Destiny 2's strikes specialise in combat and 'self-contained stories', while campaign is all about spectacle

Despite their residence in a special playlist, and status as the game’s most time-efficient means of acquiring loot, it’s fair to say that the original Destiny’s strikes didn’t stand out to a staggering degree from its campaign missions. An expected standard of length and difficulty (and guaranteed boss) aside, they weren’t that distinct.

That’s all going to change in Destiny 2, according to Bungie’s Justin Truman. Speaking to us at Gamescom 2017, Truman explains that the two styles of PvE mission are getting rather different treatments, philosophically, in Destiny 2.

“I think that when we build the strikes what we’re really trying to do is tell a self-contained story about an interesting character, usually an interesting villain, and build a really awesome combat experience that’s infinitely repayable. We focus more on spectacle and storytelling in the campaign, whereas in the Strike we focus on what is the best combat set-pieces that we can build that you’re going to want to play 20, 30, 40 times over the span of years. I feel like it’s allowed us to really double down on making sure that the strikes serve their purpose, the story serves its purpose, and exploration too”.

That bodes very well indeed, not just for the strikes, which sound much more curated and specific in their focus now, but in regard to Destiny 2’s story campaign as well. Although it plays really, really well, and delivers enough background lore and big-picture storytelling to pull the player through, the original game’s narrative campaign lacks a really powerful, immediate, cinematic through-line compared to, say, Bungie’s work on Halo.

This time around though, it sounds like all pillars of the game are being designed with very clear and specific intent to excel in their own direction. From what we’ve seen of the game’s sumptuously paced, relentlessly dramatic opening mission in the Destiny 2 beta – which, in terms of marrying action, narrative, and character, operates on a level never seen in the first game - the results seem to be fruitful indeed.

Sam Loveridge
Global Editor-in-Chief, GamesRadar+

Sam Loveridge is the Global Editor-in-Chief of GamesRadar, and joined the team in August 2017. Sam came to GamesRadar after working at TrustedReviews, Digital Spy, and Fandom, following the completion of an MA in Journalism. In her time, she's also had appearances on The Guardian, BBC, and more. Her experience has seen her cover console and PC games, along with gaming hardware, for a decade, and for GamesRadar, she's in charge of the site's overall direction, managing the team, and making sure it's the best it can be. Her gaming passions lie with weird simulation games, big open-world RPGs, and beautifully crafted indies. She plays across all platforms, and specializes in titles like Pokemon, Assassin's Creed, The Sims, and more. Basically, she loves all games that aren't sports or fighting titles! In her spare time, Sam likes to live like Stardew Valley by cooking and baking, growing vegetables, and enjoying life in the countryside.