But, all that aside, Lightfall isn’t wholly bad. In fact, in my opinion, I think the mission design of the legend campaign reflects one of the best Destiny experience I’ve had in years: challenging, curated, climactic, and creative. A really intense way of introducing lapsed players back into the game, and a timely prod for those getting too comfortable with their end-game gear sets. It’s just a shame that, beyond that, there’s little to compliment.
This is the penultimate story beat before Destiny’s long-teased, highly-anticipated Light and Darkness climax. It’s a finale 10 years in the making, and – if handled well – has the power to deliver one of gaming’s most cathartic and impressive gameplay/story combinations. It could be the sort of thing that’ll be referred to by devs, players, and business execs for years to come: the pinnacle of service game design, a bastion for devs that want to prove long-term, crowd-shaped games can really deliver.