Destiny 2: Curse Of Osiris
This was never going to be the moment that Destiny 2 clicked into place. Work on Curse Of Osiris was well underway when we visited Bungie for E310’s cover story, and so it had no chance of fixing the problems that have only come to light since the base game’s release. It is still too focused on cosmetics you can only acquire through RNG. It still lacks a meaningful endgame. And too many of its additions are things that have either been restored from Destiny 1, or should have been part of Destiny 2 from the start.
Bungie sold us on the need for a sequel to Destiny, rather than another expansion to it, by extolling the virtues of hitting the reset button on a series that had grown bloated and overly complex. That, no doubt, was truly felt. Yet it has also given the studio the excuse to sell back to players features that came as standard in the original Destiny. While it’s nice to have Heroic Strikes – amped-up versions of the game’s signature missions, that theoretically yield stronger rewards – back on the menu, where were they three months earlier when we needed them, when Destiny 2’s endgame fizzled out?
This update also adds Heroic versions of the Adventure side-quests, but only on the new DLC destination, Mercury. They’re tightly designed, pose a stern challenge, and offer great satisfaction when you finally clear them. Bungie, apparently, is working on equivalents for the other stops on Destiny 2’s intergalactic journey. We simply cannot understand why they were not factored in from the start.
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