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Review: Destiny 2: Curse of Osiris (PS4)

Action-adventure FPS


Destiny 2 has been out on consoles for a couple of months now, and if you’ve been playing it quite extensively, then you might have been through just about everything that the game has to offer. So having some more content available to you might be welcome for you, especially if you’re craving more Destiny. But can it satiate the rabid Destiny fanbase’s unquenchable thirst?

There’s the problem, go shoot it dead

Curse of Osiris follows the story and doings of the infamous Warlock called, you guessed it: Osiris. Or not really, you still play as your preferred Guardian, but this time you’re sent by Ikora to go and look for Osiris on Mercury after his Ghost, Sagira, has been found. What follows is an interesting story and a couple of fun and entertaining missions. It took me a little less than three hours to clear, but it can be done quicker if you really push it.

It reminds me a bit of the Saturday morning cartoons we used to watch where you know the heroes will prevail in the end and no-one will be harmed.

It’s not a bad story, but it does feel a bit hollow and pointless, as you end up saving the day and the crisis has been averted. It reminds me a bit of the Saturday morning cartoons we used to watch where you know the heroes will prevail in the end and no-one will be harmed. It almost feels like Bungie is not willing to take a bit of risk and go with a darker tone or theme, so we might know what to expect going forward. I also feel that it’s time that my Guardian gets a voice since it just looks ridiculous where everyone talks and I just stand there looking like Ariel from The Little Mermaid when she lost her voice. There is so much potential to flesh out the characters and give them a reason to fight on, but at the moment, that potential is just not being tapped into.

A new world to explore, albeit a small one

Mercury is the smallest planet in our Solar system, and with it came the smallest map in Destiny history. The initial, main area of the Mercury map is tiny. On one end you have the Lighthouse, and on the other, the entrance to the Infinite Forest, a vast and changing place which we will talk about shortly. The Lighthouse serves as a type of a social space, although you can only really talk with Brother Vance, who has relocated from The Reef to Mercury. He acts as a world merchant, like we have on the other worlds, but he does offer a bit more than the others, since you can get Heroic Adventure missions from him, which takes place in the Infinite Forest, and is needed to unlock and create Forged Weapons, which you also get through him.

Mercury also only has one Public Event, but it is a lot of fun and takes some effort to complete. It takes up almost the entire map, which although small, is big for a public event. You find yourself flying through portals to remote towers and disabling charges and killing enemies and eventually summoning the boss, which although pretty easy to kill is still a lot of fun to take down. I really like how it was changed a bit and I hope we see more of this going forward.

The Infinite Forest is an interesting area on its own. It changes every time you go in there, and you need to fight your way through waves of enemies to progress to the next seemingly random platform. You get most types of enemies in there, as it is explained as being Vex simulations for all the different types of outcomes. It’s a fascinating place, but once again a trick was missed here, as you can only enter the forest if you are doing one of the adventures or one of the two new Strikes. It would’ve been such a joy to be able to explore the Forest and unravel its mysteries without being bound by restrictions of an Adventure mission. There could’ve been some added loot and activities to unlock in there, and it feels like a massive squandered opportunity.

Improvements to the endgame, kinda

Curse of Osiris, as is the case with all Destiny DLC, adds more content such as Strikes, Crucible maps as mentioned, a new area and some new loot. Everything adds a bit more value to the game, but I’m not quite sure if it will be enough to keep people happy.

The Infinite Forest is an interesting area on its own. It changes every time you go in there, and you need to fight your way through waves of enemies to progress to the next seemingly random platform.

The Strike missions also feel a bit cheap, since they’re essentially rehashes of two of the story missions from the DLC’s story campaign, although it is a bit changed up with more and harder enemies to fight, and some different dialogue to spice it up a bit. It almost feels like an afterthought, and it’s such a big slap in the face since we’re essentially replaying these two missions but calling it something else.

The overall endgame gets a bit of a makeover with added Heroic Strikes, which are harder versions of the original Strikes with some added incentive to play it. There’s also a few added Crucible maps, but at the time of writing, the PvP mode of Destiny 2 is kind of broken because of a weapon that’s super effective against just about everything. The Crucible essentially turned into a futuristic version of Laser Tag thanks to a bugged weapon.

There’s one redeeming thing to the whole DLC though, and that is Raid Lair, which was described as a shorter type of Raid. In truth, I found the Raid Lair activity more entertaining than all of The Leviathan Raid of the standard game. You and your Fireteam go into the Underbelly of the Leviathan ship to take out an enemy that lies in wait there. It is short, but it felt like a proper Raid of Destiny, with some light platforming sections and an interesting boss puzzle mechanic to it. It’s maybe a bit short, but it is the best part of the whole DLC and I cannot wait to go in and explore it some more.

The State of Destiny 2

Curse of Osiris doesn’t address the issues and complaints that the quite vocal Destiny community has. Bungie promises that changes are coming and that it should be expected by 12 December (today). The biggest issue though is that the DLC brings with it a host of other problems, like gating off certain activities or events to those who didn’t buy into the DLC. It’s not a great thing to do, and it is something that should be addressed by the developers.

Lootboxes seem to be a lot more prominent now, and while it is not a pay to win situation, a lot of the cooler looking content, although cosmetic, is locked behind a paywall, with no guarantee that you’re going to get what you actually want. It is concerning to see the direction this is going, and it might just be a matter of time before it becomes more of a pay to win situation. Hopefully, recent events will discourage Bungie and Activation to pursue that direction.

Curse of Osiris is not a bad DLC, but it doesn’t quite give what we’ve been looking for. It adds some more content and a very cool Raid activity to the mix, and it should be commended for it. But it’s hard to fully recommend at the price. Hopefully, Bungie will be adding a lot more in upcoming updates, since Destiny 2 really does need it.


  • Raid Lair is a lot of fun!
  • Fun story
  • New Public Event on Mercury
  • Cool looking locations


  • Doesn't add that much more
  • New Strikes feel a bit cheap
  • Crucible is currently broken
  • Missed opportunity with the Infinite Forest


Curse of Osiris doesn't address the issues that are plaguing Destiny 2 at the moment, but it does add some more of what we've come to expect, which is more shooting and more loot, although it doesn't quite give enough to keep the fanbase happy.


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