![]() Generally, though, their inclusion feels less impactful than The Witch Queen's Lucent Hive, which were more varied and interesting in the threat they posed. They're used effectively enough in a handful of missions, usually in smaller arenas where their habit of charging you down results in frantic, panicked kiting. The trick with them is that they're immune to damage until you take out the weak spots on their shoulders-similar to the Rhulk fight in last year's Vow of the Disciple raid. Throughout there's a good mix of arena size and enemy density, making missions feel varied and satisfying to overcome.īungie also gets some mileage out of the new Tormentors-a type of miniboss that appears in a handful of missions. That third mission to destroy the Radial Mast? Story frustrations aside, it's an engaging tour through Calus's ship-heavily based on the familiar aesthetic of the Pyramid Ships, but infused with his own gaudy flair. In fact, much of the encounter design throughout the campaign's missions is strong-at least in the missions that give you enough freedom to choose your own approach. It's great-a satisfying payoff to the work spent developing as allies across the last two years of seasonal storylines. And towards the end, we get a big setpiece fight alongside Caitl and her army. I like the training montage-at the very least it's a moment to actually spend time with the game's characters before they send us off to defend another macguffin. Given all that, I actually don't mind the tone of the campaign leaning into an '80s action pastiche. We've spent a full year gorging on ice cream, and now Lightfall is here to remind us that, no, we also have to eat our broccoli. But The Witch Queen felt like the studio had turned a corner-it was a satisfying story, well suited to the game it was a part of. Both Shadowkeep and Beyond Light gestured at good story beats, but struggled to make them work within the confines of Destiny 2's story delivery mechanisms. Instead of getting to know Neomuna as a living, functioning civilization, we discover that its citizens are hiding from the invasion inside Neptune's version of the metaverse, leaving the city feeling deserted-just another barren destination biome, this time with neon. Instead of fleshing out the genuinely tense and compelling cutscenes between Calus and the Witness, we're left to reverse engineer the Witness's likely plan of using the former emperor as a disposable lure for the Guardian. Instead of doing the work to show Osiris reckoning with his grief over the loss of his Ghost, his character shifts wildly, bafflingly in tone from one mission to the next. Lightfall rushes through plot beats and character arcs, never giving one enough time to germinate into something interesting or coherent. Outside of the first and last cutscene, everything here feels like a disposable sidequest. What is the Radial Mast? What will happen if Calus connects it to the Veil? What is the Veil? Throughout, Lightfall does a terrible job of setting the stakes of our missions, making them feel inconsequential. ![]() A lot has been made already about the tone of this expansion-particularly the asinine banter from Nimbus, who has never met a situation they can't quip their way through-but the problems are so much more fundamental than that. ![]() These are not quotes I've cherry picked from throughout the mission. "There must be more than one path to the Radial Mast," says Rohan. "Even if we could fight through, they'd have enough time to secure the Radial Mast." "The Shadow Legion have the corridor locked down tight," says our Ghost. "A source of paracausal energy? It could be the Radial Mast." In the third mission, we're asked to board his ship in order to destroy "the Radial Mast" before he can connect it to "the Veil". Leading the charge on behalf of the Witness is former Cabal emperor Calus and his new Shadow Legion. Immediately allying with them, we begin working to stop the Witness from retrieving "the Veil". We follow Osiris to Neptune-discovering the hidden city of Neomuna and meeting Nimbus and Rohan, two cybernetically enhanced Cloudstriders, when we land. In terms of the story, Bungie has again returned to the infuriating narrative trick of having characters talk about the importance of The Noun without ever doing the work to explain why you should be invested in it.
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