Destiny 2 Lightfall Review

Destiny 2 Lightfall Review

Table of Contents

    Introduction

    The Purpose and Angle of this review

    Destiny 2 is a game that has evolved over the past 6 years since its release, and the broader overarching Destiny franchise is approaching a Decade since its initial release. Today, I want to discuss the latest highly anticipated expansion Lightfall and the current state of the Destiny universe. The angle I wanted to take with this review would be from the perspective of a player who primarily plays the game solo and how this game feels for a returning player like myself who returns to the series yearly for the major expansions and plays most of their experience solo. I recently caught up on the events in the series playing through the majority of the seasonal content that has taken place between The Witch Queen and Lightfall. With considerable anticipation of the narrative and new neon-dripped Neomuna, we'd see many of the Quality of Life features that Bungie promised to release alongside this expansion to make the game more accessible for both new, returning and veteran players. So now the big question is how does it all fare?

    As someone who has been playing the game since 2015 and has returned for every major expansion, the lead-up to Lightfall excited me, and The Witch Queen pulled me back into the Destiny universe. With this review, many of my points will be aimed at the solo experience and tie it up holistically with the overall experience. Let's get into it.

    Story

    A Narrative that Falls short

    We will kick this review off with the elephant in the room, which is the story for Destiny 2 Lightfall. Over the years, the Destiny series has had many missteps regarding its approach to storytelling. Whether it was the vapid storytelling of base Destiny 1 to criticism of its one-dimensional villains in base Destiny 2. There have been a few diamonds in the rough with expansions like The Taken King or Forsaken, which at least had some narrative focus. But last year, with the release of Witch Queen, it truly felt as though Bungie had finally found its groove and could tell a compelling narrative. Its new seasonal model, which would begin with Shadowkeep, would slowly expand and flesh out the rich world that Destiny is and start to unravel the broader story. Why is this all important?

    Since Destiny's initial release, we've been guardians of the Light fighting off this ominous elusive enemy, The Darkness. The reveal we were left with at the end of Witch Queen introducing us to The Witness would culminate all the storytelling, world-building and vague statements many of the universe's characters have discussed for years. Lightfall was going to answer our longstanding questions, and Bungie would sell us on this concept "Our End Begins", selling this expansion as an Infinity War, or Empire Strikes Back of the Destiny universe, this battle against a force we aren't prepared for. The hype was real, and all eyes were on Destiny.

    With all these factors in mind, it is ultimately why Destiny's latest expansion Lightfall is ultimately one of the most disappointing campaigns to date for the Destiny series. It feels uneven and unfinished. It lacks focus and feels more like a side quest story focused on the new subclass Strand rather than the big unravelling "Second Collapse" that all the promotional material and seasonal content was leading up to. Let's get into it more as to what went wrong.

    From here on out, we will be diving into the story for Lightfall, so if you haven't finished the campaign yet, feel free to skip ahead in the video or come back once you've completed the story.

    A Story that Feels like an Opening Act

    One of the major issues with the Lightfall campaign is how uneven that story feels. The game kicks off with the bang the Season of the Seraph ended with. The Witness, this haunting, mysterious presence infatuated with The Traveller, has arrived. The cinematic moments for Lightfall are always impressive, and the first mission sees us assisting Osiris to find The Veil; more on that later. After tackling many of Calus's army of Shadow Cabal, we take off on an escape pod heading straight for Neptune.

    The opening kicks off on the right foot, but the more the story unfolds, the more we begin to diverge. We meet the Cloud Striders and get some backstory on them and the back-and-forth conflict between them and the Vex. The next major story focus that the Lightfall campaign is the quest to acquire Strand, and this is when the story for Lightfall really starts to lose fall apart. By the midway point of Lightfall's 8-mission campaign you're more on a mission to master Strand than to stop Calus and The Witness. The cutscenes that play out between Calus and The Witness are really well done and set the unsettling tone of The Witness and his power.

    Whilst there are aspects of Lightfall's campaign that I did enjoy, such as the mastery of Strand montage, it felt like we were only at the end of the first act by the time the campaign had finished. The 8 missions in Lightfall's campaign aren't bad, but they're soured by the fact that they don't give any satisfying closure to the story. I liken Lightfall to a Rocky movie, where most of the campaign, you're training for a big showdown with the enemy, a big epic fight. Except Lightfall feels like it ends before you get into the ring. The final boss encounter, whilst multi-phased and challenging on Legendary, doesn't feel like the big final boss of the Lightfall campaign, and where the story concludes doesn't feel like the proper stopping point for what Lightfall was selling itself on being. Also, Claus, as a character, felt like he could have gotten some more time to develop. It would have been an interesting angle to understand how he became a disciple or, better yet, see him become one. There is so much that you're just supposed to assume happened and pretend to understand. Which is a perfect segway to my next point.

    The second biggest problem with this story is The Veil. It is the centrepiece of our objective in Lightfall. We need to stop Calus and The Witness from getting The Veil. But like many have said, throughout this campaign, you're never told what The Veil is, and everyone else knows what The Veil is but has yet to explain it. If you complete the post-campaign quest Unfinished Business, you'll have an exchange between Nimbus and Osiris that provides some context to the Black Heart from base Destiny 1 being a failed version of what The Veil is. But this is never clearly communicated to the player during the campaign, and that is Lightfall's biggest crutch. Many details still need to be answered for an expansion that was supposed to provide answers. Lightfall was supposed to be where we get some of those answers, but it leaves you needing clarification and more questions. To be clear, I'm not saying that with this expansion, they need to reveal all of their cards, but with Witch Queen, think about its narrative structure. The Hive got the Light. It's explained how this came to be, culminating in Savithun being chosen. The Witch Queen follows basic storytelling methods of setting up something and delivering on it within that story. Meanwhile, in Lightfall, many moments that should have felt more impactful aren't given nearly room to breathe.

    As time has passed, I'm of two minds, and I've iterated and refined my thoughts on this expansion. There are many different theories as to what went wrong here with Lightfall's narrative; some believe it is a filler campaign. Bungie has stated in future seasonal content that those who own Lightfall will have more quests from the campaign that explains many unanswered questions, such as the infamous Veil. Not to mention weapons in the promotional content for Lightfall that will be tied to quests in future seasons as a part of Lightfall. I don't feel like Lightfall was entirely a filler campaign, but more a campaign where its core components have been spread thin and replaced with bloat, given how uneven and purposely bloated I felt the campaign was. This was more a strategy on Bungies part to flesh the story out over the year and keep people coming back between now and The Final Shape. But even if this was their intention, this is a bit of a miss. There is no denying that Lightfall's campaign on launch is rushed and shallow, and I believe that Bungie can turn this around before the release of The Final Shape, but there are still many questions to answer. I'm hoping we can get a substantial amount of time with these characters and this universe so that the Light and Dark saga can get the closing act it deserves.

    Overall, I found the story fun and enjoyable. But lacking any of the answers and impact needed in this entry of the saga. It fails to come close to the high bar set by The Witch Queen and struggles to feel like the impending second collapse and more of a quick detour to meet our Cloud Strider bros and acquire Strand.

    Gameplay

    Gunplay & The Looter Shooter Elements

    One of Destiny's strongest and most consistent qualities throughout the years is how it feels to use weapons, the creative, different exotic abilities, and the spectacle of popping a super and feeling like an absolute monster. Lightfall continues this tradition and does it well.

    One aspect of Lightfall that Bungies emphasized in the promotional material carried over to the release is the feeling of being in an action movie. Lightfall is nothing short of a high-octane action adventure. The gunplay and environments, including Strand and balls-to-the-wall action throughout, give players enough reason to log in and check what's happening in Destiny. There is a good variety of activities and each.

    Destiny's gameplay has two core components, making the experience so addictive and enticing to return to year in and out.

    The first is the Incredible gameplay. From how smooth and diverse weapons feel to use, like seriously, the feeling of firing off any of the guns in Destiny is unmatched. A prime example of this is the hand cannon. I've always loved the weighty punch firing off one of your bullets gives, and this is just one of many examples. On that note, you can use a large pool of weapons and modifications you can apply. Simply put, the gunplay in Destiny is fun, maybe a little too fun, as Bungie has had to disable many different weapons after Lightfall's release due to them dealing insane damage. If there is one aspect of Destiny 2 that Lightfall delivers on, it is the overall fun factor of the game.

    Each of the activities in Destiny feels very fun and engaging to replay. For a game like a looter shooter where the core gameplay loop is grinding and replaying content, Destiny 2 is full of fun and replayable content. Lightfall's activities are all fun and provide a different level of challenge. The addition of Legendary campaigns in Destiny, which was set by The Witch Queen expansion, is one of the best inclusions to the experience, and here in Lightfall, it is no different. Experiencing the campaign on Legendary makes the experience a world of fun gameplay.

    This brings me to the second major core component, replayability and grind, which is at the core of the Destiny experience. Here in Lightfall, I feel like many replayable activities are being trickled into the game week by week, from the "Unfinished Business" quest in week 1 and the Exotic Quest for the "Vexcaliber" exotic in week 2. On that note, the seasonal model of Destiny always means that there is new content to grind that correlates directly with Lightfall content. Lightfall may run a bit dry for content if you are a more hardcore player, unlike Witch Queen. But as a returning player who orbits the game, I never feel like there is nothing to do. The range of gear sets to grind for on your three characters is ever-growing but achievable. As a solo player, trying to solo the pre-existing dungeons has been a fun experience for me, as they feel like a midway point between strikes and raids. Overall, there is a lot to love here in Lightfall that builds on the weekly activities from the new public activity hard reset. The vex incursion zones occupy the partition activity and shift to different locations each week. We'll dive more into these activities shortly, but overall the looter shooter aspect of Destiny feels like it is in a good spot. There are a variety of weekly activities to run that have triumphs for bragging rights, lore and items tied to them.

    Destiny 2's loop is one that still is the glue that holds the game together. For all of Lightfall's shortcomings and complaints that we may have with the game, the core gameplay and looter aspects are unrivalled, and Bungie is still finding ways to provide an engaging experience for players here with Lightfall. How you may ask, well that's what we're about to get into now.

    Quests, Strikes and Content

    Mission Structure

    If there is one thing that I'd like to indentify as an aside before we get into the Main Campaign structure and Post Campaign Content is a point that I touched on earlier, in that Lightfalls story feels way to focused on acquiring Strand than answering the questions of what The Viel is or what The Witnesses plans are. I feel like for these two most recent subclasses both Stasis and Strand, this weaving of the subclass into the main story always does feel like something intentionally done to lengthen its runtime. It's crazy to think that back in The Taken King when we acquired or third subclass that this was something that didn't interupt the main campaign. Even in vanilla destiny 2 we were given little side missions to play around and unlock this and ultimately, this should have been the blueprint for Lightfall. It's the same that can be said for the Cloud striders too. Additional missions or hell bring back Adventures, they both would have been great means to address these subplots and leave the core 8 missions to deliver the heavy hitters. As much as I love Bungies receptive nature to critism, it does feel like it's two steps forward and two steps back and I do hope that with in future expansions they find a way to tell a few stories that can run in conjunction, that aren't all directly apart of the main campaign.

    Pre and Post Campaign Content

    Whilst I do find there to be manyloose ends and issues with the narrative for Lightfall, I do feel as though the campaign missions themselves are a ton of fun and provide a good leave of variation to the action packed adventure. There were many missions throughout Lightfall's campaign which are super action-oriented and you can really tell from the visual design and set pieces bungie was really leaning into this neon scfi angle pretty hard. Many of these action moments to me, at least harkened back to something we'd experience out of Halo. An example is the epic sparrow escape to the tank sequence.

    The greatest inclusion to Lightfall is thenew enemy type the tormentors, which are terrifying enemies that up the intensity of an encounter whenever they step into the space. They have a variety of abilities and mechanics from the projectile disks they bombard you with, to a grab that will potentially end you in an instant. They are incredibly threating enemies, especially on Legendary and make the completion that more satisfying. The campaign may lack answers, but it doesn't lack action.

    Like any live service or MMO experience, you don't just finish the story; then game is done. The post-game content is what many of these games ride on, and Destiny 2 is no different. I think that Lightfall provides a variety of great content from Exotic Quests, a time trial, the full unlock of your Strand subclass. Alongside the new activity Hard Reset and Partition which are both really great additions to the patrol ecosystem which we'll dive more into later. Also, on the topic of Exotic Quests, these quests, from a narrative standpoint, do more to elaborate and explain significant aspects of the campaign, which is nice. But it doesn't dismiss those criticisms as it comes a little too late and it honestly feels like the game is working in reverse. But the quests themselves are really fun and see you return to some interesting places.

    Playlists

    Vanguard

    PvP and Gambit

    I will keep this part brief as there isn't much to cover, but I feel the Destiny experience is sorely missing a refinement to its PVP and Gambit maps. I've seen many complain about this for years, and it's crazy that the map rotation from Forsaken, one of the last times I was a committed Destiny player, feels the same as they are now. I know that Bungie has addressed this, stating that we will get some new maps in the later seasons of the year. With time this area of the Destiny experience does see some love because right now, a particular segment of the Destiny fanbase feels like they're being starved for content

    Raid

    The Root of Nightmares raid has now been released and has been cleared. I'm not going to discuss the Root of Nightmares as it is something I'm yet to cross off the list, and my aim for this review is to come at it from my experience as a solo player. But the visuals and encounters look incredible, and I watched the day one contest, which was a fun experience. I would like to know story-wise where this will take us from here. As I mentioned earlier, I was hoping that more stories would arrive once the Raid was cleared, but the Raid does bring closure to one of the threads of the narrative through the side content and strikes, as it was centered around Nezerac.

    The Strand Subclass

    On the game front, Lightfall is an insanely fun addition with a plethora of Quality of Life changes, new locations, quests and, most notably, the inclusion of the latest subclass Strand. This new subclass is a ton of fun and I've spent most of my time with Lightfall playing on my Hunter. The ability to grapple and slingshot yourself across the map or to enemies. Alternatively, using your grenade to tie up your enemies in webs through your different grenades is fun. The overall mobility of the subclass is a world of fun, and the various fragments and aspects that lend to the build crafting experience are extensive and on par with the other 3.0 subclasses. There are already so many videos that can be found of people experimenting with the new kit that Strand offers, with Strand Skating and rocket grappling.

    Strand feels a lot more accessible, and with Bungie, within a day or so, removing some time-gated fragments increases the potential and fun of the overall subclass. The method of unlocking fragments for your Strand subclass is a better progression system to Beyond Light's Stasis which would centre around an array of quests with a bounty-like objectives. Here in Lightfall with Strand, you participate in any activity and use the subclass. Enemies will drop a currency that can be used at the meditation pond to unlock the different elements of your class.

    Overall Stand feels like a subclass that shapes and changes the experience to the game, in more ways than one, the very feeling of traversal to combat have been shaped and altered by the addition of this subclass, and it is a very experimental kit of abilities that always allow for skilled players to make excellent use of its tools.

    Neomuna - Neptune's Neon City

    The location of Neomuna is based on Neptune, and it's a visually stunning locale with its neon-drenched cityscapes, techy Tron-like cyberscape and the Shadow Legion's ship. The location of Neomuna itself is full of public events, lost sectors and all the staples of a Destiny Location. There is a new activity called Hard Reset, which works similarly to Escalation Protocol, where you destroy waves of enemies and complete a bunch of other enemies, which concludes with defeating a boss. It's a fun activity that provides you with two chests, one for simply participating in the event and another that you can get from using a Terminal Override Key.

    These keys can be acquired through completing bounties and levelling up the planetary vendor Nimbus and follows a similar progression format to Fynch in The Witch Queen.

    The Lost Sectors found throughout Neomuna are distinct and make Neomuna an interesting area to explore. It can feel like there is a lack of activities at times, which is a shame, given how beautiful the location is to explore. The Vex Incursion Zones are pretty cool, and the partition missions that run alongside them are a fun weekly diversion to tick off the checklist. The activities themselves are fun, but it feels like can begin to run thin, and I wonder how these activities will hold up in the long term and how fresh Neomuna will remain.

    One thing I was more anticipation about regarding Lightfall and Neomuna was the use of Strand regarding verticality in environments. When I saw the reveal trailer for Lightfall, it had our guardians jumping from building to building and swinging around, and I was really hyped at the idea of being able to explore and hop through these buildings. It's something that would really add a different layer to the exploration of this location, and whilst there are places you can swing to, it feels like if you ever can reach a building, you're in a dead zone. It's not something I can or will punish the game for, but it is a missed opportunity and would have been a great way to showcase the subclass Strand too. But overall, Neomuna is a beautiful environment to look at that feels absent of a reason to visit.

    Quality of Life Changes

    Loadouts

    With the release of Lightfall, Bungie would begin rolling out many of their Quality of life changes. The first of these incorporated changes is the addition of Loadouts that are built into the game. Before the release of Lightfall, players would need to use an external website to equip and bind different loadouts to their characters. With this addition, it's great to see one feature that should be a part of the built-in experience. This also goes hand in hand with the changes to mods which show the equipped mods for your weapons and armour, intending to make build crafting more comprehensive for newcomers and returning players like myself. Overall, these features better the user experience, which is a step in the right direction.

    While discussing Buildcrafting, it is essential to mention that the overall progression experience in Destiny feels excellent. With its current model of seasonal content, there's always something to do to keep the experience enjoyable, which the series would need help with early on. There are plenty of activities to engage with that have gear to match. You always feel you're growing and refining your build.

    Guardian Ranks

    The following new Quality of life improvement that has been released with Lightfall is a system called Guardian Ranks which is a system that is aimed at guiding the player through all the different activities and quests of the broader Destiny experience, from being a New Light up to Lightfall. I liked the idea of what guardian ranks are going for, but there are better methods of guiding new players through the Destiny experience. Given that Guardian ranks reset every season and the directions feel more like a checklist of tasks than a roadmap to get caught up, Guardian Ranks feels more like an extension to Triumphs than a way to improve the new player experience.

    I'm aware that Bungie is working on a much more extensive overhaul to the new light experience. Still, my problem with the Guardian Ranks is that they are more of a seasonal number and a point, another mechanism to grind, rather than a way to indicate a player's experience. If you have played the game at all, you'll most likely be at rank 6 of Guardian Ranks being given the title Veteran, and to get there, you barely need to do anything.

    Simply complete the new Light and play some primary game modes. This makes the whole ranks system seem super uneven again. The accolades to rank 6 require minimal work; from 6 onwards, it becomes a monotonous grind. There is no balance between these ranks, and it doesn't offer any clear guidance or roadmap to get the optimal Destiny experience, but more just a bunch of thrown-together objectives that feel like rookie triumphs than a path to mastery for the player. I hope that Bungie does refine this system in the future so newcomers and veterans can reflect their experience through a proper Rank. Because these ranks, if implemented correctly, this system would make for an excellent way for people to understand how experienced a player is and allows new players to easily find more experienced players to seek guidance from. Long term, I'm sure that this system will only improve. But as it stands now, Guardian Ranks needs an overhaul.

    Commendations

    Another feature incorporated with the release of Lightfall is the use of a Commendation system, another substantial quality-of-life improvement that allows players to upvote and commends other players based on various skills they exhibit during particular activities. This could be from Leadership skills to being a fun player to play with. It's a neat system, and I think it helps signify what a player is like and makes an overall more cohesive user experience. It is a great starting point for the announced LFG system that will arrive at the game later in the year during Season 23. Overall, these features from the Guardian Ranks, Commendations, and Loadouts are all welcomed steps towards allowing the solo players more avenues to find people and be able to combat. However, as it currently stands, much like the Guardian ranks system, the commendations aren't fully realized ideas.

    It blows my mind that Bungie decided to tie commendations to a reward for players. On top of that, it is a requirement for a player to progress through each guardian rank. I take issue with this version of the Commendations system because it ultimately defeats the very function that the system aims to achieve. It ultimately boils down to everyone upvoting each other just because, and it makes commendations a grindable resource rather than a way to build a reputation and image for other players. This becomes even more baffling when I hear that people have been going into private matches and boosting their commendations to level up their guardian rank. Overall I appreciate that Bungie is trying to incorporate these features into their game. Still, man, they need to polish up this experience because, at this point in time, it feels more like a mindless upvote that is self-rewarding than a proper commendation system that celebrates the accomplishments of others.

    Season of Defiance

    We're now in year 6 of Destiny 2 and now heading into the 4th year of the game's Seasonal model. The latest season, Season of Defiance, is centred on the aftermath and ongoing conflict brewing on Earth with Calus and The Witness's arrival. The story and its gameplay activity focus on rescuing citizens captured by the Shadow Legion. The season sees the return of Devrium Kay, who hasn't had any time in the spotlight since the base game Destiny 2. However, the story's central focus has us working alongside Mara Sov as one of her Queensguard, and it provides us with a new gear set and range of weapons to suit that fashion.

    From a gameplay standpoint, the seasonal activity sees a group of three guardians going through a Vanguard activity that works similarly to the battlegrounds activities we saw in Season of the Risen. We're still in the early weeks, but overall this season is shaping up to build on the events of Lightfall and drip-feed us more content that should hold us over whilst we wait for some broader context to the many unanswered questions left with Lightfall's campaign.

    The New Player Experience

    I touched on this topic earlier when discussing the inclusion of Guardian Ranks. Still, with a new year, expansion and Quality of life changes, we must examine the new player experience. In 2023, Destiny 2 still feels as inaccessible and unwelcoming to newcomers as it was in the previous year. The two most significant contributors are the vaulted 2 expansions, the unavailable seasonal content, and the UI and in-game indicators that guide the player to each expansion. To me, it still feels like, if you're someone totally new to this game, you're going to convert to the game through an experienced friend that will be able to direct you or read up online on both lore and which order to experience the content.

    It's a shame because, over the years, the Destiny universe has been expanding and becoming more engaging for those familiar with the characters and the world. But for someone completely new to this universe with a four-hour video from one of Destiny's loremasters, a newcomer will be aware of many of the seasonal and expansion events that have taken place.

    For example, take the story of the ongoing character, The Crow. He has become one of the more interesting characters in the Destiny story. The question is, why is he interesting? It's one question that can only be adequately explained by having experience with Forsaken and Season of the Hunt, and Haunted to connect with him. This content is no longer accessible, and therefore, it is lost on people.

    The game is fun, and the New Light quest is a serviceable way of familiarizing players with the mechanics of your class and weapons. Still, the addition of Lightfall and primarily Guardian Ranks aren't the solution to the new player experience we were hoping for, which is a shame.

    Sound and Visual Presentation

    There is one aspect of the Destiny series that is always consistent and able to shine. The visual and audio design of the Destiny series is incredible, and Lightfall is no different. Lightfall is centered around this neon flair, and its new location Neomuna is visually stunning to explore. You can explore various locations through the campaign and post-game content, from the dark and ominous corridors of Calus's ship to the bright, vibrant colours of the cyberscape you'll experience during the strike. This expansion nails the experience, and the soundtrack released for Lightfall does an outstanding job playing into the theme and feeling of making the player feel like they're an action hero on an action journey.

    Another great aspect of this campaign, and post-campaign even, is the amount of available cinematic cutscenes; each one doesn't run overly long and feels purposeful for a moment when they do occur.

    Conclusion

    All in all, Lightfall isn't the terrible expansion many outraged people claim it is, but more a disappointing step down in certain areas from the high bar Witch Queen set. If Lightfall were to release with fewer stakes and after the Beyond Light expansion, the reception would not be as scathing. But we're now here, and we are at a point in the story of Destiny where we need answers. After seeing the writing team's ability to tell such a great story with Witch Queen, it is disappointing to see the apparent mistakes taken with Lightfall narratively.

    However, Lightfall manages to get many questing elements and post-game activities right. The variety in the mission layout and the endless fun can be had with the arsenal of weapons and how they feel. Whilst narratively, Lightfall needs more focus to tell a story and diverges between too many subplots and irrelevant side stories. I still enjoyed playing the campaign and participating in its post-game activities. To this day am still logging on to acquire new weapons. I'm optimistic. I do believe that Bungie can conclude this 10-year saga properly. However, fans can't help but feel sceptical about what narratively feels like a divergent tale from the promised promotional material.

    At the same time, as a returning player, the Destiny experience overall is a fun time. It's an action-packed adventure, even during the Lightfall campaign. It gives you a reason to log in every week from its seasonal content, grindable quests, dungeons and other end-game activities. Along with new additions in Lightfall like the Quality of Life changes improving the building crafting, the Hard Reset activity and the incredible Strand subclass. Destiny is an overall game that is a fun, exciting experience that I can recommend to those considering returning to the game but not to those looking to start playing the game, and honestly, that makes me sad. When Bungie announced this expansion, the overhaul to the New Light system, and the impending closure to the Light v Dark saga, that now may become a great entry point for newcomers. But as it stands, Destiny 2 post-Lightfall is an overall great game for newcomers and is a polarizing one for those looking to begin.

    I will end this on a positive note, and Bungie is adding features and working to overhaul the experience so anyone can play the game. I'm hoping that by the time The Final Shape rolls around, this will be a game I can recommend to anyone. Bungie has come so far, and I'll always have a soft spot for Destiny despite its shortcomings Lightfall is an uneven mess that I've loved playing.

    Credits

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