Destiny: Rise of Iron is the Year III expansion and follow up to the successful Destiny: The Taken King.
It follows the short but intense campaign of Lord Saladin fighting back a Fallen House of Devils that has stumbled across an old and powerful technology long forgotten by most. New Patrols, Crucible maps, quests, loot, a strike and full length Raid are included in Destiny: Rise ofDestiny: Rise of Iron is the Year III expansion and follow up to the successful Destiny: The Taken King.
It follows the short but intense campaign of Lord Saladin fighting back a Fallen House of Devils that has stumbled across an old and powerful technology long forgotten by most. New Patrols, Crucible maps, quests, loot, a strike and full length Raid are included in Destiny: Rise of Iron.
The Campaign: Campaign is short and to the point. Those who have played the Dark Below and House of Wolves will not be surprised by the length of the main campaign, however the areas you travel though are massive and well detailed. Plenty of hidden secrets and beautiful scenery to take in. The back story of the campaign is easy to follow and to the observant Guardian has plenty to tell you. If you have followed the story pretty well up to Rise of Iron, including the collapse of civilization detailed in the Grimore of the game, some of the outcomes of the campaign are disturbing and have far reaching affects to the lore of the game. The final mission is pretty.... interesting as well. No spoilers though.
Quality of Life: Learning from many of their design choices the community was not happy with since the Vanilla launch, Rise of Iron brings some welcome and long awaited quality of life updates. 1:1 Infusion is still here since the April update of The Taken King and all Legendary and Exotic gear earned in Taken King can be brought forward to the new Light Level Cap of 385. Participating and overcoming the Raid, Wrath of the Machines, can further increase your Light Level to 400. A bug was allegedly introduced in The Taken King where after killing a certain amount of enemies, green engrams would no longer drop. This stifled the weapon part and armor material economy, both of which are invaluable to leveling up high end gear. This has been fixed and those materials are now more comfortably common encouraging experimentation with new load outs. Every Class item that has ever been in the game is now included in Rise of Iron at Year III light levels. Chroma made a return on gear, and more class items are affected by shaders. The customization options for Guardians is getting comfortable where it is actually fun to find a guardian outfitted with the same gear as you; unlike Year I where everyone had on the Raid Armor and weapons. Strike Specific Loot was a feature introduced in The Taken King that has been refined through the use of Keys. At the end of a strike, during the thirty second mission timer a chest will spawn that requires a skeleton key. Using the Key will guarantee one strike specific reward. Always wanted that Fusion Rifle from Alak Huul? Use a key. Ranking up with factions now gives you the option to acquire either a weapon, armor, or chroma armor. No longer up to chance if you get one or the other, and each choice comes with all sorts of goodies with it like reputation Boosters, Shaders Ships, Sparrows, Ghosts, Class items, or economy items. Crucible Rewards have also been revamped and they drop pretty consistently. Gone are the days of putzing around in the Crucible for hours to get a few blue engrams and one terribly rolled Red Spectre to show for it. Essentially all this breaks down to is that there is always something to do that will reward you in meaningful ways.
Private Matches: Speaks for itself, but competitive players well use this feature extensively for tournaments and testing gear.
New Exotic Amor and Weapons, plus ornaments (things that change how gear looks. Completely cosmetic but a welcome change.) for certain equipment.
Raid: Has not been released yet, but it is there. And there is a Zamboni.
Patrols: The new Plaguelands are absolutely massive with hours of things to do from just exploring, enjoying the scenery, doing Archon's Forge (essentially a more rewarding Court of Oryx), quests or just ranking up factions. They are deceptively large and have fun little secrets to discover. Ever opened a shipping container to have a horde of exploding thrall bum rush you? In the plaguelands you can.
Final Thoughts: Rise of Iron will be loved by players who have stuck around this long in Destiny. Myself being on of them. Somethings feel recycled, and at the time of this writing there are issues to be worked out. Critics of Destiny will be quick to point of the conciseness of the expansion and approach it at surface level as they have for the entire franchise. If you have felt legendary since that time Ghost woke you up in the Cosmodrome and said "eyes up Guardian", proceeded to defeat a Vex Supermind, kill a God and his son, and shattered the Fallen hierarchy to nothing, this expansion is a welcoming and empowering one. If you like Destiny, get Rise of Iron. If you don't then go play something else.… Expand