Destiny 2: Curse of Osiris (First Impressions)

Osiris was a guardian of legend. A Warlock that transcended pure ability and left his mark on the world. You might know him from Destiny’s original “Trials of Osiris” purely by name, or you might have dug so deep in the lore that you rolled your eyes at this introduction. Either way, you’re bound to have reached the same conclusion that I have: that Osiris deserved better.

Destiny 2’s latest expansion focuses on the aforementioned Guardian and how he managed to become lost in time on Mercury. We soon discover that the Vex are plotting against the known universe, again. There is a distinct lack of meat on the bones of the carcass that was Destiny’s 10 year plan with this expansion. In terms of length, you’d be hard pushed to get more than a weekend’s worth of content through completing the story mode, strikes, and additional adventures that make the Curse of Osiris. No matter how interesting the character of Osiris is, the story is just not enough.

You can’t help but point out the irony that a DLC boasting an Infinite forest would feel so short-lived. Much like the story itself, you’ll often fire through the forest with such breakneck speed that you’ll rarely ever stop to kill its inhabitants unless forced to. There are so many missed opportunities that spawn from this general lack of pacing too.

Worlds that we would love to explore are relegated to adventures or portions of a strike that have limited exposure. Instead we are left with the new free roam space, Mercury. In terms of size, Mercury is the smallest zone excluding the Tower Hub or The Farm. It’s tiny. So tiny in fact, that you’ll only ever see one public event and you’re unable to access your Sparrow for fear of the sudden realisation that there probably isn’t enough room for more than 6 guardians in this zone. Contrasting this tiny zone is Mercury’s “past” area which is only accessible through certain activities; it feels expansive and looks astounding. Vibrant fields reach out towards the horizon as the long colourful glass seeps into the glow of a setting sun. Then you have the architecture of the Vex, giant floating constructs composed of solid white slabs and golden machinery. The visuals alone almost justify the rather expensive price tag.

It’s just a shame that outside of the visuals, the Curse of Osiris is as cold to embrace as the void of space itself. The content actually obtained through purchasing the DLC can be boiled down to an extremely grind-heavy weapon forge, an abysmally short story, two new strikes (one of which happens to be my favourite in the series), the raid lairs, and a few new guns. Although these flaws are mostly masked by the universally accessible content update that adds masterwork weapons, a much needed tweaking of the economy of Destiny 2, and starts to lay the groundwork for a more stable and dedicated fanbase.

The fact of the matter is that the Curse of Osiris DLC is supremely underwhelming. Even if it deepens the lore of Osiris and gives dedicated players a few more weapons to add to their collection, you’re still playing Destiny 2, a game which has some serious issues that still need to be addressed. Curse of Osiris sees to hold a mirror up to Destiny 2 much in the way that it allows us to explore Mercury; we are given the opportunity to see how far we’ve come and a nightmarish look at what may lie ahead should the Guardians not intervene. Ultimately, you’re just one Guardian stuck in the middle awaiting your own real life Osiris.

As Destiny 2’s current shape is in flux, we’ve decided to go against giving an overall score for The Curse of Osiris DLC as it was timed alongside massive overhauls in the economy of Destiny 2 and much needed tweaks to its systems. We hope to return to Destiny 2 in the new year with the addition of the full masterworks system and fixes that Bungie have outlined in their plans. 

Comments are closed.