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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年12月17日 (水) 19:56時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When D4 was first announced&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it sounded ridiculous&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Swery65, a man who made a name &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;himself with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;over &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;top and overly charismatic Deadly Premonition, was creating a Kinect game exclusively for Xbox One&lt;/del&gt;? &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It just sounded out of the ordinary&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even by his standards&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;But alas&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;D4: Dark Dreams Don’t Die &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most charming&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most comical &lt;/del&gt;games &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of the year&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While it’s run almost entirely on quick time events though either &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;controller or hand motions&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s the loveable cast &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;characters and intriguing storyline &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;really make D4 special. If there’s one mission &lt;/del&gt;for the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gaming community, it’s &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ensure that Swery65 &lt;/del&gt;and the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;team at Access Games finishes the episodic adventure, as two chapters &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a prologue &lt;/del&gt;are just &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not enough&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dark Souls and Demon’s Souls were easily two of my favorite games &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have hit &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;last generation &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;consoles&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so when From Software announced a &amp;quot;direct&amp;quot; sequel&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;my anticipation was palpable&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Somehow&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;From Software is able to create some of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most grueling&lt;/del&gt;, most &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;depressing worlds out there, while at &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same time urges us &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;venture forth&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While there are some hitbox issues that can add &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the frustration&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the bosses&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;environments and enemies are all well throughout&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;along with an incredibly intriguing hidden storyline that ties directly into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;past &lt;/del&gt;game. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s almost as if &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;developers deliberately set up scenarios &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;screw over players&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but we took it and enjoy every minute of &lt;/del&gt;it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While I didn’t mind Dragon Age II&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it &lt;/del&gt;still was a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;step down from the incredible hardcore &lt;/del&gt;experience that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was Origins. BioWare was able &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;meet in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;middle&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;creating a more modern Action-RPG while maintaining &lt;/del&gt;an &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;old school essence&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There was no game on this list that I spent more time &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;than Dragon Age: Inquisition&lt;/del&gt;, and for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;good reason. It’s an RPG &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;highest caliber&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;introducing us to Thedas like we’ve never seen it before&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and some &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most affable characters to ever grace the Dragon Age fiction&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There’s so much lore packed into this sixty dollar package that you’ll be engrossed &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;story, not to mention the vast expansive world that has been finely crafted&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;branching paths and party specific dialogue also give Inquisition an incredible amount &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;replay value; never before directly after finishing a &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;did I want to replay &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an entirely different way&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;That’s not to mention the fights with dragons are some of the most satisfying occurrences to be found. Dragon Age: Inquisition has &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and while I would like to see BioWare expand upon &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;addictive multiplayer mode&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its campaign drove deep into my addictive personality&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bungie has completely overhauled &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way guns are classified in Destiny 2. In &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original &lt;/del&gt;game&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;you &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;had a primary&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a secondary &lt;/del&gt;and a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;heavy weapon&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;That’s gone&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;replaced &lt;/del&gt;by the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new Kinetic&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Energy and Power classification system.&amp;lt;br&amp;gt;On the moon you find a deceased Guardian&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not to mention a mysterious figure shadowing you. It’s revealed that &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hive have been in contact with an unknown presence are making preparations for an invasion &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Earth, something you need to stop&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Thus, &lt;/del&gt;you &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dive deeper &lt;/del&gt;into the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hive ruins only to find &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sword &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Crota. By destroying this, the Hive’s communications have ceased with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unknown force, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remainder &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the vanilla story&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Hive threat has been squashed. Unfortunately&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they’re not the major problem &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the mysterious figure who has been stalking you hails you to Venus&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Competitive multiplayer returns in the form of Crucible, which has gone through extensive tweaks. Gone are the 6v6 matches, replaced with 4v4 matches. While this &lt;/del&gt;is a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;curious choice&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player count works rather well in&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game. All multiplayer maps &lt;/del&gt;have been &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;designed with this number in mind and it’s easy to find firefights. Playing Crucible is also more rewarding with loot generously dropped and Crucible Reputation tokens after each match&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;It has &lt;/del&gt;been &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a long time since we’ve &lt;/del&gt;seen &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a proper Bungie game on PC&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Outside of the first two Halo games ported well after the fact&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the now Washington-based studio wasn’t always well known for their console releases. After splitting off from Microsoft &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Halo brand&lt;/del&gt;, Bungie &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;worked on their next major project&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while it was met &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mixed reception, it quickly became one &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;biggest new IPs this generation, inevitably spawning a sequel&lt;/del&gt;. Destiny &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 was released last month with numerous improvement to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;formula&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and even though &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;didn’t completely blow everyone away, it still has a strong, dedicated fanbase. One group of gamers that still needs &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;experience &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny love is PC &lt;/del&gt;players&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, but finally &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has &lt;/del&gt;been &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rectified. Activision &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bungie have released &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;multi-million selling sequel &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the open platform&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but is &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;what PC gamers had hoped for or is this &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise better left on dedicated consoles?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There you have it. While there is a lot more history and detailed information regarding specific individuals and enemies during the conflicts of Destiny&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this is a broad overview of what happened throughout the course of &lt;/del&gt;the game&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. You should now be prepared for [https://www.destiny2focus.com/ destiny 2 guide] 2 when it hits PlayStation 4 &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xbox One on September 6, with the PC version coming October 24&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With these sorts of compromises becoming commonplace&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s no wonder that there are many gamers out there who’ve become afraid of the casual audience&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;More and more often they’re seeing niche series they enjoy getting compromised and simplified &lt;/ins&gt;for the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sake of attracting &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;casual player. Are they right to vilify the casual audience&lt;/ins&gt;? &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;No&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;absolutely not &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Like it or not&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the casual audience &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;vital to gaming’s survival and it’s not the their fault that publishers are trying to get their attention. Instead &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;insulting and ridiculing casual players, hardcore fans should be trying to bring them into &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fold. In fact&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;publishers and developers should be trying to do the same thing. Major departures like Fallout 4 and Dead Space 3 would better serve their creators and IP as side-&lt;/ins&gt;games &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rather than mainline series entries&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If a given publisher’s goal really is to expand &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series’ player base&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then use these sorts &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;games to attract people &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can actually be converted into fans rather than simply going &lt;/ins&gt;for the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;easy sale. They should be trying to create long-term customers rather than simply attract short-term guests. There is still great value &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be found &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lots of money to be made in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;various genre niches. Their fans are passionate &lt;/ins&gt;and are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;willing to support honest effort if it means getting more of what they love. It’s &lt;/ins&gt;just &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a matter of respecting them and the series they love when trying to increase their ranks&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The competitive multiplayer experience in Destiny 2 has probably been the thing &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see the most change from the first game, or at least &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most noticeable. It seems like [https://Www.destiny2Focus.com/articles/destiny-2-episode-heresy-arc-ascendancy-and-exotic-absence.html Bungie Episode 2025] is taking cues from both highly competitive shooters &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;today like Overwatch&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while also harkening back to their old series&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Halo&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In terms of new&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first things you'll notice are the user interface changes and the four versus four setup. The UI shows new details&lt;/ins&gt;, most &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;notably &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ability &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see what subclasses both friendly and enemy players are using, if they are alive or not, and whether or not they have their super ready. This information is helpful&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;To my own detriment, I don't usually adapt how I play first person shooters, but this small inclusion has made me think differently about how I was playing; how aggressive I was deciding &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;where I was going to go next. It's a small but useful things. The 4v4 change doesn't affect things too drastically&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;although sometimes when a big fight breaks out&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it does seem even more hectic than &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first &lt;/ins&gt;game. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Where Destiny 2 hearkens back to Halo is in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fact that there's a noticeable difference when it comes to TTK, or time &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;kill. It's a good deal higher&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which means &lt;/ins&gt;it&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s going to take longer to get an enemy down&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dead Space 3’s compromises were a bit more subtle &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but they &lt;/ins&gt;still &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;resulted in a not-so-minor departure for the series. Where the first two games were horror games first and shooters second, Dead Space 3 &lt;/ins&gt;was &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the opposite. It traded careful resource management and situational weapons for resource crafting and all-purpose creations. Rather than &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tense &lt;/ins&gt;experience that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;required its players &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;think on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fly&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players got an occasionally startling but overall leisurely romp through &lt;/ins&gt;an &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;undead ice planet&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Once players acquired enough resources to craft a gun &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;both long and short range firing modes&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;any semblance of genuine scares &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;vulnerability went right out the airlock. Supposedly, Isaac isn’t even alone &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game thanks to his partner&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Carver&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;appearing out &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ether during every other cutscene&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Just like with Fallout 4 and Destiny 2, Dead Space 3 represented a shift &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;genre for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sake of more mainstream appeal&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;semblance &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/ins&gt;game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its fans loved was still there, but that’s all &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was: a semblance&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The traits that made &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unique&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that attracted a fanbase in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first place&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;those were either severely watered down or cut out entirely in the name of attracting more casual players&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(Mild spoilers for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first mission of &lt;/ins&gt;the game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ahead) The Beta begins by throwing &lt;/ins&gt;you &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;into the first mission of the game&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;called Homecoming. A short cinematic shows your character &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;his or her ghost flying towards &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;massive cloud. They look at one another confused, mutually deciding to fly through the smoke to see what's going on on the other side&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When they emerge&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the City is being bombarded &lt;/ins&gt;by the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Red Legion of the Cabal&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;led by Ghaul&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main baddie &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny 2's campaign&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When &lt;/ins&gt;you &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;drop &lt;/ins&gt;into &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gameplay for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first time, it's on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;edge &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tower &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you fight your way to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;top. You're equipped with a good amount &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weapons, including assault rifles, sub machine guns&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hand cannons and a few Power weapons&lt;/ins&gt;, as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;well as your new class abilities, which we'll talk about later&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The other ill feeling aside from Destiny 2’s launch &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;knowing we're following &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;path already taken that doesn't seem totally trustworthy. In fact&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it's &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same merry-go&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;round many &lt;/ins&gt;have &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;already &lt;/ins&gt;been &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;talking about&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We've &lt;/ins&gt;been &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;here before, we've &lt;/ins&gt;seen &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Yes&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny 2 will drop some Taken King sized expansion &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it probably will fix a lot&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it just doesn't feel like enough or that &lt;/ins&gt;Bungie &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or Activision are trying. Give us guardians something fresh&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;show us something shiny &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new; not a lackluster experience that continually rides on the coat-tails (hardly any to begin &lt;/ins&gt;with&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;) &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;previous title&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The gimmick can work for anyone experiencing &lt;/ins&gt;Destiny &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first time&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/ins&gt;it&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s not going &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;work for &lt;/ins&gt;the players that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have &lt;/ins&gt;been &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with Destiny since the beginning &lt;/ins&gt;and the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;newcomers will pick up on that. When creating a space &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play in together&lt;/ins&gt;, it&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s creating &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;social dialogue&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which happens inside &lt;/ins&gt;the game and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;out&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Annette5918</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=The_Problem_With_Mainstream_Appeal&amp;diff=1852158&amp;oldid=prev</id>
		<title>2025年10月26日 (日) 07:34に177.234.143.8による</title>
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		<updated>2025-10-26T07:34:24Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年10月26日 (日) 07:34時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fallout 4 &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dead Space 3 were both &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;standout best sellers of their respective series. More gamers are familiar with these series thanks to their widespread success&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;On it’s own&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this success &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a good thing. In &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;case &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fallout at least, it means that &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series has &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;future. Just like with Destiny 2, however&lt;/del&gt;, that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;success came with a price&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;case of Fallout 4 &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;greater success &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mainstream appeal came at &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cost of its RPG depth. Instead of defining what kind of character they want to play &lt;/del&gt;at the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;outset of the game&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players can instead develop them &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they play. The Sole Survivor’s identity is fluid. They can be anything &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;everything given &lt;/del&gt;enough &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time. They’re basically competent in everything from the outset of the game and developing them is mostly just a matter of increasing their damage with/resistance to different types of weapons&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Of all &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;things players can do in the open area&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Adventures are the most story-driven. Presented on the map as an orange banner with &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;white sword&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these activities task Guardians with following a series of objectives&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Structurally&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Adventures most resemble the mission design &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;missions from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original; get an objective&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[https://www.destiny2Focus.com/ go to these guys] clear &lt;/del&gt;out &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a wave of enemies&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;listen &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ghost speculate a bit, and battle a boss&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Anyone hoping for more enemy species in Destiny 2 &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bound to be disappointed. In addition &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Taken mentioned above&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all four of the previous species return. You have &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hulking Cabal&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;four-armed Taken&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;zombie Hive and time-traveling Vex&lt;/del&gt;. It’s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;disappointing that a named sequel doesn’t have any new species for &lt;/del&gt;players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to fight&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there are a handful &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new things going on within each of the current factions&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Love &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or hate it, Destiny is addicting&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It has some of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best first person shooting mechanics available&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/del&gt;while &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the campaign structure is limited&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its drive &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;loot is exciting&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unfortunately, if players ignore &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Raids all together they will be left with an unfortunate experience that’s marred by a virtually non-existent plot. Regardless&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny is a fun game &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play with friends&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;having you dig through hours &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dungeons and lengthy strikes&lt;/del&gt;. There’s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a lot for Bungie to do (an actual &lt;/del&gt;story &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;would be nice&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more varied locations for missions and less repetitive mission tasks), but they have established something &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;build off of &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will hopefully be expanded upon in future iterations&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Energy weapons take the second category &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;burn type associated with &lt;/del&gt;it. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Replenished &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;green ammo, these weapons fire either Solar, Arc, or Void Damage&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;These firearms can be Auto Rifles&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Scout Rifles, Pulse Rifles, Handguns, Revolvers &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Submachine guns. Energy weapons are best used &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take down enemy shields&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Many familiar faces filled &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;screen as the hour of &lt;/del&gt;Destiny 2 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;played out, characters any player could recognize (Holiday did look slick flying that ship&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;) Destiny 2 means introducing new faces to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fold&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;folks that may have been there the whole time&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but Guardians were to busy running around the galaxy to pay attention too&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;At least&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that’s what I like to think. Getting down on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;people's level though&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;actually coming down from their Tower, Guardians will hopefully see firsthand the struggles that the Last City had to go through on a daily basis. New places &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new faces means new content&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Guardians always had &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pretentiousness about them. I enjoyed my &lt;/del&gt;Guardian, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it felt like we were all on &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;high horse policing &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;universe without a care &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;those we were actually supposed &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be protecting&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This isn’t a new concept&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though, even having been written &lt;/del&gt;into the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lore. It's known that children are told stories at night about Guardians &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;frighten them&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Protectors or a something worse? Guardians are undead soldiers after all&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zavalas haunting speech while returning over &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;over again&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shook me&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;My guardian has done this exact thing&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but actually seeing &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;impact and hearing how twisted it sounded made me feel like one of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;children that lives in the Last City&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The first thing to strike (no pun) &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny 2 Beta was how &lt;/del&gt;well-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;worn it felt&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Like wrapping up &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a comfy blanket that &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;always waiting when returning to the family home…while it crumbles &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;burns to ash&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The one thing that’s &lt;/del&gt;been on the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;brain is how Destiny would need to pull a &lt;/del&gt;Halo &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;maneuver if it hoped to pull itself up &lt;/del&gt;from the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original launch&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so far, so good. Destiny 2’s beta does exactly what Bungie’s previous title Halo did before &lt;/del&gt;it, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;taking everything &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;learned from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first game and improving on that at every turn&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The gun play is tighter&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the environments more stunning (not just visually) &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the state of Destiny in &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;better place than when it started&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s a shame then &lt;/del&gt;that the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beta doesn’t offer more&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;because &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sparseness of it all itches at &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;back of the mind. Why only show the opening mission&lt;/del&gt;, a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strike, and two crucible maps/modes&lt;/del&gt;?&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Having been mixed on Divinity games in the past, I was hesitant to jump into Larian Studios' latest game&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It took only ten minutes before I realized I shouldn’t have worried as Divinity: Original Sin &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one of the most hardcore RPGs in &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;long while. This isn’t something that holds your hand; it’s up to your own memory &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thoughts to determine the outcome of &lt;/del&gt;specific &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;scenarios. You also have to really enjoy detailed menu systems &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;walls &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;numeric values for each character to appreciate what kind of RPG &lt;/del&gt;this is&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Mix in &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turned based combat system similar to that &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;XCOM&lt;/del&gt;: &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Enemy Unknown&lt;/del&gt;, with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dice rolls and strategic placing, and Divinity: Original Sins is an RPG of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ages&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When D4 was first announced, it sounded ridiculous. Swery65, a man who made a name for himself with the over the top &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overly charismatic Deadly Premonition, was creating a Kinect game exclusively for Xbox One? It just sounded out of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ordinary, even by his standards&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;But alas&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;D4: Dark Dreams Don’t Die &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most charming, most comical games &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;year. While it’s run almost entirely on quick time events though either &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;controller or hand motions&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s the loveable cast of characters and intriguing storyline &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;really make D4 special&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If there’s one mission for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gaming community&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s to ensure that Swery65 &lt;/ins&gt;and the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;team &lt;/ins&gt;at &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Access Games finishes &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;episodic adventure&lt;/ins&gt;, as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;two chapters &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a prologue are just not &lt;/ins&gt;enough.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dark Souls and Demon’s Souls were easily two of my favorite games to have hit &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;last generation of consoles&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so when From Software announced &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;quot;direct&amp;quot; sequel&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;my anticipation was palpable&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Somehow&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;From Software is able to create some &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most grueling&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most depressing worlds &lt;/ins&gt;out &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while at the same time urges us &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;venture forth&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While there &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some hitbox issues that can add &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;frustration&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bosses&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;environments and enemies are all well throughout&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;along with an incredibly intriguing hidden storyline that ties directly into the past game&lt;/ins&gt;. It’s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;almost as if the developers deliberately set up scenarios to screw over &lt;/ins&gt;players, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we took it and enjoy every minute &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While I didn’t mind Dragon Age II, &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;still was a step down from the incredible hardcore experience that was Origins&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;BioWare was able to meet in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;middle&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;creating a more modern Action-RPG &lt;/ins&gt;while &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;maintaining an old school essence. There was no game on this list that I spent more time with than Dragon Age: Inquisition&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;good reason&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s an RPG of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;highest caliber&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;introducing us &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Thedas like we’ve never seen it before&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and some &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the most affable characters to ever grace the Dragon Age fiction&lt;/ins&gt;. There’s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so much lore packed into this sixty dollar package that you’ll be engrossed in the &lt;/ins&gt;story, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mention the vast expansive world &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has been finely crafted&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The branching paths &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;party specific dialogue also give Inquisition an incredible amount of replay value; never before directly after finishing &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game did I want to replay &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an entirely different way&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;That’s not to mention the fights &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dragons are some of the most satisfying occurrences to be found&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dragon Age: Inquisition has it all&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while I would like &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see BioWare expand upon the addictive multiplayer mode, its campaign drove deep into my addictive personality&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bungie has completely overhauled &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way guns are classified in &lt;/ins&gt;Destiny 2. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original game&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you had a primary&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a secondary and a heavy weapon&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;That’s gone&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;replaced by &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new Kinetic&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Energy &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Power classification system&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;On the moon you find &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deceased &lt;/ins&gt;Guardian, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not to mention &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mysterious figure shadowing you. It’s revealed that &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hive have been in contact with an unknown presence are making preparations &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an invasion of Earth, something you need &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stop&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Thus&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you dive deeper &lt;/ins&gt;into the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hive ruins only &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;find the Sword of Crota&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;By destroying this, the Hive’s communications have ceased with the unknown force&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for the remainder of the vanilla story&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Hive threat has been squashed&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unfortunately&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they’re not &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;major problem as &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mysterious figure who has been stalking you hails you to Venus&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Competitive multiplayer returns &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;form of Crucible, which has gone through extensive tweaks. Gone are the 6v6 matches, replaced with 4v4 matches. While this is a curious choice, the player count works rather &lt;/ins&gt;well &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;All multiplayer maps have been designed with this number &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mind and it’s easy to find firefights. Playing Crucible &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;also more rewarding with loot generously dropped &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Crucible Reputation tokens after each match&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;It has &lt;/ins&gt;been &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a long time since we’ve seen a proper Bungie game &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PC. Outside of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first two &lt;/ins&gt;Halo &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;games ported well after the fact, the now Washington-based studio wasn’t always well known for their console releases. After splitting off &lt;/ins&gt;from &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Microsoft and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Halo brand, Bungie worked on their next major project&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was met with mixed reception&lt;/ins&gt;, it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;quickly became one of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;biggest new IPs this generation, inevitably spawning a sequel&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny 2 was released last month with numerous improvement to the formula&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even though it didn’t completely blow everyone away, it still has &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strong, dedicated fanbase&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;One group of gamers &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;still needs to experience &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny love is PC players&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but finally that has been rectified. Activision and Bungie have released &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;multi-million selling sequel to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;open platform&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but is it what PC gamers had hoped for or is this &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise better left on dedicated consoles&lt;/ins&gt;?&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;There you have it&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While there &lt;/ins&gt;is a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot more history &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;detailed information regarding &lt;/ins&gt;specific &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;individuals &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemies during the conflicts &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny, &lt;/ins&gt;this is a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;broad overview of what happened throughout the course &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game. You should now be prepared for [https&lt;/ins&gt;:&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;//www.destiny2focus.com/ destiny 2 guide] 2 when it hits PlayStation 4 and Xbox One on September 6&lt;/ins&gt;, with the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PC version coming October 24&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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		<author><name>177.234.143.8</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=The_Problem_With_Mainstream_Appeal&amp;diff=1848995&amp;oldid=prev</id>
		<title>2025年10月25日 (土) 16:25にHazelMackersey0による</title>
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		<updated>2025-10-25T16:25:02Z</updated>

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				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;There’s no real choices and trade-offs to be made anymore. The same goes for the rest of the game. The in-depth and often rewarding dialogue trees are gone, replaced with options that boil down to whether or not the player character is going to be either nice or sarcastic nice. There are no karma checks, no skill checks, no special checks, nor even long and interesting conversations to be had. Dialogue might as well just be there because previous Fallout games had it. The list could go on, but is perhaps better saved for another time. As it stands,Fallout 4 has gained massive mainstream success. It just had to become a different game in order to get it; a game that’s much more a shooter with RPG elements than it is an RPG with shooter elements. It became a game one that fans of the old Fallout games have grown to hate and possibly a series that RPG fans in may no longer care about in the future. Taken on it’s own It’s a decent game, but one that has nonetheless been compromised for the sake of short-term sales. The same is true of Dead Space 3.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Destiny released in September of 2013 and with it came an avid fan base, not necessarily for the game itself, but for developer Bungie as a whole. Unfortunately, Destiny wasn’t the most well-received game and its history is marked by scars of mistakes past. Nonetheless it pushed ever onward and a healthy fan following remained to keep it alive-and-well. There’s even a Guardiancon now and the game is still in its child years if breaking it down. It can think, play and be socially engaging; it just needs to grow a bit more. Thankfully, Destiny is giving the ultimate gift in its last few months before [https://Www.destiny2Focus.com Destiny 2 Tips] 2 comes out.&amp;lt;br&amp;gt;&lt;/del&gt;&amp;lt;br&amp;gt;Fallout 4 and Dead Space 3 were both the standout best sellers of their respective series. More gamers are familiar with these series thanks to their widespread success. On it’s own, this success is a good thing. In the case of Fallout at least, it means that the series has a future. Just like with Destiny 2, however, that success came with a price. In the case of Fallout 4 , greater success and mainstream appeal came at the cost of its RPG depth. Instead of defining what kind of character they want to play at the outset of the game, players can instead develop them as they play. The Sole Survivor’s identity is fluid. They can be anything and everything given enough time. They’re basically competent in everything from the outset of the game and developing them is mostly just a matter of increasing their damage with/resistance to different types of weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Casual &lt;/del&gt;players are the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;single largest audience in gaming; there’s no getting around it&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This is &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;audience that every major publisher wants to appeal to; the one group that every development studio hopes will latch onto their game&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;After all&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;capturing &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attention &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;casual or mainstream audience usually means massive success and wondrous profit&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;So it’s understandable that they&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;publishers especially&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;would have &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;vested interest &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;making their games more accessible and appealing &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that audience&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Making that appeal often means simplification. The simpler &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game is&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more accessible it is, the more mainstream appeal it can &lt;/del&gt;have&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. While there’s nothing innately wrong with making one’s game more accessible to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wider gaming audience&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doing so always comes at a cost&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Just as &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game cannot be both simple and complex, neither can it simultaneously serve its niche and successfully appeal &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the mainstream audience. Therefore compromises must be made&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;usually ones that rob the game &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;what made it special in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first place&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While thinking about all of this&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one other raid consistently keeps popping into my head, Vault of Glass. Ask any veteran &lt;/del&gt;Destiny &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player and they will probably say Vault of Glass &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one &lt;/del&gt;of the best, if &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not best raid &lt;/del&gt;Destiny &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has ever had. It was &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;perfect blend &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;platforming, puzzles &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bosses that created &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ridiculously fun raid that could &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;played with ease over &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;over again. Even when taking new people in&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it was understood &lt;/del&gt;that the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;longest &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;would take was minimum six hours&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Leviathan was a false sale. Guardians struggle &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it even when knowing the strategies for each room&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the rewards are the most lackluster yet with no armor &lt;/del&gt;or &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weapons dropping to even give the slightest sense of accomplishment&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new players will probably not want &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;touch it because it requires a level of communication and coordination that only close friends, professional streamers or elite gamers really have&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Speaking &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;space-magic&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more lore has &lt;/del&gt;been &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;filled in with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;arrival of new ghost. Yes&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not everyone wants &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;crawl &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the internet &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;discovery &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;intricate workings of just what makes Destiny tick&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but for lore-nerds like me&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dream come true&lt;/del&gt;. I &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will gladly take more lore&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;because &lt;/del&gt;for those &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;who don’t know&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny has some crazy cool sci-fi/fantasy &lt;/del&gt;lore. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When is space-magic &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bad thing&lt;/del&gt;? &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s not&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Any tad bit more &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lore &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;leak out will be greedily consumed until &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;next one arrives&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It might seem like &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;small &lt;/del&gt;thing, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but all those NPCs aren’t just spotting nonsense&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they are referencing things&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same reason &lt;/del&gt;every &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;item has a cryptic description&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In fact&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this might be &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best time to get to know &lt;/del&gt;Destiny. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Might as well see how &lt;/del&gt;it all &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;came to be while waiting for Destiny 2&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;right? So&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;go read that lore. It’s crazy &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;out-there &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ways. Just know it's heavy on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;space-magic -- &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wizard did come from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;moon, after all&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doesn’t sum it up&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I don’t know what does&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;Fallout 4 and Dead Space 3 were both the standout best sellers of their respective series. More gamers are familiar with these series thanks to their widespread success. On it’s own, this success is a good thing. In the case of Fallout at least, it means that the series has a future. Just like with Destiny 2, however, that success came with a price. In the case of Fallout 4 , greater success and mainstream appeal came at the cost of its RPG depth. Instead of defining what kind of character they want to play at the outset of the game, players can instead develop them as they play. The Sole Survivor’s identity is fluid. They can be anything and everything given enough time. They’re basically competent in everything from the outset of the game and developing them is mostly just a matter of increasing their damage with/resistance to different types of weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Of all the things &lt;/ins&gt;players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can do in the open area, Adventures &lt;/ins&gt;are the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most story-driven&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Presented on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;map as an orange banner with a white sword, these activities task Guardians with following a series of objectives&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Structurally&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Adventures most resemble &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mission design &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;missions from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original; get an objective, [https://www.destiny2Focus&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com/ go to these guys] clear out a wave of enemies&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;listen to Ghost speculate a bit&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and battle &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;boss.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Anyone hoping for more enemy species &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny 2 are bound &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be disappointed&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In addition to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Taken mentioned above&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all four of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;previous species return. You &lt;/ins&gt;have the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hulking Cabal&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;four-armed Taken, zombie Hive and time-traveling Vex&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s disappointing that &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;named sequel doesn’t have any new species for players &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fight&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but there are a handful of new things going on within each &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;current factions&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Love it or hate it&lt;/ins&gt;, Destiny is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;addicting. It has some &lt;/ins&gt;of the best &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first person shooting mechanics available, and while the campaign structure is limited, its drive for loot is exciting. Unfortunately&lt;/ins&gt;, if &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players ignore the Raids all together they will be left with an unfortunate experience that’s marred by a virtually non-existent plot. Regardless, &lt;/ins&gt;Destiny &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fun game to play with friends, having you dig through hours &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dungeons &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lengthy strikes. There’s &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot for Bungie to do (an actual story would &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nice, more varied locations for missions &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;less repetitive mission tasks)&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but they have established something to build off of &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will hopefully be expanded upon in future iterations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Energy weapons take &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;second category and have a burn type associated with &lt;/ins&gt;it. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Replenished &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;green ammo, these weapons fire either Solar, Arc&lt;/ins&gt;, or &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Void Damage. These firearms can be Auto Rifles, Scout Rifles, Pulse Rifles, Handguns&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Revolvers &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Submachine guns. Energy weapons are best used &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take down enemy shields&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Many familiar faces filled the screen as the hour &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny 2 played out, characters any player could recognize (Holiday did look slick flying that ship.) Destiny 2 means introducing new faces to the fold&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;folks that may have &lt;/ins&gt;been &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;whole time&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but Guardians were &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;busy running around the galaxy &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pay attention too. At least, that’s what I like &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;think. Getting down on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;people's level though&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;actually coming down from their Tower&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Guardians will hopefully see firsthand the struggles that the Last City had to go through on a daily basis. New places and new faces means new content. Guardians always had &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pretentiousness about them&lt;/ins&gt;. I &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enjoyed my Guardian&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it felt like we were all on a high horse policing the universe without a care &lt;/ins&gt;for those &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we were actually supposed to be protecting. This isn’t a new concept, though&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even having been written into the &lt;/ins&gt;lore. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It's known that children are told stories at night about Guardians to frighten them. Protectors or &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;something worse&lt;/ins&gt;? &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Guardians are undead soldiers after all, Zavalas haunting speech while returning over and over again, shook me&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;My guardian has done this exact thing, but actually seeing the impact and hearing how twisted it sounded made me feel like one &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the children that lives in the Last City.&amp;lt;br&amp;gt;The first thing &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strike (no pun) in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny 2 Beta was how well-worn it felt&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Like wrapping up in &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;comfy blanket that is always waiting when returning to the family home…while it crumbles and burns to ash. The one &lt;/ins&gt;thing &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that’s been on the brain is how Destiny would need to pull a Halo maneuver if it hoped to pull itself up from the original launch&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and so far&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so good&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny 2’s beta does exactly what Bungie’s previous title Halo did before it, taking everything it learned from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first game and improving on that at &lt;/ins&gt;every &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turn&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The gun play is tighter&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;environments more stunning (not just visually) and the state of &lt;/ins&gt;Destiny &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in a better place than when it started&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s a shame then that the beta doesn’t offer more, because the sparseness of &lt;/ins&gt;it all &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;itches at the back of the mind. Why only show the opening mission&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a strike&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;two crucible maps/modes?&amp;lt;br&amp;gt;Having been mixed on Divinity games &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;past, I was hesitant to jump into Larian Studios' latest game. It took only ten minutes before I realized I shouldn’t have worried as Divinity: Original Sin is one &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most hardcore RPGs in &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;long while. This isn’t something that holds your hand; it’s up to your own memory and thoughts to determine &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;outcome of specific scenarios. You also have to really enjoy detailed menu systems and walls of numeric values for each character to appreciate what kind of RPG this is&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mix in a turned based combat system similar to &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of XCOM: Enemy Unknown, with dice rolls and strategic placing&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Divinity: Original Sins is an RPG of the ages&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>HazelMackersey0</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=The_Problem_With_Mainstream_Appeal&amp;diff=1847356&amp;oldid=prev</id>
		<title>CathleenPfaff11: ページの作成:「&lt;br&gt;There’s no real choices and trade-offs to be made anymore. The same goes for the rest of the game. The in-depth and often rewarding dialogue trees are gone, replace…」</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=The_Problem_With_Mainstream_Appeal&amp;diff=1847356&amp;oldid=prev"/>
		<updated>2025-10-25T11:32:20Z</updated>

		<summary type="html">&lt;p&gt;ページの作成:「&amp;lt;br&amp;gt;There’s no real choices and trade-offs to be made anymore. The same goes for the rest of the game. The in-depth and often rewarding dialogue trees are gone, replace…」&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;br&amp;gt;There’s no real choices and trade-offs to be made anymore. The same goes for the rest of the game. The in-depth and often rewarding dialogue trees are gone, replaced with options that boil down to whether or not the player character is going to be either nice or sarcastic nice. There are no karma checks, no skill checks, no special checks, nor even long and interesting conversations to be had. Dialogue might as well just be there because previous Fallout games had it. The list could go on, but is perhaps better saved for another time. As it stands,Fallout 4 has gained massive mainstream success. It just had to become a different game in order to get it; a game that’s much more a shooter with RPG elements than it is an RPG with shooter elements. It became a game one that fans of the old Fallout games have grown to hate and possibly a series that RPG fans in may no longer care about in the future. Taken on it’s own It’s a decent game, but one that has nonetheless been compromised for the sake of short-term sales. The same is true of Dead Space 3.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Destiny released in September of 2013 and with it came an avid fan base, not necessarily for the game itself, but for developer Bungie as a whole. Unfortunately, Destiny wasn’t the most well-received game and its history is marked by scars of mistakes past. Nonetheless it pushed ever onward and a healthy fan following remained to keep it alive-and-well. There’s even a Guardiancon now and the game is still in its child years if breaking it down. It can think, play and be socially engaging; it just needs to grow a bit more. Thankfully, Destiny is giving the ultimate gift in its last few months before [https://Www.destiny2Focus.com Destiny 2 Tips] 2 comes out.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Fallout 4 and Dead Space 3 were both the standout best sellers of their respective series. More gamers are familiar with these series thanks to their widespread success. On it’s own, this success is a good thing. In the case of Fallout at least, it means that the series has a future. Just like with Destiny 2, however, that success came with a price. In the case of Fallout 4 , greater success and mainstream appeal came at the cost of its RPG depth. Instead of defining what kind of character they want to play at the outset of the game, players can instead develop them as they play. The Sole Survivor’s identity is fluid. They can be anything and everything given enough time. They’re basically competent in everything from the outset of the game and developing them is mostly just a matter of increasing their damage with/resistance to different types of weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Casual players are the single largest audience in gaming; there’s no getting around it. This is the audience that every major publisher wants to appeal to; the one group that every development studio hopes will latch onto their game. After all, capturing the attention of the casual or mainstream audience usually means massive success and wondrous profit. So it’s understandable that they, publishers especially, would have a vested interest in making their games more accessible and appealing to that audience. Making that appeal often means simplification. The simpler the game is, the more accessible it is, the more mainstream appeal it can have. While there’s nothing innately wrong with making one’s game more accessible to the wider gaming audience, doing so always comes at a cost. Just as a game cannot be both simple and complex, neither can it simultaneously serve its niche and successfully appeal to the mainstream audience. Therefore compromises must be made, usually ones that rob the game of what made it special in the first place.&amp;lt;br&amp;gt;While thinking about all of this, one other raid consistently keeps popping into my head, Vault of Glass. Ask any veteran Destiny player and they will probably say Vault of Glass is one of the best, if not best raid Destiny has ever had. It was a perfect blend of platforming, puzzles and bosses that created a ridiculously fun raid that could be played with ease over and over again. Even when taking new people in, it was understood that the longest it would take was minimum six hours. Leviathan was a false sale. Guardians struggle with it even when knowing the strategies for each room, the rewards are the most lackluster yet with no armor or weapons dropping to even give the slightest sense of accomplishment, and new players will probably not want to touch it because it requires a level of communication and coordination that only close friends, professional streamers or elite gamers really have.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Speaking of space-magic, more lore has been filled in with the arrival of new ghost. Yes, not everyone wants to crawl to the internet to discovery the intricate workings of just what makes Destiny tick, but for lore-nerds like me, this is a dream come true. I will gladly take more lore, because for those who don’t know, Destiny has some crazy cool sci-fi/fantasy lore. When is space-magic a bad thing? It’s not. Any tad bit more of lore to leak out will be greedily consumed until the next one arrives. It might seem like a small thing, but all those NPCs aren’t just spotting nonsense, they are referencing things. It’s the same reason every item has a cryptic description. In fact, this might be the best time to get to know Destiny. Might as well see how it all came to be while waiting for Destiny 2, right? So, go read that lore. It’s crazy and out-there in the best of ways. Just know it's heavy on the space-magic -- a wizard did come from the moon, after all. If that doesn’t sum it up, I don’t know what does.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>CathleenPfaff11</name></author>
	</entry>
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