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Destiny 2

Discuss all things Destiny 2.
Edited by Djongo: 2/18/2026 3:27:20 AM
4

Destiny 2: Renegades – Review

Greetings Guardians ! First off, I just want to get this out of the way, this is in no way an attack or anything like that. It’s simply a review I made, with the hope that someone at Bungie might see it and use it as insight into how players experience the game. If you are from and Bungie reading this, the end part is specifically for you (Final Thoughts) :) I’ll also be upfront and say that I used AI to help with grammar, general structure, and a few spots where I couldn’t quite articulate what I meant. Other than that, everything here is my own words, my own thoughts, and my genuine perspective on the game. - I’d call myself a Casual Veteran of Destiny 2. I played a bit of Destiny back on Xbox 360, and I’ve got just under 800 hours in Destiny 2 on Steam but that’s spread across the entire lifecycle of the game. I’ve never been a hardcore raider. I’ve dipped in and out over the years. Played a season, stopped for a while, came back to see what’s new. I hit max PvP rank once, years ago, but I’ve never been competitive long-term. I’m not a die-hard loyalist. I’m not a hater either. If the game’s good, I’ll play it. If it’s not, I’ll play something else. That’s why I feel like I can give a fairly unbiased take. My motivation for this review, especially given the current “hate train,” is to provide feedback that Bungie can actually use to see what works and what doesn’t. Why I Came Back: I skipped most of Lightfall. I played the intro, didn’t enjoy it, and didn’t buy the expansion. So when Renegades dropped and the trailer was pure Star Wars vibes it pulled me back in. I like Star Wars, Not a mega fan, but enough that the crossover energy felt like it could fit Destiny’s sci-fi tone. The intro mission? Honestly solid. There were subtle nods everywhere. The Cabal “stormtrooper” hitting his head walking through a blast door in the cinematic genuinely made me laugh. It showed awareness. It felt like nerds made this for other nerds. There was even a moment that clearly mirrored the Luke and Leia elevated platform shootout scene, no railings, enemy above. It made me feel like the devs were one of us, and knew what they were doing. Nerd culture is quite the thing. Unfortunately, that feeling didn’t last. The Campaign: Mid Is Being Generous. After the intro, you’re hit with the DLC and season pass price. It’s not cheap. I hesitated, played a bit more of the free stuff, and eventually bought it because the intro slapped (slang for good). The campaign overall? Pretty mid. It honestly feels like all the energy went into the intro and the final mission. Everything in between is mostly repurposed Lawless Frontier content dressed up as story missions. Is that the worst thing ever? No. It’s a decent way to teach the mode but it doesn’t feel genuine. It feels optimized. Like someone in a meeting said, “How do we maximize asset reuse?”. That “made by nerds for nerds” feeling quickly shifted into “corporate efficiency mode.” And that’s where the trust starts slipping. The High Points: (Because There Are Some) The final mission actually slapped. The Halo-style warthog run section? Sick. That was genuinely fun and honestly deserves to be expanded into its own mode. Imagine that energy but in space. Halo Reach’s Long Night of Solace-style space battles? That would go f***ing hard. And then, that lightsaber moment. When you first get it? That felt amazing. You’re slicing through enemies, feeling overpowered, pure power fantasy. For about a minute, Destiny hits that dopamine perfectly. Pure Wizard But then it fades. You keep the lightsaber, and it’s still cool, but it never quite feels as strong as that first mission. It’s like they intentionally juice it up to sell the fantasy, then dial it back immediately. That’s kind of the theme of this expansion: Hook you with something awesome. Then reveal the rest is kind of stale. The Biggest Issue: Communication (Or Lack Of It) Bungie is terrible at explaining things in-game. And I’m not talking about one mission, I mean the whole game. I genuinely spent as much time alt-tabbed Googling what to do as I did playing. There’s a post-campaign quest where you have to complete a “priority mission” to unlock factions. Mine wouldn’t complete. I assumed it was bugged (there are a lot of bugs). Turns out you have to complete it on the lower difficulty. I was level 415 at that point. Why would I go back and run it on 200 difficulty? There’s no indication you need to. It feels like a bugged parameter that was never fixed. That moment summed up the expansion for me. During the intro I thought: “They really care.” By the end I was thinking: “They really don’t.” Bugs, Polish, and Lack of Care I ran into: Soft locks, falling through maps, misaligned geometry, the extraction ship randomly killing me, objectives not triggering, and that’s just a few I can think of off the top of my head. It really doesn’t feel like the game was play-tested or even played at all for that matter. The only way things like this get left in is if they are missed, and the missed ALOT. I don’t know how big the team is, or what internal pressures they’re under. But the end product just feels bad. It might seem petty, but tiny little issues like that add up quickly and leaves a really permanent sour taste in your mouth very quickly. And at this price? That’s just not acceptable. Boss Design: The Real Low Point. Boss design is where this expansion really falls apart. Nearly every boss follows the same template: Shoot boss, Boss goes immune, Kill loads of adds, Repeat. Meanwhile the boss has infinite ammo and constant projectile spam. Yes it’s dodgeable but that doesn’t make it fun. Add spam. Stun spam. Knockback spam. Spam spam and insta-kill mechanics. It’s just an endurance exercise and that's not what anyone wants, you think gamers have stamina ? lol. The lightsaber mission boss is a perfect example. Interesting idea, kill one faction for energy, switch factions for light orbs but in practice it’s just endless adds while the boss fires nonstop. There’s a difference between difficult and tedious. By the end of the campaign I was dreading them because they were boring slug fests. When you died, it never really felt like it was because of a mistake you could learn from, it was more just cheap, frustrating crap. If your boss fight feels like the bad ending in Half-Life 1, the one you’re not supposed to win, you’ve made a bad boss. You’re meant to challenge player skill, not exhaust them with unfair mechanics. Parkour/Jumping puzzles: Look, just don’t. I’m not saying these kinds of segments are bad, but the ones you made are. Please understand that, as they stand, you just don’t have the talent to make them work. Leave them out unless you genuinely put in the effort, or hire someone who can do them properly. In their current state, they just come across as arrogant. Final Thoughts: Destiny 2 still has moments of brilliance. The intro showed passion. The final mission showed potential. The lightsaber fantasy shows they still understand what feels cool. But everything in between feels corporate, rushed, and undercared-for. As a casual veteran who dips in and out, I don’t feel angry, I just feel disappointed. But perhaps that dad logic is something I’ve grown into over the years as a gamer. I’ve been with Bungie since Halo CE, and it saddens me to know that Bungie is no longer with me, at least not in spirit. I understand that most of what Bungie is now isn’t the old team that made those great games, but they’ve been entrusted to carry that torch and continue the legacy, and what they’re doing with it is nothing short of disgraceful and that needs to be said. Strong people build, weak people destroy. I’ve seen that firsthand while deployed to Mali. There’s still nothing quite like Destiny when it’s firing on all cylinders. But right now, it feels like a studio clocking in and clocking out; not a studio inspired. And at this price point, that’s hard to justify. There is still time to fix all that. Motivation comes in the most strange of places. I might not know the new Bungie to well, but I have hope for you. Bungie today may not be the ones who built the legacy and foundation, but you’ve been entrusted with it. I hope they rise to that responsibility, because what they’ve inherited deserves better. And you have the opportunity to define what Bungie stands for next; don't let it be this. Thank you for reading. -Djongo

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  • Why does EVERYONE have to exclaim their loyalty to a disloyal company, before giving their opinion? Of course everyone is a D1 Day1 vet. Have you watched a new player try the beginning tutorials? This game isn't made to bring in new players. It's a free to play game that can't even retain 99% of the gamer base that tries it on that premise.

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    • Edited by KIWI LEGEND: 2/18/2026 5:32:29 PM
      Good post! And nicely presented! The only thing you wrote that i'm on the opposite side of is the jumping puzzle/parkour thing. I really enjoy the jumping puzzle areas that pop up in Destiny, and would love to see alot more of it going on 😀 Cheers 👍

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      • TLDR Word vomit

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        • Edited by Djongo: 2/17/2026 7:14:10 PM
          I forgot to mention the story lol Story & Characters: It wasn’t bad, just not enough, and it basically disappears in the middle. I enjoyed Bael Charter, but he quickly went from a menacing villain to more of an edgy teenager. That said, he has potential. Not killing him off was a good move, and hopefully we’ll have a real recurring threat to fight. A lot of what makes a good villain is pure aura, and this guy had it. I get he’s very inspired by Kylo Ren, but what you’ve made is a solid start, keep building on it. Most great things are inspired by others; when you’re only inspired by yourself, that’s when you’re in trouble and start making crap. Focusing on the Drifter was also smart. Another really good character, and his relationship with Eris was enjoyable. Unfortunately, there aren’t many strong characters left in the game, since some have passed away both in real life and in the story. Aunor was ok but didn’t do much, but I’ll be honest, I found her attractive. That’s just me being truthful; as a male, attractive women catch my attention but you should do more with her. Story-wise, she worked more as a side plot, but it helped re-energize the narrative. The Star Wars inspiration brought some life into the story, and now that momentum is there, it should be carried forward. Mainly referring to the ending. If I could give advice: stay away from overtly “woke” content. It just doesn’t work in this context, and the majority of gamers don’t respond well to it. Keep your focus on strong, compelling characters. Avoid modern politics in the story. This expansion did that well, and it should be continued. Lodi, although he wasn’t in this much, is actually really cool. You’ve taken someone from a badass historical archetype and put him in space, that’s awesome. Give him more to do, and don’t undermine him with cringe tropes. Apply that same rule to the rest of the story: avoid forced or awkward character moments that break immersion for the sake of modern politics. The story’s real issue is that there isn’t much of it. The intro and ending feel set, but everything in the middle is mostly ripped assets from the new game mode used as filler. That isn’t very genuine, and it’s misleading for players. You promise an expansion, and realistically gave actual three missions. Not cool. Overall, the story is a solid starting point. There’s potential to expand, keep the momentum going, and draw inspiration from other sources like Westerns, Lord of the Rings, Halo, John Wick, Mad max or other classic storytelling that were badass. But as it stands, it feels too sparse for a full expansion. As a quick side note, I only recently noticed the removal of Lance Reddick’s voice lines. This is utterly shameful. If you want to restore some faith with the community, bring them back. No one will be bothered by Keith David doing future lines, but Zavala in the Tower should and always will be Lance. The way this was handled shows a lack of care and a very corporate, detached attitude. There’s still time to change that approach. The night Lance passed, he was literally playing Destiny 2, loyal to the end. Honouring that loyalty in-game would be the least the team could do.

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