Reviews from

in the past


Underwhelming ending(last mission after the raid).

This review contains spoilers

Still haven't finished the raid

Overall a good expansion. But it really fell short of the hype. Campaign felt short, and right as it got going it ended. Lots of cool scenery and imagery, but it all servers to tell a narrative with little tension and a very safe and uninspired ending. It has it's moments, and is overall positive, but a pretty big disappointment for the 10 years of build up

Against all odds, Bungie cooked. Gameplay, narrative, loot, setpieces, raid and exotic quests, this expansion has it all. Not to mention, one of the most satisfying missions in the game with Excisions that was able to neatly wrap up a 10 year storyline.

Nota: 10/10

Destiny 2 é um jogo que desperta sentimentos ambíguos, sendo tanto amado quanto odiado pelos jogadores. No entanto, não há como negar que é provavelmente o jogo com o qual muitos têm mais horas dedicadas. A profundidade da lore de Destiny 2 é fascinante, enriquecendo a experiência com histórias profundas e intrincadas. A Bungie, desenvolvedora do jogo, construiu um universo repleto de mistérios, personagens marcantes e eventos épicos que se desenrolam ao longo do tempo.

Embora a campanha da Final Shape seja relativamente curta, o jogo realmente brilha nas atividades pós-campanha. Estas atividades mantêm os jogadores engajados por um longo período, oferecendo uma riqueza de conteúdo e desafios. A decisão de trazer o personagem Cayde-6 de volta foi uma escolha acertada, com o desfecho de sua história proporcionando um momento emocionalmente poderoso que tocou muitos jogadores.

A nova subclasse prismática é uma adição divertida e inovadora ao jogo. Testar novas builds e experimentar combinações poderosas é uma experiência extremamente gratificante, mesmo sabendo que algumas dessas builds serão inevitavelmente ajustadas em futuros patches.

A gameplay de Destiny 2 é excepcional, estabelecendo um padrão elevado para o gênero looter-shooter. A Bungie conseguiu criar uma experiência de jogo que é tanto fluida quanto satisfatória, oferecendo aos jogadores uma vasta gama de possibilidades para personalização e criação de builds.

"The Final Shape" oferece uma conclusão extremamente satisfatória para a saga que a Bungie desenvolveu ao longo de uma década. Ver o desfecho de uma narrativa tão grandiosa é emocionante e deixa os fãs ansiosos pelo futuro da franquia. Com sua jogabilidade envolvente, narrativa rica e conteúdo robusto, Destiny 2 continua a ser uma referência no gênero, oferecendo uma experiência que tanto desafia quanto recompensa os jogadores.

Em suma, Destiny 2: The Final Shape é uma obra-prima que captura a essência do que torna a franquia tão especial. É um jogo que, apesar de suas imperfeições, oferece uma experiência de jogo memorável e emocionante.

10 Years. 10 years have passed since we first made contact with one of the best and most important universes of all time, full of Guardians, Ghosts and conflicts between Light and Darkness. After 10 years of expansions and DLC, celebrations and incredible moments lived inside the purest fictional world, finally the main narrative arch of Destiny universe arrives at his end. This has been a long journey, an incredible crossing through multiple plot twists and multiplayer epic moments: we have fought against Oryx and Crota, seeing the destiny of the Awokens, lived Seasons after Seasons of Events linked with real-life festivities, watching the death of iconic characters and seeking revenge only to love the murderers as new allies. 10 years of new classes and specials, new powers and discoveries, arriving at the everlasting question: what’s inside the Traveler?
Destiny 2 The Final Shape tries to give an answer, and I can immediately say that the clarifications are spin-chilling, observing one of the most emotional and incredible stories I have lived during my career as a gamer. The only problem in this whole moving ending is the excessive multiplayer contents it requires in order to be completely experienced.
Let’s start by saying that the incredible artistic work made by the developers is the most helpful element to deliver a nostalgic and summary telltale, all set inside the Traveler. Without doing spoilers about the locations, I can immediately applaud the great work in meta-narrative made for this expansion. In fact this eternal war we try to end is turned slowly in a love letter to what Destiny could be without all the difficult problems it had in the years. The Final Shape is in fact the necessary perfect form Bungie would like to give to its creature, an impossible objective for the chaotic nature of video game development. In this case, we find zones and locations all created with the purpose of showing the potential energy of every little content they would like to give us. The Traveler is nothing else than Destiny itself, it is the place in which everything of the world is created and given to players.
The Final Shape is also an enormous occasion to close all the little backstories the main characters were still trying to conclude. We have always thought that Zavala, Cayde-6 and Ikora were the main three heroes of a world in which the gray scale makes it so difficult to find a pure legend. Here the three icons for the classes of the guardians eliminate the remaining glimpse of NPCs they had to become the real members of a vanguard against the Witness, and all of them solve the remaining gaps among their characterization. If you wanted to finally obtain the glorification of the lost ones, or if you wanted to finally see the conclusions of every plot line, well, you will be satisfied, with a writing of great quality for intelligence in mixing up the cards, without ever flowing in an exaggerated fan-service.
As Destiny 2 The Final Shape approaches to the definitive storytelling for this universe, the same could not be said about the game design, and the nature of Game As A Service of the project. Let’s make one thing clear: the beautiness of Destiny has always been to follow a narrative with all the other players, giving everyone the occasion to feel the videogame as a container for events and ideas. My expectations about this new great moment for the saga were, however, a little different. I truly hoped that the entire new contents could be lived without the necessary intermission of other players, but yet the great ending of The Final Shape is locked behind a new Raid, as every other conclusion of every other expansion. The main difference, here, was the opportunity Destiny gave to every member of this community to live a great story even without thinking to all the extra online elements, forcing a narrative in which it is suggested to not do other activities until its completion. Obviously it’s all fun and captivating, with the new prismatic classes as a great way of summing up all the last 10 years of classes and abilities, turning the light score in a mere PVP thing and offering a varied list of different missions, but yet the low duration of the whole thing and some bad map designs and conceptual problems (please don’t make us repeat the same actions ever during Boss fights) turned the majestic and poetic Traveler into a bullet hellish nightmare, still full of entertainment and tears, but not perfect as the title would like to suggest.

Gameplay: 4
Game Design: 3
Technical Feature: 4
Narrative: 5
Protagonists: 5
Villains: 5
Multiplayer: 3
Score and Music: 4
Artistic Feature: 5
Atmosphere: 5
Emotional Impact: 4

Final Verdict: ⭐⭐⭐⭐


In all honesty, I shouldn't be giving this a 10/10. The gameplay was really fun throughout this campaign, and the narrative was surprisingly competent, making it a godsend among Destiny DLCs, but still just a "good at best" narrative and nothing spectacular compared to its peers. The Pale Heart is beautiful, and D2's skybox team outdid themselves once again, and I think is the part of this expansion that could be considered outstanding, even when compared to other great games. Even with all that, in no way should this be a 10/10.

But still, I can't help but cry seeing the end of this story that I've been following nearly since the beginning. This made up such a big chunk of my teenage years, and it's how I made bonds with people that I call very close friends to me nowadays. I'm glad Bungie pulled out and wrote an ending that did my time spent on this god-forsakened-game justice, and I can't help but feel such melancholy over it. Seeing the end to this saga is making me feel all these different emotions and honestly, most of them are good. Going forward, I don't think I'll be revisiting Destiny (after I beat the crazy ass new raid) now that the game I've been following for the past decade is technically over, and honestly, somehow Bungie's best work on Destiny is what gets me to quit the game, and I'm fine with dropping the game forever now.

Y'know, I never thought I'd ever say this, but...
I'm glad to have experienced Destiny.


(Additional Note: Don't buy this for full price as Triple A prices still suck and like unless you're someone who played Destiny for a decade like me, it's most likely not that good for you as it was for me. Wait for a sale, it's still a solid DLC and the raid is pretty damn cool with its 4th encounter.)

SIMPLESMENTE A MELHOR DLC DE DESTINY BY FAR, ainda não fiz a raid, mas só a campanha e a excision já mostram isso, toda interação de personagens, a narrativa, o final nível Avengers: Endgame, foi tudo incrível.

downloading this felt like getting a hold of your crack dealer after over a year clean

A part of me was blown away from the expansive environments. The way the skyboxes just look otherworldly. How kinetic movement and combat feels. How engaging each exotic is and how they can drastically change your playstyle. The wonder of what the next game from the dudes that made Halo felt finally lived with this expansion. Bungie is at their best when they craft a semi-linear story experience. From the campaign, to watching the raid race, that led to this never before seen final event, like this was endgame or something was just cool as fuck.

Then another part of me remembers why I don't dedicate my entire life to this game like I thought I would when I was in 11th grade. The live service part of this. I always come back and play whatever the expansion is or at least check out every new season, but something about Destiny 2 doesn't slap as much as the first one. Even though abilities are way more impactful, and it truly feels like a RPG shooter that it was harped up to be back then. Especially with the new Prismatic class, which is what I've always wanted out of Destiny's power system since the start. I just can't truly dip all the way back in this game anymore.

There's a bigger story to tell that I decree on my soapbox for the eleventh time about MMOs and how that golden age of community will never exist again, but that's not what you're reading for. For the record, I genuinely tried to get back into Destiny 2 before Final Shape. I geared up, farmed some exotics, got some masterwork gear, got as much as I could from the thousands of legendary shards, stocked up bounties, did some raids, farmed dungeons for god rolls, joined LFGs and Sherpas on a nightly basis on anything anybody needed another body for.

I even did something taboo...put my headset on and talked with strangers on a regular basis. "You guys gotta mic?". Chilling I know...

But as I enjoyed my time playing the content and finally mastering the clusterfuck of a UI, I felt the looming elephant in the room. I just enjoyed playing with randoms, speculating on what the Final Shape raid is going to be, talking about what's going to happen with Destiny 3 or Marathon, reminiscing about doing Raids for the first time in Destiny 1 and the beta. Then I'd hear that one guy, "Bro what the hell is that roll on your Mousekatoole. Why are you even running that exotic bro what the hell that shit is D tier bro. Bro doesn't know the mechanics, oh my god"

I'm not one to usually have other people ruin my experience. This is coming from a guy that runs a War Rock deck in Yugioh. I'm just not a competitive player. Even when I do competitive things, I'll go off-meta or don't follow guides because I like discovering and theory crafting on my own. What's meta might not be my play style. I just do my own thing. So this is very off-putting for someone that's primary Destiny 1 group were the owns to sit down at the tower and talk about life, we would stop and smell the roses staring at Vex Architecture discussing what it all could mean. I was with the lore heads that loved to sit and talk about what's going on in the greater destiny mythos and how what we're doing correlated. I loved that because that's what I loved about Halo.

I was one of those kids that read the books. I sat with friends during sleepovers talking about what they'll adapt with the new Reach game while searching for out of bounds clips and secrets. Because I don't have a friend group that's down to jump into games like this, and the random match made player base won't be that way either, I'm just stuck in a limbo state. While I love collecting exotics and doing random missions, I don't like being rushed through it. Destiny 2 is a forever game, you're meant to be constantly doing something.

The treadmill is on like speed 7 with this game and as a filthy casual I can't keep up. I done broke my ankle falling off the ramp. Not to mention how obtuse the monetization has become, making it hard to get said friend group to even join to play with me through this experience, or else cough up like 90 bucks to start. I really did like Bungie ass Borderlands for what it did for real. I guess this is a more general review of Destiny as an entity, as this is the "finale" or whatever.

It sucks cause frfr if it really was just bungie ass borderlands, then this would be Destiny 3, and it would've hit like a bitch rn.

i've been in and out of touch w destiny for the last couple of years, caught up with d2 expansions before TFS dropped and after having finally played it, i can say that this was the greatest destiny dlc ever for me, up there w forsaken and rise of iron. good side quests, such as the one involving crow and cayde being my favourite especially and an storyline that culminated into being a great finale for a 10 year saga, thank you bungie.

well I’ll be damned… Bungie really CAN make a good expansion! Good work Bungie!

This review contains spoilers

Fate. Purpose. One's place in the universe.
Destiny has always tried to convey these themes throughout each expansion. From the very first raid in the Vault of Glass, we were faced with a being capable of wiping us from the timeline. Fighting our way through past, present and future, we made our own fate. It's funny because the game itself tells you this with a pop up text before damage phase.

Guardians Make Their Own Fate.

We then felled gods, slayed kings and vanquished wish dragons, overcoming the impossible, again and again. To an extent, the phrase simply became just a reminder of our overwhelming power in the face of adversity. Perhaps a reminder that our will is our own, and that we won't stand back as someone enforces their own against us. It is therefore apt that the Light & Darkness Saga, so to speak, decides to neatly tie up 10 years of storytelling by returning back to that initial message.

The Final Shape the game speaks of is an end state to the universe where everything is calcified into a frozen state of eternal perfection, as dictated by The Witness. This primordial being comprised of Absolutely vague nonsense, but that's why it

A great conclusion to the Light & Darkness Saga.

I cant seem to agree with a lot of people saying that this DLC was a total 10/10, maybe I'm just jaded from the amount of bullshit bungie put its player base through, but Ill state a few of the things that were bothering me.

-I don't like prismatic, like at all. Its not fun to me, and it also makes certain other classes irrelevant. Like why would I ever run arc titan in PVE again in endgame content if I can just slap thundercrash on prismatic which has much stronger survivability and 3 consecrations.
- The story was certainly better than a lot of the stuff they have put out in the past but it also felt like a marvel movie, which isn't horrible, but I don't think its a masterpiece like a lot of people are saying, There's obviously a lot more to say about the story but I wont get into it.
-Obviously the DLC was totally unplayable for the first day, which is pretty important for a live service MMO with only 3 days to raid prep.
-Overthrow is so boring.
-I loved the new pale heart weapons but I cant get over how much I hate the way they look.

There is obviously a lot of good stuff that came with the DLC, like the raid and the new weapon sandbox (which was probably my favorite thing about this whole DLC), but with all that I still just don't seem to like it as much as everyone else.

EDIT after doing post raid content:
-I don't like the sandbox anymore they just made everything overpowered and now titans are in a really bad spot.
-The raid was good it was like a 7/10 for me I think I liked VOW better but encounter 4 of SE was the best non boss encounter I've ever played. Super cool.
-The post raid mission was whatever.
-Dude why are we adding random rolled exotics this is going to be awful to grind

EDIT again way later: The game balance is actually awful the more I play it the more I realize that this game is in a really shitty spot rn. Why does arbalest do more damage than cataclysmic???

Congrats Bungie, you managed to stick the landing on the first actual make-or-break for the game. After the war crime that was Lightfall, this was a welcome surprise.

That being said, it's not a 10/10. Forsaken still remains the best expansion just because of the sheer amount of content, and how it was all of relative quality. While the quality here is high, there's not quite as much content.

The story was good, but it suffered partially from kind of taking a leap with Zavala's character. Other than that, one of the better stories Destiny has had.

Needless to say, it's a proper ending to the franchise, at least for the moment.

Good, but nowhere near as good as what most people are saying. The storytelling is laughably bad per usual for Destiny but it attempts to have characters and emotion and "big moments" so it's better than most destiny stories by default. The Witness is an awful villain with no presence and a abysmal character design. Destiny deserved a better "final boss" than them.

The campaign, raid and Dual destiny mission are all excellently designed, challenging and wonderful PVE shooter stuff! The new enemy faction The Dread are cool but underutilized and you can definitely tell they weren't intended to be in the expansion pre-delay.

Unfortunately like every expansion after Forsaken, there's a severe lack of content outside of this so you'll be repeating the same strikes and playing gambit on the same 6 year old maps because Bungie refuses to update the core game and the new episodic content model is near identical to the much maligned seasonal model so i don't expect much to change over time. It's their best since Forsaken but there's so many issues at destiny 2's core that can't be addressed by adding more distractions to the game.

Best Destiny 2 campaign we've gotten, hands down. The writing team absolutely cooked on this expansion. Making the characters argue and really FEEL like they actually are afraid was so good. I haven't done the raid, but just the campaign + the new 12-person Excision activity felt like a great wrap up to the Darkness saga.

All the new mechanics stuff feels really good so far. No comment on the seasonal ("episode") stuff so far since I haven't played it yet.

Bungie actually fucking did it. They pulled it off.

I'm sure I'll have a more thorough write-up later, but all I'll say for now is that I don't believe this is anywhere close to a 10/10 like most outlets and reviewers are claiming it to be. I do not understand the universal glowing praise. It's pretty good but nothing spectacular, and the live service FOMO baggage has tainted everything surrounding this game, making it hard to truly enjoy.

For those already interested/invested in Destiny, it's a pretty good sendoff. For those who haven't played/are considering returning, it's not worth it. So much of the narrative hinges on content and context ripped out of the game, it genuinely would make no sense to someone unfamiliar.

This review contains spoilers

Capping off the “Light and Darkness Saga” that Bungie announced in 2020, The Final Shape is the culmination of ten years of Destiny.

And it is fine.

No, really the expansion is fine. Completely serviceable, and I find that to be its greatest sin.

Normally, in a review like this I’d never address the consensus, as I find discussing where the majority is at to be pointless as this is a personal review piece of my own thoughts and feelings, but I am left genuinely floored at how people are saying this is one of Bungie’s best expansions for Destiny and the best narrative in Destiny.

I feel like I’m going insane, because The Final Shape is extremely formulaic in its structure and narrative up until the raid completion, where the rest of the campaign was locked behind, and a final 12 player mission to cap off the finale.

Let me explain.

The campaign hook is fairly straightforward, more so than the usual call to action these expansions have: stop the Witness from enacting The Final Shape. When I say there are no narrative twists and turns that leave you on the edge of your seat as beloved characters push back in one final effort against the big bad of the franchise: I am not lying to you o reader mine.

The reason I will continue to commend The Witch Queen as one of Destiny’s strongest narratives is because it delivered on everything and then some. The reveals in that expansion were incredible and added to the deeper understanding of the Hive’s history and it was all in the campaign, minimal lore tabs to piece the narrative together.

The Final Shape does not have that luxury of a tight narrative. There aren't any grand reveals about the Traveler or the Witness (I do not count that fact that a being made up of an entire race has a subsection of itself rebelling against as a reveal) apparent in the campaign and The Final Shape, while made apparent, isn’t felt throughout the campaign.

For as much as I hate Final Fantasy XIV: Endwalker and that 2.6 billion dollar movie I will not be mentioning by name, they made their scenarios extremely apparent.

For Endwalker, the Final Days were shown to the player. An entire leveling section was dedicated to the horrors of such an event and made you invested in stopping a cataclysmic event. For that 2.6 billion dollar movie, everyone was dealing with the results of the snap heard across the universe. The entire driving force is trying to undo that event that happened in Infinity War.

The Final Shape, the idea that chaos cannot be stopped or changed, therefore needs to be contained in a state in which it cannot possibly act, is interesting, but due to the inherent nature of said goal, it is impossible to properly show that goal to the player during gameplay or really narratively in front of them, unlike the Final Days which, again, had “gameplay” (cutscenes mostly) reflecting the narrative.

A cutscene at the start of the campaign shows denizens of the Last City getting put into the Final Shape, showcasing the apocalyptic event,as the Earth shifts and moves, but is undone completely by the Traveler still fighting against the Witness.

Nothing ever comes close to this in the campaign. The Final Shape never really occurs in a way that shows but the environment picks it up like some Atlas-like god, showcasing the Witness’s tormented, idealistic goal of stopping chaos with calcified enemies and humans baked into the scenery as you approach the Witness’s domain.

I would have loved it if the campaign started in the Last City as suddenly reality is shifting in and out between the will of the Witness and the Traveler fighting back, but uh. No, no we do not get any of that. So, I end up feeling extremely disconnected between what the goals are and what is actually happening in the gameplay.

Honestly, a lot of my feeling of bitterness towards the fact that we never really had our “losing moment” is because of how atrocious Lightfall and the seasonal stories that followed weren’t about losing, but once again, preparing to face off against the Witness for the second year in the row.

The Witness went inside the traveler, and it did nothing for that entire year, but charged an extremely long cast timer for enacting The Final Shape.

Now that it is here, I was hoping for more dire stakes that showed the end of everything, but no it is extremely self contained to the Pale Heart.

Ok, the overarching narrative is a bit of a bust. What about the characters?

Well, it doesn’t get much better, but it is a slight, noticeable improvement. Equal good, equal bad.

The return of Cayde-6 is handled surprisingly well. Initially, I was annoyed beyond belief, believing it to be a desperate attempt by Bungie to lead the player into a back alleyway before sucking their wallet dry, but in execution, it is much less about nostalgia and more about reopening “old wounds” as the fallen Hunter Vanguard puts it.

In a throwaway dogshit seasonal story, Crow wished for the return of Cayde-6, and Cayde is pulled from heaven back into hell and finds himself stranded, lost inside the Traveler.

Cayde reacquainting with old allies is great. Seeing how Crow went from killer to ally, the reuniting with Zavala and Ikora, and of course meeting the player character again. I do love how it is handled as a somber, bitter moment for everyone as they are forced to confront grief and love at once, probably one of the few actual good moments in the campaign.

His charisma is back, and while some of it is welcomed, some of it is completely obnoxious, and that has more to do with Bungie stepping away from his style for a longtime and having to readjust to the blend of humor and seriousness going on.

Crow has been a great character to watch and take up the mantle of the Hunter Vanguard. He and Cayde are like bread and butter and both get along very well.

Ikora is kind of just there? She’s one of my favorite Vanguard members, but the narrative doesn’t really give her as much agency and really any time to shine unlike The Witch Queen. She just talks to everyone else, not really going through much of her own strife unlike Cayde being brought back from the dead and Zavala… well I’ll get to that.

Zavala’s character asks the question: “what happens when a paladin’s faith is shattered?” A very interesting character study about the blind devotion to a faith that, upon new revelations, is met with frustration, grief, and anger. What ends up happening in the campaign is him coming off extremely annoying.

I’m not sure if it has to do with the writing or with Keith David’s performance, stepping into the massive shoes left by the unfortunate passing of Lance Reddick, Zavala is completely out of character.

There is a way to write a desperate character losing faith and having to reconcile with finding a new purpose, but this was not it at all.

And seemingly by post-campaign, he manages to get over it, but still results in a reckless decision that cost him the life of his ghost.

Speaking of his ghost, Targe, gets a character in-game.

I’ll commend Bungie here and say at least Targe’s death had a purpose and showcasing Zavala’s recklessness, but dear god does it feel so hamfisted and entirely because the plot needed to show that the light could unmake the Witness.

So, that’s most of the big players… oh yeah right. The Witness.

I was never a fan of his design or his goal, seemingly because of how far Bungie had to reach up their own ass to pull out this thing from left field, but we finally got to see and feel its presence without it being constantly teased.

The Witness tempts everyone with their most internal desires, feeding them what they want more than anything in the name of salvation, and each of the Vanguard members go through fighting with what they want.

For the player character, you are kind of just watching everyone go through their grief, until mission seven when the Witness finally addresses you.

That’s when the campaign picks up momentum.

I was really hoping for a Marathon: Infinity-esque meta discussion with the player. Bungie is no stranger to meta-storytelling and it is why I had such high hopes that the Witness and the player character would have a discussion about trivial things in a video game sense, such as rewards and challenges to overcome, the needless sense of violence and destruction.

We kind of got that? Sort of? It was so brief before we struck down the Witness with a sword to chip away at its collective consciousness. I was expecting a lot more, given how there is so little actually going on.

So that’s mostly the narrative, what about what you are doing?

Not much better.

The Pale Heart doesn’t utilize a lot of the environments and theming to allow for set piece moments to distinguish missions one from the other.

The Witch Queen was hyper focused on mystery and it was baked into the campaign. Environmental effects such as the deepsight buff let you go into places not visible before. Puzzle solving was another crucial step that felt appropriate to the Throne World. Sometimes it would throw its hands up in the air and give you a back to back boss fight with an escape sequence. It was incredible and a pinnacle achievement for the series.

Lightfall scaled this back, due to the no doubt rushed development, putting more emphasis on combat than puzzles. The Tormentors were a great addition to the enemy variety, but the overall campaign lacked those 80s action movie setpieces that Bungie was throwing around in the marketing.

Here in The Final Shape, the dial has been pushed too far to the left and this is just dungeon mechanics: the campaign. I was bored to tears at every single puzzle, killing an enemy with a name to find a symbol, callout the symbol, cleanse the symbol, damage the boss, repeat until death. Other times it was to collect motes to bring to a plate, or shoot an aura around a ring to pick up a buff, etc.

There is so little variety besides the variety in mechanics and every mission ending in a health-gated boss fight was very tedious.

There could have been so much more, and the post-campaign showed me a glimpse of what could have been, so I know it wasn’t a lack of ambition, but the hyper focus on mechanics, forgoing set piece moments of that in The Witch Queen made this a chore to playthrough, even on Legendary.

Sprinkled in the campaign were the various factions you have fought before but this time, Bungie introduced a brand new enemy race to the sandbox: The Dread. These units are fantastic, taking what I love about the Tormentors in applying pressure to the player and ramping it up to ten. The Dread utilizes Stasis and Strand to force you to play carefully and methodically, as well as enemy prioritization to avoid getting in situations that would put you in the ground. I loved all the new designs, especially the Grim with their ability to slow you with an ear-piercing blast.

For the player, you gain access to two main new abilities in the campaign: a brand new super and a brand new subclass.

While the new supers are always welcome (Twilight Arsenal my beloved) the real shining star is the new subclass: Prismatic.

Prismatic is a fuse of light and darkness coming together in harmony to allow for very powerful builds that feels like you are breaking the game, but in such a way that is designed to still feel functional. Intentional breaking, if you will.

Bungie has a good design on most of the light subclasses, but for the past two years they have been really cooking.

Strand was a game changer and an incredibly unique power in the toolbox. Suspend, unraveling, and threadlings were amazing additions that felt insanely powerful that no other super was.

Given the three light subclasses, it seemed appropriate that three darkness subclasses would follow.

Instead, Prismatic took its place, showcasing how the Guardian has mastered over light and darkness, wielding both at once.

While I have only really sunk my teeth into the Titan’s prismatic subclass, it feels so good to play. The sheer volume of pickups I spawn between diamond lances, tangles, and twilight axes are so much fun that I feel even more like a one man army than before.

After you complete the campaign, you are launched into the post-campaign. Destiny’s post campaigns include various questlines to sink your teeth into before the raid launches.

While not having the sheer number of stuff to do as Forsaken, The Final Shape’s post-campaign has a good sense of overlapping progression that feels appropriate. Beforehand, it was sometimes a long grind for important aspects of your new subclass or a lengthy post-game to make grinding for other weapons feel better; very minimal narrative threads other than dressing. Here in TFS, there are three aspects: two of them are in the same questline, while one sends you to engage with the Pale Heart destination.

The first is a short questline dealing with Savathûn’s plans in the Pale Heart as well as rallying Mithrax of House Light and Empress Caiatl of the Cabal to our side. Short and sweet, capping off with the unlock of a new exotic sword, the Ergo Sum.

The next is the lost ghost questline with a new character, Micah-10. Here you run repeatable quests unlocking armor and weapons from the Pale Heart, while recovering lost ghosts for Miach. This set is more akin to open world busy work, but the narrative dressing in some of the old locations visiting some of the missions from other campaigns or strikes, was surprisingly welcomed. Destiny has a nasty habit of constant reuse of old content, but this felt like appropriate reusage.

The last noteworthy post-campaign missions are the two respective exotic quests for a golden gun sniper rifle and the prismatic class item.

Wild Hunt was a cute mission showcasing Cayde and Crow’s adventures with it ending in Cayde giving the mantle of Hunter Vanguard to Crow.

The other was a two-player mission that used mechanics of light and dark, ending the mission in a really cool moment that honestly I won’t spoil because if there is anything that needs to be blind going in, it is that.

I think the reason this post-campaign resonated with me so much is because it was having unique mechanics and also felt like there was something to work towards narratively and gameplay. It felt like in these final moments, it was building to this massive push against the Witness than the self-contained campaign of “everyone is miserable, we need to stop the Witness.”

Which culminated in one of Bungie’s best raids.

Salvation’s Edge is an absolute achievement for Destiny raiding, yet I wouldn’t go so far as to say raiding in MMOs as a whole, but fucking hell did they knock it out. Five wonderfully designed encounters and scaling the monolith of the Witness was great. It struck such a nice balance of mechanics, culminating into the 4th encounter of geometry hell (positive). What an absolutely amazing achievement for this team that has already been doing extraordinary and memorable encounter designs.

While the raid was excellent, the final mission was not.
Excision was the worst possible way to end the Light and Darkness Saga, and this is zero hyperbole.

I hate this mission. I hate it so much.

Excision is the first twelve player PvE activity in Destiny 2, and by god I hope Bungie never does this again.

For context, in a previous season there was a glitch that allowed for twelve people in a fireteam to join a raid instance. Fun times.

Now, flash forward to 2024 and Bungie made it a feature! Hooray! For the finale too? The final blow to the Witness? Oh man this is exciting- oh. Oh you just stand on a plate, kill some ads, dunk light, DPS until a final stand?

What a disappointment.

It opens with that 2.6 billion dollar movie’s rally the troops scene with all of your allies standing one by one ready for the final assault.

It cuts abruptly after Zavala lands a hit on the army of Scorn troops in front of him.

This cutscene sucks.

If you are going to show me the rally of the troops and copy that 2.6 billion dollar movie’s scene, then just let a massive fight play out. So much of the Blur cinematics Bungie does is just characters fighting all the goddamn time, and I am annoyed they decided, “you know what, maybe we won’t show a big battle. :)”

You get dropped into the arena without any fanfare and in the first arena, you just kill a bunch of ads and stand on plates.

The very next room is where the Witness is standing, with very minimal threat to you from it besides various enemy races. After you dunk some light motes, you then damage the Witness, using some of it’s AOE attacks from the raid to get you off the damaging platform, rinse and repeat until completion.

I was hoping for a much longer encounter. I was floored that there were only two arenas, and after the campaign, the post-campaign, and the raid, I was expecting some not super challenging, but mechanics to work through at the very least or insane set piece moments like piloting a Fallen Brig to clear the way for allies, or scale various buildings to open doors for other teams.

There is almost nothing here, and it is so embarrassing this is how they end it.
But nothing, nothing comes close to the final cutscene.

Your ghost, having expended its light, dies.

In an actual good moment, the Guardian’s player character is pleading with the Traveler, asking to bring back one ghost in the army it created.

It doesn’t answer.

Genuinely an amazing moment before Cayde-6 shows up.

Cayde then kills himself to revive the Ghost and everything is happy and cheery.

This sucked so much.

I wish they had let the Ghost remain dead for a little longer, maybe following it up with a quest where you go with Cayde and then he sacrifices himself, but the emotional beat this needed to hit made me frustrated beyond belief that a moment this good was ripped away as fast as it was.

The finale shows all the characters we’ve met and the journey we’ve been on, blah-blah, who cares.

The very last cutscene is the Guardian staring out into the opened Traveler as Bungie asks for money with new content. As Crow narrates the next content offering.

Holy fucking shit, I did not expect this to be such a painfully mediocre ending to a ten year saga.

While there is a lot I did enjoy, I still cannot fathom how people are calling this Bungie’s best and a perfect end to this saga.

I guess after Lightfall, anything else looks good in comparison.

Having played Destiny for an embarrassing amount of time, I am used to highs and lows. I still chase the highs of this franchise every day, and just as they seem within reach, I get pulled into the bottom of the Earth either by inept decisions from the business or the game.

After Lightfall, I was utterly destroyed with almost no desire to return, moreso after the layoffs at Bungie back in October.

Yet, here I am.

The Final Shape will forever sit in a weird spot for me. It isn’t amazing and I won’t talk about it forever. It isn’t the worst thing ever so I won’t talk about how much it frustrates me.
I’m just left with mediocrity.

There is a common saying within Destiny to explain pivotal, community defining moments:

“You had to be there.”

No doubt, in the way The Final Shape is discussed going forward that saying will be extremely prevalent. From the sporadic nature of preparing for the raid and that final mission, there is such an insane honeymoon phase with Destiny players right now.

Much like Endwalker, it is hard to end a live-service game’s story. At the very least, EW can be played from start to finish.

But it will never be the same energy nor can it.

That feeling of finality will be long gone as the community chews into another two to three years as a new story kicks up and maybe Destiny 3 will have started leaving the rotting corpse of Destiny 2 behind. Sure, yes, moments like the raid and the final mission will probably be remembered, but not the overall experience. I have no reason to believe that a new player would do everything in order to try and relive an experience that isn’t possible due to content not being in the game and everything in the game moving past this moment, like business as usual.

You really did “have to be here.”

And that really sucks.

This review contains spoilers

Qualifications up front. I have 1145 hours in Destiny 2 at time of writing. I have completed every raid and dungeon available to a player in the last 2 years of content. I have earned my GM title across multiple seasons and outside of some master raid clears I have not missed much content in this game over the last few years. I am also writing this as the season/episode content that will follow the conclusion of TFS begins so perhaps my opinion will change although I doubt it.

Final Shape is abysmally bad. I've never seen a poorer example of how to construct a compelling story and frankly the people who are widely praising this are so fervent that I am beginning to doubt whether or not every bit of praise for prior expansions is an extension of this Stockholm Syndrome style relationship Bungie has cultivated with the fanbase for D2. It's become my theory over the last few weeks that Destiny fans, myself included all recall the game fondly in a version of it that has not existed ever. Red War was terrible, every currently available expansion runs the gambit from terrible to just ok, and the one piece of content anyone ever talks about as good is Forsaken which is a piece of content that has not existed in the game for almost two and a half years. Frankly I'm beginning to doubt any of this was ever good and that we all just live in our nostalgia for a time when the game was good

ok this kinda surprised me, i was not expecting an expansion i would tack up next to taken king

This review contains spoilers

Having completed the campaign, most of the post-campaign content, and the raid, I think it's fair to say that this is one of the better D2 expansions. Trying new weapons, buildcrafting with prismatic, and just playing around in the sandbox in general are all very fun. The Pale Heart is gorgeous, and it feels more full than Neomuna or Savathun's Throne World. There are a couple of progress blocking bugs for the later post-campaign activities, but Bungie typically addresses those in a reasonable time frame. Genuinely, the weakest thing in this package is the narrative.

The story here is set dressing at best. Despite being the big finale of so many narrative threads, it's kind of boring. Half the time it's banking on nostalgia, the other half of the time it's characters saying some fake deep shit or repeating the same lines so often that you'd think Bungie is trying to hold your hand through a YA novel plot. It's not good. That being said, when you consider the corner they've painted themselves into, they do an okay job of ending the Witness' story. It's fine. It's not very good or satisfying, but it's enough to make you shrug your shoulders and go "Okay, sure, why not?"

All that being said, I still enjoyed my time playing and do recommend it overall.

This review contains spoilers

It's more Destiny 2. Pretty good shake-up to most of the core mechanics and a really strong direction for encounter design. Can't wait to see how Bungie completely fucked it up over the next year and loses all the people "the final chaper in the story of Light and Darkness Saga" (barf) brought back.

Also defeating the Witness with a big kamehameha laser beam from your ghost was insanely stupid. This is not a joke. That is literally what happens.

Up there, if not better than Forsaken. Can't wait to see where the series goes from here.


The five stars is because I have insane amounts of copium but dude....

Started Destiny back in Rise of Iron and haven't gotten bored (lie) since. Waited to log this until I finished the raid. The story was a very satisfying conclusion, and did the end of an overarching story very well (imo). Raid was fucking difficult, even off contest difficulty. Prismatic is such a fun subclass.

Nailed it. Really good encounter design throughout the story, utilising raid-light mechanics to create the most engaging boss fights in a story mode for a long time, maybe ever. The story explores its characters well and ends on an incredibly high note and hits some emotional beats surprisingly confidently. I think this is helped by the campaign's structure, which is traditionally linear until the final fight preparations which opened up the exploration gameplay, with an impressive 12 player co op mission that unlocked after the raid was beaten. Very epic, and very fun. Prismatic is cool and is fun to tinker with, leading you to maybe be more confident with ability building with other subclasses too.

I cannot believe after a 10 year build up an ending was struck this masterfully. A make or break situation that delivered in every single possible aspect. I sobbed through the entire final mission. 10 years of my life, not wasted.

Very casual Destiny 2 player but that 12 man activity was sick as hell