Rise of Iron is Destiny’s 4th and final expansion before next year’s sequel, so is it worth it?
Released almost exactly on the 2nd anniversary of Destiny, Rise of Iron deals with the fabled Iron Lords that keep being mentioned but never seen. Turns out they were some of the first Guardian’s after The Collapse and set up something like an Arthurian style group to protect the remnants of humanity. About 400 years before the game’s setting, the Iron Lords rediscovered SIVA, a virus-like nanotechnology that can build ships and cities within days, the Lords figure they can use SIVA to kick start the second coming of humanity.
Fast forward to a year after the Taken King campaign, your ghost, who I still think should be renamed “Little Light” fills you in on the situation. The Fallen have started digging around an old abandoned complex and moved a lot of resources into the area. Lord Saladin goes to investigate, while he’s gone the Fallen attack what turns out to be the former stronghold and now memorial of the Lords know as the Iron Temple on Felwinter Peak (which is a new social area). It turns out you’re closer somehow and he requests your assistance to beat the Fallen back. So begins the extremely short crusade, how short you ask? 5 missions, not long ones either, but stock standard 10 good minutes of battle and you're done type of missions. Length of campaign aside, Rise of Iron is a pretty decent DLC because of the tweaking Bungie has done, they’ve increased the light level, weapon and armour up to 400 since they have also played with the strikes by redesigning 2 of the originals, ‘Sepikis Prime’ is now ‘Perfected’ and ‘The Abomination Heist’ replaces ‘The Summoning Pits’ while introducing 2 new strikes and a new harder strike list with awesome loot worth grinding your character up to 350 light to even stand a chance.
8/10 the campaign’s length lets it down but the rest boast it back up, still worth a look.
Written by Dan Harlond