{"id":10129,"date":"2025-07-21T23:59:50","date_gmt":"2025-07-21T23:59:50","guid":{"rendered":"https:\/\/nextlevelnews.co.uk\/blog\/2025\/07\/21\/destiny-2-the-edge-of-fate-review-in-progress\/"},"modified":"2025-07-21T23:59:50","modified_gmt":"2025-07-21T23:59:50","slug":"destiny-2-the-edge-of-fate-review-in-progress","status":"publish","type":"post","link":"https:\/\/nextlevelnews.co.uk\/blog\/2025\/07\/21\/destiny-2-the-edge-of-fate-review-in-progress\/","title":{"rendered":"Destiny 2: The Edge of Fate Review in Progress"},"content":{"rendered":"<section class=\"article-page\"><img decoding=\"async\" src=\"https:\/\/assets-prd.ignimgs.com\/2025\/07\/21\/destiny2-theedgeoffate-review-blogroll-1753141897796.jpg\" \/>\n<section data-transform=\"mobile-ad-break\"><\/section>\n<p>The Edge of Fate is a title that\u2019s perhaps a bit too on the nose for a game balanced on a blade honed by years of iteration but also worn dull by time. In the storied and rich tradition of Destiny 2, this latest expansion once again takes a few major steps back after finally feeling like maybe it\u2019d found its footing. The 14-mission campaign is monotonous and padded to the gills with busywork (despite having a sometimes-compelling story), the RPG and buildcrafting rework is locked behind one of the worst grinds Destiny has ever seen, and the new planetoid of Kepler isn\u2019t up to Bungie\u2019s usual standards. But even as it stumbles in its attempt to redefine itself after the excellent ending to its original story in <a href=\"https:\/\/www.ign.com\/articles\/destiny-2-the-final-shape-review\"><u>The Final Shape<\/u><\/a> last year, I do admire the risks The Edge of Fate takes, both in the bold new direction of its story and the unexpected mechanics it tries throughout its experimental campaign \u2013 though it doesn\u2019t exactly nail either one. I still need to play through the raid before my final review, but the 20 hours I\u2019ve spent with it so far feel like that messy spot the MCU was in after <a href=\"https:\/\/www.ign.com\/articles\/2019\/04\/23\/avengers-endgame-review\"><u>Endgame<\/u><\/a>, fumbling for what comes next following a conclusion that felt pretty, well\u2026 conclusive.<\/p>\n<p>I wish I could say The Edge of Fate picks up where The Final Shape left off, or that it can easily be enjoyed on its own, but both of those are extremely not true. If you haven\u2019t been playing every little scrap of seasonal content in the past year, you\u2019ll certainly be off to a rocky start \u2013 there\u2019s a new antagonist wearing the face and voice of an old character, godlike beings formerly relegated to vendors and goofy gameshow hosts who have been repositioned as omniscient puppetmasters who we\u2019re now supposed to take seriously, and about 30 minutes of nearly nonstop info dumping, which feels like something out of a pulp sci-fi novel as voices explain how \u201cdark matter\u201d is totally different from \u201cthe darkness\u201d and other such gobbledygook. It\u2019s such a terrible opening, I feared the worst for a series that\u2019s missed the storytelling mark more often than it\u2019s hit by a pretty wide margin. But a weak first couple of hours makes way for a tale that was actually much better than I was expecting thanks to a very strong new supporting character in Lodi, who is shrouded in a mystery involving time travel, and a completely unexpected backstory finally given to one of Destiny\u2019s longstanding cast members that really blew me away. <\/p>\n<section data-transform=\"slideshow\" data-slug=\"destiny-2-the-edge-of-fate-screenshots\" data-value=\"destiny-2-the-edge-of-fate-screenshots\" data-type=\"slug\" data-caption=\"\"><\/section>\n<p>There\u2019s still plenty of wonky dialogue, less interesting characters like Orin who mostly just fill space, and an overreliance on established lore across over a decade of content that can leave even longtime fans scratching their heads \u2013 plus, in an effort to make the new baddie intimidating, they do one of my biggest story pet peeves and retcon it so that <em>actually<\/em> all of the stuff that\u2019s ever happened was all part of their master plan (insert massive eyeroll here). But on the whole, this is one of the better stories Destiny has pulled off, and I\u2019m especially impressed by how many massive swings are taken to make me care about the next saga in this weird universe. This is perhaps best showcased by Lodi, who manages to effortlessly feel like an invaluable part of the cast despite literally showing up out of nowhere.<\/p>\n<p>The actual campaign, and especially the planet it takes place on, fare less well though. Kepler is Destiny\u2019s first foray beyond the celestial bodies in our immediate solar system, so one might hope to marvel at places that feel new and alien, but instead we get an overly familiar setting that reuses assets we\u2019ve seen a hundred times and slaps them onto loads of rocky cliffs and caves filled with big yellow warts. For an excursion that\u2019s supposed to be a bold frontier that represents the future for the shooter, this is definitely one of the most lackluster settings they\u2019ve added \u2013 to the point where I sometimes forgot The Edge of Fate was supposed to take place on a new planetoid. Seemingly in an effort to disguise how small the new area is, you aren\u2019t allowed to summon your sparrow, which is instead replaced with a host of gimmicky abilities you have to use to access certain parts of the map, like one where you turn yourself into a tiny ball and squeeze through narrow passageways, <a href=\"https:\/\/www.ign.com\/articles\/metroid-prime-remastered-review\"><u>Samus-style<\/u><\/a>. This structure has the vaguest possible resemblance to a metroidvania, but  usually only succeeds in making the trek back and forth to complete humdrum quests more irritating.<\/p>\n<section data-transform=\"quoteBox\">The new abilities can interrupt the flow of combat in an odd way.<\/section>\n<p>Although these new abilities are generally irksome when they\u2019re required to get around, they\u2019re much more welcome in the context of solving puzzles during story missions. One such ability has you picking up a portal gun that lets you teleport to otherwise inaccessible areas, while another lets you shift the positioning of objects in the environment to create platforms or clear obstructions. So there are times where you find some loot just out of reach and have to use a combination of the Samus-ball and the other two to clear the way, which can be pretty neat. Unfortunately, these puzzles are so incredibly easy to solve they often feel more like busywork to artificially stretch out the adventure\u2019s 8-hour runtime than anything of note, and since you can only use these abilities by finding specific nodes that grant you their power for a short time, I spent about 95% of my time running around searching for the tools needed to complete puzzles, and only the other 5% actually solving them.<\/p>\n<p>And even though I admire that Bungie has tried to incorporate these same tools into combat, they usually only serve to interrupt the flow in an odd way. For example, it\u2019s really weird that in order to kill certain enemies or progress a boss to its next DPS phase, you\u2019ve gotta turn yourself into a little ball of light and roll around collecting items while enemies absolutely lather you in gunfire you\u2019ve little hope of dodging. This awkwardness is magnified by the fact that they reuse these three tricks nonstop throughout the journey on Kepler, and it starts to feel needlessly repetitive in pretty short order. Still, I\u2019ve been saying for some time now that Destiny\u2019s been resting on the laurels of its awesome gunplay for far too long and needs a shot in the arm to keep my interest, and these puzzle-forward abilities are at the very least an interesting attempt at doing just that, even if the execution is not always successful. Here\u2019s hoping this is the prototype for something more engaging and fleshed out in future expansions.<\/p>\n<section data-transform=\"ignvideo\" data-slug=\"destiny-2-the-edge-of-fate-first-34-minutes-of-gameplay\" data-loop=\"\"><\/section>\n<p>The wonky abilities and forgettable location aren\u2019t the only reasons the 14 main missions in The Edge of Fate\u2019s story are quite underwhelming though, as characters fill empty space with exposition as you fight bosses that are carbon copies of bad guys we\u2019ve slain repeatedly throughout the years. To its credit, there are a few new enemies here and there, like flying aliens called corsairs and little robot bees that swarm you, but their impact on moment-to-moment gameplay is pretty minor when you spend 90% of the time shooting the exact same Fallen and Vex we\u2019ve been murdering for over a decade. Even worse than the main missions though are the handful of side quests that have you literally retreading the same places you visited in story missions to scan objects and hear some more characters chatting over comms before learning you\u2019ve completed the quest unceremoniously. Even for a game that has struggled to make interesting supplemental content, these are some of the most boring we\u2019ve been subjected to, offering almost no benefit for completing them to boot.<\/p>\n<p>The biggest changes to Destiny 2 since The Final Shape are the reworks to guns and armor, which have been overhauled yet again. I\u2019m not one of those players who frets when updates and power creep invalidate my hard-earned loadout, so I don\u2019t actually mind most of the changes here. A new tier system provides extremely clear labels to just how good your loot is, so you can spend less time sweating over stuff you just dismantle, and adding set bonuses to armor is a feature I\u2019ve craved in Destiny for many years that finally gives me a real reason to hunt for different armor sets instead of finding one good set and never taking it off. The problem is that, at least right now, there isn\u2019t enough loot to chase, with just a handful of armor sets and a little over 30 weapons added to the pool at this point, so I didn\u2019t feel much of an incentive to rip and replace my current loadout just yet.<\/p>\n<section data-transform=\"user-list\" data-id=\"63084\" data-slug=\"travis-destiny-rankings\" data-nickname=\"Tieguytravis\"><\/section>\n<p>The real issue is that even if I did feel compelled to hunt down the new gear available, the insane, painful grind to do so is in no way worth the effort required. Once you\u2019ve completed The Edge of Fate\u2019s campaign, you\u2019re directed towards various playlists containing old content that you\u2019re asked to replay over and over again, slowly upping your power level until you can complete activities that grant higher tier loot. What\u2019s more, even these high level activities are just pulling from the exact same legacy content that has already been one of the main ways you\u2019re expected to engage with Destiny 2 for years now. I was truly shocked to find that after I\u2019d rolled credits on the new story, I was almost immediately loaded into a story mission from 2021. The new loot system has basically turned the endgame of Destiny 2 into an almost endless hamster wheel where you\u2019re force fed the old content made arbitrarily more difficult based on the world tier and modifiers in play, all so you can get slightly better versions of existing weapons that have little use beyond (you guessed it) grinding more difficult versions of those same activities. Destiny has suffered through some pretty egregious grinds over the years, but this might just be the most brutal and ill-conceived one yet, and it almost immediately made me accept the fact that I\u2019ll likely never have any high tier items until they decide to respect my time.<\/p>\n<p>The final activity on my checklist before slapping a final score on this review is to play the new raid, The Desert Perpetual, which at the time of this writing was only very recently beaten by the Destiny community\u2019s brave day-one raiders. I\u2019ll be hopping in shortly to see what pleasant surprises, if any, are to be found. For now, The Edge of Fate strikes me as incredibly just okay, with some new experiments that don\u2019t always work, a neat story attached to a weak campaign, and some cool tweaks to the loot game that are hidden behind the most monstrous and boring grind Destiny has ever had.<\/p>\n<p><a href=\"https:\/\/assets-prd.ignimgs.com\/2025\/07\/21\/edge-of-fate-temp-score-1753142216108.jpg\"><img decoding=\"async\" src=\"https:\/\/assets-prd.ignimgs.com\/2025\/07\/21\/edge-of-fate-temp-score-1753142216108.jpg\" class=\"article-image-full-size\" title=\"undefined\" \/><\/a><\/p>\n<\/section>","protected":false},"excerpt":{"rendered":"<p>The Edge of Fate is a title that\u2019s perhaps a bit too on the nose for a game balanced on a blade honed by years of iteration but also worn dull by time. In the storied and rich tradition of Destiny 2, this latest expansion once again takes a few major steps back after finally [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":10130,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"pagelayer_contact_templates":[],"_pagelayer_content":"","footnotes":""},"categories":[1],"tags":[],"class_list":["post-10129","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-uncategorized"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.8 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Destiny 2: The Edge of Fate Review in Progress - Next Level News<\/title>\n<meta name=\"description\" content=\"Stay on top of the gaming world with Next Level News. 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