<I'll preface this by saying that really isn't much. Dark Below, Warmind, and CoO all had shit stories. While I personally feel that Dark Below is the worst DLC due to how little it added and how short it was compared to literally everything else, Warmind takes the cake for worst story and CoO takes worst implementation.
So, is there anything wrong their premise?
Curse of Osiris, despite its name, was mainly about the Vex. The Vex were gathering on Mercury, the start of a grand plan by the Infinite Forest's mind, Panoptes. Its goal was to find a future suitable for the Vex, one without Light and Dark... and it did, and found a plan to go with it. Were we to ignore the Vex surge, then we'd probably end up seeing a lot more Vex on every installation and possibly even on Earth. Panoptes also had a seemingly unique ability to see the Light, another reason why it was deadly. The worst part is that the Dark Future the Vex have isn't even gone, it just updated to coincide with the total loss of the plan Panoptes had.
The actual "curse" of Osiris was explained in lore tabs, which leads me to how poorly the concept was implemented into the game. It's bad, that's all.
Warmind was straight forward and a little TOO simple. Rasputin's getting his shit together, and the Warsats falling melted the ice around him, which defrosted a banished Hive sect. To prevent Rasputin's destruction, we had to stop the Hive.
While Xol and Nokris could've been a threat, the goal was to DESTROY Rasputin, not hack him. That means the Hive don't want our shit. We wouldn't have gotten Seraph-armored Knights or anything crazy like that. Not to mention, everything in that story is weak according to old grimoire and even new lore. Xol was the weakest Worm God, Nokris was smart but wasn't physically powerful like Crota or Oryx. Rasputin has constant issues with alien races minus the Cabal and Vex, which either says a lot about our enemies or a lot about Rasputin.
While the Dark Future in CoO wasn't stopped entirely, nobody really benefit from the story all the way. The Vex kept a potential future, but lost Panoptes. We got the Infinite Forest, but the Dark Future (whether Vex controlled or Darkness controlled) still exists.
Warmind ends on a high note, but realistically the enemies benefit more from the DLC than we did. Ana Bray's back... doing nothing. Meanwhile, the Grasp of Nokris decided calling Aunt Savathun was a good idea and GUESS WHAT? SHE RESPONDED. We got Rasputin... and if anyone's read the grimoire or read between the lines for this story, they'd realize that doesn't do much.
Panoptes knew shit, and that made him a threat that could've been along the lines of Oryx and Ghaul. Xol ran away because Yul would eat him for power.
Osiris, while not being all we hyped him up to be, was/is still trying to figure shit out, even helping with the Dreaming City situation by indirectly confirming Quria's role in it. Bray, also not being all we hyped her up to be, is supposedly looking through Rasputin's data, but hasn't really said anything about it except for the side quests, which I'll get to in a bit.
Curse of Osiris either should've been longer or had more Osiris in it. It was one of its biggest flaws. He was in the title ffs. It should've been longer because that could've given the time to EXPLAIN WHAT'S GOING ON. Warmind's biggest issue was the retconning. It's kind of funny how one of the best aspects of Warmind (Nokris and Xol) worked because it wasn't a retcon, just news we didn't see coming because we had no info on either. Other than that, it was filled with pointless retcons (Warminds=Subminds, giving all Warminds except Rasputin a demotion for no reason), and stupid ones (Ana not dying because a Captain shoved her off a cliff).
Also, Rasputin's nearly useless in our current situation. The only thing he's good for is data analyzing, giving a detailed analysis on the Dreaming City scenario and also confirming that Medusa doesn't exist. Everything else... well...
- He couldn't stop the Fallen from entering his facilities on Earth and other facilities on Mars even after the Array activated and brought him back together.
- He couldn't stop the Grasp of Nokris, prompting him to flash freeze the entire region.
- He couldn't stop them AGAIN when the reawakened.
- Couldn't stop the Taken from entering his bunker on Earth.
- Couldn't stop the Hive from nearly ripping him apart one time.
You COULD say that he wasn't at full power, well let me review his background.
He couldn't stop the Deep. I mean, of course, it's ridiculously powerful. No, I mean he couldn't even HURT it.
[quote]Consider IT the power Titanomach world-ender and consider what IT means. I met IT at the gate of the garden and I recall IT smiled at me before before IT devoured the blossoms with black flame and pinned their names across the sky. IT was stronger than everything. I fought IT with aurora knives and with the stolen un-fire of singularities made sharp and my sweat was earthquake and my breath was static but IT was stronger so how did I survive?[/quote]
Warmind confirmed that "Aurora Knives" were a legitimate weapon for Rasputin's arsenal. Here he confirms that he fired upon it and it did jack shit. He then said "-blam!- this" and shut himself down, the part we all know about.
Now here we are, with the VALKYRIE being Rasputin's flagship weapon, at least according to Ana Bray. Even in game it's useful against ONE enemy... the Heroic Warsat Ogre. Everywhere else it's pitiful. A waste. You're better off using any other weapon.
Now, the side quests. Warmind didn't really have a major world quest, so I'll consider it the way the first part went. Curse of Osiris's side quest was the Saint-14 one.
The Perfect Paradox quest was easily one of the best things about Curse of Osiris. While finding out that Saint-14 is dead was a bit disappointing, the weapon's own lore tab confirms that we may see him again. Don't get me wrong, he's dead, but time travel is the only way things can escalate on the Vex side of things. Also, the notion that Saint killed so many Vex that they built a tomb out of respect is pretty kickass.
Warmind's side quest was about arming humans with Warmind tech. From an old protocol we all know and love, and a familiar railgun/linear fusion rifle, we spent a few weeks grinding to get this damn tab out of our map. While that protocol works a LOT better with Guardians around, if the old Rasputin arsenal was anything to go by, then it's not really going to do much. We're essentially just getting more guns that were considered powerful by humans (hey Black Armory what's up?) but were ultimately ineffective against the Darkness. Need I remind you that it's stronger now?
Just note that I'm not talking about gameplay for any of this. I think the gameplay makes Warmind and CoO rather even in terms of how bad they are. Warmind's gameplay was stronger than CoO (two tokens and a blue), but its story was so bad it dragged it down.
Just trying to say that our outcome of CoO, while merely delaying inevitability, didn't immediately -blam!- us over like our outcome with Warmind did. You think the necromancy game is over with? Let me just say that Dul Incaru's fatesmiths come back from the dead pretty well.>
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I agree
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Yeah... I was kinda expecting more of a tie in with them but it never went anywhere with anything. Really sad and from a writing standpoint all the characters are super flat. Wasn’t boring but both could have been way better.
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1 ReplyBoth "Curse" and "Warmind" were what I call "running in place" storylines. Something seems to be accomplished... but nothing really changes. At the start of "Curse", Osiris is a great warlock, in Vanguard-imposed exile in the Forbidden... oops, Infinite Forest (sorry, too much time in the Potter fandom). At the end, he's a great warlock, in SELF-imposed exile in the same Infinite Lollipop Forest. At the start of "Warmind", Rasputin is a mysterious AI created to protect humanity, who appears to be doing so, but operates under his own obscure agenda. At the end, Rasputin is a little less mysterious (because we know where he is and he confirms his purpose and intent), but he's still protecting humanity but following his own obscure agenda.
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3 RepliesCurse seemed unfinished or underutilized: we should be getting something new from the Infinite Forest every so often, even if it's just Osiris botching another simulation and Sagira calling us in to fix it. What they could've used the Forest for, since it's basically a holodeck, is to run simulations of events in the past and participate in battles with legendary Guardians -- go back to Cayde / Ikora / Zavala's pre-Vanguard days when they were just a 'regular' fire team. Having a series of those would probably raise eyebrows -- why are the Vex so fixated on these particular simulations all of a sudden: have they actually figured out time travel and preparing to make some major course corrections, trying to figure out the best way to undo the Guardians' meddling while not giving the other opposing forces we've kept at bay the upper hand?
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Over and over again, I see references to some “final conflict.” As far as I’m concerned, the main point of both of these DLCs was to get a few more allies on our side (including Calus, by helping him with his... problems and proving ourselves worthy to be Shadows) so that we’ll be ready to face this final conflict.
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3 RepliesEdited by MexicanSunnyD: 3/14/2019 4:58:38 PMI feel like Rise of Iron was setting up Rasputin to be something more. Lord Saladin said Rasputin hasn't been just a Warmind in a long time. Plus all the things it attacked The Iron Lords with, but all we get are Javelins. I'd very much like to see those giant robots on Mars from the d1 concept art.
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maegatron:3 - old
Major key plot point in CoO: The vex know how to defeat the darkness. They could be the key to us maybe eventually defeating the darkness. -
3 RepliesWell, Rasputin sending his eyes out into orbit was the point of Warmind. Elsie also says that Ana is important, not just because she's her sister. Ana will play an important role in the future, because she's the only person Rasputin "trusts" to talk to. Warmind gave us a security alarm basically and hopefully a way to prepare. He already fought the Darkness and lost, and barely stopped Xol. We actually just went and defeated Xol & Nokris, even though they were both in a weakened state. I'm sure Rasputin analyzed that data and also the data from Escalation Protocol.
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1 ReplyEdited by Natdeguerre: 3/14/2019 1:43:52 PMI’m not that salty about Xol or Nokris, hive deities are a dime a dozen. The Valkyrie basically just being a spear with some scifi explosion effect was a bit of letdown for sure. I mean I can see the reduction of a “super weapon” to one humanity’s first and simple weapons holding some sort of symbolism, but I’m sorry, when I think weaponized AI connected to an interplanetary defence network, something a little more fancy comes to mind. I do like the warmind design aesthetic though. For CoC I was really hoping to get more out of Oded Fehr and Morena Baccarin. Bungie landed these two great actors with wonderfully recognizable voices for one of Destiny’s most famous character and his ghost. Wtf didn’t they do more with it. There is some banter between the two, but overall we hardly see anything of the great Osiris. The damn trailer had more Osiris in it than the whole expansion.
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1 Reply[May I remind you that the taken are a paracausal force, similar to the light. According to Eris morn, they don’t even adhere to the terrestrial laws of physics, save the effect of bullets. So explain to me why Rasputin being unable to stop taken from entering one of his fragments prior to his network reconnecting shows uselessness.]
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3 RepliesTo be fair Rasputin couldn't stop Xol specifically, and as for the Taken, tell me how you stop them from entering a place.
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1 ReplyHOLD UP. Who is the grasp of Nokris?! They called Savathün. (Btw I started Destiny 2 at Forsaken a launch so I may be a lattice late)
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This was informative. Thank you.