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Destiny 2: Curse of Osiris finally lets other enemies shine, but that’s it

Spoiler Warning: Spoilers ahead for the campaign in Curse of Osiris and the base game of Destiny 2.

You will fight against all the bad relatives in Destiny 2: Curse of Osiris, the first expansion of the game that was launched before this week. You will face the hive born on earth, the Fallen aliens, the great Kabbalah. The only alien race that is missing in this impromptu meeting are the Taken, it seems. The Vex, the evil gods of this expansion, seemed to ignore them in their endless simulation on the planet they ruined and took.

In the base campaign of Destiny 2, you cross many planets saving your mentors from the first game. Fight against the enemies mentioned in those worlds, including the frightful one Taken. But mainly, just fight against the Kabbalah. And in the cinematic scenes, all you see is an evil mega Camarilla. The campaign is mostly a blur as well, apart from its impressive and definitive final mission. The rest of the enemy factions are there to populate the worlds with which you shoot, without too much rhyme or reason for it. They're just there because it's Destiny, and Destiny needs the same enemies that are slightly reconditioned (and sometimes restructured) to spice things up from planet to planet.

Even with the quick campaign and the parallel Adventure missions that are easily achievable within a period of five -time (and probably much faster if you have a complete Fireteam at your disposal), somehow the expansion of Destiny 2 Curse of Osiris makes it better to contextualize his enemies than the base game. The Vex here on the extremely small and very boring planet of Mercury have ruined it; they have been running "simulations" of encounters with other enemies and venturing into Mercury's past and future in the process. You have the task of essentially saving the universe, as you do with a uber-powerful Guardian, and of saving the stubborn mentor of your friend Ikora, Osiris as well.

Bungie boasted live that this was one of the most rewarding public events of the entire game, only for the rewards to be just two tiles and one blue level element.

A few hours later, he has already done it. You have destroyed the Vex's greatest plans to devastate more things and saved Osiris and his sarcastic Ghost, Sagira. (Sagira feels like an answer to fans' fervor about another intelligent AI in Destiny 2's base game, Failsafe.) Despite the many followers of Osiris and his former friends who frame the wise Witch as a kind of self-centered asshole , when we meet him the conclusion, he is surprisingly cold.

And then life goes on. The Vex still inhabit Mercury. They still run simulations of encounters with various enemies through the randomly generated (and ultimately insipid) islands of the Infinite Forest. They still bounce between the richly nuanced views of the past and the desolate future of the planet closest to the Sun in the blink of an eye, as they often infiltrate it. At the end of the incredibly short expansion campaign, apparently nothing seems to happen. It is far from at least the reopening of The Tower at the end of the base campaign. The end of Destiny 2 felt more transcendental, as disappointing as it turned out to be its end. The Curse of Osiris simply ends without any climax at all.

It's an expansion that feels too thin, adding to the mountain of problems that have plagued Destiny 2 since its release; even with its boundary levels increased up to level 25 and power levels up to 330. The campaign is ultimately forgettable, even with some great moments and a boss fight that feels like a simplified version of a Raid equivalent. In most cases, you are going back and forth between the novelty of Mercury and the ancient planets with which you are already familiar. In fact, in a particular sequence, a reused attack configuration is executed (The Pyramidion from IO). There is nothing particularly remarkable about the short story, except for the brief moments in old Mercury and the contextual reasons why Mercury feels like a great enemy family reunion.

The infinite forest grows fast and tedious.

While I'm waiting in Raid Lair to open tomorrow before addressing a full review, after a few days with Curse of Osiris I feel like I've seen most of what there is to see. With the increased level caps and more equipment to match (some just recovered from the original Destiny), inevitably there is more to do, you should choose to do it (again). The new Heroic Strikes centered on Mercury are just missions of the campaign, recently reused. Mercury has only a few hidden chests, a booty sector and a single public event. (Two chips and a blue, baby). There are two (or three, if on PlayStation 4) new maps for the melting pot, which at least for me personally has never been a draw outside of the weekly milestones.

There are only fundamental problems in the root of Destiny 2 for players to continue playing, where adding more of everything is not exactly the answer to solve the inherent problem of the final game. And the problem is that, even with this first expansion, "more" does not even feel like much in the first place.

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