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Destiny 2: Curse of Osiris Review in Progress

The curse is that it’s fairly uninteresting.
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So far, Curse of Osiris for Destiny 2 has been one of the most disappointing Destiny expansions to date. Its content includes a brief two- to three-hour campaign with a hollow story, a tiny public space with little to do, and just two new multiplayer maps (three on PlayStation). The only hope is that on Friday it will introduce Raid Lairs, which Bungie promises will feature new encounters, puzzles, loot, and locations to explore.

The campaign takes you inside the new Infinite Forest area of Mercury (when you’re not completing a fetch quest on one of the existing destinations) and extends itself by including the two new Strike Missions, called A Garden World and Tree of Probabilities, within the nine total missions. These Strikes are the best portion of the campaign, thanks to jaunts through moments in time that present a glimpse of Mercury when it was a much more lush, vibrant, and inviting place to visit. The two new bosses, though, waste a lot of potential. They’re mechanically interesting but so weak that they’re a pushover for any experienced Fireteam. We were left scratching our heads after defeating them in only a couple of seconds, wondering where the fight was. Thankfully, they are a tad more menacing in the Heroic Strike Playlist, where the simple scaling of enemies makes the fights more interesting because it lets the fights play out in their entirety. But that first encounter sure is underwhelming

That same balance issue is my main problem with the ending of the main campaign. (Minor spoiler warning here.) Once you finally meet the boss you’ve been chasing the whole time face to face, the encounter itself is ridiculously easy. You simply activate an orb, slam it, and then put a shot or two into his vulnerable area to defeat this supposedly godlike opponent. There was no challenge, and no time at all that I felt I was in danger. The entire campaign was all over in a comically short time span of just two hours.

The story is just as disappointing as the gameplay.The story is just as disappointing as the gameplay. The finale introduces you to the enigmatic Osiris who, according to Destiny lore, rebelled against the ideals of the city and caused massive unrest amongst the Guardians. However, (again, spoilers!) the being we encounter in the conclusion is a friendly gentleman who simply bids us a fond farewell and returns to from whence he came, closing the storyline of Osiris in an incredibly anti-climatic manner. It’s a huge disappointment to see this opportunity for drama wasted with a trite goodbye.

So, we’re left with Mercury: a boring but beautiful destination with one new public event, only one measly lost sector, and a few treasure chests. It is easily the smallest playable public space in Destiny 2. The Infinite Forest, a space that allows you to travel to simulations of the past present and future of Mercury, only opens up when you begin an Adventure, which is acquired from Brother Vance in the lighthouse upon campaign completion, but otherwise, it remains closed and inaccessible. Yet another missed opportunity.

My initial impressions of the Infinite Forest are a mix of frustration and disappointment.My initial impressions of the Infinite Forest are a mix of frustration and disappointment. Because the Vex deal with time travel, there are a plethora of opportunities to reference the Vault of Glass or revisit our past as characters in the world. What we’re given instead is a completely forgettable story. While Bungie did attempt to address a few community complaints by adding incentives at the Tower vendors like Ornaments for your armor, it’s too little too late.

In addition, the latest updates to the main game do nothing to address the community’s loud cries for fixes. What’s truly absurd is that for anyone who opts out of this weak expansion, Bungie has actually made the game they bought worse by locking them out of the Prestige Raids and the Prestige Nightfall. Considering that the hardcore community is already leaving Destiny 2 for other, more enticing games (as evidenced by the fact that it’s dropped off the Twitch Top 10 list even after a major DLC release) that’s an incredibly bad move.

Crucible, which was the lifeblood of Destiny 1, is left in its current stale state.Crucible, which was the lifeblood of Destiny 1, is left in its current stale state, requiring the disliked team shooting to succeed. To put it simply, PVP is not nearly as fun as it was in the original. It’s been dumbed down to the point that no weapon is allowed to feel special, and optimal strategy remains standing next to a teammate and shooting at the bad guy. Previously you still had a chance against a team, but that excitement has been entirely eliminated. This results in fairly bland fights and fewer of the epic moments that Destiny was previously known for.

Bungie’s development team say they’re always listening, and I certainly hope they are this time, because the current state of Destiny 2 appears dire.

Tonight I am going to play a ton more and explore what’s beyond the campaign in terms of progression. I’ll update with a temporary score tomorrow, and a final score on Friday with the release of Raid Lairs.

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