Des­tiny 2: curse of osiris

An­cient Egyp­tian laser beams

Games Master - - Contents -

Bungie drops its first big con­tent hit for Des­tiny 2 – but is it a bless­ing or a… well, you know.

“noth­ing in this ex­pan­sion changes how the game plays in any sig­nif­i­cant way”

When Des­tiny 2 dropped on con­soles back in Septem­ber (and then on PC in Oc­to­ber) it was very well re­ceived, and with good rea­son. Fea­tur­ing in­cred­i­bly fluid and sat­is­fy­ing gun­play, and a some­what in­com­pre­hen­si­ble but vis­ually spec­tac­u­lar story, it was a com­pelling ex­pe­ri­ence in­deed… for a while, any­way. Many play­ers, some of us here at Games­Mas­ter in­cluded, even­tu­ally drifted away from the game due to a pretty shal­low endgame. For the lapsed among us, a new ex­pan­sion has the po­ten­tial to bring us back into that won­der­fully ad­dic­tive loot loop. So does this first DLC right the wrongs of the base game? Curse Of Osiris adds a new planet, Mer­cury, for our in­trepid Guardians to ex­plore, as well as new story mis­sions, strikes, PvP are­nas, loot, and a Raid lair – a sort of remixed ad­di­tion to the ex­ist­ing Le­viathan Raid. Mer­cury con­sists of two no­table ar­eas: the Fields Of Glass and the In­fi­nite For­est. The for­mer serves as the planet’s open-world sec­tion, and it’s here you’ll find pub­lic events, pa­trols, and ad­ven­tures. The lat­ter is a semipro­ce­du­rally gen­er­ated area which is ac­cessed via ad­ven­tures and mis­sions.

The Fields Of Glass is an in­cred­i­bly small area, maybe a sixth (if that) of the size of the EDZ and half the size of Ti­tan. It’s also not that in­ter­est­ing – a drab cir­cu­lar desert area with a cou­ple of land­marks. The skybox is as beau­ti­ful as ever, but if you sur­vey the tra­vers­a­ble land it­self it’s not much to crow about. There’s only one pub­lic event here as well, which makes Mer­cury flash­points quite te­dious.

The In­fi­nite For­est is in­ter­est­ing in con­cept: a semi-ran­dom se­quence of ar­eas that ap­pear float­ing in the void, of­fer­ing dif­fer­ent en­e­mies and lay­outs ev­ery time you en­ter, which ought to en­sure a fresh ex­pe­ri­ence. The area is only ac­ces­si­ble when you’re on a mis­sion, though, and it feels like it ex­ists just to ar­ti­fi­cially lengthen each mis­sion and ad­ven­ture, as with­out the ex­tended In­fi­nite For­est sec­tion at the start of ev­ery one they’d feel quite short. If this area were part of the Mer­cury open world and hosted its own pub­lic events and ad­ven­tures it would go a long way to mak­ing Curse Of Osiris feel more sub­stan­tial. Sadly it isn’t, and the ex­pan­sion feels quite small and boxy.

Acute loot pur­suit

The two-to-three hour story has many of the same pros and cons as other Des­tiny nar­ra­tives: it’s backed up with solid and in­ter­est­ing lore, and the vi­su­als are spec­tac­u­lar, but the di­a­logue is ter­ri­ble and char­ac­ters shal­low. This is par for the course for Des­tiny at this stage, but the lack of im­prove­ment on the base game is un­for­tu­nate. The story mis­sions them­selves are fun but unin­spir­ing. It’s as en­joy­able as it ever was to gun down hordes of hap­less aliens, but the for­mula of ‘gor­geous skybox with a lin­ear cor­ri­dor

full of en­e­mies’ wears out its wel­come pretty quickly.

There are a cou­ple of fun boss en­coun­ters, but for the most part you should be pre­pared to kill a lot of ran­dom mooks in a lot of beau­ti­ful sky­boxes. Curse Of Osiris adds no new en­e­mies, so not only will you be gun­ning down mooks, but you’ll be gun­ning down the same mooks that you were in the base game (al­beit with a few re­skins here and there mostly re­cy­cled from previous Des­tiny ex­pan­sions). The whole thing feels like it was rushed out of the door to meet a tight dead­line, what with all the reused as­sets (from both Des­tiny 2 and the orig­i­nal Des­tiny), bal­ance is­sues, and scarce new con­tent.

The new ‘Raid lair’, (which seems to be Bungie’s fancy name for a small Raid tan­gen­tially linked to a big­ger one) is an off­shoot of the Le­viathan from the base game. It’s a short, three-en­counter af­fair in which the Guardians ex­plore the seedy un­der­belly of the colos­sal ship to take down a new threat. The en­coun­ters are well de­signed, par­tic­u­larly the fi­nal sec­tions, but once again the whole thing feels far too short. A group of av­er­agely skilled play­ers shouldn’t take more than an evening or two to clear it com­pletely, less if you’re us­ing a guide and not just work­ing it out as you go. The two new strikes are scaled-up ver­sions of story mis­sions but with new di­a­logue. By it­self this would be for­giv­able, but when you con­sider ev­ery­thing else that’s repet­i­tive and re­cy­cled in the ex­pan­sion, it’s dif­fi­cult to let it pass.

Pyra­mid scheme

There’s new gear to be earned, though it should be noted that some of it is re­turn­ing loot from the orig­i­nal Des­tiny. The new stuff looks pretty slick, how­ever, in­clud­ing some lovely gilded Egyp­tian-style kit. For com­ple­tion­ists, grab­bing all the new Ex­otics will be a nice di­ver­gence. At the time of writ­ing the new ad­di­tions haven’t shaken up the PvP scene, so don’t ex­pect any change from fac­ing dozens of op­po­nents us­ing Bet­ter Devils and Uriel’s Gift – for now, at least. Speak­ing of PvP, there are two new Crucible are­nas. They’re as pretty and well-laid-out as you would ex­pect from Bungie, but it would have been nice to have a new Crucible game mode.

Dis­ap­point­ingly, there is noth­ing in this ex­pan­sion that changes how the game plays in any sig­nif­i­cant way. No new race, no new en­e­mies from ex­ist­ing races, no new weapon types, no new types of group ac­tiv­ity. The only new endgame ad­di­tion of any great in­ter­est is the Raid lair, and if you’re a solo player or you strug­gle to get your clan or­gan­ised to tackle Raids reg­u­larly (which given Des­tiny 2’s poor so­cial toolset would be un­der­stand­able), there’s noth­ing much for you be­yond the short story cam­paign.

Noth­ing in Curse Of Osiris is out­right ter­ri­ble by it­self. The prob­lem arises when you remember that this is sup­posed to be a full ex­pan­sion, and that it costs just un­der £17. That may not seem like much to some peo­ple, but when you con­sider how many ex­cel­lent full games you can buy for that amount (or much less), pay­ing that much for what would prob­a­bly be a free up­date in most other MMOs is a dif­fi­cult pill to swal­low. There’s not enough con­tent, and the con­tent that’s there is re­cy­cled, repet­i­tive, and limited. It’s still Des­tiny 2, so if you’re hooked on the base game and you want more, then this will serve you well enough. The shoot­ing is still fun, the graph­ics and mu­sic are still great – how­ever if you are look­ing for rea­sons to jump back into the game, or you were hop­ing for good value for money, you should skip this one.

For­mat PS4, XO, PC (re­viewed) Pub­lisher Ac­tivi­sion De­vel­oper Bungie ETA Out now Play­ers MMO If you’re wor­ried about get­ting bored of shoot­ing Vex, don’t worry! Our favourite gi­ant rhino things, the Ca­bal, are present and cor­rect too.

The story mis­sions fea­ture some beefy Vex, in­clud­ing Panoptes here, who likes to be called “In­fi­nite Mind”.

Shoot­ing aliens in the face be­cause we are good and they are bad is fun. All hail the Light!

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