SIGN OF FOUR

EDGE - - SPACE MAGIC -

While our visit nat­u­rally fo­cuses on Des­tiny 2’ s PVE com­po­nent – and on putting wor­ried minds at rest – the Cru­cible PVP has been the sub­ject of an even more sub­stan­tial over­haul, with the player count re­duced from 6v6 to 4v4 across the board. The UI has been re­designed, too, to show each com­bat­ant’s cho­sen sub­class and how close they are to hav­ing their Su­per avail­able, while Power ammo spawns can only be picked up by one player, rather than the whole team. The change has mostly been aimed at mak­ing a com­pet­i­tive game that is eas­ier to un­der­stand, learn from and im­prove at than the of­ten chaotic 12-player ac­tion of the first game.

That’s fair enough, but it causes a math­e­mat­i­cal prob­lem, and brings with it a cer­tain sad­ness. Aside from the Dou­bles PVP mode, all ac­tiv­i­ties in Des­tiny

1 were playable in teams of ei­ther three or six. Fin­ish a six­man raid, and you could split into two three-man fireteams and chase other PVE ob­jec­tives, or head into Cru­cible with a full six. That’s no longer go­ing to be the case. “We knew that by chang­ing the team size, some of these things wouldn’t work as well as in Des­tiny 1,” says lead Cru­cible de­signer Lars Bakken. “But even though the ease of mov­ing be­tween ac­tiv­i­ties was great, the core prob­lems that were fes­ter­ing at the cen­tre of the Cru­cible were un­fix­able. There was no way to at­tack them.” Now, should you de­cide to move from raid to PVP, two play­ers will be left hang­ing; for all that Smith and the team want play­ers to have more con­ver­sa­tions in

Des­tiny 2, that doesn’t sound like a par­tic­u­larly fun one to have.

Newspapers in English

Newspapers from Australia

© PressReader. All rights reserved.