Destiny 2: The Edge of Fate Review – Starting Over

In contrast to numerous Destiny expansions that were met with skepticism, The Edge of Fate stands out uniquely. When news broke about The Final Shape underperforming and layoffs ensued, it became clear that Destiny 2 wouldn’t be delivering large-scale expansions for some time. Despite the pre-launch reveals not generating much excitement (apart from a particular Dev Insights video), there was hope that Bungie might still deliver or astonish us all (or perhaps disappoint in the opposite way).

After completing the legendary campaign alone, some additional side missions, and multiple rounds of the latest three-player mode called “The Edge of Fate”, I find it to be generally good, albeit somewhat lacking in certain aspects. It has its moments that take me by surprise, and I’m curious about where the story will lead next. However, its new features, insufficient content in certain critical areas, and other issues detract from the overall experience. If I were to compare it to previous expansions, it’s closer to an extended update than a full expansion, and even then, my feelings are mixed.

As a gamer, I find myself thrust into the gripping narrative of “The Edge of Fate.” In this epic journey, I’m tasked as the Guardian to respond to a desperate SOS signal. Upon reaching Kepler, I stumble upon a fanatical faction of the Eliksni House of Exile, led by the enigmatic Archon Levazsk. The stakes are high, as a singularity teeters on the brink of collapse, potentially wiping out our entire Sol system. Additionally, I cross paths with a group of human researchers known as the Aionions. Unlike their combat-savvy counterparts, like the Neomunians, these scholars managed to dodge the collapse but may not be equipped for the battles that lie ahead.

https://www.youtube.com/watch?v=Y3o6rWdxrjg

The experience isn’t terribly disappointing, nor does it provoke existential crises like ‘Curse of Osiris’ or ‘Warmind’. Despite being compared to ‘Rise of Iron’ in terms of length, the campaign is substantial and brimming with numerous side quests. Regarding Kepler as a destination, it lacks the needed excitement factor.

As a devoted fan, I find myself grappling with Lodi’s situation, seemingly overwhelmed by events unfolding. Kudos to the creative minds behind this narrative for maintaining an air of intrigue and gradually unveiling the enigmas surrounding the singularity. Keeping me invested after The Final Shape was no small feat, particularly when launching a fresh chapter in this saga. Even a revisit to the Dreadnaught brought some enticing plot twists. Yet, I found myself yearning for more – eager to unravel what lies ahead and test the truth behind “Guardians shape their destiny.” (Spoiler alert: It’s intricate.)

A powerful portrayal of characters consistently complements outstanding voice acting performances, and overall, everyone delivers an impressive performance. Debra Wilson, stepping into the role of Ikora, initially requires some adjustment, but her performance during the climactic mission is among the franchise’s finest. Maggie Robertson excels as Orin, who alternates between chatty (like scrambled eggs) and unintentionally abrasive as she struggles to acclimate to reality. As usual, Todd Haberkorn delivers a top-notch performance as The Drifter.

Nevertheless, none of them come close to Brian Villalobos’ portrayal of Lodi. Without giving away any spoilers, he skillfully transitions from an officially-sounding yet endearing nerd, to having intense emotional outbursts, which seems fitting for his character. Among all, he is the one who can boldly criticize the fashion sense of Guardians and anyone else in the future with impunity.

Despite being deeply impressed by the storyline and voice performances, I find myself disappointed with the gameplay mechanics, which aren’t quite up to par. It’s not terrible enough to make me question life’s purpose like in Curse of Osiris or Warmind, but it doesn’t quite measure up to Rise of Iron either, especially when considering length. However, the campaign is substantial and filled with numerous side missions.

Although Kepler doesn’t seem very captivating as a destination, it’s not necessary for me to have expansive areas like Encore or The Pale Heart provided. The artwork is still impressive where it matters most. For example, the stunning view of the navy carrier in the distance and the singularity in all its majesty are commendable. However, the environment itself feels rather confined and lacks the excitement I seek. Comparisons to the Tangled Shore, Titan, and Venus are valid, but despite having a smooth layout, Kepler fails to engage me significantly on a gameplay level.

As a gamer, I’ve just discovered The Siege – a thrilling three-player experience that doesn’t disappoint! Although it seems to recycle a bit of Kepler, it packs quite a punch with some fantastic boss battles, diverse objectives, and clever utilization of Matterspark. What sets it apart is the fact that you can replay it multiple times… until the timer runs out.

Considering that, the tasks in this campaign have quite a challenge ahead to win me over. This leads me to introduce my newest adversary – Matterspark. Apart from the Relocator, a Void Cannon capable of teleportation after connecting all nodes (at times requiring a shot for proper alignment), there’s also Mattermorph, which constructs platforms from the surroundings and can even levitate foes. However, it was Matterspark that really got on my nerves, not only during navigation but also in the environments themselves. Initially, I found it a bit cumbersome, occasionally too sensitive leading to unwanted overcorrections resulting in falls, and its visual effects were excessively bothersome. Furthermore, I wasn’t fond of the awkward clipping issues while maneuvering Kepler or the disorienting spinning when my mouse was touched during interaction with a Matterspark node.

It’s acceptable for Matterspark to appear in certain puzzles and battles against bosses, but it becomes less enjoyable when it’s incorporated into every part of the game, almost as if Bungie is competing with the Batmobile from Arkham Knight. By the final battle, where I was dealing with more Matterspark nonsense while the fate of the Sol system hung in the balance, I wished Bungie would understand the situation and provide a standard boss fight instead. The encounters on Legendary difficulty, filled with enemies and Banes, were strong without these gimmicks.

When it comes to taking out shield generators, inserting balls, and depositing Motes, there’s nothing particularly new about that. Disarming mines is also part of the deal, right? Overall, the gameplay is decent. However, I found myself revisiting many familiar locations in the missions and side quests, which didn’t make Kepler any less tiresome for me. As for the Relocator, Mattermorph, and Matterspark, while I don’t dislike them, using them together only leads to post-game exploration, leaving me questioning why Bungie included them.

The actions of destroying shields, inserting balls, depositing Motes, and disarming mines are familiar. While the gameplay is okay, I didn’t enjoy revisiting the same locations in missions and side quests. The Relocator, Mattermorph, and Matterspark are tools I don’t hate, but using them together only leads to exploration after finishing the main game, which makes me wonder why Bungie added them in the first place.

In summary, the expansion doesn’t include any new Strikes or Crucible maps, and there’s no new six-person seasonal activity either. The exotic weapons and armor are limited in number – only three weapons (four if you count the raid) and three armor pieces. While I appreciate the unique feature of Third Iteration, Helion is not particularly impressive, especially for higher World Tiers and difficulties. However, there have been improvements to build-crafting, which I’ll discuss later. This update is part of the free release, not exclusive to expansion owners, despite its connection with The Edge of Fate‘s launch.

The Game called “Sieve” is a fresh activity designed for three players, and luckily, it’s quite enjoyable. Although a tiny bit of Kepler has been recycled, it delivers some exciting boss battles, diverse objectives, and clever use of Matterspark. What makes it even better is that it can be repeated…until the timer runs out. Yes, it’s time-limited, and it’s unclear if Bungie intended to recreate the feel of Public Events from Destiny 1 or frustrate players with its scarcity. It’s currently 2025, and I have more intriguing games gathering dust on Steam. For goodness sake, let me play it with random players whenever I desire!

While I wouldn’t advise against giving The Edge of Fate a try, it might not appeal to everyone, especially those who aren’t deeply invested in the characters and lore of Destiny 2. Hardcore fans might find enough engaging content, including presentation elements, performances, and raids, but for others, it barely surpasses being average.

About Armor 3.0 and loot tiers, it’s not that I detest it, but its influence on character building isn’t the optimized advantage I anticipated. Contrary to my expectations, it’s not the min-maxing goldmine I thought it would be. The new set bonuses, however, seem disappointingly dull, with the exception of Bushido armor. This armor provides damage resistance upon shotgun, sword, and bow kills while healing on fresh weapon draws (and has an impressive aesthetic). Everything else appears to be primarily suitable for infusion. I appreciate the variety that The Portal provides in terms of difficulty settings, offering a balance between negative and positive modifiers to secure higher Power levels.

If I manage to elevate my Power level through activities, why do I consistently lag behind enemy combatants by 50 at the highest difficulty? It’s confusing to invest time in obtaining Tier 5 armor with enhanced bonuses from surpassing 100 on new stats when I’m already at a disadvantage. I’m willing to tackle the seasonal Power grind, even though it can be random to get the set bonus with the desired armor type and stats at my chosen Tier. However, given all the other modifiers in play, why is this particularly the case?

1. I share your discomfort about the Pinnacle section being quite limited in terms of available activities.
2. It seems odd that most thrilling rewards, such as the Rocket Pulse Rifle, are tied to repeating old Exotic missions rather than being part of the Legendary campaign. I can’t help but wonder, Bungie, where is the Heavy Crossbow, the Spread Shot Handcannon, and Precision Bow frames?
3. I hadn’t even realized that Ribbontail, a Strand Trace Rifle, existed until I looked it up. It would be great to see more of these unique weapons, Bungie, like where is Ribbontail?

On a positive note, the raid titled “The Desert Perpetual” is well-executed, as one might expect from Bungie given their past work outside Root of Nightmares. I appreciated its nonlinear structure and emphasis on boss battles, although it could have offered more in terms of other challenges or puzzles. Fortunately, there’s no Matterspark complexities to complain about. However, if you’re not fond of DPS checks, you might find it reminiscent of the “Damage Perpetual” instead.

While I don’t strictly advise against “The Edge of Fate,” it’s primarily aimed at die-hard Destiny 2 enthusiasts who are deeply invested in the characters and lore. The content, presentation, performances, and raid might be satisfying for some players, but others may find it merely above average.

This game was reviewed on PC.

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2025-07-24 12:42