소개

Destiny 2는 Bungie가 개발한 무료 온라인 멀티플레이어 1인칭 슈터입니다. 원래 2017년에 유료 타이틀로 출시되었으나 2019년에 무료로 전환되었습니다. 플레이어는 지구의 마지막 안전 도시를 지키는 수호자인 Guardian이 되어 다양한 외계 위협에 맞서 빛의 힘을 휘두릅니다. 게임은 FPS 총격전과 MMO 스타일의 전리품, 캐릭터 성장, 그리고 협력하는 6인 팀이 필요한 엔드게임 레이드를 결합합니다. Crucible PvP 모드와 Gambit 하이브리드 모드가 경쟁적인 대안을 제공합니다. Forsaken, Shadowkeep, Beyond Light, The Witch Queen, Lightfall 등 주요 확장팩이 세계관과 게임플레이 시스템을 크게 확장했습니다. Destiny 2는 1억 명이 넘는 플레이어를 끌어모았으며 시즌 콘텐츠 업데이트와 도전적인 엔드게임 활동에 참여하는 헌신적인 커뮤니티를 유지하고 있습니다.

MMO Games

Destiny 2 blends FPS gunplay with MMO progression, featuring raids, strikes, seasonal content, and a living universe that has evolved across multiple major expansions.

Game Details

Platforms PC, PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One
Genre FPS, MMO Looter Shooter
Developer Bungie
Released 2017
Critic Score 85/100
Multiplayer Yes
Cross-Platform Yes
Game Engine Tiger Engine
Microtransactions Yes
3.7
1 reviews
Teamwork Mechanics
4.7
Replay Value
4
Balance & Difficulty
3.8
Communication Systems
3.5
Accessibility & Inclusivity
1.8
Claude Opus 4.6
AI Review
3.7/5

Destiny 2 possesses arguably the best gunplay in any FPS — every weapon class feels distinct and satisfying, and the combination of shooting with space magic abilities creates exhilarating combat encounters. The raid content represents some of the finest cooperative PvE experiences in gaming, requiring genuine coordination and communication. The Witch Queen campaign proved Bungie can deliver compelling solo narrative content within the live-service framework. However, Destiny 2's biggest weakness is its hostility toward new and returning players. The content vaulting of paid expansions, confusing seasonal structure, and relentless FOMO-driven engagement tactics undermine goodwill. The free-to-play experience is essentially a demo that gates meaningful content behind multiple paid expansions. The Eververse cosmetic shop is aggressively priced. As an MMO, it lacks the social depth of true MMOs. For dedicated players willing to invest both time and money, the endgame is rewarding. For everyone else, the barrier to entry has become unreasonably high.

Teamwork Mechanics
4.7
Replay Value
4
Balance & Difficulty
3.8
Communication Systems
3.5
Accessibility & Inclusivity
1.8
Feb 22, 2026