Destiny is a game series I like so much I have the logo tattooed on my shoulder, the amount of time that I’ve spent in Destiny 2 meaning that its UI is forever burnt into my TV screen, so what I’m about to say comes from a place of love: Destiny 2: Lightfall is a bit pants.
Lightfall’s narrative arc starts strongly with the all our favourite heroes coming together to watch the Traveller be surrounded by Pyramid ships before The Witness makes their move, trapping the Traveller in a spectacular cutscene. The action then moves to the previously undiscovered human city of Neomuna on Neptune – the city that has been heavily used in trailers by Bungie, a brand new area like nothing we have ever seen, the home to humans who avoided the collapse!
Except it’s not really. It’s a massive, barren, neon jumble of towers. It turns out all the humans have popped off to cyberspace so there’s no one in the city bar some glowing torsos. The visual story telling makes no sense at all: There are roads, but no vehicles. It’s a city, but there are no shops, bars, or any building of any sort other than generic tower blocks. This massive vibrant metropolis we were promised is the emptiest area in the entire game, and that’s saying something when Europa is a frozen ball of ice.
It’s here that we meet two new characters, Cloud Striders Rohan and Nimbus – Destiny’s first non-binary character – and then race after the latest MacGuffin, which is called The Veil. When the last few years of Destiny 2’s writing have been so good, the new missions that take inspiration from 80’s action movies feel like a step back. Nobody explains what The Veil is, just that it’s important, and character seem to be talking at you to deliver plot points rather than having
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