It's wild to think about how much things have changed since I first played Destiny 1. It hasn't quite been a decade since the launch of that game, but that first public alpha started on June 12, 2014. It seems weirdly fitting to be writing about the final expansion of Destiny 2 right now, closing off the story of this decade long journey. Timing it perfectly to the first time I played any version of that first game.
Going back and reading what I thought about older games as I write about new ones has been the theme of 2024, but this time was a little different. Most games I wrote about once on their own, then a follow up in the Moosies GOTY stuff. There's always outliers, but Destiny has been the outlier among outliers. Between the pre-release alpha and beta, the game's release, my trials and tribulations to complete The Vault of Glass, and finally my breaking point where I declared I had given up on the game, I wrote about Destiny 1 a lot in those first couple months. Plus a follow up in the Moosies (where it didn't get in the top ten, but won my Best Music award).
Sadly, due more to stubbornness than anything else, I never played the part of Destiny 1 that the real diehards have long said was the best the series has ever been: The Taken King. Hey, we all make mistakes, especially when emotions get into the mix. And to this day, months shy of a decade later, I'm still a little bitter about what happened with The Vault of Glass. All those hours, across different attempts, and after finally completing it, my reward was a shader I had no interest in ever using.
Not to get into what ifs, but who knows what would have happened if I had gotten a good piece of armor, or heaven forbid whatever exotic weapon could be attained through that. Maybe I would have stuck with Destiny 1 up to the end, be a real sicko like my friend Jay who even likes Rise of Iron.

Or maybe I would have just burned out on it later, and not recovered in time to jump on Destiny 2 when that launched.
Still, for as maddening as that game could be at the time, some of its most ludicrous things I kind of look back on with fondness now. Like all that time spent shooting into the infamous Loot Cave, only to get engrams that Rahool would decrypt to lower tiers than the engram appeared to be. Or for the wrong class altogether! It's just absurd to think about now, but so absurd I can't help but laugh.
The whole thing was a fever dream, but something about that fever dream they've never been able to recreate since. Even other games that have tried to be mysterious, none have felt quite the same as Destiny 1 did back then. The story was nigh incomprehensible; told through a too robotic Peter Dinklage and Grimoire cards only readable on a mobile app for a smartphone I didn't have at the time (and maybe the website, I don't remember). Yet...there's something about that dreamlike mystique that I look back fondly on. I can't emphasize enough how much early Destiny 1 felt like a dream in the sense that it didn't make sense, and I only half remembered any of it after the fact.
Looking back on what I wrote about Destiny 1, it's funny how it was long enough ago that I was truly a different person than I am now. Not just me, I mentioned my friend Jay in there several times (and I know she doesn't read these, but I genuinely value her friendship more than I could ever convey), and let's just say we both use different pronouns now than in 2014, haha. Made even funnier by the fact that this is during Pride Month.
The point I'm trying to get at here, is that for better and worse, Destiny, in some form or another, has been a part of my life for a long time. On and off, long periods where I was away, but also plenty when I was deep in it, playing every week, every day, and having fun. Plenty when I was frustrated, and times when I felt like I'd had enough.

I played an unhealthy amount of Destiny 1 in those first couple months, so taking that break was the smart thing to do. Even if I now regret not playing Taken King at the time, if nothing else it allowed me the space to breathe, and figure out how to return for Destiny 2 without burning out.
Destiny 2 had its faults too. Cosmetic shaders were limited use consumables (coming in packs of three, despite Guardians having four pieces of armor (and class item!) that can take shaders (I forget if weapons could take them at the time)). The Red War campaign was much more coherently told than its dreamlike predecessor, but also had some of the most embarrassingly bad unfunny “jokes” I can remember in any game (I still cringe about Cayde's obsession with tanks). The game outright lied about how much XP players were getting after a certain point, to make them feel like they were making more progress than they really were.
I'm sure there were a slew of other game balance and design related issues that have been addressed over the years, but just off the top of my head, those are the things I remember from 2017. Okay, I'll admit, I went back and re-read what I wrote, otherwise I wouldn't have remembered the detail about shaders coming in three packs. Thank you 2017 me, for taking the time to go into that minutia, during an era where I was also writing incredibly heartfelt stuff about the queer representation in that Life is Strange prequel, haha. (Seriously that is probably still one of, if not the best thing I've ever written about a game, go check it out if you missed it.)
Despite the issues, the magic was still there. It still felt great to play, it was still fun to hop on and goof around with friends, and with that experience from the first game, I didn't burn out. I mean, I did stop playing, but more because I basically ran out of things to do. Never did that first raid, but in retrospect I don't know that I really missed much there. I didn't come back right when the two mini-expansions released in early 2018, but did play them over the summer after some sale prices. Curse of Osiris was not that good, but Warmind I actually quite enjoyed. It was small, but I liked it. That Mars is still one of my favorite patrol zones across the two games, which is one reason why I'm still miffed it's stuck in the content vault, despite a chunk of it existing in one of the Battlegrounds in the Vanguard Ops playlist.
Then, in the fall, came Forsaken. The expansion so good I've been told some at Bungie almost regret it, because they feel like certain aspects they'll never have the resources to do again. Specifically including two full patrol zones in a single expansion. Still, it was what Destiny 2 needed at the time. A great campaign of revenge for the death of Cayde (Nathan Fillion recast with Nolan North, and finally given some bearable writing), followed by the reveal of a whole secret second zone. What started as a space western became space fantasy with a tale of time loops and an eldritch space dragon. Every subclass got a new super, and at least for Warlock (my main), they were all really good. They added Gambit. A whole new mode! And it was great!

Forsaken is my Taken King, honestly. No matter what they've done since, this is always the point I compare it to. And I feel for Bungie, it is way more stuff added to the game than at any other point, and just about all of it was great. Sure, not all of it stayed great. Eventually I fell off of Gambit (probably around the time they removed Gambit Prime?), and while that Strike in the Dreaming City was incredible the first time, the boss at the end is so long that it makes the whole thing feel tedious.
After Forsaken they changed from doing smaller “expansions” to a more seasonal model, and for whatever reason I didn't play as much in the seasons that year as I should have. Dunno why, maybe I was just busy with other games. Either way, the next year's expansion was...Shadowkeep. So lacking in content, and so poor in what content it had, that I just gave up on the game. But I need to stress, this was different than Destiny 1. That was frustration, because I hit a breaking point. My realizing I was not in a healthy place with that game, and deciding I needed a break.
Shadowkeep just lost me entirely. It was so bad I wanted to see if I could go a full year without playing the game, and I did. More than a year, honestly. I'm pretty sure I didn't boot up Destiny 2 a single time in 2020, and that's not counting whatever time at the end of 2019, and beginning of 2021 before I came back.
Because...well, it turns out they eventually started adding good stuff to it again. Technically Beyond Light (an okay but not great expansion) was the end of 2020, but I wanted to wait until I got my hands on a PS5 before returning. I gave up on that after Season of the Chosen was so good I had to return, and played for a few months that year on PS4 before finally getting a PS5.
I actually had, for a while there, a plan for what I called my “Summer of Destiny 1.” The idea being that in a lull during one of 2's seasons, I was going to buy the other expansions for Destiny 1, finally experience The Taken King, and even Rise of Iron! No, it wouldn't have been the same as being there when it was new and hot, but it would've been something.
Problem being, after getting a PS5, and playing Destiny 2 at 60 FPS, I instantly realized I couldn't go back to the first game at 30. I mean, I would have gotten used to it, but I wouldn't have been happy about it.
I forget when exactly it happened, but at some point a bunch of stuff from Destiny 2 got “Vaulted,” and to this day is still gone. Multiple patrol zones (in universe explained as planetary bodies just disappearing into The Darkness), Strikes, and even the whole Red War campaign, just gone. Later, Forsaken and one of its patrol zones got Vaulted too, and let me tell you: This sucks. I get there are reasons for it, game's file size was getting too big, and I'm sure there's other technical reasons too.
It still sucks.
Stuff people paid for, just gone. Things people spent years of their lives working on, just gone. Destiny has been infamous for never having enough content, and while it's not nearly as much of an issue as it was a decade ago, it still sucks to have lost so much.

Anyway, after some good foreshadowing in the seasons leading up to it, 2022 saw The Witch Queen release. If Forsaken is the one that will always stick out in my mind for adding the most great content, Witch Queen is the one that sticks out for having the best campaign. It's just a really great series of missions, I dunno how else to explain it. It was also the first time Jay and I did our best to play through the whole of an expansion together, which helped given we were playing on the new “Become Legend” difficulty. It's pretty hard! In a good way!
The post campaign of Witch Queen ended up feeling fairly lackluster, sadly. Still, at this point, I was riding high in Destiny, and even if the seasons to follow were, as always, up and down in terms of quality, I stuck with it. Did all the story content in each season (all of which also disappears at the release of the next year's expansion), got each season pass to level 100, and overall had a good time with it.
2023 opened with Lightfall, which was...disappointing. Not a great campaign, not a compelling post campaign, but... Still I stuck with the game. On the bright side, I managed to finally do a raid in Destiny 2, after a friend introduced me to her Destiny friends/raiding group, and I've gotten closer with at least some of those people in the year since. That raid (Root of Nightmares) is really good too!
Then Lance Reddick, voice of Zavala from the very beginning of Destiny 1, suddenly passed away. I wrote about that last year, and honestly it still hits me sometimes when I hear old lines of his in the game. Cannot overstate how much every one of us in the Destiny community grew to love him over the years, not just because of his performance, but because he was a member of the community too. An active Guardian, just like the rest of us. Only one with a better voice than I could ever hope to have.
Still, we persevered. The end was in sight. Next year, The Final Shape, the conclusion of the decade long story. I wasn't giving up now. Come hell or high water, even if it was as bad as Shadowkeep, I was going to play that expansion. If it disappointed, then so be it, I leave the series behind, and move on with my life.
I wasn't the only one who felt like that. Increasingly people were feeling fed up with Destiny. Whether because of the game itself, or various reports about what was going on at Bungie, or whatever, the vibe was feeling worse and worse. The Final Shape getting delayed, resulting in another overly long season didn't help, though it did give me hope that Bungie was going to do everything they possibly could to make sure when the finale hit, and hit hard. It needed to, for me, for a lot of people I know, and likely a lot of the community. This was the final chance to keep us interested. The make or break moment.
Eventually, the day came...and after hours of the servers not working, finally, The Final Shape was here.

I won't spoil story specifics, but if you see something SPOILERED out, and care about Destiny...I mean you know the drill. Go play the expansion!
This expansion feels different from everything before it. Previous ones would try to stretch out the campaign, with little side things to do along the way, or artificially forcing a bit of a grind to get to the required Power Level (unless you were playing on Become Legend). TFS, however, actively encourages players to treat it as a single, unbroken story experience. Once you start it, the game recommends sticking with it until you're done.
Not that I think you should do it in a single sitting (though you probably could if you played it all day), it's still broken out into individual missions. Even those have checkpoints in them that can be returned to if you need to leave. Like say if you're on the final boss, it's past midnight, and after numerous attempts you and your friend decide to call it for the night. Just as an example.
And it's a much more personal, character focused expansion than all the others. Not nearly as much bombast as I expected, but a lot more introspection. A lot more focus on those main three heads of the Vanguard, all the way back to Destiny 1. Zavala (now voiced by Keith David), Ikora (who had also been recast a couple years ago, though Mara Junot is a good enough sound alike to Gina Torres), and returning for the first time since 2017...Nathan Fillion as Cayde.

I was really skeptical, partly because of how they were going to possibly explain Cayde returning, but also just...was this nostalgia bait? They recast him because Fillion didn't have the time, and promptly killed him off despite Nolan North (also the voice of the players' Ghost) having ample amounts of time for roles like this. Were they going to lean too heavily on Cayde's jokey nature, in what was supposed to be a serious campaign?
Whether it was supposed to be nostalgia bait or not, it certainly did make me nostalgic to hear him again. I love Nolan North, his characters have meant way more to me over the years than anything Fillion has done, but Cayde? Even as annoying as he was in the Red War, Fillion is still Cayde for me. And they had him for long enough to record a good number of lines for TFS, which was nice.
Also cool to see Cayde interacting with Crow, formerly Uldren. Those who played Forsaken may remember he was the person who killed Cayde in the first place. His rebirth as Crow, and growth over the years to become one of the staples of the franchise has been one of the better parts of their ongoing storytelling, even if there's been some stumbles along the way, so this was cool too. His regrets about his actions in his former life are key to what happens in this expansion, though I'm not going to go into exactly why. Gotta save some stuff for people to see on their own, right?
I guess I haven't outright said it, but The Final Shape is great. Maybe the best overall Destiny has ever been, even if there's some bits I could nitpick and say aren't quite as good as past things. No, the campaign isn't as fun of a ride as Witch Queen, but it's also telling a sadder story. No, it doesn't have two great patrol zones like Forsaken, but one great one is still better than Lightfall or Witch Queen managed (not to say those zones are bad).
It also adds the Prismatic subclasses, which are pretty cool. As much as I would have liked a third Darkness subclass to go along with the three Light subclasses, Prismatic fits where the story goes much better. A blending of both Light and Darkness, it allows for mixing and matching certain abilities from all the subclasses, along with some new stuff, and a new secondary super mode: Transcendence. Fill the left half of the meter by using Light abilities and weapons, and fill the other by using Darkness. Once they meet, the new mode gives access to a unique grenade, much faster ability regen, and added damage/the ability to crack Prismatic shields on enemies.

The way they roll it out is better too. Beyond Light and Lightfall introduced Stasis and Strand, and while both give you tastes of the new subclasses throughout, you need to finish the campaign to unlock it for regular use, and then go through a whole rigamarole to fully unlock all the options, and passive abilities. Multiple times, once for each class if you play all three. TFS, however, unlocks Prismatic for normal use early on, and starts with enough Aspects and Fragments to be functional, while still leaving more to be unlocked later. Some as chests in story missions, some hidden in the Pale Heart patrol zone.
Unlike Stasis and Strand, replaying with another character does at least get some extra stuff. Fragments found in chests are unlocked for all other characters, but Aspects and abilities are not. At least it's better than nothing right? I've still got more Fragments to unlock, but in playing through the missions again, I have had a chance to try Prismatic Hunter. I would say I don't like it as much as I do Prismatic Warlock, but I'm a Warlock main, so of course I like it more. Warlock has been my go to since that alpha a decade ago, and will be until Destiny 2 reaches its true end, but it's still fun to branch out from time to time.
Above all else, it's neat to be finally able to mix and match the different elements together, and neat to see the different possible combinations. And just see people come up with builds that I never would have thought of, but have become my go to for Prismatic. Getaway Artist quickly became the thing for Warlocks, for example. It's an exotic that lets you consume your Arc grenade to create an Arc Buddy (little orb that follows you and shoots at enemies). One of those many exotics that I got a decent roll of at some point, then promptly put into my Vault and forgot about it. But, combined with the Bleak Watcher Aspect on Prismatic, which creates a Stasis turret regardless of your grenade type, and suddenly you can create two Buddies for the price of one!
At first, I then followed my heart, and combined that with the Hellion Aspect to have the new Solar Buddy as well (another orb that lobs Solar shots at enemies). Triple buddies! I even had Quadruple Buddies from Threadlings with a temporary bonus from something in The Pale Heart, but that's a whole other system that I probably shouldn't get into, this is going to be long enough as is.
Thing is, the other Warlocks I know were all using Devour instead of Hellion, and after giving it a try, yeah, I can't deny this is more effective at actually...defeating enemies. It simply recharges the grenade a lot faster, in addition to other benefits. But...I just love my buddies! And if there's a way to have the full, Quintuple Buddies, I would do it at least once.
Maximum Buddies.
After writing this I was reminded by Jay about how the No Time to Explain weapon can also create a Time Buddy, and I'm realizing Buddy Potential is even higher than I previously thought...

Like I said, I'm not getting into full spoilers about what happens during the story of TFS, but I do need to write about Zavala. It's just...so strange to hear a different voice coming from him after all this time. Stranger than Cayde's or Ikora's recastings (though funny to think about how Cayde is the only one with the original voice now). Part of it is because of Lance's passing, but also because this is the only time they didn't even attempt to go for a “sound alike” style voice.
Not that I think they should have. Listen, I love Keith David. He's an incredible actor in his own right, and like with Nolan North, he's played a higher quantity of roles that I care about than Lance Reddick. I didn't know who he was at the time, but I loved Gargoyles as a kid, and he was Goliath, the show's lead (as an aside, that show holds up wonderfully). Never mind his roles in Halo, Mass Effect, even Saints Row! But he's not Lance Reddick, and his take on Zavala is just...different.
He's great, don't get me wrong. He plays the role like it was made for him, because it's the type of role he plays in games. It's almost like seeing into a parallel universe where he was cast as Zavala way back in 2014, because he had that previous relationship with Bungie, and again, he may as well be reprising his Anderson from Mass Effect. He brings the sadness, grief, and frustration that Zavala feels over the story, and he's an amazing actor doing some of his best work.
But he still...isn't Zavala. Not in my heart. That'll always be Lance. It was hard not to think about every time he spoke in the expansion, but I don't hold that against him, or Bungie. It was an impossible situation. Lance was amazing too, everyone in the community loved him, and even now, I feel myself tearing up again thinking about him as I write this. So for as strange as it is to hear Keith David as Zavala, I still think he was the best choice. Better than simply killing Zavala off screen, or some other way of writing him out of the story.
We all love Zavala too, and even if another actor had to come in to take over the role here at the finish line, it was worth it for that character too.
Suffice it to say, the emotional side of the story worked for me. I teared up thinking about Lance just now, but I also teared up a bit after the expansion's finale...but before I get to that, I need to describe how the expansion's “campaign” ends, and its slightly unusual structure. See, the “campaign” isn't the end of the story, or the fight against The Witness. At the moment, it felt a little underwhelming, even if the boss at the end of the “campaign” was a fun fight. We won this fight, only to lose as a means of keeping this ongoing game going. Now, go out and patrol, do ongoing game stuff, etc.

Weirdly, there's a few more missions after that, all of which are really good, and have some good story/character moments in them. Cayde and Crow get to banter and joke with each other, and it's so much better written than anything from Red War back in 2017. Mithrax and Caiatl get some time in, and my personal favorite, a character that I yelped with glee when I heard her voice, Savathûn. The Witch Queen herself, with Debra Wilson somehow even more delightful than ever. And Micah-10, a character from the deep Grimoire lore going back to Destiny 1 (so of course I think I'd never heard of her), but she's here now. And trans/voiced by a trans actress, which is rad.
Then there's the new open world activity in The Pale Heart, Overthrow. The short version is you go to an area, and just do stuff for a while. Kill enemies, do some stuff to open chests, complete what would be public events in other patrol zones (though while patrolling, you only see other people in your active Fireteam, unless you matchmake specifically for this (I haven't tried that yet)), and they all add up. Eventually hit a thousand points, and a boss appears, defeat that, and the activity is done. It's fun, it's pretty casual, and it's cool.
There's also the new Pathfinder system, for both The Pale Heart and the larger game as a whole, but this is both good and bad. The gist is there's a web of icons, each an individual, smaller objective. Kill X number of enemies with a weapon type, kill a specific enemy in the Pale Heart, do X levels of Overthrow, etc. You start at the left, and find your path as you work your way right while the web narrows, leading to a final reward. Get that (and all the rewards from the completed objectives along the way), reset the web, and start over. It's neat, it's fairly casual, and it works.

For Vanguard Ops, though, the issue is it's not just for Vanguard Ops. It's also for Crucible and Gambit, and depending on the layout, it might be impossible to complete without playing the other modes. Now, I can understand, they probably want people to play all the modes. But I don't want to! I know I've played plenty of Crucible over the years, and I loved Gambit when it was new, but right now? I really don't want to. If I want a versus shooter, I have way more fun in Fortnite these days (something 2017 me never thought I would say). And unless Bungie is willing to put in the resources to rework Gambit and recapture what made it fun (and not feel terribly unbalanced) back in the day, I don't want to play that either. I don't think they are, so I'm not playing Gambit.
This wouldn't be an issue if the Pathfinder existed in addition to the previous reward systems, but it's replacing the Bounties (for these three modes). Instead of getting mode specific Bounties from Zavala, Shaxx, or Drifter, there's Pathfinder. You can still get stuff from doing three Strikes a week (don't even need to worry about matching the weekly element anymore), but the current Pathfinder...I just don't want to engage with it.
I don't want to either play modes I don't enjoy anymore, or cheese it in private matches with Jay. Something that I'm sure isn't intentional, and will likely be patched out. Hopefully they also rework the Pathfinder so people can get the rewards while only playing the modes they like. I have no interest in Crucible these days, but the people who do should be able to to stick to that if that's their wish.
All that said, this Vanguard Pathfinder is really the only issue I have with The Final Shape. I really enjoyed the story missions, The Pale Heart is one of the best patrol zones they've made, Prismatic is a lot of fun (even if it might not necessarily be the most effective, as it's definitely “Jack of all trades, master of none”), and the Salvation's Edge raid sounds wild. I hope I get a chance to do it at some point, but it probably won't be for a while.
Here's the thing though, I wasn't really sure I was going to write about this now, instead of waiting for the yearly check-in at The Moosies, until...

So, the expansion (attempted to) launch on Tuesday, but the raid wasn't live until Friday. Every time there's a new raid, Bungie activates contest mode, and there's a race to see what team finishes it first. People stream it, and while I certainly know people who pay attention to these things, I don't care. All I really know about this race is the winners weren't streamers, which is funny. But, it turns out that the raid also wasn't the end of the expansion, as completing it unlocked the Excision mission for everyone around the world.
A first for Destiny, a twelve player mission. Raids are only six, for context. But it's not just twelve players, it's also alongside an army of just about any and every character who mattered along the way. All the former enemies who have since become friends, and factions now allied with the forces of Light. All rallied together, making one last, final push against The Witness.
The mission itself is relatively straight forward. Fight, push ahead, capture some objectives, collect stuff, and do damage. That doesn't even come close to describing how it feels though. Nothing in either Destiny feels like this mission. The opening, with Zavala giving his speech to prepare, it gave me goosebumps. Fighting alongside so many players, and so many non player allies, it's just incredible. Despite there being so many players, the game still has enough enemies, and spreads the players out enough that there's still enough to keep everyone occupied, and keep the game running at a stable framerate to boot.

I'm not going to spoil everything that happens in it, but there's some amazing moments too. Building off stuff earlier in the expansion, and just... I know I'm a sucker for “the power of friendship,” but there's some good power of friendship in there at the end. And I'm not exaggerating when I say I teared up at the story stuff afterward. A decade of being in this universe with these characters does a lot to make an impact on you, in turns out.
I know many people are down on Marvel these days (largely because their output has been bad in the MCU, at least), but the easiest comparison to this mission is Avengers Endgame. Not just the obvious stuff, like instead of Cap rallying everyone, it's Zavala. I mean in the sense that it's the culmination of everything they've built toward, and it miraculously works. It has the bombast and spectacle, but also the emotion. It's the perfect ending, and one much better than I thought they could have.
I was a different person when I started this journey. It wasn't an easy one, both in the games, and in real life. I quit both games at various points, but in the end, came back. We joke about how Destiny is the thing we always complain about, but also can't stop playing. At times it felt like I was playing it only out of some weird obligation, or because I truly had nothing else to do at the time. At other times, it's been magical. Nothing else is quite like it, even as countless games have tried, and failed to copy it.
In the end, for all the ups and downs...it was all worth it. There are a lot of things I would do differently if I could relive the last decade of my life (some even including parts of Destiny I did and didn't play), but despite it all, I wouldn't change playing these games. Between the fun of the games themselves, and the friends I've made, and grown so much closer with over the years, I struggle to think of other games that have had as much impact on me.

Good and bad, sure. But that's life. Sometimes it sucks, and sometimes it's amazing and wonderful. Destiny is a mess, annoying as hell, and aggravating. It's also one of the best playing series out there. Its universe is vast, and amazing, and has characters I hold near and dear to my heart. It turned Lance Reddick from “the concierge in John Wick” to an actor, and a person I care deeply about.
My life would be meaningfully different without these games, and while it would almost certainly be better in some ways, I know on the whole it'd be worse. Not because running the same Strikes again and again has made me a better person, but because of the friends made along the way. The fun moments, the goofy jokes, all those countless hours spent together. Even us griping to each other about the latest baffling change Bungie made, I wouldn't give up those moments. I'm sure you could have experiences like that in many different games these days...but Destiny was the one for me, and my friends. And many others too.

It's not over yet, though. Of course it also lays the groundwork for the next year (or so?) of ongoing story, now called “Episodes” instead of seasons (though there's still a season pass of unlocks, haha). As of publishing this the first Episode just started, so I won't be able to really comment on that much. It's off to a pretty good start, and the future looks promising from the preview video, so I'm hopeful for a good year of Destineering! I know could have waited to write this, but the timing on the tenth anniversary of that first alpha is just too perfect to miss.
I've written enough for now, though. I'm sure I can report on the Episodes in my yearly check in at the Moosies. Hopefully, they'll be good, and a good lead up to the rumored/leaked Destiny 3. As much as I do like Destiny 2, like how I felt they needed a clean break before I came back after the first game, I think a clean break could help a lot here. Rework a lot of the systems (hopefully for the better!), and maybe it'll keep the magic alive, while feeling new.
More likely it'll be an annoying mess we can't stop playing, but hey. So long as we have fun along the journey, that's what matters. It's just a bonus if the destination is good too.


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