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Destiny 2: Curse Of Osiris

Edge

|

February 2018

Destiny 2: Curse Of Osiris

Destiny 2: Curse Of Osiris

This was never going to be the moment that Destiny 2 clicked into place. Work on Curse Of Osiris was well underway when we visited Bungie for E310’s cover story, and so it had no chance of fixing the problems that have only come to light since the base game’s release. It is still too focused on cosmetics you can only acquire through RNG. It still lacks a meaningful endgame. And too many of its additions are things that have either been restored from Destiny 1, or should have been part of Destiny 2 from the start.

Bungie sold us on the need for a sequel to Destiny, rather than another expansion to it, by extolling the virtues of hitting the reset button on a series that had grown bloated and overly complex. That, no doubt, was truly felt. Yet it has also given the studio the excuse to sell back to players features that came as standard in the original Destiny. While it’s nice to have Heroic Strikes – amped-up versions of the game’s signature missions, that theoretically yield stronger rewards – back on the menu, where were they three months earlier when we needed them, when Destiny 2’s endgame fizzled out?

This update also adds Heroic versions of the Adventure side-quests, but only on the new DLC destination, Mercury. They’re tightly designed, pose a stern challenge, and offer great satisfaction when you finally clear them. Bungie, apparently, is working on equivalents for the other stops on Destiny 2’s intergalactic journey. We simply cannot understand why they were not factored in from the start.

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Possessor(s)

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Street Fighter 6

Superstition might suggest that even numbers are more auspicious for the series, but it's fairer to say that Capcom learned from the mistakes of Street Fighter V and launched a fighting game that doesn't just feel like a full package, but one that has foundations to build on in future updates.

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GLOOMY JUNCTURE

Finding hope in seedy alleys and dive bars

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The Outer Worlds 2

There's always a risk in imitating something regarded as a classic: if it offers a template for success, it could just as easily invite unfavourable comparison. Obsidian Entertainment's Fallout: New Vegas has gained that reputation in the 15 years since its release, and while the original The Outer Worlds, led by Fallout creators Tim Cain and Leonard Boyarsky, referenced that series without aping it, the sequel zeroes in on New Vegas as its direct source of inspiration. This explains both why The Outer Worlds 2 is a success and why it can't quite stand tall as a creation with its own identity.

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Lumines Arise

The pacing melds with the music, each unique track on each level passing through phases of calm and ferocity.

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STRONG MUDDY VIOLENCE

What happens when you mix the tech of SnowRunner and Space Marine 2 in a co-op shooter with '80s flavour to spare? Toxic Commando has the answer

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Once Upon A Katamari

Fittingly, each stage in Once Upon A Katamari takes place in the past.

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FAILBETTER GAMES

The industry's finest sustainable storyteller shifts towards 'fireside menace'

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DRAGON QUEST VII: REIMAGINED

Can a serious makeover preserve the original's identity?

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Wreckreation

It's easy to believe that Three Fields just wants you to enjoy driving at speed in its preposterously big open world

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