In the latter, players are given a third subclass (2015 was so long ago) in the span of a short, class-specific, 10-minute sidequest during the playthrough of the campaign. That’s all well and good, and a concept that I’m completely on board for, but this is another case of focusing so keenly on the Darkness powers that come with the expansion in Strand, that it leaves me feeling more like Lightfall is just Beyond Light 2.0, rather than something more like The Taken King. Perhaps the most frustrating part of the Lightfall campaign is that it’s an entire campaign built around realizing what the Darkness is in relation to the Light, drilling home that it’s not good and evil, but instead the physical and metaphysical powers of the universe and how they interact with one another. I’d love to see Bungie select missions from this year’s seasonal content to keep around as a part of Lightfall and its expanded story so that the expansion stays at least somewhat cohesive after The Final Shape arrives next year. However, once this year’s seasonal content is Vaulted, all that will remain is this confusing, though entertaining, narrative. Questions about the Veil, the origins and intentions of the Witness, and more are all said to be answered throughout the year’s seasons according to Bungie. Who are the Cloud Striders? What did the Vanguard do while we were sidetracked on Neptune? What is the Veil? None of these questions are answered in the campaign, despite many characters acting like they know the exact answers to these specific questions.Įven though there are some glaring issues with the game’s campaign things like the Cloud Striders and Neomuna’s origins do see more of the limelight as you progress through the game’s post-campaign quests and content. This is meant to be the penultimate expansion for the Light and Darkness Saga, but nothing really happens outside of a single loose thread being hastily tied off just as it feels like it’s getting good while a dozen new things are introduced. The narrative of the Lightfall campaign feels like a filler arc in a serialized television show. After a fantastic 11-hour ride with one of my friends through the Legendary campaign, I was left feeling… conflicted. This launches into Lightfall’s roughly 8-hour-long campaign, depending again on the difficulty you choose with which to play it. The enemy has learned that a mysterious artifact known as the Veil is hidden there, and we’re going to have to get to it before they do. While we lose the fight, we follow the fleet to its new destination: Neomuna. They’re here to take out the Traveler once and for all as they once tried back in the Collapse, the seminal moment responsible for the creation of the Destiny universe as we know it today. Lightfall kicks off with a bang The Witness and its Black Fleet have arrived at our doorstep immediately following the conclusion of the Season of the Seraph. While it doesn’t quite manage to reach the same stratospheric heights as its predecessor, Destiny 2: Lightfall is still an excellent expansion for Bungie’s titanic Action-MMOFPS. Bungie came out swinging with another killer year of marketing, promising that Lightfall would be akin to that of an over-the-top 80’s action movie, both in tone and gravitas. Last year I said my biggest concern going into the future of Destiny 2 was whether Lightfall could live up to what the team at Bungie was able to accomplish with The Witch Queen.
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