Rocket League! I happen to think Destiny’s multiplayer is vastly under-appreciated. But the lack of private lobbies is a good indicator of why that remains the case (same could be said of Battlefield). Bungie isn’t letting us have every kind of encounter we might want to. Other games may offer a sub-par experience overall, but you’ll usually have more fun (or at least fall comfortably back on) the games with more multiplayer freedom.

29. Lack of character mods and armor variation. Put plainly, I want to edit my characters’ appearances. They all look slightly different than the character creator lead me to believe they would. Also, half of the armor is so minutely different from piece to piece that I don’t even care about owning it all. That’s a problem.

30. Difficulty recruiting clan members. Would you like to join my clan in Destiny? Cool, just go to bungie.net, log in via your PSN account, search for my clan (Venusian Steel Wolves, for those that don’t know), click the ‘Interact’ button, then click ‘Request to join group’. Nope, nope, stay with me. We’re not done yet. Now I’ll go in and approve your request to join the group, only that doesn’t actually make you a clan member, just a group member. So go back through all the previous steps, but this time request to join the clan. Once an administrator has approved that, you’re in! …Whoever thought this system up should be fired. And whoever is responsible for not changing this yet should be docked a year’s pay for nappin’ on the job.

31. Unclear enemy levels and their unknown damage output potential. At some point while playing The Taken King you’ll have encountered a level 40 enemy that seems to take more damage than most bosses before dying. You’ll probably also encounter a really low level enemy on patrol that rocks your level 40 ass in a hit or two. Because of the differences between level and light, I understand how this is possible in game. I just don’t have the ability to be clear about it before taking an enemy on. It’s as though the level I see doesn’t actually mean a thing. And I don’t like this. It makes me feel dumb. And I don’t like feeling dumb. If you do, boy do I have an experience for you! On a side note, that level 8 enemy that just killed me? Yeah, how come I can’t kill the level 40’s when I’m an 8? Hmmm.

32. The same high price tag for all weapons. 150 marks is a lot to pay for a weapon, in my opinion; even an exotic. And why do exotics and legendaries cost the same amount? That’s not McDonald’s.

33. Predictable enemy AI encounters. Knowing where each enemy will appear at all times can be a very nice thing after a long day, when you just want to take your frustrations out on the sad, little enemies in a game with great shooting mechanics. But maybe there should be an option to see some strange, unpredictable things from time to time. Cabal in the Cosmodrome and vex on the moon! Can you imagine? I know I can.

34. Lack of sparrow spawning and beacon missions in all patrol areas. I get that spawning a sparrow on the Dreadnaught is a bad idea. I’m not talking about that. Pretend instead that every other patrol location allows you to grab your sparrow at will. Now imagine that even the areas hidden at the end of a straight line (from which you’d otherwise have to run back through with no beacon missions) had their own beacon missions. What an improvement that would be.

WHAT DESTINY GETS RIGHT:
01. The Grimoire. Many reviewers trashed Destiny for its gutted story in year one, and rightly so. But what I think they confused to be guilty by association was the Grimoire itself. If you’ve never taken a few hours to read through the cards you’ve collected, then you’ve missed a large part of the experience. And I’d recommend correcting this. The Grimoire is fantastic.

02. Patrol areas and public events. I am guilty of spending a very large amount of time playing patrol in Destiny. The freedom to go just about anywhere, picking up little missions along the way, and running into the numerous public events is what sold me on this experience, and keeps me coming back. The way that some aspects of public events change with the times (regarding DLC) is also great; ensuring you’ll want to take them on, because they’re time-limited and therefore make for something worth looking back on.

03. Skippable cutscenes. Though not introduced until year two, at least they exist. The newest round of cutscenes are very good. We’re just not always in the mood. And this option has made the daily heroics much more enjoyable.

04. Power-leveling with materials. You could play the game to death until you’ve leveled that weapon, armor piece, or faction to the max. Or you could just use materials (mainly motes of light) to power-level it in a heartbeat. I approve.

05. Variation in multiplayer for differing types of gamers. It’s a rare person who’s going to get into every bit of Destiny’s multiplayer experience. I’ve had some fun with Trials of Osiris, for instance, but tend to fall back on the more casual modes (like Mayhem) because it fits my style. And it’s wonderful that this game has the best of both worlds. Whether you are a casual or hardcore gamer, there is something here for you to enjoy.

06. Enemy variation and AI. I know what you’re thinking. Didn’t I complain earlier about AI predictability? Yes. But that’s not my aim here. What I’m pointing to is the actual variation of enemy types, even among the same race (Hive, etc.). And the AI, though mostly predictable, does a very good job of presenting challenge in certain situations. And the Taken take this to a new extreme. Simply put, I enjoy fighting this game’s enemies.

07. Weekly update blogs and the destiny app. Though the app is lacking in certain capabilities, it is still extremely useful for moving things between characters via the vault. This saves players numerous trips to the Tower. The app also keeps you informed via the weekly update blogs, information on time-sensitive events, and so on. The app also lets you track a number of things without having to navigate Bungie.net itself.

08. Supers and subclass variety. Now that Quiver is fixed and Sunbreakers have been nerfed, the supers in Destiny truly do add a level of fun and uniqueness to the game that is lacking in many of its competitors. They also do an excellent job of letting you choose your play style at will based on the situation. Need to revive yourself from an unplanned death? You’re covered. Need a protective bubble that increases weapon damage output? Check. Need to go invisible from time to time? Not a problem. And it doesn’t hurt that each of the 9 subclasses found in the game have 3 grenades to choose from (almost all unique), allowing for some serious variation. And I really do love that each class of character has their own type of jump. Find your comfort zone, and game on.

09. Refer-a-Friend. Like many things in Destiny, this has come pretty late in the game. Most of us have already hooked our friends to the game; and therefore can’t benefit from this program. But I still appreciate that this has been added to the mix, as it provides some really decent rewards for not just referring a friend, but actively engaging with them from start to finish.

10. Materials being specific to locations. Maybe you haven’t been to Mars in a long while, but finally run out of relic iron. Your options are to throw away marks on the material, or visit the locale to farm what you need. And I’m glad of the option. The fact that each type of material is unique to a particular location means that eventually you’ll have some reason to revisit the places you may have forgotten about.

11. Dead ghosts, gold chests and calcified fragments. Collectibles are something this game gets very right. Apart from one weapon, they aren’t actually required for anything. But they do add to either your gear totals or your Grimoire. And I have enjoyed seeking them out, even earning them where required. Some are hidden in the most fiendish of places.

12. Soundtrack and visuals. The game is beautiful, and the score is memorable. No matter where you are, this game looks and sounds fantastic.

13. Control scheme and gunplay mechanics. If you like shooting at things in video games, you’re going to enjoy playing this one. And the controls never feel poorly designed.

14. Weapon variation and damage types. While I’ve complained of weapon balancing in year two and equal numbers of weapon types, it is worth pointing out that there’s no shortage of weapons in this game. We’re talking hundreds, and that’s before we even begin looking at perks or the types of damage that each can output (such as solar, arc and void). Atop all of this, the differing weapon types are all fun to play around with.

15. Purchasable year two exotics. You can spend legendary marks to buy year two upgrades of year one exotics you already have. And year one players like me dig this feature, because it saves a lot of the RNG heartbreak we’d otherwise endure.

16. Shaders and emblems. There’s nothing quite as satisfying in this game as gaining a shader or emblem that no one you know yet has. Or even just earning one everyone has so that you can join the party and go into battle in matching style. With so many options in each category, these aspects of the game feel like the true stars in the realm of personalization.

17. Emotes. Even before Eververse was introduced, and you could buy different emotes, the game felt positively social thanks to the emotes. It’s nice to change the pace of a serious moment by breaking into a dance, or trolling your multiplayer enemies with a wave after slaying them.

18. Social spaces. Most friends I’ve made in Destiny outside of raiding forums have been made in places like the Reef or the Tower. It’s doubly neat that the people you tend to meet in these places usually live in somewhat close proximity to you.

19. Challenges in the King’s Fall raid. Here I’m specifically addressing the newly introduced weekly challenges players can take on in either difficulty of King’s Fall. While the raids tend to be fun much, much longer than any other part of Destiny, these challenges further break the monotony by forcing you to defeat bosses in ways you otherwise aren’t likely to.

20. Easy access to gaming with friends, and cooperative encouragement. I’ve been asked a few times what it is about Destiny that keeps me and mine coming back for more. And, while I could point to any number of things covered in this post, the lasting appeal for me is the simplicity of what often feels overly complex in other games; the social aspect. I can quickly jump into a game with friends almost always, no matter what they’re playing. Unless there’s a massive gap in our levels, we can all enjoy and take on the same things. Not only that, but there’s a competitive aspect here that is overshadowed by the need to play as a team. And both of these things are rare in most games. Here you’re rarely playing against one another, and generally don’t have to worry about what missions a player has or hasn’t completed prior to jumping into it. In short, this is a positive gaming experience with straightforward social interaction. And I can’t get enough.

21. Multiple open world locales based in our actual solar system. Okay, okay. So places like Venus are only realistic in this made up future-world. But that doesn’t take away from the appeal of looking up at the sky on the moon and watching Earth in its changing day/night cycle. The potential for future patrol locations (such as Europa or Mercury) make the experience all the more enthralling. There are places you’ve heard of, and may know a little something about, which this game may attempt to let you visit if it doesn’t already let you visit. You’ll feel like the badass astronaut you wanted to be as a child, and you’ll love it. Most games give you one open world. This game gives you five; albeit they’re smaller than the average open world.

22. Three of Coins. Exotic engrams are hard to come by. Or at least they were until Xur began selling these. They continually increase the odds of exotic engrams dropping. And now that they’ll spend in multiplayer, it’s hard not to be smitten with them.

23. Raids. The truth is that I was in love with Destiny long before I’d ever played a raid in the game. In the beginning, I just didn’t have enough friends playing to take on a raid. But once I was finally able to, I found that my obsession only intensified exponentially. Not only can you find amazing gear and weapons in the raids that is available nowhere else, but the epic scope, challenge, and uniqueness of each raid is beyond addictive. You’ll want to play them again and again, until you can beast-mode your way through each. I’d add that it’s not overly difficult for as few as 3 people to complete Crota’s End, and 4 people to complete Vault of Glass. I’d be surprised if I ever managed to beat King’s Fall without at least 5 people. And I know there are amazing players out there who can do it with fewer players, but I’m trying to keep it realistic. Don’t feel too intimidated by the old raids is what I’m getting at. You don’t need 6 players to beat them. And you’ll definitely want to beat them.

24. Activities galore. The fact that I can write a blog this long about one game should already have made this entry obvious. But let’s recap anyway. There are story missions, free roam patrols, strikes, bounties, quests, multiplayer, raids, almost all with their own given variations. If you somehow run out of things to do in this game, you’ve probably missed something. Activities reset each week, and there are even occasional special events (such as Sparrow Racing League and Iron Banner). The only game I can think of that’s ever given me this much fun stuff to do, seemingly without end, is Skyrim. Chew on that.

25. Sparrows. I’d like a vehicle, and I’d like it right now. Furthermore, I’d like to feel like a futuristic wizard when it shows up. Yeah, that’s Destiny.

26. Infusing. It’s true, I’ve mentioned not being the world’s biggest fan of the light system in this game. And I stand by that. But if the game insists upon grading the curve, then this is the way to go. Did the same helmet you hate drop for the millionth time, but at a really high light level? Just infuse it into a helmet you love and increase your light level for wearing what you dig.

27. Eververse cosmetics. Microtransactions are a hot-button issue in all of gaming. So far, I haven’t minded them in Destiny. Why? Because they’re cosmetic; they aren’t giving players the upper hand. When that starts to happen, I too will take issue with them. Until then, I’m happy to have those with disposable income throw money at emotes; especially if they’re going toward paying for DLC development so the rest of us get it for free. Point is, I dig what they’ve done so far with microtransactions in Destiny.

28. Slower-pace multiplayer. I hate to sound like the old guy in the room, but the latest Black Ops outing has really made me feel like I’m missing something. Do you remember how much you loved fighting games like Street Fighter 2? Maybe I’m just talking to myself here. But I’ll tell you that, as much as I enjoyed those classics, I always hated the turbo versions; where they speed things up to the point that the sound can’t even keep pace with the action and everything looks cartoonish. That’s what seems to be happening in the current FPS outings. Destiny is an exception. It is more in line with the speed of the classics. It feels more deliberate in its pace. Very little about it is twitch-driven. And it keeps me coming back.

29. Universal saves. I can log on to any system, anywhere, and access my saved content for Destiny. Enough said.

30. Court of Oryx. The Taken King brought with it the new patrol area known as the Dreadnaught. Within this patrol area is what I like to think of as a miniature version of Prison of Elders. It is called the Court of Oryx. Here you use collected runes to summon foes of varying difficulty which require different tactics to defeat. It’s a good deal of fun, and a great way to collect engrams.

31. Weapon and armor perks. I touched on this earlier. Both weapons and armor drop with a varying set of perks. Your armor might increase melee speed, the amount of heavy ammo you can carry, or grenade throw distance. Weapons may reload faster, return ammo to the mag for missed shots, or increase range. And these are only a few of the perks to be had. This system makes each legendary or exotic drop worth checking out, even at lower light levels, because the perks might be better than they are on what you already have.

32. The 3 character save model. My recommendation to any new player is always that they try out each kind of character (warlock, titan, hunter) in order to see what they enjoy most. Veteran players have probably discovered a use for each kind of character however, which makes for no tough decisions when you consider that you can have all 3 builds at once because the game allows 3 characters to be saved at any given time. I’m a warlock person myself, but I still run with the other 2 characters from time to time. And it’s great that Destiny doesn’t make me choose between them.

33. The new ghost voice. Dinklebot had some charm. I get that. Hell, I even disliked the new ghost voice initially introduced at the outset of The Taken King. But it has grown on me, and I feel it is quite the improvement over the monotone performance of Dinklage. I still miss hearing it occasionally though; familiar comforts and all.

34. An improving story line. Thanks to the blowback from Destiny’s early adopters where story is concerned, this game is actually developing one worth paying attention to now. While Destiny didn’t need much story to make it worthwhile in the first place, the introduction of interesting characters and an engrossing plot is always welcome. Suffice it to say that less is wrapped up in the Grimoire now, and the game is better for it. Hopefully this trend continues as we continue the journey.

Looking for some unique Destiny-themed gear?
Check out my shop here:
www.shop.spreadshirt.com/gearforguardians/

Thanks for taking the time to read this. Feel free to leave me any constructive feedback you might have in the comments section.

No comments:

Post a Comment