It is always, always the stories about memorable individuals, not Nebulous Things In Space, that truly hit. Compared to the campaign, I'm also way more interested in the season's more character-driven storyline. The Battlegrounds mode for the Season of Defiance is fun and full of loot, and the seasonal upgrade model has been refreshingly streamlined. I love Neptune's Titanfall-style time trial and sparrow racing side missions. The Exotic mission for the Vexcalibur glaive is a delight. The new Nezarec Strike is a welcome addition to the Vanguard playlist, even if that playlist is still laughably unrewarding. I am obsessed with Verglas Curve and Winterbite, Exotic weapons so good that they're making me play Stasis. Lightfall does have some great activities and toys. But if we can get ways of generating Charges that don't involve vacuuming orbs all over the place, I think mods will be in a good spot. Grabbing ammo is fine because it's infrequent, but this orb thing is tedious and disruptive in combat, and it's totally impractical in hard content. I am sick to death of picking stuff up in Destiny 2. This would be a fine framework if it didn't boil down to constantly picking up orbs that drop from enemies. Slightly less magical is the pruned armor mod system, which revolves around generating and spending Charges of Light. The campaign is such a misstep that I'm growing increasingly concerned whether Destiny 2 will be able to deliver a worthy finale in The Final Shape, the one remaining entry of this saga, which is due to land in 2024. Bungie says future seasonal developments will shed some light on events, but Year 6 should be building on Lightfall, not bailing it out. Nine years in, it's time for the broader narrative to provide answers rather than dredging up old questions and fruitlessly asking new ones. But Destiny 2: Lightfall devolves, returning to the days of vague gestures toward the Light and the Darkness. I wanted more, and had anticipated that the next expansion would deliver exactly that. Threats and motivations were clear, and everything felt connected. With Destiny 2: The Witch Queen, Bungie transformed Destiny's wealth of amazing lore into a clear and gripping storyline – the series finally had something lasting to say. Many of those same characters, especially the Cloudstrider warriors Nimbus and Rohan, also distract from the purpose of the campaign and muddy its tone with out-of-place banter. But what? No one seems to know, not because we don't fully understand this entropic cosmic threat, but because the events and characters of the campaign too often don't engage with it. The Witness wants to do something to the Traveler. We have to destroy the Radial Mast – again, I don't know what it is. We have to find the Veil, multiple characters insist, never saying why. Story elements and even some characters are introduced and abandoned so quickly that it's hard to get invested in what Bungie is trying to tell us. This may be a narrative climax five years in the making, but the campaign is an uninspiring six-hour romp chasing poorly explained MacGuffins across the new Neptunian city of Neomuna. Finally, the Darkness-wielding Witness clashes with the Light-giving Traveler. The best and worst of Destiny 2: Lightfall are reflected in its campaign. Platform(s): PC, PS5, PS4, Xbox Series X, Xbox One
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