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Destiny 2: Curse of Osiris—Small triumphs, a crumbling present and a dark future
It doesn’t feel like a living, breathing space such as the Tower or The Reef from Destiny 1 or the grossly underutilized Farm social space.

Curse of Osiris splash.[/caption]The Raid Lair is greatThe Eater of Worlds Raid Lair is fantastic. It looks great, all the encounters (the boss fight in particular) are a lot of fun, while its length hits that sweet spot between investment and reward. It’s perfect for a lot of players who do not have more than a couple of hours to commit to a Raid run with their friends. I must say, however, that it’s the Raid Lair’s visual aesthetics and encounter design which elevate it from being merely “good” to “great”.
The high points of the campaign are the game’s two Strikes (masquerading as game levels in this case) and the final boss fight where (spoiler alert) your Guardian finally gets to fight alongside an NPC! The campaign isn’t without fault, however, with the oldest Destiny trick in the book being deployed: reusing an old Strike area as a level. Its brevity combined with the artificial extension of length are real issues.Limited exploration and a new economyIt is unfortunate that the main hub area in Curse of Osiris, the Lighthouse on Mercury is barely populated, featuring just one NPC (quest/reward giver Brother Vance) and the Forge, a console which can be used to craft themed expansion weapons. It doesn’t feel like a living, breathing space such as the Tower or The Reef from Destiny 1 or the grossly underutilized Farm social space. What’s more, Mercury itself is Destiny’s smallest single open exploration area, featuring one (albeit well designed) Public Event (which ironically is the largest space for a Public Event in Destiny history) and a sole Lost Sector.First Published:Dec 24, 2017, 17:44:45 IST
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