DISCLAIMER: When it comes to Destiny, I'm somewhere between classifications as a casual player and a deeply invested fan. By that, I mean to say Destiny is my go-to game when I crave a solid shooting experience, which has led me to running most, if not all, of the non-raid content multiple times over. My guardians always float near -- but not at -- the level cap, and I have access to a wide library of the game's exotic weapons and items.
I am also primarily a solo player. And I almost never play Crucible. So, again, I'm rarely able to see significant portions of the game (Nightfall, Raids, Trials of Osiris). The perspective below will be somewhat skewed as a result of that.
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Rise of Iron feels to me like the great and underwhelming elements of Destiny represented in microcosm.
On one hand, it offers new content -- which, for Destiny, is never a bad thing. Whenever Destiny provides new story content to experience, new missions to undertake, and new locations to enjoy, I'm always going to feel pretty positively about it. The new Plaguelands hold plenty of secrets within its wintry surface. Generally, it has been a pleasure exploring the space and discovering what lies beneath.
For what it's worth, the new story missions are fairly compelling. Many of them seem designed with the intent to acquaint you with the layout and pathways through the new areas, but that doesn't stop the game's combat encounters from feeling the largest and most epic they've ever been. Perhaps it's because I'm playing without a fireteam, or perhaps Bungie rebalanced damage values on top of increasing the level cap, but Rise of Iron's enemies strike me as some of the most difficult and relentless Destiny has ever had, making successful firefights more gratifying and dynamic.
There's a converse to this praise, however. A caveat. An asterisk I believe Rise of Iron requires when you're describing it to someone who only has a cursory interest in Destiny, or limited resources with which to purchase the expansion. And it's an asterisk The Taken King -- in my opinion -- didn't need in order to justify or qualify its existence.
Rise of Iron's story content is extremely short. My underleveled Hunter plowed through the entirety of the new campaign and new strikes within the first two hours of play. And I want to reiterate this again: I'm playing solo.
Like The Taken King, Rise of Iron has a core story campaign, as well as missions unrelated to the "main narrative" that crop up upon the completion of certain side objectives, or upon the discovery of exotic weapons. (These, for the record, are some of my favorite missions in the expansion. They're lengthy, involved, and they have fantastic rewards and combat encounters -- but after completing them I haven't discovered a way to return to them a second time.)
Unlike The Taken King, much of the campaign's momentum seems disorganized and confusingly paced. By the time the fifth and final campaign mission opens in Rise of Iron, I was still struggling to grasp who or what the chief antagonist truly was, and had even less understanding of why they represented a danger to the world of Destiny at large. Comparing this to The Taken King -- Oryx is a presence with lore and mythology preceding him, even within the vacuum of The Taken King's campaign separate from the broader fiction of Destiny. Oryx was driven by a clear motive and operated via concrete means toward a menacing and corporeal endgoal. And the campaign featured a narrative rising action that helped fuel a looming and inevitable confrontation against the Taken King himself. Rise of Iron's villainous presence doesn't always hit those marks in the storytelling, instead relying on Grimoire Cards to carry that narrative burden, and never does the story itself feel like it is amounting to a conclusion of any sort.
It doesn't help that the well-beaten drum of "Destiny recycles content!" rears its obnoxious head again in the form of the expansion's main cannon fodder: Remixed Fallen. The Fallen in this expansion have a marginally different arsenal and come with a revised set of weaknesses -- Captains, for instance, exchange their Arc shields for Void protection -- but they mostly just fight and look like Fallen. The story makes its attempt to justify this, but if you're oblivious to the story and simply want to kill enemies, you aren't getting a wildly different experience. Two of the expansion's "new" strikes, even, are simply strikes from vanilla Destiny with a new coat of paint.
Finally, some of the quests and activities are motivated by RNG a little more than I'd like. The expansion's new combat arena -- the "Archon's Forge" -- requires a consumable item to access. This is an item that drops randomly (and not especially commonly). And players can only carry one at any time. Its corollary, the Taken King's Court of Oryx, was often an intuitive and natural way for strangers to cooperate against powerful enemies. All you had to do was show up. But the Archon's Forge's price of entry sometimes limits how easily a group can band together for long stretches of time. Instead of getting on a roll against multiple waves, you'll run into situations where a group of guardians power through a wave and, when no key item drops, can't re-up for another go. It's a real dead end and a disappointing way to structure a public combat scenario.
I'm doggy-piling. I actually really like Rise of Iron, and I'm projecting a little bit when I talk about the negatives above, because those are the things that A) a prospective purchaser ought to know, and B) someone who wouldn't otherwise like the expansion might say about it on the whole. For me, personally, those aren't deal-breakers. I'm the kind of crazy person who'll run the content multiple times, the strikes ad nauseum, and the raid eventually.
For the time being, I'm getting a lot out of leveling my character(s). That, itself, is not a fast process, and it gives me a compelling goal to work toward. The exotic weapon quests are some of my favorite missions in the game by a long shot. Some of the new weaponry is a blast to use.
I think it's probably time to reckon with what Destiny is, rather than what I (or Bungie, for that matter) might want it to be. It isn't a totally living and breathing thing but instead this ride to take once a year for a couple months at a time. Maybe, eventually, players will see that blessed future where regular content becomes the norm and not the goal, but until then these annual packages of provisional updates will have to suffice. Or, perhaps, they won't.
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TL;DR -- If you really like Destiny, Rise of Iron will help remind you why. If you're hoping for Destiny's great moment of clarity, the point at which it pulls you off the fence and into the clutches of Destiny fandom -- then you'll probably have to keep hope alive for Destiny 2.
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