I used to be what you might call a Destiny addict. Back in the mid-2010s, I was all-in on the first Destiny game, practically playing it daily. I had a dedicated crew I ran raids with, chased the highest-level gear I could find, and competed in the Crucible like it was a job. I clocked over 400 hours playing the game over the course of a few years, and when Destiny 2 came out in 2017, I started on that same path.
But life changed. My free time became more scarce as I got older and the idea of spending all my time on one game became unrealistic. I had other things I wanted to play and it no longer made sense to keep up with an MMO where the grind was always climbing. I still checked out every major expansion, playing through any new story content, but I began to feel like I wasn’t getting a fulfilling experience if I ignored the grind.
The Witch Queen is the first Destiny expansion that actually feels flexible and tuned to my changing habits. While it brings more live-service hooks for dedicated Guardians, it finally offers a self-contained story campaign that works on its own outside of the grind.
When The Witch Queen dropped in February, I had reservations about buying it. In the past, expansions like Beyond Light weren’t exactly built for players who just want to dip in, continue the grand story of Destiny, and bounce. Beyond Light’s story was more of a tutorial meant to teach players about the new stasis class, while Shadowkeep was more an introduction to the Moon location than a compelling narrative. I didn’t want to spend money on something that wasn’t going to have an immediate payoff.
After months of debate, I finally bought the expansion in April. I resolved to buy the base DLC and not tempt myself with a
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