
Still, it’s one of the better narrative offerings from Destiny to date.

But in typical Destiny fashion, the story isn’t really told within the game, beyond the odd hint and voiceover. Though somewhat silly, it’s no dumber than your average fantasy storyline, and there’s actual emotion behind longtime Iron Banner representative Lord Saladin and his crew. In the main storyline - brief as ever - players reform the long-lost Iron Lords and uncover the tragic tale of their demise at the red tentacles of Siva. The Fallen have jacked themselves up on Siva, building up quite the ‘roid rage, and in the process have opened up a vast new area of the game: the snowy yet lava-filled Plaguelands. Rise of Iron broadly centres around the emergence a new threat - the red, glowy, cybernetic substance Siva - and its use by the game’s alien pirate race, the Fallen.

Rather, it’s made up of refinements, expansions, and nods to the past that give current or lapsed players a lot to like, but likely won’t attract anyone new to the party. Like Gollum with the One Ring, I hate and love Destiny, much as I hate and love myself, but I’ll happily defend its unique brand of silly space magic any day of the week (but slightly more on Wednesdays).īungie’s latest (and final) expansion to its massively multiplayer sci-fi shooter, titled Rise of Iron, doesn’t reinvent Destiny in the way that The Taken King did.

I've strengthened friendships through this game, and scraped dangerously close to deadlines because of it. Now, Destiny is my great shame, eating up far too much of my free time and conscious thought as I mainline strikes and Crucible matches with my clan Uber Party Squad. Bungie had turned an unwieldy, developmentally troubled behemoth into a solid game - if still an occasionally perplexing one. When I reviewed Destiny’s Taken King expansion a year ago, I wrote about how the game hadn’t grabbed me in its first twelve months, but that the expansion improved its systems and storytelling to the point that I was finally on board.
