Destiny 2: Forsaken Review – Grindhouse

Even three weeks after launch, Destiny 2‘s Forsaken expansion feels, in some ways, overwhelming. For all but the most dedicated players, it was nearly impossible to be prepared for the Raid in the 10 days between launch and its release. That’s partially the fault of now-resolved issues that prevented players from leveling up properly, but it’s also indicative of just how far Destiny 2 has swung in the “hardcore” direction. However, a strong foundation of more accessible activities coupled with an engaging new campaign and a fantastic new mode in Gambit help make up for prohibitive level restrictions in the late game. After two disappointing expansions, this is the best shape Destiny 2 has been in–you just have to be patient with it.

Whereas the Red War arc in the base game relied on an overtly evil supervillain to drive the story forward, Forsaken’s story is built around less noble pursuits. Cayde’s death at the beginning of the campaign starts you off on a journey for revenge, which means hunting down and killing those responsible: eight Barons, powerful enemies from the new Scorn race. The boss-focused structure and darker tone make for a more interesting and varied campaign where each mission feels like a necessary step rather than busy work with no clear narrative purpose. That said, it’s not so involved that you can’t run through the missions with others and talk over some of the dialogue without losing track of what your goals are, either.

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Most of the main story missions take place in a new destination, the Tangled Shore. Each of the Barons has their own personality traits, with some being especially memorable; the Rider rides around on a souped-up Pike and cackles as she takes shots at you, while the Trickster’s mission is littered with bombs that look like engrams. A new vendor named Spider (a Fallen mob boss you’re forced into an alliance with against the Scorn) adds more color to these missions, too, manipulating you into doing his bidding around the Tangled Shore as you go.

The entry-level portion of the game can take 10 or so hours with some grinding in between, depending on whether you go solo or with a Fireteam of one or two others. Once you finish that campaign, you unlock the second destination, the Dreaming City. The level requirements jump quite a bit, which means a good amount of grinding–completing Weekly Challenges for Powerful gear–to get there. Depending on how dedicated you are, this can either be a laid-back process over time or a grueling one over a few days.

As is the case with Destiny 2 in general, the strength of its shooting mechanics and the lure of new weapons and armor help to offset the repetition inherent to the mid-game grind structure. If you don’t mind taking things slightly more slowly, you also don’t have to do any weeklies you find tedious, like replaying old story missions. It is a bit weird to go back to older content, like Strikes, where Cayde is still alive, but it’s easy to overlook in a game where you can kill the same bosses over and over.

The standout addition to the rotation is Gambit, a part-PvP, part-PvE mode that has you competing with an enemy team on mostly separate maps. Your main goal is to kill AI-controlled enemies, collect the motes they drop, and bank those motes to summon a final boss before the other team summons and kills theirs. Along the way, members from each team will have the opportunity to invade the other map and score PvP kills to screw with their opponents’ progress. It’s a creative combination of Destiny’s various existing modes, and having to juggle both your side of the map and the other team’s progress–and frantically trying to hide when an invader comes–makes for hectic matches that are consistently fun with or without friends, as well as a great way to level up regardless of your commitment.

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When you complete the campaign, you also get the Cayde’s Will quest to unlock the Exotic hand cannon Ace of Spades. The quest takes you from Gambit to the Crucible to Strikes to a few different planets, mostly using hand cannons, and then finally to a story mission. We won’t spoil it here, but it’s a smart end to the quest, pairs well with the main story, and raises intriguing lore questions. Ace of Spades itself is also just a worthwhile weapon to get; it packs a serious punch and has an entertaining reload animation to top it off.

After about a week of playing and leveling daily, I was in good shape to tackle what the Dreaming City has to offer. It’s a gorgeous area, with gleaming bridges and sparkling crystal structures. It’s also full of Taken, and different portals can take you to different planes–even after three weeks and content that unlocked after the Raid was first completed, it still has an air of mystery about it. There’s also more content that was released even after the post-Raid unlocks, and it may continue to refresh as the weeks go on.

Even after three weeks and content that unlocked after the Raid was first completed, the Dreaming City still has an air of mystery about it

The Dreaming City’s two main activities are the Blind Well and the Ascendant Challenge. The Blind Well is a high-level horde-style public event that comes in a few tiers of difficulty. Even if you’re with a Fireteam, you’ll likely have to wait around a bit for a few people to show up before you can start the harder tiers, and then you have to hope they know what they’re doing. It’s frustrating when you’re not gelling with randoms and end up failing, but it’s extra gratifying when you do sync up with a group and complete the higher tiers. The Ascendant Challenge, on the other hand, is not public and is best tackled with a Fireteam. It changes each week (so far) and can include things like platforming activities or challenging boss fights in a creepy, Taken-filled alternate plane.

Completing both nets you a few pieces of high-level gear, which is always a strong incentive this close to the endgame. But even three weeks after launch, it was difficult to get a Raid crew together. Three of us were playing and leveling at a fast pace (the highest was 568, while myself and one other person were hovering just below 550), two were playing relatively often between other work duties (both around 535), and one was splitting time between PC and PS4 (and was severely underleveled at 513 but powering through it admirably). We were able to take on the first encounter of the Raid, but the severe spikes in level requirements nearly made it impossible. Like other Destiny Raids, though, the communication, teamwork, and skill required to succeed makes for an intensely satisfying experience. It’s just frustrating that it’s been such an uphill battle to get there.

There is a lot to do in Forsaken, so much so that it can be difficult to see it all. That also means that, for the average player, this expansion has a much longer tail than previous iterations of Destiny 2. The variety and flexibility of activities established in the base game still work to make grinding a good time, and Gambit adds a consistently entertaining mode to the roster. The endgame, while difficult to reach, is also where the most satisfaction can be found.

SCUF Vantage Wireless PS4 Controller Review

SCUF’s Vantage Wireless PS4 Controller is possibly the closest thing the PlayStation has to the Xbox One’s Elite Controller. It’s a well-made, comfortable controller that delivers some handy customization options you don’t get from the standard DualShock 4. It has made me at least feel like I’m performing a little better. But as much as it does right, it misses the mark just as often, and at $200 it’s too expensive for that, especially for more casual players.

The Vantage is roughly as comfortable to hold as a standard DualShock 4, though definitely a little larger, thanks to the sturdier, textured grip. and feels familiar aside from the very obvious change of the offset analog sticks that resemble the Xbox One’s configuration. Obviously symmetrical versus offset can be quite the personal preference — I’ve grown fond of the DualShock setup having used it so frequently over the years. But playing offset on a PS4 feels good in my hands, especially when combined with analog stick height and contour customization options that let you tune it to your liking for fast-paced genres like first-person shooters.

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PSX 2018 Isn’t Happening, But Maybe That’s a Good Thing for PlayStation

For the last several years, PlayStation has found a way to continue the conference hype of E3, Paris Games Week, and TGS months after the fact, with PlayStation Experience serving as another home for big reveals. And while the confirmation that there will be no PSX 2018 is a bummer for PlayStation fans, myself included, Sony’s behavior over the last year is indicative of the fact that they don’t need PSX to deliver important news or celebrate big releases.

While PSX allows fans to come together and demo tons of upcoming and recently released PlayStation games, its place as a centerpiece for the entire PlayStation community is waning given Sony’s recent strategy and last year’s underwhelming show.

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Post Scriptum Review

In most squad-based games, communication is king. In Post Scriptum, that’s taken to new heights: the need for constant coordination with your team is not only necessary for success, but easily the most enjoyable aspect of this World War 2 military simulation. This formula of squad-based team cohesion on steroids would make for a worthwhile shooter were it not for the frustrating maps, overly simplistic game mode, and a few baffling design decisions that get in the way of experiencing what Post Scriptum does well.

Post Scriptum is an unforgiving game where some players are inherently more powerful than others, and a single whizzing bullet can unceremoniously end an otherwise uneventful five-minute trek through its WW2-era Netherlands maps. This may sound difficult for difficulty’s sake but this opaque environment is ultimately what drives people to work together: there’s safety in numbers. If you’re gunned down while alone you have absolutely no recourse, but with a section of soldiers (a group of anywhere from four to nine) at your back you can be avenged and revived. And while this incentive also exists in Battlefield 1, the sheer amount of waiting and running required to get back into the action of Post Scriptum makes sticking with your squad feel even more essential. As someone who loves team play, this element was immediately gratifying, but as time pressed on getting back to this baseline of cooperation proved arduous.

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50 Million Facebook Accounts Compromised by Security Vulnerability

If you had to log back into your Facebook account and were wondering why, a massive security breach is to blame.

On Tuesday, Facebook “discovered a security issue affecting almost 50 million accounts,” one that allowed attackers to “steal Facebook access tokens” and take over innocent people’s accounts.

Facebook reset the access tokens on the 50 million affected accounts, as well as an additional 40 million user accounts as a “precautionary step.” Affected users would need to log back into the app, desktop version, and linked apps as a result.

A notification at the top of your Facebook news feed will explain what happened, Facebook said.

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Is the DC Universe Becoming Too Dark?

If there’s been any takeaway from the from the last several weeks’ worth of DC Comics releases, it’s that it’s not the greatest time to be a hero in the DC Universe. Nightwing was just grievously wounded in Batman #55. Doomsday Clock #7 revealed that Doctor Manhattan caused the premature death of a famed Golden Age superhero. And most disturbingly of all, no fewer than six heroes were killed in an act of superhuman mass-murder in Heroes in Crisis #1. At some point you have to question whether the DCU is becoming too dark for its own good.

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Acer Predator Aethon 500 Gaming Keyboard Review

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Acer has been shipping its own keyboards with its Predator desktops for a while now, but has never offered them for sale to the public before. That’s going to change with the new Aethon 500 (See it on Amazon). It’s a full-size gaming keyboard positioned at the very top echelon of the mechanical keyboard market. It features dedicated macro keys, per-key RBG backlighting, clicky Kalih Blue switches, and a snazzy magnetic wrist wrest. As you can see, this keyboard is full-loaded, and priced accordingly at $180. I took it for a spin to see if its lofty price is justified.

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