So now that the dust has settled and everyone who was going to buy it anyway has already bought it; it’s time to think about whether or not you really want to buy the Curse of Osiris DLC. I’m always on the fence for Destiny DLC until about three weeks after it’s out and I inevitably cave. Sometimes it feels totally worth it, sometimes it feels like a cruel twist of fate. But which one was it this time?

Curse of Osiris opens with a cut scene of all things. I know! A cut scene in Destiny! It’s actually very well animated and introduces you to Osiris, the namesake of the DLC and an enigmatic guardian we’ve only heard tales of up until this point. This is also the first time we see another guardian’s ghost actually speaking with its guardian. Sagira, the ghost, and Osiris have a dynamic that seems to be based on mutual trust which was interesting as Ikora always seemed to describe Osiris as impossibly aloof. In fact the relationship between Ikora, the former student, and Osiris, the former master, is the most interesting thing about the DLC. The fact that Ikora was the guardian who led the exile of Osiris from the tower forms the basis for some actual human, emotional conflict in a Destiny story and I suppose it’s better late than never.

The DLC opens up a new planet, Mercury, and also includes a social space in the Lighthouse where brother Vance has set up shop. The planetary space is not exactly a huge, sweeping vista but to be honest this tends to make completing the public events a lot easier as there’s only so much room on the field. The architecture and sky boxes for Mercury are some of the best that Destiny 2 has to offer (outside of Titan) and the soundtrack has also been composed with a distinctive flair. All too often, DLC these days forgets that you can really add to the theming of an add-on by giving it it’s own soundtrack.

In terms of gameplay additions Curse of Osiris adds eight story missions set all over the system but generally coming back to Mercury where you get to explore the infinite forest. The Infinite Forest is a reality engine built by the Vex to simulate multiple versions of reality and test out millions of possible outcomes for millions of possible scenarios. This lets the Vex accurately predict the future, or so I believe. I mean I just finished the story and I’m still not 100% certain why letting the Vex have this simulation is bad or why, when you kill the mega Vex boss inside the forest, everything is fine again.

Fighting in the Infinite Forest involves unlocking and building sections of Vex architecture, suspended in the air, until you reach the right gate to your destination. This is conceptually pretty cool as you are essentially building versions of reality as bridges to reach the one you’re really after. But actually playing it means fighting in a locked section until you kill the right enemies and then you move into the next locked section. It really gums up the pacing of the progression and feels like you’re forcing your way forwards in a very unsatisfying grind.

That being said some of the missions are actually excellent. There is one story mission that puts you in a simulation of the Red Legion’s assault on Mercury. You have to conduct a running battle against a formidable Cabal commander in a race to find the map of the Infinite Forest; all while dodging the Vex defences. A lot of people have been making a fuss about the DLC’s final boss but to be honest, although it was better than fighting Ghaul, it was a pretty straightforward and easy affair. The boss had great design but frankly it was completely out done by the DLC’s raid boss, Argos.

It should come as no surprise to anyone that the raid content is absolutely stellar. Curse of Osiris adds the Eater of Worlds raid in which you once again board Calus’ flagship but this time you make your way down into the depths of the engine decks. It turns out Calus is using you to clean out a Vex infestation in the bowels of his ship and frankly I couldn’t have been happier to check out the incredible environments that make up the monstrous flagship’s engine.

I feel a little bad about going on about the great raid content because it’s a stark contrast between the regular eight story missions, two strikes and another social space. If you can’t get five mates together you probably won’t be able to enjoy the best that Curse of Osiris has to offer. You can always try to go for a guided game and match make your way into the raid but good luck getting a fully cooperative team.

Other additions from the DLC include the usual new weapons and armour for your guardians. But we also get the new masterwork weapons which are an even rarer version of legendary weapons. These weapons will generate orbs on multikills and also include a random stat boost to your weapon’s profile too. Personally I’m holding out for a masterwork Antiope-D with a stability improvement. I like this addition a lot as most of the items and upgrades you’re after in Destiny 2 are pretty easy to get so now there’s something to really hold out hope for. A masterwork weapon has a 1 in 10 chance of dropping whenever you cash in a legendary engram but if you get a masterwork version of a gun that you never use you can always dismantle it and get a few pieces to upgrade your current favourite gun.

Bottom Line

Curse of Osiris is the first piece of DLC for Destiny 2 and overall it provides an enjoyable experience with some great new weapons to hunt down. The story is passable and the strikes are decent but for the best time you’re really going to want to get involved with the raid and its awesome final boss.

Destiny 2: Curse of Osiris DLC Review
Great sound and art designSuperb raidMasterwork weapons
Story so tedious I've basically forgotten it already and I just finished itInfinite Forest is a slog
3.7Overall Score
Graphics
Audio
Gameplay
Story
Replay Value
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