Destiny has always been one of those games that you either love or hate, and even those who love the game often find themselves hating on it for brief moments during their space career. I’ve probably played more Destiny than I’d care to admit, so my anticipation of
In terms of story, the threat of SIVA is never truly evident and fails to feel like an actual threat until the closing moments of the campaign. Without revealing too much, it would be like playing through The Taken King, only to get to the final boss and realizing that Oryx can “take” things and bend their will. There’s just a lack of tension building with the alleged SIVA threat. Sure, the Fallen are using SIVA to enhance their bodies, but I’ve literally just slain a Hive demigod that crushed worlds, so it ends up paling in comparison. It’s a problem I realized when I saw Oryx during the Raid. It’s a form of power-creep but in boss form, “Boss-creep”. Oryx appears monstrously huge in the Raid, making his size a threatening aspect. SIVA, without having an actual body, must be built up using another method of fear, but with Lord Saladin being extremely cagey on the details there’s more uncertainty than anything.
Compare this to another piece of DLC, House of Wolves, where
With each new release of content that Bungie graciously drips into our thirsty mouths, the crowds come surging back to experience new content in a game they’re incredibly passionate about, sometimes to a fault. These faults lie on both sides of the experience, with players often hyping themselves into a frenzy, and Bungie removing or altering tried-and-true mechanics that players have come to love.
The cycle Bungie seems to repeat is to fix some issues in a DLC release, while systematically going back on systems that were otherwise completely appropriate and helped gameplay. The most immediate example of this is Engram decryptions. In The Taken King, decrypting Engrams actively helped you level up, even after reaching a higher Light Level. This meant that even Rare Engrams were a decent resource, but in
Archon’s Forge is a poorly implemented, yet incredibly enjoyable experience. It's like Court of Oryx meets the Prison of Elders, only you insert a key into a machine that summons a boss. These keys come in three different difficulty tiers and are dropped by enemies in the world. You don't have a set way of earning them, so you must rely on their drop rate. When I first began writing this, Bungie hadn’t addressed the drop rate of Archon’s Forge keys, but to their credit, it is now vastly improved. However, the problem still remains that you have no control over what you will fight in the Archon’s Forge. I’ve had a quest that requires me to fight four Captains in the Archon’s Forge using a certain key, and each time I’ve used that key it summoned Dregs. The other glaring issue is the amount of time it takes to reach the Archon’s Forge. To put it into Destiny terms, it would be akin to driving from the Steppes to the Forgotten Shore just to play a round of Court of Oryx. It’s inconveniently far, however it does mean I get to admire the new Patrol area, The Plaguelands.
Like the Dreadnaught in The Taken King, The Plaguelands is the new stomping grounds for players in
For all the small problems and grievances players have with
Just this last weekend I managed to finish the Wrath of the Machine, the new Raid Bungie released with
Aside from new activities like the Patrol zone, Strikes, and Raids, Rise of Iron also brings a host of new and old Exotics for players to collect. Instead of opting for RNG, like with previous Exotic weapons, Bungie has implemented a few quests that lead to unlocking the Exotics. Year 1 players will be happy to hear that there are quests to unlock Year 3 versions of the Khvostov, Thorn, and even Gjallarhorn. While Gjallarhorn is a powerful rocket launcher, I don’t feel the need to use it exclusively like in the original content. Bungie has struck a decent balance with their weapons in
As always, the gunplay in Destiny is on point, with Bungie needing to do very little, if any, tweaking to the way weapons handle. The only changes players will find are the slight ways the weapons function in regards to damage and recoil, all of which will go relatively unnoticed to the untrained eye, but become a point of major discussion across the communities like the Destiny subreddit. Bungie has struck gold with the weapon handling and the
Overall, Rise of Iron is another solid addition to the Destiny universe, and should hopefully keep players entertained for a couple of months. If previous installments are anything to go by, after the release of the Hard Mode Raid and the subsequent Challenge Modes, players will begin itching for new content to sink their teeth into. At the moment, with the addition of the Record Booklet, new Strikes, old Exotics, and the new Raid, Rise of Iron offers the perfectly-sized hit for the Destiny addict.
Rise of Iron Review
- Great New Raid
- Refreshing New Content
- Gjallarhorn is Back
- Underwhelming Campaign
- Blue Engrams Useless
- Ghosts and Artifacts Too Rare