Curse of Osiris hasn’t really gotten off to a great start. Destiny 2’s first major content drop was an opportunity for Bungie to get some lapsed players back into the game after some early missteps with endgame balance, but so farther response isn’t looking pretty. The campaign has some excellent moments filled out with plenty of tedium, the new loot is pretty sparse and oftentimes locked behind micro-transactions, and the much-vaunted “Infinite Forest” is…bad. Aside from some impressive visuals, the expansion does not yet appear to have much in the way of systems designed to keep players around for more than two weeks or so. Tomorrow, however, we’re getting an important part of the expansion’s new top-tier challenges in the form of a “Raid Lair,” which goes live at 10 AM Pacific time tomorrow, December 8.
The Raid Lair has been described as a kind of remix of the “Leviathan” Raid, complete with new puzzles and a new boss but taking place in the same gilded Romanesque battle yacht as the original Raid. It’s the new high-end activity coming along with this expansion, making it roughly equivalent, timeline-wise, to Crota’s End, the Raid that the original Destiny got with The Dark Below expansion. There’s also a good deal of pressure on the Raid Lair at the moment: the endgame is where Destiny 2 struggles the most right now, and so any endgame activities will be met with special scrutiny. They have to be hard but not too hard, rewarding but not too rewarding.
Bungie has promised that the Raid Lair won’t be quite as long as the Raid, but that it will still be plenty hard. There’s something off about this to begin with, mostly because most of the length of a given Raid attempt comes from having to try again and again after failing rather than just by running straight through. But for me, the real question will be just what Bungie means by “hard.” My complaint about Leviathan was that it always felt more like executing a script more than anything else: the challenge came not from making smart use and effective use of your weapons and abilities but rather from getting everyone on your team to perfectly follow a precise set of directions. The result was an experience that felt more tiring than exciting.
I wouldn’t at all mind a Raid experience that felt “harder” by throwing more powerful enemies at the players rather than more complicated puzzles, forcing teams to adapt on the fly and hop around making mad dashes for revives while under fire. I also wouldn’t mind cashing in some of these Imperial Tokens I’ve been carrying around for weeks — I can’t do anything with them until I beat Calus, and I really don’t feel like fighting Calus again. I’ll need something to get me back into the game at this point, because Curse of Osiris has just not yet done it for me.
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