Enlarge / There are a few hidden areas in The Plaguelands, but not many.
You’d think a game wouldn’t still be able to disappoint me so much, two years after its initial release. After so long, I’ve either given up on a game or still find it immensely satisfying. But after a week with Destiny: Rise of Iron, the fourth expansion to Bungie’s endlessly injured shooter, I’m mostly befuddled. That’s not just because the expansion is lighter on content than I could have imagined, but because it seems light on care.
Nearly everything in Rise of Iron smacks of recycled content. The gear, the strikes, the enemies, and even the writing all feel like things we’ve seen before, many times over. It’s as though whatever Bungie employees not working on Destiny 2 were forced to cobble together one last dollop of content for the original game so 2016 wouldn’t pass without something they could sell. Almost nothing is actually new, and what is new rarely feels that way.
The Plaguelands
That recycled feeling is ever-present in The Plaguelands, the new in-game region for Rise of Iron. This marks the second time Bungie has bolted a new zone onto the main game’s original four. While The Taken King‘s Dreadnought was substantially different from anything else in Destiny—all bones, breathing walls, and slimy indoor cathedrals—The Plaguelands are just an extension of an existing locale. They look nearly identical to what Destiny fans already know as The Cosmodrome—all snow, rusted-out icebreakers, and jagged metal strewn across post-apocalyptic Russia.
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Source: Ars Technica – Is Rise of Iron the last and the least of Destiny’s expansions?