

While Felwinter is a nice little social hub zone that’s far more intriguing than the one included in House of Wolves (you can really see the Souls inspiration here in the shrine), the Plaguelands consists of roughly half familiar content mixed with completely new assets. I like the Fallen just fine, but this is their second DLC appearance at this point. The models are slightly different and they pack a few new abilities to deal with, but it’s basically the same deal as the Taken and the Hive from Taken King.

The new enemy, SIVA (self-replicating nanotechnology), manifests itself inside of Fallen enemies - an existing faction that launched with the game. Part of one mission will take you through the first launch quest, something a previous expansion has already done (to greater effect).


And it’s here that I encountered my first big Bungie red flag - re-used content. The campaign will lead you through the snowy Felwinter Peak and the roughed-up Plaguelands, both of which are part of the Earth biome. Whereas Oryx took you on a fairly lengthy journey (by Destiny standards), you can expect to clear out Lord Saladin’s tasks (which includes the new Gjallarhorn questline) in several hours, and there aren’t any substantial mechanical changes like new subclasses. MSRP: $29.99 (digital) / $59.99 (physical with previous expansions)īungie has stated from the get-go that Iron won’t be as meaty as Taken King (which was $40 compared to Iron‘s $30), and it’s pretty clear from the story content that this claim is accurate. Some of those problems still pop up in the new Rise of Iron expansion, but as a standalone release that rests on the laurels of two years of updates and patches, it’s growing on me.ĭestiny: Rise of Iron (PS4, Xbox One) I fell short of claiming “it’s come a long way,” because a lot of the core issues with Bungie’s philosophy have persisted throughout the game’s now two-year history. Four expansions later, Destiny is a better game than it was at launch.
