I’ve recently played both Anthem and The Division 2, and given that they are launching close together, there is obviously a lot of talk about both games right now. In many ways, these games are competing against one another, and gamers in the market for one are likely at least considering both. I’ve found that a lot of the recent coverage on these games has been fairly narrow or focused on generating clicks on a website, so I wrote this up in the hopes it might help players like me.
While I intentionally avoided paying attention to either game until very recently, I have now preordered both games and am looking forward to them both. I believe The Division 2 will probably fare better at launch, but I’m actually more excited about the long-term potential of Anthem. Of course, the ultimate success of both games will likely depend on post-launch support from their respective developers.
Why I Am Probably the Target Audience for Both Games
A quick background on my gaming history as it related to these games. I have been a long-time PC gamer, but I have been playing on consoles more frequently over the past couple of years. I was firmly in the PlayStation camp until just prior to the release of Destiny 2, at which point I started playing on Xbox due to more of my friends using that system. These days I play most action games on an Xbox One X, while sticking to PC for strategy and MMO games.
I tend to strongly prefer PvE over PvP, though I’m not opposed to delving into combat against my fellow gamers from time to time. I like to spend my time in-game actually playing (as opposed to trying to form a group), so while I really enjoy group activities I greatly appreciate games that support solo play. I often buy deluxe or collector’s editions of games, and I will spend money on cosmetics and such over the life of a game – though it is important to me that everything in-game should be earnable from playing.
As far as these loot-based games go – which describes both Anthem and The Division 2 – I’ve played those that are most commonly looked at as influences for both games. I spent a fair amount of time with both Diablo 3 and Path of Exile. I played in the alpha and beta for the first Destiny (on PS4), played it for quite a while, took a break, came back after the first couple of expansions, took a break, and came back for a while after Taken King. I switched to Xbox for the Destiny 2 beta, played for a long time, took a bit of a break and returned with Forsaken. Took a bit of a break after reaching 650 and returned for Black Armory. I’m NOT a hardcore player that’s completed every raid and has 3 max-level characters, but I do have most of the exotics and have experience in all modes of play.
I beta tested the first Division and played quite a bit when it launched (this one on PC). I got my money’s worth out of it, but I was one of the many players that left the game shortly after the first big update. There wasn’t much to do after reaching max level, almost all of the map was wasted at endgame, and it seemed like every endgame activity had huge exploits – to the point where everyone got the best gear right away and you could hardly find a group to run activities the intended way.
I tend to put a LOT of hours into games when I first get into them, but I often lose interest if I don’t have a specific goal (and reward) to work towards after a while. Then I end up switching to another game. There are quite a few games I’ve returned to after a break (including every game I’ve mentioned to this point), and I tend to be lured back by expansions, in-game events, etc. – at which point I have no problem spending more money on the game.
Enter Anthem and The Division 2
Now, as far as these games go, I haven’t been closely following their development. I was aware of and interested in both games, but haven’t looked too closely until the last couple of weeks. I beta tested Anthem on PC, then played the open demo on Xbox. While playing the demo, I preordered the Legion of Dawn edition (for Xbox). I registered for the beta of The Division 2 on Xbox, but wasn’t selected. After some research into how the developers supported first game after I left and what they’ve applied to its sequel, I preordered the standard edition of the game on Xbox. I started re-playing the first Division on PC and played the Private Beta for The Division 2 on Xbox.
Before getting into my specific impressions, hopes, and concerns for each game, let me point out two things:
First, do NOT let yourself be dissuaded from getting either game because of reports of bugs or performance issues you may have heard. Everything anyone has played for these games up to this point is a beta or demo build, and these days EVERY online game launches with bugs and performance issues on all platforms. If you play during the first week or so after launch, you need to expect these kinds of issues. The number of bugs at launch is not a good measure of the game’s value or the developer’s support for the game. Instead, pay attention to how quickly devs acknowledge and address bugs and issues after the game launches – and then how they add content and respond to community feedback as the game matures. These are far better indicators for how much value you well get out of these types of games over the long haul.
Second, I think both of these games will probably be more enjoyable on console over PC, at least initially. Both interfaces are built with a controller in mind over a mouse and keyboard. Anthem’s gameplay includes flight and a lot of motion during combat, so it benefits greatly from a controller. The Division 2’s gameplay is more cover-based, but it’s interface still heavily favors a controller. In my experience, controllers on a PC are never quite as smoothly supported as on console, and every AAA title takes some time for drivers and patches to optimize the game for PC. So I plan to play both games on console (Xbox One X on a 50″ 4K set if you care). This also has a lot to do with the fact that most of my friends play on Xbox.
Developers that Study and Learn
I think it’s safe to say that the developers of both games have tried to learn from the successes and failures of past games (essentially all the games I have mentioned so far, plus Mass Effect: Andromeda). In case you are unaware, Anthem is developed by BioWare and published with EA. The Division 2 is developed by Massive and published with Ubisoft. Both EA and Ubisoft have mixed track records, though I’d say Ubisoft’s history with the Assassin’s Creed series gives it a leg up over the widespread hatred much of the gaming community feels towards EA’s tendency to squeeze pennies from every IP at the expense of an enjoyable experience.
BioWare’s work on Anthem is clearly inspired by both their experience with strong, story-given games like the Dragon Age and Mass Effect series, as well as the Destiny and Diablo franchises. Personally, I am a big supporter of BioWare’s decision to not include any form of PvP in Anthem at launch. After the Mass Effect: Andromeda debacle and the constant challenges Bungie faces with balance issues due to PvP in Destiny 2, including PvP in Anthem would make things much more difficult for BioWare. And let’s face it, the hardcore PvP community is always going to favor games like Call of Duty, Battlefield, and the various battle royale games over something like Anthem or The Division. I wouldn’t mind seeing PvP get introduced into Anthem down the road, but the focus needs to remain elsewhere for a while. Given the setting and BioWare’s history, there’s a lot of potential when it comes to Anthem’s story and lore.
Massive, on the other hand, has taken most of their queues from the most obvious source – The Division. When I started paying attention to The Division 2, I quickly learned a few very important things. First, Massive continued to provide a great deal of support and improvement on the first game after I left. Second, they used the lessons learned from that game to build the framework for the sequel. The mechanics and features that exist in the first game will actually be in the sequel. I’d say Massive learned from the mistakes Bungie made when they stripped too much away from the end-state of Destiny when releasing Destiny 2. Third, Massive learned from their early mistakes with The Division and prioritized a strong endgame for The Division 2. Fourth, and most importantly, all of this is supposed to be fully featured AT LAUNCH.
In short, Massive is in a good position to build on their success from the first Division. And apart from some players that bizarrely complain that the The Division 2 is too much like its predecessor (assuredly the same players that would also complain if Massive changed too much), the devs’ efforts will likely be welcomed and appreciated. On the other hand, BioWare has a bit more hanging in the balance. Anthem is a fundamentally different style of game for them, they are coming off of a big let-down from Andromeda, and they are saddled with a lot of baggage by partnering with EA. Anthem could help return BioWare to its former glory and mark a turning point for EA – if both companies can follow through on the promise of this new IP.
Prospectus: The Good
This is already far longer than I expected (and showing no signs of stopping), so I’m going to get straight to what each of these games really have going for them at the moment.
The Division 2 – Features/Systems, Community, Experience at Launch
I cannot overstate how much The Division 2 is going to benefit from the fact that so many features are going to be available at launch. An anticipated strong end-game, clans, deep systems, etc. are all there. The game world feels alive and dynamic with survivors patrolling around to gather supplies, projects to complete for settlements, control points to take, collectibles to find, useful matchmaking, clan support, and a faithful recreation of Washington, DC. There’s going to be a lot to do, and by all accounts that should be true well after you’ve reached the level cap. The fact that this is a sequel and supports clans means there is already a thriving community that can help new players learn the intricacies of its systems. There’s already going to be a fair amount of depth and content when the game launches, and I think this is going to yield a lot of success for The Division 2.
There is also a LOT of attention to detail in this game, from the portrayal of Washington to how the ammo count of your weapon varies depending on when you re-load. The game rewards exploration, as there are collectibles and loot chests tucked away all over the place. There are a lot more building interiors available compared to the first game, and while a lot of us may miss the desperate feeling of a snow-covered NY, experiencing the downpour of rain in DC is spectacular. I’m going to predict that most reviews will favor The Division 2 over Anthem, and assuming that Massive supports the game like they did its predecessor, it should enjoy long-term success as well.
Anthem – Core Gameplay, Setting, Potential
On the other hand, Anthem’s core gameplay is just FUN! While The Division 2 is rooted in typical, cover-based shooter gameplay, Anthem has you flying and running around in a much more frenetic way that’s just a blast to play. The different abilities are interesting and make you feel powerful, and the 4 different javelins drive genuinely different styles of play. Likely learning from Bungie’s past, the fact that you can switch between javelins on a single character instead of being forced to replay content on a second character feels like a breath of fresh air. BioWare’s approach seems to allow solo play without penalty while still encouraging groups – even joining groups in progress for slightly better chances at rewards is a smart way to help players without forcing them to play a specific way. The Alliance system rewards you for having firends that also play the game, and you all get more rewards the more you play. (But this is not a guild system.) Some of the devs’ decisions might seem odd at first (such as not allowing changes to gear loadouts mid-mission or during freeplay), but so far they seem well though out and intended to support gameplay (the devs don’t want players to have to wait around while one person changes their loadout in the middle of the mission).
The game world is gorgeous and begs to be explored. Huge open areas to fly around, with interesting ruins and locations that make you think “I want to go check that out,” just fire the imagination. Compared to the Tom Clancy version of the real-world of The Division 2, BioWare has the freedom to really create something unique and interesting with Anthem’s setting. The more I’ve read about the game world and it’s history, the more I think this could easily match the depth and breadth of lore seen in Destiny. It is very likely that the campaign will be story-driven and interesting, and BioWare has certainly demonstrated the ability to craft a memorable story in the past. There were plenty of players sinking more than 20 hours into the demo, with some playing far more than that. The developers have been very reluctant to share a lot of details on some aspects of the game, but signs are pointing to Anthem benefiting from a lot of features and system being added post-launch, as there is already a long list of things the devs have stated they are looking into or already planning to add, but will not be available in the game “at launch”. If BioWare is able to add features and content at a decent pace, there is an amazing amount of potential in this game over the long haul.
Concerns: The Bad
Of course, there are some issues that need to be addressed fairly early with both games. I’ll mention the major performance issues or bugs encountered so far, but these are not really my concern around launch time. I’m more concerned with things that the devs need to re-think or devote some significant energy and resources to that go beyond simple bugs.
The Division 2 – Weapon Mods, Signature Weapons, Skills, Silhouettes
As mentioned already, so far it looks like The Division 2 is in fairly good shape from a technical standpoint. There are a few open questions, such as exactly what is included for clans, but the worst technical issues in the private Private Beta were crashes after 2-3 hours of continuous play and audio that cuts out. I’m confident that Massive will get these taken care of prior to or shortly after launch. Two areas the devs need to take another pass at are the mod system for weapons and the signature weapons you gain access to after you gain a specialization at max level.
Right now every mod includes both a buff and a debuff for the weapon, such as an increase in accuracy and a decrease in optimal range. This appears intended to force players make meaningful choices when it comes to modding weapons, which I don’t think is a bad idea. However, right now the debuff is fairly high – to the point where I found myself not wanting to mod anything. That might change once you are in endgame and really familiar with how all the numbers work, but a lot of players don’t like the system as it stands. Even a simple change to keeping debuffs limited to half the percentage of the buff (e.g. a buff of 20% will be combined with a debuff of no more than 10%) would go a long way to addressing this issue.
Once you reach max level, you can pick a specialization and unlock a signature weapon like a .50 caliber sniper rifle, grenade launcher, or crossbow. The problem is that you only get ammo drops for these weapons in very specific circumstances – and those circumstances are particularly challenging against endgame enemies. In other words, you have an endgame advantage that you almost never get to use while playing endgame activities. Uhhh… not good.
Another potentially critical issue is with skills. In short, they feel weak, especially given their long cool down. There were only 3 skills (with a couple variants each) available in the Private Beta, but there were a lot of complaints about them. In my opinion, your skills as a Division agent should make you feel powerful and give you a significant advantage over typical trash mobs, and they should feel useful against more powerful enemies. So far, the skills in The Division 2 feel useful against trash mobs and borderline worthless against powerful enemies. Playing the endgame mission, I found myself staring closely at the health bar of a robotic dog when my seeker mine hit it, just so I could verify that it actually dealt at least some damage. I’m glad there is challenging content available at max level, but there are certainly ways to make endgame satisfying without making players feel weak.
Finally, Massive has included 3 different enemy factions in DC, plus a fourth that gets introduced for endgame. The problem is that all enemies look alike – a black silhouette in the distance. I’m not sure if the issue is with the zoom distance when aiming down sights, poor lighting, or what, but enemies are really hard to see unless they are right on top of you. As if being just a black blob wasn’t bad enough, often times you cannot even see that and are forced to aim where you think the enemy is and wait for your reticle to turn red. Doesn’t do much good to have different factions if they all look identically vague.
Anthem – Transitions, Endgame, Downed Players, Features at Launch, Player & Dev Communication
Overall, Anthem also appears to be in good technical shape. PC players had issues with the sensitivity of flight controls, and time underwater was very disorienting and dark. There were issues during the demo with occasional crashes out of activities. (While players still get awarded their loot, that is not immediately apparent when playing.) And finally, some enemy mobs would despawn in the middle of combat. All of these have reportedly been addressed by the devs already, but there are other areas that need some attention.
One simple area the devs can work on to immediately improve the polished feel of the game and avoid some questions/complaints is to work on how the game transitions between the social/story spaces and missions/strongholds/freeplay. There are cool cutscenes for each javelin that play when you launch into an activity, but they are often cut short just to go to a loading screen. Completing a stronghold unceremoniously dumps you to a victory screen, making you wonder if you actually got the loot from defeating the boss. And as I mentioned, if something happens and you disconnect from an activity in progress (which will inevitably happen at some point in ANY online game), it’s not apparent that you will get that loot as soon as you finish any other activity. Simply smoothing out these rough edges to better communicate what’s happening to the player (and maximize the time spent on anything but a loading screen) should pay dividends. The good news is that at least some of this has already been acknowledged as in the works by the devs.
The biggest issue with Anthem at the moment is the host of question marks that still surround it, given the decision by the devs to keep a lot under wraps. Seemingly realizing this problem for what it is, BioWare has recently revealed a little more about the endgame and their post-launch plans – just not quite as detailed a plan as everyone would like to see. The endgame at launch is evidently going to include 3 strongholds (like dungeons in MMOs or strikes in Destiny), a variety of contracts, and optional missions for different factions. There will also be grandmaster difficulties for different activities that offer improved rewards, which is very reminiscent of Diablo 3 (down to the icons used). There will also be daily, weekly, and monthly trials (sounds like Destiny 2), plenty of challenges to kill X of some enemy or use an ability Y times, and both cosmetics and crafting blueprints to chase. This sounds like a solid beginning for endgame content, but as Massive learned with The Division, the speed with which players can burn through content is absurd. BioWare either needs to get additional endgame content out a rapid pace or have plans to lure players back to the game once more is added (this will be a recurring theme for a bit).
One highlight of Strongholds and running missions with a group is the anxiety of swooping in to rescue a downed teammate in the middle of a firefight. It creates some real utility for the more protection-based abilities, and contributed to the overall great feel and pacing of the gameplay. Unfortunately, there are a couple of issues with this system as it stands. First, while there is an icon on your HUD that points to the downed player, there needs to also be some sort of audio callout that lets everyone know somebody is down. There’s a lot going on on-screen, and an icon alone isn’t enough. Second, if a teammate doesn’t rescue you, you don’t get back up as long as the team is in combat – and there is no spectator camera. In other words, you just have to sit there and stare at your wrecked javelin hoping that someone realizes your down and can actually push the enemy back enough to save you. I can see a lot of players taking a quick break at this point, which is not a good thing. The devs are supposedly “looking into” a spectator camera, but I think they also need to consider a self-revive on a timer. Even a long timer of 3-5 minutes would be better than nothing. At a minimum, they need to make sure everyone knows when a javelin goes down.
There’s a lot to like about Anthem when it launches. On top of the core gameplay, there’s a very deep cosmetic customization system, and we should have a solid storyline and lots of lore to collect. However, there are also a lot of features commonly seen in online games that will not be available when the game launches. This includes basic things like guilds, custom map waypoints, boss-specific drops, guild or player housing, post-activity stats, earnable player titles, a photo mode, and raid-level content. Some of these are already planned and on the way, while others are being “looked into”. Cataclysms are big endgame time-limited activities that should be coming fairly quickly, and guilds are apparently something the devs want to get out as soon after launch as possible, but we don’t have a real timeline for either of these big features. In some cases, the devs have stated they wanted to get feedback from the community before making plans, which is fine if they have the staff and resources to go from concept to execution quickly, but they’ve got a big list of things to get added before Anthem is able to stand toe-to-toe with big online game franchises in terms of features.
Communication between players was a bit of a problem in the Anthem demo. Voice comms was turned off by default (reportedly fixed for launch), so coordinating your actions with your team wasn’t really a possibility. Given the pace of gameplay, the devs have decided not to include text chat, but we don’t really know how effective voice comms will be yet. In freeplay, this became an even bigger issue. You share a huge instance with up to 3 other players, and you can’t set waypoints or call out world events. On top of that, there is no map indicator of where world events are located, so unless you happen to find yourself near one you have no idea. This creates some serious challenges if you are trying to complete an event designed around 2 or more players. Most events could be competed solo, but some could take so long with a single javelin that it actively runs counter to the otherwise fast pace of the game.
Finally, the communication between the devs and the community needs to improve. To be honest, it already has improved significantly over the past couple of weeks. There’s been a lot more information coming out closer to release, and there’s a long list of info from the devs that came out as part of a Reddit AMA. (They’ve also done an excellent job of standing firm on some of their design decisions and explaining the reasons behind them. This will be important with vocal minorities often steering game developments in directions that may be… less than ideal.) This has helped calm the concerns about the post-launch future for Anthem, but it hasn’t eliminated them. Many gamers, especially on PC, have been burned in the past by devs that made grand promises for ongoing story and content additions to a game that would continue for years, only to see those same devs essentially abandon the game shortly after launch. (There have been more than a few mentions of FireFall within the Anthem community.) For many of us, the vague comments made by BioWare about their plans for Anthem were very unnerving (especially since the company insists they are still continuing both the Dragon Age and Mass Effect franchises). For me personally, the recent release of a roadmap for the game’s post-launch content was a bit of a relief, but it’s still terribly vague. The roadmap shows 3 Acts, with the first Act beginning in March and including 3 updates. Presumably the first update will occur in March, but we don’t know about the others. We know these updates will include new events and rewards, quality of life improvements, some sort of expanded progression system, a new stronghold, guilds, new missions, and a cataclysm. That’s a nice sounding list, but it’s still vague and lacking a real timeline. Basically, I’d like to see the post-launch plans and details firm up.
There is also the open question of microtransaction pricing. The devs have stated they are still balancing the in-game economy to ensure players can realistically earn the cosmetic items they want, but they haven’t commented on what the monetary costs for these items will be either. Using the Legion of Dawn edition as a guide, a $20 premium gets you a full set of armor for each of the 4 javelins, which equates to roughly $1 per cosmetic piece of armor. That seems reasonable to me, but that’s a lot of conjecture. I get that the devs want to fine-tune the economy, but if they avoid even giving players an idea of what to expect then many of us may just avoid microtransactions for a while after launch while things settle down – which makes it difficult for them to adjust the economy. We’re going to find out when the game launches anyway, so just give us a little more info.
What They May Not Be Able to Do Anything About –
These are the issues that are largely the result of decisions made by the devs early in the design process that may just be inevitable. In other words, these are challenges the devs are going to face in the long-term. They may not be a problem, but they do create some limitations.
I’ve avoided the topic to this point, but we cannot ignore the revenue models these games are using. Both devs appear committed to avoiding any form of pay-2-win. Both games will include cosmetic microtransactions. In my opinion, people need to stop freaking out about this. Cosmetics are still earnable in-game, and there needs to be some sort of revenue stream for the devs to continue adding content.
Massive has stated that all DLC for The Division 2 will be free for the first year, presumably leaving the door open for paid expansions down the line. Using the first Division as a guide, you will be able to buy cosmetic items via microtransactions. At least some cosmetics will only be available from loot boxes, though these boxes can also be earned in game. I’m not wild about loot boxes even for cosmetics, and we don’t know what will be included with the first year’s DLC, but that’s less of a concern given that The Division 2 seems fairly fully-featured at launch. The option for paid expansions later on should allow for the game to be expanded if the devs choose to do so.
BioWare has repeatedly stated that all DLC and content will be free to all Anthem players – period. They do not want to segment the playerbase’s access to content the way other games have (Destiny). Cosmetics will be purchasable via microtransaction (with no loot boxes) as well as earnable in-game. They have left a door open that new javelins might be released as a something players can purchase, but as long as those javelins don’t provide an advantage over the ones we have or are at least unlockable via play, that shouldn’t run counter to their commitment to avoid locking content behind paywalls. My biggest concern with this approach is that it means the sale of cosmetics has to shoulder the cost of continued development. The customization system is deep enough that if BioWare can pump out new cosmetic options at a steady pace (and appropriate price-point), this could work. But it still feels like a bit of a risk when you consider they have already ruled out paid expansions.
The Division 2 – Limited Setting, Comfortable Repetition
Let’s face it, there are limits to what Massive can do with the setting of The Division 2. The game is inherently rooted in the modern world (albeit a Tom Clancy version of it), and the antagonists are going to be humans. The level of detail with which they have recreated Washington DC means that adding new areas to the game will require time and resources. I’m sure that the devs can find ways to add new content, but it will be challenging to do so in a way that really feels different from what’s already present. There’s a reason The Division 2 feels a lot like The Division – there’s only so much you can do to change things up while remaining loyal to the source material.
This also comes into play with another issue. Both Massive and Ubisoft tend to stick to a simple formula for increasing the difficulty of encounters: Take a normal encounter and spawn an unrealistic number of enemies, allow those enemies to soak up stupid amounts of damage and spam abilities in ways that players can’t, and allow those enemies to know the precise location of the players at all times and be absurdly accurate. Don’t get me wrong, this is a successful formula, but it can get repetitive after a while. I’d love to see Massive look at other ways of making encounters challenging – get out of their comfort zone a bit. Personally, I’d suggest they take a look at the way dungeons were designed in the MMO The Secret World. Every dungeon included different mechanics that forced players to adapt, but it also used each encounter in the dungeon to slowly introduce and reach those mechanics. Just an idea, and implementing it when you’re stuck with a narrow cast of enemy types could get tricky, but it could extend the life of the game.
Anthem – Loading Screens, Players Outpacing Content
One issue that players complained about during the Anthem demo was the frequency and length of loading screens. The devs have already stated that loading times have been improved, but I can all but guarantee there will still be complaints. Now it’s important to understand that all games like this require loading time, but there are ways to hide them. Destiny does this by showing your ships in flight or by using long corridors to connect zones. However, the sheer size of the open areas in Anthem (which are awesome given the ability to fly), means that some of these tricks just don’t work. In other words, there will almost certainly be some unavoidable loading screens in Anthem. Players need to realize this and relax a bit, and the devs need to work to make those loading screens as interesting as possible.
The absolute greatest challenge BioWare faces with Anthem is getting substantive content and features out quickly enough to keep the playerbase engaged and playing the game. They also need to pump out cosmetics to keep generating revenue. As Destiny has shown us, most players need to feel like they constantly have a variety of things to do (that they haven’t already done 10 times with exactly the same results). “Grind for randomized loot” doesn’t cut it for long. Players want to be able to go after specific kinds of loot, loot that opens up new ways to play, achievements that they can show off, secrets they can hunt down and explore, etc. We want interesting goals with equally interesting rewards. The devs might get some mileage out of including some sandbox elements or some procedurally generated content to keep things from becoming stale between content drops, but that may be more challenging than it’s worth. In short, if BioWare and EA want people playing Anthem in a year or two, they have to keep feeding the community a steady supply of something interesting to do – and that’s going to require a commitment of staff and resources.
TL;DR – Quick Conclusion / Prediction
The Division 2: I’m confident that the game will be fully featured and well-received at launch, and I will easily get my money’s worth out of it. However, Massive/Ubisoft will probably not get any additional money out of me after launch, and there’s a high probability I won’t be playing the game 6 months from now. While limited somewhat by the setting, the devs could extend its life by getting a little outside of their comfort zones.
Anthem: I’m cautiously optimistic about this new IP. While I think it may get off to a rocky start, I will definitely get my money’s worth out of it. If they stick with it, BioWare/EA could make a mountain of a franchise that can easily get me to open my wallet periodically. (Okay, if they work at it in good faith, they could get me to fork over money routinely.) I could easily see myself playing this even longer than I’ve enjoyed the Destiny franchise – if the devs can flesh out the game and keep me coming back with new content and features.