![]() Do you remember way back in the misty days of the first Destiny beta, when we got access to the Cosmodrome? And the first thing everyone did was to decide to go off piste and go exploring underground? Remember the Hive Knights that wrecked you? Well, they are back! When you hit the Cosmodrome again, the knights are too powerful for you, but I’m pleased to report that with a little light grinding they are eminently killable. In addition to Europa, Bungie have brought back the Cosmodrome to have a run around in, and this is a pleasantly nostalgic trip down memory lane. New public events make a debut as well, including one involving three robots that look like the Fallen have been playing Titanfall massive bipedal machines that hit like a train and have overshields, just to make things that little trickier. The new strikes are the usual mix of mayhem and destruction, and the Glassway, one set on Europa, has a memorable Vex climax that takes some getting used to. In addition to the new gear, Bungie have also added in new Strikes and even a whole new Raid – the Deep Stone Crypt. And even worse than that, Bungie have now introduced light level caps on the older kit, which is a bit of a kick in the teeth. I’ve been battering the Strike playlist, and apart from an Exotic sub machine gun that dropped at 1204 light, the game has been trolling me by giving me armour at 1199 light, for instance. I mean, I ground my way through Destiny when the cap was only in levels, not light, and the only way to get stronger was to find better gear, and I don’t remember it ever being this hard. ![]() Of course, I’m at the end of the campaign with my Titan now, and she’s levelled up to 1206 light, but my goodness the going is slow once you get past 1200. I stopped playing Destiny 2 at the end of Forsaken pretty much, and the whole Shadowkeep thing passed me by, so it was a nice surprise to fire the game up and see that my three guys had been upgraded to 1050 light. Now, another thing that Bungie usually adds in these expansions is a whole host of new Exotic weapons and armour, alongside new ordinary loot that ensures your old gear looks a bit sad. How can Light and Darkness exist in one host? Well, therein lies a tale, but for fear of spoilers I’ll halt the exposition there. ![]() Of course, we decide that the best way to deal with this Darkness power is to fight fire with fire, and we take the Darkness into ourselves, causing Ghost to have something of a nervous breakdown. Getting hit with a Stasis attack freezes you solid, and as you can imagine the bosses of the new campaign arc, who all use it, are a real pain to take down. While we have been used to only having three flavours of power all through the Destiny journey to this point – Solar, Void and Arc – now the Darkness has bestowed the power of Stasis, which basically means Ice. What this means in practice is that Eramis, the new Kell of Kells, and her new House Salvation have managed to acquire splinters of the Darkness, and this grants them immense power. This time, the Pyramids that have been threatening to bring an end to the Light and the Traveller have appeared throughout the solar system, and the Fallen have made a deal to take advantage of the Darkness contained within. ![]()
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