It’s been barely a month since Destiny 2 released on PC, but it’s been almost three since the console versions hit. Thanks to that awkward bit of timing, the first expansion is already here: Curse of Osiris released yesterday, bringing with it a new mini-campaign, a new planet to explore (Mercury), a new level cap, and a whole host of quality-of-life tweaks.

Fresh off our review of Destiny 2’s base game, I dove back in with my Titan to check out the expansion content. I haven’t completed the new raid subsection yet nor spent much time in the player-versus-player Crucible modes, but I’ve finished up the campaign (such as there is) and spent some time tooling around the sun’s closest neighbor.

Is it enough? Will it “save” Destiny 2? I don’t know yet, but I do have some off-the-cuff thoughts on what I’ve played so far.

Vexing troubles

Like Destiny 2 proper, Curse of Osiris opens strong. You get to see the titular Osiris himself, a mysterious Warlock, step into the middle of a battle and freeze time, before being overrun by the robotic Vex faction and jettisoned into oblivion.

Destiny 2: Curse of Osiris IDG / Hayden Dingman

You’re charged with rescuing Osiris from Mercury, a once-lush planet that’s been taken over by the Vex and turned into a husk of itself. The problem: Osiris is trapped inside the Infinite Forest, some sort of ultra-powerful computer simulation and/or time machine and/or dimension-hopping gateway…thing. There are infinite timelines contained within, but each timeline ends with the Vex sucking all energy from the sun and rendering life in the solar system extinct. That’s not so desirable to humanity of course, so you’re charged with recovering Osiris and stopping it.

I’ll be honest: It’s a pretty compelling setup and a marginally more coherent story than the base game. That said, it still drags.

The biggest issue with Destiny 2’s main campaign is that it laid out the conflict, the stakes, and the plan within the first hour, and then you just did those things with no surprises. Set it up, knock them down, “Wow, you’re the greatest guardian in the galaxy.”

Curse of Osiris follows the exact same structure. It opens strong, it gives you a compelling conflict, it tells you the plan, and then you just execute the plan step by step for the ensuing three or four hours. Go here, talk to this person, shoot these enemies—it feels like running down a checklist of tasks, not a story.

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