Destiny 2: The Witch Queen
Bungie’s shooter has long had identity issues. Is it a competitive FPS? An MMORPG? A seasonal grind or a serialised science-fantasy saga? Fortunately, The Witch Queen, Destiny 2’s fourth major expansion, knows exactly what it wants to be. This is a focused, narrative-driven romp designed to get the story back on track, delivered through a satisfying campaign featuring some of Destiny’s best environments and combat.
The Witch Queen gathers up the plot threads laid down over the past two years. The Cabal and the Fallen, once expendable foes, have major factions fighting alongside humanity, preparing for war against a fleet of mysterious pyramid-shaped ships. Meanwhile, the Hive trickster goddess Savathûn has been sneaking around in human disguise, stirring up drama. Now she’s hatched her plan to steal the Light, the proper-nouned cosmic magic that allows Guardians to respawn endlessly – so long as their plot armour holds out, at any rate.
It’s a clear villain, a clear problem, and a fine excuse to take players on a solid ten to 12 hours of story questing through a new environment featuring a trio of new Hive enemy archetypes. These alien versions of the Titan, Hunter and Warlock classes have similar abilities to players – which includes respawning, unless they’re permanently put down with a posthumous finisher.