But he only gives a monologue, which my Guardian ignores with a shrug. That’s a pity because a lot of immersion and credibility is lost here, as it reinforces the impression of controlling soulless puppets.
At least the weapon forge promises to keep us busy for a few weeks, even though I wish for random rolls here that would increase replayability. The first footage that has surfaced for the new raid sector is also positive. This will open its gates on Friday, December 8.
Have you already completed the story? How did you like it?
Our author Robert has completed the campaign of the new Destiny 2 expansion Curse of Osiris. How is the addon playing out so far? Are the story and characters convincing? Read it in our preview report!
Osiris is one of the most anticipated figures in the Destiny universe. There were already many hints about the old Warlock in Destiny 1, especially through the PvP event “Trials of Osiris.”
In Destiny 2 Curse of Osiris, it’s time to unveil the secret of the old Warlock with an epic story full of twists – or is it? Is the story of the new expansion really as epic as it deserves for Osiris?
Warning: Story spoilers ahead – Read at your own risk!
The Locations – Between Beauty and Recycling
I’m getting to know Mercury as a “new” location. Throughout the story, I am sent into different timelines, allowing me to see Mercury of the past as well as the future.

And one thing is for sure: The locations look fantastic. Mercury of the past is a feast for the eyes. The surroundings, the flora, and the water in contrast to the machines of the Vex provide a unique panorama. Once, Mercury was a garden paradise created by the Traveler.
I could hardly take my eyes off this sight, and soon it was time to move on. I also visited the bleak future of Mercury, where the Vex control everything. Unfortunately, I was unable to capture all the details, as we moved on quickly.
And that is indeed one of the problems I have with the locations. They look good, why am I only allowed to spend so little time there? The past of Mercury would offer countless possibilities. To return there, I must hope that Ikora has a corresponding mission as meditation or that I play the adventures. I would have liked to get to know them better during the story with additional background information.

In addition to Mercury, the story takes us to familiar places, including a notably emptier version of the Pyramidion strike. Additionally, I am transported to Nessus and the EDZ.
Bungie is often accused of selling old locations as new content; however, I had no problem with that here. The core of the story takes place on Mercury, including in the Infinite Forest.
The Infinite Forest – Between Vex and Boredom
The Infinite Forest was announced as an exciting activity, which should look different each time you enter, host different enemies, and include various mechanics.
Well, you can’t deny that Bungie has delivered here.
However, the Infinite Forest does not convince me, all ideas are running on low flame. Those who wished to re-enter the Infinite Forest repeatedly, with changing modifications and mechanics, will experience disappointment.

In principle, the Infinite Forest is nothing more than a connecting piece between level areas, which is always arranged differently. You can enter the Infinite Forest whenever you like, but you must repeat the story mission (as meditation with Ikora) or the adventures.
The architecture is always the same here, the colors are identical, only the (already known) enemies vary.
There are exactly two mechanics. You can either walk directly through the areas, or you have to kill a few specific enemies, the demons, to open the next gate.

The first and second times it was even fun to run through the Infinite Forest. By the third time, I caught myself just running past the enemies.
The Infinite Forest in its current form is boring and uninspired. It lacks replayability, changing terrains, and varied mechanics. The basic idea of the Infinite Forest is good, but Bungie still needs to step it up.
The Story – In Search of the Curse
The story revolves around the Warlock Osiris, who is trapped in the Vex network and needs to be freed. We are supported in this by Osiris’ ghost Sagira, who brings a fresh breeze.
The missions are typically structured for Destiny: We run through beautifully designed levels and take out all sorts of aliens along the way. In between, we have to complete jumping passages, transport Arc charges, and find cards and processors of the Vex network.

This plays nicely but offers no groundbreaking surprises. The final boss fight is coolly staged but unfortunately focuses only on defeating minor enemies. To injure the boss, Arc charges must be placed in designated installations.
Osiris helps us in the final battle – what exactly he does remains in the dark. I also wonder after completing the game what exactly the curse of Osiris is supposed to be. Even Panoptes, the final boss, remains pale and aloof – he feels like a placeholder for evil. Most of you have probably forgotten his name already.

Anyone hoping to finally learn what exactly happened to Osiris will be left puzzled after completing the story. Neither does the story fit into the existing lore, nor is any of the numerous loose ends of the Destiny universe further explored.
I have also noticed some inconsistencies regarding the locations and characters:
- Brother Vance suddenly reappears. What happened to him after the events of Destiny 1 remains unclear. He has also lost his mysterious and dark character. You rather feel like you are facing an Osiris fanboy.
- In Destiny 1, the Lighthouse was located in a different area than in the sequel. Instead of being in Caloris Planitia, we are now on the Glass Fields. Why the location changes is unknown.
Conclusion:
The usual excellent gunplay and the really beautiful locations unfortunately do not hide the lack of depth in the story and the inconsistencies that accompany the character “Osiris”.
Especially the Infinite Forest left me with conflicting feelings. I didn’t expect any large Nephalem Rifts like in Diablo 3, but a bit more variety would have done the place good. In terms of terrains, there was enough potential; the mechanics could also be more diverse.

Rarely have I wished for a talking Guardian more than in the last sequence. Since we temporarily exchanged our ghost for Sagira, there is actually plenty of need for conversation with our ghost.
But he only gives a monologue, which my Guardian ignores with a shrug. That’s a pity because a lot of immersion and credibility is lost here, as it reinforces the impression of controlling soulless puppets.
At least the weapon forge promises to keep us busy for a few weeks, even though I wish for random rolls here that would increase replayability. The first footage that has surfaced for the new raid sector is also positive. This will open its gates on Friday, December 8.
Have you already completed the story? How did you like it?