Destiny 2: Curse Of Osiris Campaign Impressions

The Curse Of Osiris has one of the best story campaigns out of any of their expansions, unfortunately, the bar isn’t very high.  Luckily for The Curse Of Osiris, it doesn’t try to be the bare minimum and provides a surprisingly lengthy and varied campaign, that travels across the new location Mercury and freshly revisits old ones like Earth and Nessus.   It has its flaws, the Infinite forest provides a way to travel to major setpieces in the story but ultimately is a repetitive, if not beautiful, way to fill space. On top of this, Osiris is sorely lacking in the very expansion that shares his name and only shows up a handful of times.  The good news is that Sagira, his Ghost (The first with a female voice as well) spends the majority of the story with you and provides a much-needed break from Nolanbot.  Her voice acting is great and she carries a nice mixture of confidence, wit, and intelligence that makes her a compelling character, and makes me wish I had the option to make her my permanent companion.  Ultimately, it makes me wish that Bungie offered multiple options for Ghosts in the customization screen.

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To say Curse is even close to the level of The Dark Below, or House Of Wolves storytelling or campaign quality is just absurd.  Both of those expansions offered the bare minimum in plot and, had little to no cutscenes or characters. Curse Of Osiris at least follows the formula established in Destiny 2 and has cutscenes, plenty of dialogue and a plot that has major beats, even if it can be pretty incoherent.  Curse, unfortunately, follows the original in terms of being mostly about pseudoscience and total technobabble in comparison to the main games straightforward tale of taking back the city.  In the end, it is about some ultimate Vex machine who is going to turn Mercury into a Vex world and ultimately the rest of the galaxy, blacking out the Sun and whatever else. It is a driving force, but it really doesn’t mean much, other than it is bad news and you need to stop it.

The major issues with the campaign are, the overall plot is a missed opportunity to explore past the end of Destiny 2, and Osiris himself.  The story missions are fun and explore some truly amazing vistas and open areas, past and present. The Infinite Forest is used to get from point A to point B much of the time and leaves something to be desired.  It is visually wonderful, as is everything in Destiny, but it is mechanically boring.  The same enemies litter the area as always and it is just pre-made rooms stitched together to make a path to the next major area.  In concept it is a lovely idea, in practice, it doesn’t work as well as it should.  Hopefully, it fares better in the post-game content.  The good thing is, that it was never enough time spent there to become truly boring or feel like a chore.

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In the end, the campaign is fun, lengthy enough at middling light levels and visually stupendous. The story isn’t anything special outside of great dialogue and getting to finally meet Osiris, but it lets us spend more time at Mercury finally, and that is something we’ve been waiting for ages for. One thing that the campaign captures well is the sense of mystery and infinite possibility Mercury has always represented.  As the center of Osiris and his fanboys, as well as being a Vex world, the planet has always held a sense of wonder and possibility.  The infinite forest and the time-hopping narrative take an enthusiastic stab at it, but falls a little short, in the end though, it is still a good time. All in all, at around 270 or so light level it took about 4 to 5 hrs with frequent trips to the Tower.

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