The review of Destiny 2

In the past few months we have been able to cover the long and wide Destiny 2, the sequel hugely expected by fans of the series but also by all those curious that, perhaps, the title have only tried in some beta but have always been fascinated by the great chatter surrounding this project.


We have obviously reviewed it with a long article full of impressions and considerations, we have then deepened every aspect of the first raid, the Leviathan, and of course we did not let slip some consideration on the PvP of the game,


the Crucible. Now that a month and a half has passed since the availability of the title on console, we are finally ready to give our opinion on the conversion PC:much more than a simple linear porting, this edition is an incredible show of attention and love by


Vicarious Visions towards players with computers. Obviously in this article we will not review the gameplay, the plot or the aspects more related to the content, but we will focus on the technical elements of the graphic sector and integration with, the Blizzard platform where the game is distributed exclusively . Yes, you read that right:


Destiny 2 for PC can not be purchased and downloaded from Steam and maybe this is the first step towards the complete movement of Activision titles from Valve’s digital delivery platform to that developed by the home of World of Warcraft and Overwatch .


The contents of this edition are the same as the counterpart console, including the raid, and already starting from the next DLC, The Curse of Osiris, expected before the end of the year, the synchronization will be complete.

The review of Destiny 2 in the PC version


We start obviously from the most representative element of Destiny 2 for PC: the incredible availability of graphic settings that make the game extremely configurable. As you can see from the video that we inserted a little lower,


this conversion allows a very high level of customization ranging from various settings for what concerns the occlusion environment, the quality of texture and shadows and even the level of detail separated for what concerns environments, characters, foliage and shadows of vegetation.What does this last element mean?


That Destiny 2 on personal computer allows you to set with maximum precision at which distance from the player are loaded the high-resolution textures or the geometry of the elements with maximum detail, separating the variables unlike what happens for many


titles where the level of detail is a single setting. There are also a number of settings related to post-processing effects that give that cinematic feeling to the title, such as those that regulate light beams, chromatic aberration, film grain, motion blur and effects visuals of the wind. However, four settings are more noteworthy.

Let’s start from anti-aliasing, probably the only variable below expectations. The final version of the game implements only the FXAA and the SMAA: the MSAA that was present in the beta was lost completely on the street but generated an embarrassing amount of compatibility problems. We hope that the decision of Vicarious


Visions has been to temporarily remove this effect with the goal of re-implement it once adequate stability has been achieved. Then there is the HDR inserted perfectly from the first final release, provided of course you have a proper monitor. And finally there are a couple of


specific settings for this PC version that well represent that one First of all there is the visual field, the FoV, which can be set from a minimum value of 55 to a maximum of 105 with the default set to 85, ten points more than the standard console set to 75.


This is the width of the player’s field of vision. Conceptually it is as if you were going to set the depth of the focal lens: the more you increase the value and the greater the wide-angle effect so you can observe more elements of the scenario surrounding the observation point, obviously losing detail and zoom on what is in front weapon. By reducing the value, the side portions of the gaze


are lost, but gains in frontal detail. In concrete terms, the player will be able to choose whether to favor the central depth of field so as to be able to see the opponents in the distance, or whether to bring back into the monitor sections much wider than the surrounding environment.