Absolutely gorged myself on the game, and am settled at 274 ilevel waiting for the next reset and the raid (can't wait!). Some thoughts:
- Bungie killed it with pacing and presentation this time around. The first and last missions (let's include the interconnected string of them) are easily the series best and really capitalize on Destiny's (and Bungie's) strengths: other players fighting alongside you, the juxtaposition of immaculate gameplay / setting / sound design (those strings sections!), and a *feeling* of being an immortal space badass. To me, they are Bungie's thesis.
- It genuinely fees like the designers sat down, looked at every aspect of the Destiny experience, and carefully thought through how to make them better; the quality of life changes are overwhelmingly excellent and, minus a few missteps, are basically spot on. I'm a big fan of no longer needing to level up weapons, the focus on faction rewards, and the "hidden" difficulty triggers for public events. Good stuff!
- With that said, the loss of the Grimoire is a MEGA-BUMMER! Literally all they had to do was move it in-game. The lore tabs included on some of the items are great, excellent even, but we went from lots of cool flavor and universe to take in to almost nothing
The abundance of scannable environment is cool, but is by no means a substitute for the Grimoire. I'm a little sad Bungie has stepped back from their history of giving us tons of (optional) stuff to read, generally best in class sci-fi/fantasy worldbuilding, and expected a lot more based on what Luke Smith said at PAX. I guess we'll have to wait and see how the raid items fit in.
- Pyramidion is easily the best strike, featuring just enough story for flavor, labyrinth-esque traversal and traps, platforming, and a huge variety of spaces; Savathun's Song is easily the worst, featuring a reliance on a weird story that gets more awkward on subsequent playthroughs (Taeko-3 feels like she cannot wait to fridge herself, lol, and is thirty seconds away from not having to die), boring encounters, over reliance on turrets, mindless traversal, and a giant fucking Shrieker as a boss (aka literally the worst non-Taken shieldbearer enemy in Destiny scaled up into a boss).
The gap in quality between these two strikes is kind of astounding, overall quality is all over the place, and makes me wonder about the design team responsible for them and the role in Destiny's bigger picture. Like what are their goals? Was good stuff cut out / spread out for later? Are they okay with these five (six) strikes representing their work? Are they just too easy on normal difficulty, and is an intended heroic (pre-Nightfall) difficulty coming?
- On that note, the new Nightfall is rad as hell. I'm sure my fireteam will turn a corner where we can just turn these out with lots of time to spare, but we finished it with just seconds left on the clock - after getting our asses handed to us the first try! - and I loved how the modifiers dictated the pace and flow of combat instead of feeling like leaning on one factor being broken against the player.
(If all of the strikes were designed as nightfalls, and feel best in the format, I guess that explains the strike situation.)