Last week, with no fanfare, Bungie opened a door in The Arms Dealer strike. Likely many of the players who loaded in to complete the week's Nightfall: The Ordeal didn't even notice—passing through the first corridor as normal. Those that did, though, got to run a gauntlet of Cabal turrets, and eventually found a mysterious distress signal leading to a new mission off The Tangled Shore, on a seemingly abandoned Cabal ship.
The mission, Presage, is a triumph—a claustrophobic showcase for why Destiny 2 would make a great horror game. Your exploration of the doomed vessel Glykon strikes an unnerving balance between quiet, creeping dread, tense battles, and even a bit where you get squished by a giant, room-sized trash compactor. It takes a previously defanged enemy race, and puts them in a context that makes them feel properly creepy again.
More importantly, though, it's the continuation of a trend that helps to set Destiny 2 apart from other live service games. Presage is the latest in a series of secret exotic quests—a tradition that dates back to Destiny 1's The Taken King expansion. Back then, players stumbled upon a new section of the Lost to Light heroic story mission, which led to a version of the Traitor's Ketch that had been infested with Taken. If they cleared the Ketch within 10 minutes, they were rewarded with the exotic sniper rifle Black Spindle.
Fittingly, the first secret exotic quest in Destiny 2, The Whisper, was a timed challenge that rewarded Whisper of the Worm—essentially a new version of Black Spindle. Originally, The Whisper was only available on weekends. Players had to wait for a specific public event in the Lost Oasis region of IO, and find and kill a Taken boss while it was active. That opened a portal that would lead into the mission proper.
The Whisper was a giant jumping puzzle through Vex architecture, followed by some particularly difficult combat and a large-scale boss fight—once again, with a 10 minute time limit. Not only was the mission itself a secret, but it was full of secrets too. Its heroic version even referenced Destiny's first raid, the Vault of Glass, and its long-rumoured but never discovered extra loot chest.
More importantly, The Whisper was a statement of intent. Destiny 2's first year was not very well received. Thanks to its double primary loadout system, fixed rolls on weapons and some lacklustre expansions, many in the community had grown disillusioned with the game. More than that, though, Destiny 2 felt philosophically different—where the first game embraced mystery and collaboration, the sequel, up until that point, could be played without ever consulting a wiki.
Whisper, then, felt like Bungie recapturing some of the magic and nostalgia from the original game, and giving players a taste of the direction Destiny 2 was moving. Later that year, Forsaken arrived to great acclaim, bringing back some of the friction to its systems. Bungie even stopped telling players where Xur was hiding each weekend.
Live service games are often a weird, asynchronous conversation between player and developer. One side is a disparate morasse of angry, impatient, often conflicting voices—a roiling storm of changing opinions and desires. The other is impassive and monolithic, responding slowly and cautiously, but dramatically. Throughout Destiny 2's life, no statement hits harder than the appearance of a secret mission.
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