With Destiny 2: The Edge of Fate, an Unsteady Bungie Is Trying Its Best

In 2024, Bungie closed the book on the story it had kicked off with Destiny 10 years prior, capping an imperfect, but nonetheless impressive, narrative. It was far from a storybook ending, and the road to The Final Shape‘s conclusion was fraught with pains of all shapes and sizes, but it had managed. It seemed implausible 11 years ago that games like Destiny and its sequel could make it so far, but Bungie fought against the odds and realized the milestone. It defied fate, and broke it, even. But given the turmoil that’s cropped up at the studio since—troubles that have echoed across the company for years now, culminating in distressing layoffs and internal collapse—it may prove true that it was in fact Bungie that was broken in the long term.
So, given all we know about Bungie’s tumultuous last few years, is it really any surprise that Destiny 2‘s newest expansion, The Edge of Fate, is all over the place?
I want to love Edge of Fate, the beginning of what Bungie’s been calling a new saga in the series, but I can’t quite bring myself to, at least not entirely. Despite its highs, like the fate-defying trajectory of this arc and the performances of many of the expansion’s leads, there’s also no shortage of pain points to be found here. For example, this expansion’s campaign adopts a Metroid-like structure that should’ve been a homerun for me. As a lover of games inspired by Metroid, and as a guy who revels in any chance to urge game makers to design more curiously, this tidbit about the campaign fascinated me most. Bungie has traditionally excelled at building a sort of mystique around its characters, worlds, and mythos, and many of Destiny‘s best moments, like community-wide ARG puzzles, have capitalized on the sort of hunger these mysteries have provoked in its sometimes ravenous players.
I relished the idea of getting a set of abilities that might threaten to crack Destiny‘s well-polished facade. After all, that’s a lot of the popularity of games like Metroid, isn’t it? Finding that new ability that almost breaks the world just a bit, and emboldens you as a player to try something new, something you might not have thought possible before, and break from a game’s otherwise linear path to the end credits. To Bungie’s credit, it tries, even if the nonlinearity here muddles the team’s effort to tell a cohesive story about extraplanar entities and fate. Moreover, Bungie’s implementation of the genre’s mechanics, while inoffensive in the grand scheme of things, barely passes the smell test, and actually proves to be one of the most restrictive incarnations of the design philosophy I’ve seen. Rather than deepening the intricacy of its level design in order to facilitate the kind of open-endedness that titles like Hollow Knight cultivate, much of Edge of Fate feels narrow and designed to trap the player into using these new tools, rather than inviting them to play with something new and fun. It smells of insecurity, and to be honest, a lot about Edge of Fate does.