Destiny 2 Vanilla vs. The Final Shape
Part 1: The Introduction
I am a big fan of mirrored comparison, because I think it is
a good measure of growth for anything, especially a creative work made by the
same team/studio. This isn’t a discussion to kick anyone, but by highlighting
why two similar things can leave such different impacts on someone, a work is
better understood and can be more deeply learned from. Does that make sense?
Okay, with all that being said, all I could think about during the campaign was
how much better this entire package is over Vanilla Destiny 2 and how far we
truly have come in the 7 years that Destiny 2 has been active.
The part of the campaign that got make on this line of
thinking was simply the funny thought “If I had a nickel for every time the
Vanguard had to team up to fight a tall pale alien with a mask that conceals
their face that was threatening to destroy the world while trying to harness
the Travelers light, I’d have 2 nickels, which isn’t a lot, but it’s weird that
it happened twice right?” But really, beyond the meme, Destiny 2 Vanilla and The
Final Shape share a lot of on the surface similarities but have left vastly
different impact on the player base. So, the first thing to do is show all the
similarities between these two releases, and then see how they measure up
against each other.
Full spoilers for the Final Shape and its related content
Part 2: The Similarities, Painted in
Broad Strokes
Both campaigns operate partially as a “get the band back
together” type of story, where the core Vanguard are separated and it’s your
job as THE Guardian of all Guardians to reunite them and get them on track to
fighting the tall pale masked alien. During this campaign, the Traveler bestows
you with a gift that no other Guardians seemingly has access to during this
time of crisis, and you help the Vanguard as their faith in the Traveler is
tested. Gameplay wise Titans are given a new void super, Warlocks a new solar
super, and Hunters a new arc super. Also, and this has no bearing on anything,
but the first mission of the campaign takes place in the D1 tower.
Part 3.1: The Differences in Success
and Impact
This is going to be the meat of the discussion so buckle up
(proverbially/literally if you are in a car). The similarities can be boiled
down to 1. The story, 2. The new supers, and 3. The updates to the larger game,
as a whole. Addressing point one first, Destiny 2’s Vanilla campaign sees you
rediscovering your light when every other Guardian lost it, reuniting the
Vanguard, and killing Ghaul. The campaign, while offering the same gunplay and
beautiful vistas, left much to be desired from a narrative perspective, and was
quite disappointing compared to what Bungie offered the Destiny universe
previously. The Vanguard, while being given more screentime than they ever had
in Destiny 1, feel hollowed out and made far more two dimensional, especially
Cayde-6. Cayde was way too comedic (to the point of him losing any actual edge
in a scene), Zavala was too serious, and Ikora was too nothing, Ikora is kind
of just competent and good at what she does (classic Warlock amirite). Nothing
in the campaign actually showed us anything below the surface for the Vanguard,
I mean, their light was stolen from them and the giant orb they worship and
protect was taken captive, and all we see is that it “broke them apart”. They
all go their separate ways to solve the problem, but never in a way that shows
off that more vulnerable side that led them to that conclusion. There are many
aspects of Destiny 2’s Vanilla campaign that can be taken issue with, but
centering your campaign on characters that you give no real insight into and
don’t really change or develop is certainly one of the more obvious pain points.
On the flip side is The Final Shape’s story, where our
characters are brought through moments that bend them, break them, and cause
change from within. And what I love the most about all of this is that nothing
brought up in The Final Shape is new information. If you’ve been playing
Destiny 2 consistently, you know how Zavala’s son was a major story moment in
Season of the Haunted, how Crow has been on a journey of self-acceptance and
reconciliation for the past 3 ½ years, and how the death of Cayde-6 started all
of this in 2018 and that Zavala and Ikora have been struggling to fulfill their
duties as the Vanguard with their fireteam being incomplete. Zavala’s temptation
into seeking out the darkness is not out of nowhere either, as ever since Beyond Light and
the Witch Queen, Zavala has had to reevaluate his position on the darkness
after guardians started to use Stasis, and his faith in the light was shaken
after the Traveler blessed Savathun and her brood with Light powers, something at
the time only given to humanity. Zavala’s total breaking point, this moment of
change, after so many years of loss and reevaluation makes sense, as does the
development and change that takes place in Cayde and Crow.
I bring them up together because their story has been
forever linked by the Forsaken campaign. Cayde has been brought back in this
conclusive chapter, but he’s not the old Cayde, the same Cayde. He’s still
maintained his humor, but it’s humor that doesn’t ultimately make him a joke,
and he has a lot of earnest, serious moments as well. This is a Cayde that was brought back due to
Crow’s wish, and he’s just trying to figure out what role he is supposed to
fill after all this time. The years following Cayde’s death were tough to say
the least for Zavala and Ikora. He not only filled the very needed position of
Hunter Vanguard to complete the fireteam, but he also was the glue that kept
the team together as their friend. All of this comes up in real, honest developments
in the campaign. Bungie showed that not only has their world developed, getting
more nuanced in the seven years that Destiny 2 has been out, but their writers
have gotten better at bringing these nuances out so it’s not just a lore entry
but an entire string of missions to an exotic quest. That’s right, I’m talking
about the Wild Card exotic quest now. (I understand this is a little outside of
the scope of comparing Vanilla and Final Shape, but I’ll try to be brief and
have a point.)
What I love about the Wild Card exotic quest is how it lands
the plane in this conclusive chapter in such the right way that it feels like
it could have only happened now. Crow’s
journey for some has felt like a foregone conclusion, “Oh, Uldren came back and
the lore entry for Cayde’s gun means that Uldren is gonna be the next Hunter
Vanguard”. And sure, Bungie could have done that, but I’m glad they took their
time with it. Over the past 3 ½ years, we have seen Crow get introduced,
develop as a Guardian, be made aware of his past life in Uldren Sov, come to
terms and make peace with this other half (while making some mistakes along the
way) and his change even spurred on change in others, like Queen Mara Sov. Bungie
could have ended it there, saying that they made it 99% of the way there and
everyone already thinks Crow should be the next Hunter Vanguard anyways, so
let’s just make it happen. But for Cayde to be there with Crow during the
campaign, working alongside him, mentoring him, “forgiving him” by saying there
is nothing to forgive, and ultimately pushing him to make that big next step is
exactly what needed to happen. I was never one to say “I need new Uldren to
earn our respect”, because Crow is a new guy and deserves a fresh start, but the
way Bungie executed Crow’s journey from outcast to Vanguard was so satisfying
to watch over the years, as the portrayals and pacing of his journey felt honest
and real. This is the benefit that deepening your story gets you, and it’s
something that just would not have been possible before the Season of the
chosen really kicked off this new era of Destiny storytelling.
The Final Shape’s story is the perfect concluding chapter not
only because of its satisfying ending, but because it is the utmost example of the
level of storytelling that Bungie is capable of, pulling together all these developing
journeys into interesting and rewarding resolutions. We are a long way away
from the Vanilla launches of Destiny 1 and 2’s story, and the future seems
bright.
Soapbox tangent over, now to talk about the new Supers!
Part 3.2: The Subclass Differences
I think it’s quite ironic that even the new supers for The
Final Shape match what was offered in Destiny 2 vanilla (void titan super, arc
hunter super, solar warlock super), and quite interesting how the vanilla
supers show a homogenization of the sandbox, while the Final Shape supers and prismatic
subclass show a desire from Bungie to offer players more choice. The supers in
base Destiny 2 were bad for two reasons: They lacked depth in comparison to
their D1 counterparts and nearly every super was changed to make them more
similar. Now, to break down what that all meant for players in the moment. In
Destiny 1, players were given the ability to customize their subclass makeup
over an unlock tree of 8 columns, and in Destiny 2, all your subclass options
were separated into 2 big nodes to choose from. This change obviously took away
choice and customization away from players and was made even worse by the
homogenization of subclass identity, where most if not all were turned into ad
clearing supers. The Titan arc, solar, and void subclasses are great examples
of this happening. In Destiny 1, every subclass had their support super, their
big one-shot damage super, and their ad clear super. So, for Titans, their
support super would be void bubble, their one-shot damage super would be arc striker,
and their ad clear would be solar hammers. In D2 with the changes to arc
striker and the addition of the void shield titan, every super now acted as an
ad clear, with very little in the way of differentiation besides maybe the
enemy shield type you were fighting. This and the node system were done to
welcome in new players who might have been intimidated by the level of choice
the D1 subclass trees gave you. Then you look at the new subclass options in The
Final Shape and it is night and day. Not only were the classes given a new
super each, ironically enough a void super for titan, a solar super for
warlock, and an arc super for Hunter, but Bungie also introduced Prismatic,
which allows the player to combine light and dark together in unique ways
thanks to the aspects and fragments system introduced in Beyond Light and made
standard in The Witch Queen. Prismatic is Bungie really letting loose on player
choice and freedom, giving a slew of grenades, melees, aspects, and fragments
to choose from. The changes and additions to the subclasses in both releases
are emblematic of Bungie’s larger goals for the game at that time, and boy have
these goals gotten brighter over the years.
Part 4: The Conclusion (and kind of
Point 3 from earlier)
Destiny 2’s launch year was a rough time, both for Bungie
and the players, and my goal is not to drag Bungie for something they did 7
years ago, but just highlight how far we have come since that rough launch, and
how much work Bungie has done, especially since Beyond Light, to weave a
grander, deeper story that actively moves the world and its characters forward.
It used to be that Destiny felt as wide and deep as a kiddie pool, introducing
variety but not developing it any further than its initial release, but those
days are long behind us. Not only that, but Bungie has constantly worked to
improve and deepen the gear side of the game as well. They haven’t always
gotten it right, but since Forsaken and its updated weapon system, Bungie has
made big changes like Armor 3.0, Aspects and Fragments from Stasis that
eventually led to subclass 3.0, and so many more big and small changes that would
double the word count of this word document if I were to list them all. Who
knows what the long-term future holds for Destiny 2 (hopefully an eventual
Destiny 3), but if this were to be the last Destiny thing that Bungie ever did,
they would certainly be ending on a high note.
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