Destiny 2 Shadowkeep Review – That Ghost Came From The Moon

It’s hard to overstate how much better Destiny 2 has become in the last year. The Forsaken expansion and the smaller, more frequent updates that followed added variety in activities that meant you could earn rewards while playing your favorite content, as well as a huge amount of new, weird lore to sift through, and secrets to uncover. It’s not a stretch to say Destiny as a franchise was the best it’s ever been in the second year of Destiny 2.

The new Shadowkeep expansion builds on those foundations in just about every way. While returning to the moon is a pretty good time in and of itself–the expansion leans hard on the spooky locale, which was part of Destiny 1 but refreshed and enlarged for Destiny 2–it’s the smaller improvements to the way the game works that are really the standout. Shadowkeep’s content offerings aren’t quite as sprawling, varied, or engaging as what we saw in Forsaken, but the expansion builds on the recent tweaks in Destiny 2 to make the moment-to-moment gameplay even stronger.

Forsaken made some effort to establish Destiny 2 as a game that’s constantly evolving. Instead of dropping a series of big content updates with little happening between them, Destiny 2’s second year became a drip-feed of new stuff that helped keep the game compelling, for the most part, month after month. Bungie has said this approach is how it wants to handle the game going forward, and Shadowkeep represents a big step in that direction. That means parts of the expansion feels a bit truncated–it teases more to come, but leaves some of Shadowkeep a bit unsatisfying.

Destiny 2 story campaigns have always been a touch lackluster–they usually pack cool individual missions, but they almost always end quickly and rarely amount to more than chasing down some big enemy and putting them in the ground. Shadowkeep’s main story is also on the short side, wrapping up in a four or five dedicated hours (and less once you start leveling alternate characters who benefit from the high-level gear you’ve already procured). It’s also clearly the first part of a much larger tale, one that Bungie says will play out over the entire year. As such, it presents something of an unsatisfying journey; it’s the first few steps, rather than a complete arc, and you might be a bit surprised when it’s suddenly over.

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Shadowkeep sees the return of a Destiny 1 character, Eris Morn, who was central to two previous expansions: The Dark Below and The Taken King. Here, Eris has learned that the death-worshipping faction, the Hive, has discovered something on the moon that’s conjuring up phantoms of past foes and allies, returning deadly facsimiles of them to life. In a way, it’s a big reunion tour of the Destiny of old. Eris is back, you return to the D1 location of the moon, which we haven’t seen in two years, and you fight slightly watered-down versions of big bad guys you’ve previously defeated, such as Dark Below raid boss Crota and Destiny 2 vanilla boss Ghaul. It’s something of an amped-up nostalgia trip that’s a good time, especially if you’ve got a long history with the Destiny franchise–but we’re waiting to reach the long-term endgame content that will wrap up some of these story threads.

It is cool, however, to hang out on the moon, especially because its spooky factor has gone up. Lunar tunnels are filled with frightening screams of hidden terrors, there are plenty of tough enemies to dispatch, and the whole place carries an air of haunted mystery. It seems we’ve only scratched the surface of what’s hidden on the moon so far. Destiny is at its best when it’s full of secrets for the community to uncover, and the game has already provided a few big, baffling mysteries that have required everyone to band together to work out.

Though it ends a little too quickly, the story campaign has some exciting moments as Guardians band together to attack and infiltrate the new Scarlet Keep location and discover what the Hive is up to. The rest of the expansion’s new content is engaging as well. Nightmare Hunts are pretty much mini-Strikes, making them quick and palatable boss fights that help you grab new gear. A new take on Nightfall Strikes, the tougher versions of Destiny 2’s three-player Strike activities, are enticing thanks to a ramping difficulty system that gives you challenges at a variety of Power levels. Exploring the moon has a lot to offer as well–though a lot of the location is made up of old areas, they’re deep and maze-like, and every trip into their depths feels deliciously dangerous.

There’s also the Garden of Salvation raid, which became available a few days after launch, to give Destiny 2’s highest-level players something to aspire to finishing. Destiny raids are often the best, most inventive content the game has to offer, and Garden of Salvation continues the tradition of including strange and fun mechanics that push your limits of skill and team coordination. It’s one of the shorter raids with only four encounters, but includes big, exciting pieces, like a chase through a field exploding with enemy fire and a Gambit-like boss battle that requires teams to split into multiple groups to gather items and defend against team-wiping attacks. Garden of Salvation isn’t quite the equal of the massive Forsaken raid, Last Wish, but it’s a highlight of Shadowkeep for certain.

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Vex Offensive, a new six-player wave-based activity that dropped alongside the raid, helps to round out the amount of stuff Shadowkeep gives you to do for its first season. Like last season’s Menagerie, it has the feeling of being a lighter, easier raid-like activity that’s more accessible for those who aren’t quite hardcore enough to take on Garden of Salvation. The activity itself requires a little more teamwork than the usual Destiny 2 event, without being impossible to do if you’re matchmaking alone. It’s a fun change of pace from Strikes or Crucible, and its huge dump of rewards mean chasing the best rolls for its many guns doesn’t feel like a chore.

Where Shadowkeep really excels, however, is less in the content to work through and more in the myriad smaller changes Bungie has made to totally revamp Destiny 2. The biggest changes focus on making character builds a more important part of the experience, giving you a chance to experiment with weapons and armor not just to make your character more powerful in general, but more powerful in ways that specifically meet your particular play style and needs.

Driving that focus is the new approach to weapon and armor mods, which allows you to mix and match elements that were previously unmovable perks on particular pieces of gear. In the past, you had to spend so much time switching gear in order to make your overall stats go up that more nuanced numbers, like how fast your grenades recharged or how quickly you moved, could generally be ignored. Making sure you had the best rolls on particular gear only really mattered in the game’s toughest activities and to the most hardcore members of the community.

With Armor 2.0 and the new weapon mod system, you can move those perks (now as individual mods) between armor sets to build a few pieces of gear with exactly the capabilities you want. You’re also no longer penalized for experimenting since mods aren’t consumed on use. It means that once you start to get some pieces of armor and weapons that work really well for you, it’s possible to continually tweak them to fit how you want to play the game and your particular role on a team.

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Shadowkeep’s tweaks to higher-level enemy encounters, like adding enemies that require specific mods to defeat, provide excellent opportunities to experiment with character builds and loadouts. Especially in Garden of Salvation, I found myself stopping to try different equipment combinations to help me deal with tough enemies or specific situations. The system provides a lot of opportunities to think about and develop character builds; more than I’ve been doing through most of the five years I’ve played Destiny. It’s an improvement that makes the game’s core loop of constantly chasing new gear feel like it matters to how you play the game–and it’s one Destiny desperately needed.

The early leveling system has been improved significantly as well, making the climb to the endgame a lot more reasonable. Leveling up your character is (mostly) gone in favor of constantly chasing gear with better Power numbers. Up to the soft Power level cap, every drop is a useful one–giving you a chance to try out a host of different weapons and armor in various circumstances before you get to Shadowkeep’s toughest content. Shadowkeep’s change to move experience points from a needless character-leveling system to a battle pass and new Seasonal Artifact item also helps a major ongoing Destiny problem of running out of things to do as you approach maximum level. Everything earns you experience to advance your battle pass and artifact, and the latter of which contributes to your characters’ overall Power level, so there’s a lot less wasted time chasing useless rewards.

Much of the experience of live service games like Destiny 2 is in the continued chase after better gear and more power in the endgame. While things slow down significantly during the post-soft cap climb, progress feels steady through the game’s decent variety of activities, especially with the addition of Vex Offensive. Bungie’s changes to the system strike a nice balance between the issues of Year Two, when so many activities started to feel like chores, and the problems of the past, when progressing was a much slower grind. Pushing hard through a week’s worth of Powerful gear drops can get you raid-ready in a hurry, but with a number of new guns to chase and new activities to master, there’s still a lot for top-tier players to focus on beyond trying to raise their Power level through the roof. The new Seasonal Artifact also helps balance the grind by continually awarding additional Power points regardless of the numbers on your gear. As a result, you never feel stalled, no matter what part of the game you’re playing.

Shadowkeep represents a shift in the fundamentals of Destiny 2, and that has only improved the game. Returning to the moon is full of spooky fun, and while Shadowkeep might not be as huge as Forsaken, it still provides some impressive additions to the world that will take time to fully explore. More meaningful choices in Shadowkeep are pushing me to think beyond just packing my most powerful guns and shooting everything in my path. These are improvements that represent a giant leap forward for Destiny 2.

Oxenfree Creator on Directing Dr. Dre, Oxenfree 2, How Xbox Game Pass Works for Developers and More!

Welcome to the newly relaunched IGN Unfiltered, my monthly interview series where I sit down with the best, brightest, and most fascinating minds in the video game industry. I’m back with a brand-new bar/arcade set – complete with a working beer tap! My guest this month is Sean Krankel, the creator of Oxenfree and the upcoming Afterparty. In this interview, Sean discusses his unique journey into game development, starting with a job on a late-’90s Aaron Spelling teenage soap opera (during which time he threw up in Spelling’s bowling alley), working at Disney, and eventually setting up Night School Studio with his cousin and bringing Oxenfree (and now Afterparty) to life – including how Xbox Game Pass has been a boon to his studio’s success.

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The Flash: Season 6 Premiere Review

Warning: this review contains full spoilers for the Season 6 premiere of The Flash. If you need a refresher on where we left off, here’s our review for The Flash: Season 5. And check out our report on The Flash’s SDCC panel for more on the new season’s connection to Crisis on Infinite Earths.

The CW is doing a terrific job of building hype for the upcoming Crisis on Infinite Earths crossover. Nearly every day we’re being hit with news of another beloved superhero alum dusting off their cape and tights and returning to the DC universe. The downside to all this emphasis on Crisis is that we still have two months of “normal” Arrowverse content to wade through first. That’s a problem The Flash seems destined to struggle with in the weeks to come. In many ways the series already seems on firmer ground, but the premiere fails to establish a clear sense direction for Season 6’s first half.

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10 Things To Remember About Breaking Bad Before You Watch Netflix’s El Camino

Pokemon Go Bringing Mewtwo Back For Raid Hour Event Tonight Only

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Pokemon Go players are still able to encounter Mewtwo in EX Raids, but the Legendary Psychic Pokemon is making a brief return to standard Raid Battles as well. Niantic is bringing Mewtwo back for a Legendary Raid Hour event tonight only, October 8, giving you another chance to catch one that knows the rare Psychic-type attack Psystrike.

What Time Is Mewtwo Raid Hour?

The makeup Mewtwo Raid Hour takes place around the world from 6-7 PM local time. During that brief window of time, Mewtwo Raids will take place at most local Gyms. Unlike the aforementioned EX Raids, which require an invitation, you only need to have a Raid Pass to participate in a standard Raid Battle. You can get one of these for free when you spin the Photo Disc at a Gym, but you can only hold one free one at a time.

What Makes This Mewtwo Special?

The Mewtwo you can currently encounter in EX Raids knows the Ghost-type attack Shadow Ball, but the one appearing at Gyms tonight knows Psystrike, a powerful Psychic-type attack first introduced in Pokemon Black and White.

On top of that, you’ll also have a chance of encountering a Shiny Mewtwo during tonight’s event. Your odds of coming across one are slim, however, so if you’re hoping to add a Shiny Mewtwo to your collection, you’ll need to participate in as many Raids as possible.

Mewtwo Battle Tips

Mewtwo is a pure Psychic-type, which makes it weak to Dark, Ghost, and Bug Pokemon. Your best bet for battling it will be to bring along monsters like Tyranitar, Scizor, or Pokemon Go’s current Legendary, Giratina. Gengar will also be effective against Mewtwo, but its part Poison typing means it’ll take super-effective damage in return, so it likely won’t last too long. If you’ve caught a Mewtwo that knows Shadow Ball, it’ll also be a big help, since it’ll dish out super-effective damage and resist the Psystrike attack.

Once tonight’s Raid Hour event ends, Mewtwo will leave standard Raids again, and Altered Forme Giratina will return. You’ll have until October 17 to catch that Pokemon, after which point it’ll be replaced by an as-yet unannounced Legendary. For tips on how to catch one, be sure to check out our Giratina Raid guide.

Apex Legends Season 3: Hottest Drop Spots On New Map, World’s Edge

Apex Legends got a huge content drop for Season 3: Meltdown, which changed Respawn’s battle royale game in several different ways–including making it easier to jump into for newcomers. Among the changes was the (very temporary) removal of Kings Canyon, which has been replaced with a brand-new map, World’s Edge. Despite its larger size, there are a few places on the map where players seem to congregate, making for ideal drop locations if you want to begin your matches with a fight.

In the following article, we’ve highlighted some of the more interesting places to drop on World’s Edge, a guide that could completely change once the golden vaults open. For now, World’s Edge doesn’t have specific locations of concentrated high-tier loot. There are, however, places on the map where you can find both decent loot and a means for quickly relocating without having to run across a wide-open area. It’s in these places where you’ll typically have to fight off other squads right at the start of a match. We may update this article as more hot drop locations develop.

The Train

Don’t be fooled by Thermal Station, Lava City, and The Dome; the moving train on World’s Edge is the hottest drop spot on the entire map. There is no other place on World’s Edge that consistently attracts as many squads as that train. Train tracks snake through the entire map, so the starting point for the train is usually different between matches. However, there are a few consistencies with the train: it almost always has three Phoenix Kits on it, typically three or more squads go for it at the start of every match, and there are never enough guns on board for everyone.

This means the first few starting moments on the train are usually a full-on fistfight between several different squads, many of which are trying to melee enemies off the moving train to make looting easier. There’s no exact science to how loot on the train works, but I’ve typically seen the guns spread out pretty evenly among its connected cars. So if you see someone else loot a gun from the back of the train, you’re probably not going to find another there. Either punch that sucker straight in the face and hope to end them before they get a shot off or run further up into the train in search of another gun.

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As a side note, if you’re struggling with winning at the train, try dropping at the station it’s scheduled to stop at first. The train almost always spawns right before one of its stops, giving you about half a minute to loot in the safety of a building before storming out and boarding the train before it leaves. The Thermal Station stop (circled in the image above) is perhaps the best opportunity for this strategy as it will almost always have good enough loot to at least overwhelm those who land on the train–who are probably still fighting each other and thus have all the good loot split among three or more squads. Obviously you can also just land here if you’re looking for a place to loot, but without the temptation of the train, you’re unlikely to run into other squads to fight.

The Sniper’s Cliff

This cliff (circled in the picture below) isn’t marked as a landmark on the map. Technically, this small location is tied to the larger nearby landmark, Skyhook–which almost always attracts a squad or two. Unfortunately, Skyhook is so big and contains so many multilevel buildings, it’s difficult to find enemy squads right at the start. Having a sniper rifle and vantage where you have a lookout over almost all of Skyhook provides a huge advantage in hunting down the squads that landed in the location with you. The sniper’s cliff provides both.

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My friends and I call this spot the sniper’s cliff because in almost every match, the loot containers on this mountain provide sniper rifles and at least one sniper scope. The Triple-Take and new Charge Rifle seem to be the more popular drops, but the Longbow DMR and G7 Scout regularly show up too. At the top of the cliff, you have the perfect sniping perch for raining death on those who land in Skyhook. The bottom provides a nice getaway, giving you an entire mountain to mask your approach towards Skyhook or Drill Site. About halfway down the cliff is a zipline that takes you straight into Skyhook for a riskier, albeit faster approach.

As more and more squads have learned of this location, the spot has also increasingly become a hot drop. It’s not really there yet, but you can expect to land on the cliff alongside one other squad on occasion. Then it becomes a frantic duel with sniper rifles, which is a whole different type of exhilarating panic than the close quarters firefights on the train.

The Construction Site

Like sniper’s cliff, this spot is simply a part of a larger landmark–in this case, Capitol City. Located in the southwest portion of the city (circled in the picture below), the construction site is an unfinished building that’s similarly structured like Construction Site on Call of Duty: Black Ops IV’s original Blackout map. This provides several different levels of loot for squads to parse through, which typically encourages half a dozen teams to make this spot their drop site.

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There are actually two different unfinished buildings here, both connected by a long zipline. Between the two it seems like the one with the respawn beacon on the top of it is more popular, but regardless of which you go to, you’re probably only getting a few seconds before someone starts attacking at you. Sometimes it may be someone throwing up grenades from a lower floor and other times it could be someone shooting down on you from an upper floor. Make sure someone on your team finds a good long-range weapon because there’s almost always another team sniping you from the other unfinished building.

There’s no real strategy for winning the construction site other than ensuring you’re wearing a good pair of headphones. With so many levels, it can be confusing to tell where people are by sight alone. You’ll usually hear someone on another level long before you see them. Maybe bring Crypto along if you decide to land here. His drone provides the safest way of scouting other floors. Bloodhound works too, but I’ve found Crypto to be the better of the two choices.

Fuel Depot

Fuel Depot (circled in the picture below) is one of the smallest landmarks on World’s Edge but it’s also perfectly situated, making it an ideal place to hold up in. Of course, because it’s so good, it usually attracts at least one or two squads at the start of every match. Because of the loot scarcity, it’s one of the harder landmarks to win, but doing so ensures you’ll be well situated for wherever you need to go next.

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To understand why squads love dropping at Fuel Depot, you only need to see where it is on the map. Fuel Depot is the closest World’s Edge has to a middle, so landing there gives you the highest probability of being within the safe zone at the start, or at least close enough to it that you won’t have to travel far. It’s also perfectly situated between a lot of other drop spots. On the off chance that no other squad lands in Fuel Depot, there’s a high probability that at least one will wander through Fuel Depot at some point in the game and bring the fight to you.

To the north of Fuel Depot is a watchtower that allows you to snipe anyone trying to escape Capitol City. To the east lies a tunnel leading to Sorting Factory, providing you cover if you want to venture that way as well as blindspots for setting up ambushes for approaching squads. On the west side is a zipline that leads to half a dozen houses full of more loot, giving your squad a place to easily escape to if Fuel Depot gets too hot. To the south is a massive gorge, forcing enemy squads to either climb up to the aforementioned collection of buildings and zipline over to you or drop into the gorge and climb up to you–which gives you the high ground.

The Town Of Overlook

Like Fuel Depot, Overlook is one of the smaller landmarks on World’s Edge. Just outside Overlook is a small collection of buildings (circled in the picture below). For whatever reason, these buildings are more of a hot drop than Overlook. If I had to hazard a guess as to why, I’d assume it’s because the buildings are slightly spread apart, presenting more opportunities to fight out in the open. Meanwhile, Overlook is a lot more enclosed, presenting a great place to bunker down and defend.

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It might seem like there isn’t very good loot here, and that’s partially true. However, just outside of the town is a long hole that descends into an underground tunnel where there are train tracks. On either side of the track are loot containers, which usually have decent armor and weapons in them. Just dive into the hole, grab what you need, and zipline back up. The town that overlooks Overlook won’t know what hit them.

Just remember to be careful. Even if Overlook itself isn’t a hot drop, it doesn’t change that the location is somewhat of a popular spot. Whoever wins the landmark is most likely coming for you once they’ve healed up.

Aaron Paul Talks Breaking Bad’s Legacy, El Camino Surprises, And Vince Gilligan

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Thief Steals $40,000 Of Goods From Valve

Following a series of break-ins at Valve’s headquarters in Washington, the suspect who stole over $40,000 from the game developer has been summoned to appear in court.

Police say Shawn Shaputis, 32, broke into Valve “four or five times” and stole more than $40,000 in games and equipment. Charges against Shaputis were filed last month, but the break-ins date back to June 2018. Local news station KIRO 7 reported that Shaputis is the same man who led police on a high-speed chase in a FedEx truck in July 2018. Shaputis already had six warrants out for his arrest prior to his court summons for the Valve burglary.

GamesIndustry.biz reports that Shaputis has been spotted on GameStop surveillance cameras selling stolen merchandise to the brick-and-mortar store.

Shaputis is scheduled to be arraigned on Wednesday. Another warrant for his arrest will be issued if he fails to appear.

Harley Quinn Bosses On Inappropriate Comedy, Kite Man, And Dated Borat Impressions

The streaming service DC Universe is about to unleash one of its most bizarre and funniest original series yet. The adult animated series Harley Quinn comes to the app on November 29. During New York Comic-Con, executive producers Justin Halpern and Patrick Schumacker talked to us about the upcoming show and bringing something exceptionally funny–and violent–to DCU.

The new animated series follows Harley Quinn–voiced by Kaley Cuoco–who was once Joker’s right-hand woman. Now, she’s on her own and working with bestie Poison Ivy–voiced by Lake Bell. Harley sees things from a very different perspective than other people, which causes her to have some delusional moments during the series. However, Halpern and Schumacker turn the tragedy that was once her life into comedy, and sometimes, it goes a bit far.

“I think we made sure to be really respectful towards the characters… The heroes,” Schumacker explained to GameSpot. “They’re seen through Harley’s eyes, so they’re a little bit buzzkill. But I also think like the show doesn’t punch down. [I’ve] seen a lot of people lately been like, ‘Whoa, what can you make fun of?’ Everything’s PC.’ I think that’s false, and you can tell when you’re punching down versus punching up, which I think is much better. And also just makes for smarter comedy. And so I think the show never punches down. Well maybe not never, but most, almost never.”

One of the characters that gets a lot of laughs is the Batman villain Kite Man, who has a large part in the series. “There’s so much Kite Man in the show,” Schumacker explained. “His role just grows larger and larger and larger as the show goes on. I know he’s got like a really tragic backstory in the Tom King [Batman] run, but he’s just inherently funny because he doesn’t have any powers. He just has a kite.

“To us it was like we love those characters that have this like unearned sense of confidence and so we just played that up. We sort of played him as this guy who is crazy… Like the stand in for like dudes who you see who have made a career out of just being confident. It was a perfect juxtaposition of Harley who is like trying to ascend the levels of Gotham’s major super villains and constantly like second guessing and working so hard. And then this dude to just assume that he already is the top of the food chain.”

Halpern went on to explain that there is a redemption arc for the character throughout Season 1. “He starts off, [and] he’s kind of a douche, hits on Ivy all the time,” he explained. “You know, and his heart’s in the right place, but he’s not a… His shtick has not aged well let’s say.”

Speaking of not aging well, Kite Man has a few inappropriate and hilarious moments coming down the line, which Schumacker detailed. “He does [something] very inappropriately after someone’s wife dies,” he explained. “They say, ‘Oh my God! My wife!’ He [impersonates Borat and replies] ‘My wife!’ And it’s really inappropriate in that moment.”

You can see more and more Kite Man in the upcoming Harley Quinn animated series, coming to DC Universe on November 29. Also, check out our impressions of a clip shown at NYCC and the first episode in the video above.