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Once upon a time, Bungie justified microtransactions by saying that all future, non-major expansions would be free. They held that promise throughout the lifespan of The Taken King and Rise of Iron, but have since broken it. Not only do we have to pay for expansions again, but most of the loot that could previously be earned during Destiny’s lifecycle is also all locked behind microtransactions. Every ship, sparrow, cool shader, ornament, and emote can’t be obtained by completing challenges in-game, but only by opening Loot Boxes. Considering that Bungie was just caught handicapping XP gains to encourage real-money purchases, this move feels entirely wrong.

Curse of Osiris begins after the events of Destiny 2. The mysterious Warlock Osiris has vanished, and a new Vex threat has surfaced on Mercury. Pushed by Ikora Rey to investigate, you and your Ghost Armor set bonuses your sights on the planet closest to the Sun in the hopes of saving Osiris and defeating this new threat. The Vex have always been the most interesting of Destiny’s five alien species. Unlike the others, we don’t know what motivates them to convert planets and who their allegiance belongs too. Likewise, the character of Osiris has been hyped up over the past three years through the Grimoire and Brother Vance, which means that there should be an interesting story here. Unfortunately, there isn’t. In fact, Curse of Osiris’ storytelling is a regression back to Vanilla Destiny.

The first thing to strike (no pun) in the Destiny 2 Beta was how well-worn it felt. Like wrapping up in a comfy blanket that is always waiting when returning to the family home…while it crumbles and burns to ash. The one thing that’s been on the brain is how Destiny would need to pull a Halo maneuver if it hoped to pull itself up from the original launch, and so far, so good. Destiny 2’s beta does exactly what Bungie’s previous title Halo did before it, taking everything it learned from the first game and improving on that at every turn. The gun play is tighter, the environments more stunning (not just visually) and the state of Destiny in a better place than when it started. It’s a shame then that the beta doesn’t offer more, because the sparseness of it all itches at the back of the mind. Why only show the opening mission, a strike, and two crucible maps/modes?

Bungie has received massive amounts of criticism ever since Destiny 2 launched and they’re now poised to launch the expansion that will either make or break the game moving forward. They need Destiny 2: Warmind to be a success. They need it to convince players to come back and get invested in the game again. If neither of those things happen, then they’re going to have a hard time getting anyone to fork over more cash (probably forty dollars) for their major expansion coming this fall. Warmind might not be Destiny 2’s true final chance, but one would think that Bungie would still be doing everything it can to show gamers that they’re committed to improving the game, and that they’re eager correct the multitude of mistakes and exploitative policies that have defined its life thus far. That doesn’t seem to be the case, though. Instead of implementing an à la carte system like Fortnite or even just dialing back the cash shop to something closer to how it was in Destiny 1, they’re just adding a slightly less random loot box into the mix.

To add insult to injury, you can’t even play in the Infinite Forest whenever you want. After beating the three adventures, players can only access the Infinite Forest through additional Adventures acquired through Brother Vance, which you can only get once per week. For being a key feature of this DLC, players aren’t allotted a lot of time with the Infinite Forest.

The next week the raid reset and all Destiny 2 players learned something new about the raid: not only did the raid reset, but the order of the rooms was different. This is a smart design, allowing players to take on challenges they are unfamiliar with or maybe were having trouble with the week previous to improve upon them. Dogs were now first; this was fantastic news as the same fireteam could tackle the raid and knock out the part that had been challenging us, first. Unfortunately the same fireteam couldn’t all make it, instead the four that did show (myself included) ended up playing Trials of the Nine. We did try everything in our power to fill the two spots putting out lines throughout our friends list and even Destinylfg.net and other sources, but we gave up after a few hours at this. No raid this week it looked like. This is not a new problem for Destiny, with Destiny 2’s new feature of Guided Games it seemed some of this searching for party members stress could be alleviated.

Destiny 4K Wallpapers - Top Free Destiny 4K Backgrounds - WallpaperAccessWhile not able to pull a fireteam together that initial first day, something I’ve managed to do with all other raids in the past, I was content to watch others attempt this beast of a raid. It was exciting to see the first fireteam complete it in just six hours and reassuring. Then talks began to crop up and not the good kind. Here were the best of the best saying that it would take everything in a fireteam's power to pull off this raid. And why? Apparently because it was the most demanding raid out of all Destiny raids. They aren’t wrong.

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