What Destiny 2 Got Right

For those out of the know, Destiny 2 has often been criticized for having lackluster campaign storylines, and this has been largely deserved: Curse of Osiris was a halfhearted attempt at time travel, handwaving any possible issues by saying, “It’s just a simulation, not actual time travel;” Warmind fell flat thanks to having no real villain, despite featuring combat with a literal god and a huge political dispute with Commander Zavala; and the base game’s Red War built up the tension masterfully over the course of the campaign, only to drop the ball with a lackluster ending. That streak has been completely ended with the release of Forsaken and the ongoing lore of the Dreaming City. With the murder of Cayde-6–quite possibly the franchise’s most-loved character–at the beginning of the campaign, Bungie established that no character (save the player) was safe, immediately raising the stakes of the lore. With the resurrection of Uldren without his memories, Bungie gave us a moral dilemma about crime and punishment. And with the ongoing lore released about the Drifter, Bungie gave us the tension of a character who seems to be using ends we agree with to justify some unbelievably horrible means.

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