Edge Of Fate…A Rise Of Iron Sized DLC…Straight Up Lie Or False Advertisement?
Before we begin, quick heads up. I am currently coming down with some sort of sickness that I got from my family. So, apologize if I sound rougher than usual or I just don’t sound as energetic as I might usually be. I’m just trying to, you know, keep running. Either way, let’s get into the video. Bungie, upon completing the 10-year Light and Dark saga, warned that development of Destiny would slow down a bit. No longer would players get a large potential paradigm shift of a annual DLC like The Taken King, Forsaken, or Beyond Light, but instead would be getting two small DLCs a year with two small seasons in between. The Edge of Fate, formerly known as insert code name here, was the kickstart of the Year of Prophecy in the new Fate saga. During the weeks before his full release, Bungie previewed a lot of details for what was coming. By now, we all remember Bungie specifically saying that The Edge of Fate is going to feature content to match the Rise of Iron DLC in terms of size. And think of each of these expansions as a little bigger than something like a Rise of Iron from D1. That being said, I’ve been playing Destiny 1 on a fresh account and recently got to the light level required for Rise of Iron content. The more and more I went through both the campaign and post campaign content, I realized just how much Bungie may have been misadvertising or just straight up lying in the size comparison. So, I wanted to break down side by side how much each DLC had and if Bungie needs glasses to, you know, properly see how much content they made themselves. To be clear, I’m not including the Portal or Solstice 2025 in this comparison. The portal itself is mostly just rebranded legacy content. So, I can’t logically say it was a part of the Edge of Fate, even with solo ops, considering it’s just lost sectors in random locations, mostly not connected to Edge of Fate or Kepler. Same with the Solstice event, as it is not only separate, but also a recurring event that happens every summer that would have happened regardless of Edge of Fate being released or not. I will be including the dawning that happened during Rise of Iron though, cuz even though the event was limited time, it only happened the single time, and there are plenty of things that were updated and changed long term. The Dawning left its mark more than just a few cosmetics and a title. To start, let’s look at the foundation of a Destiny expansion, the campaign. On the surface, Edge of Fate, which I shall refer to as Fate for the time being, is quite large, but let’s break that down. Fate has a total of 14 different campaign missions according to proametalk.com. Perspective, this can take anywhere between 4 and 8 hours. Given that full playthrough videos on YouTube are mostly legendary campaigns and that fate seems to be filled with puzzles, what looks like an 8-hour campaign on legendary could be half that time if it was just the normal campaign and there is no getting stuck on puzzles. Now, Rise of Iron had five missions in its main campaign with supplement quests and missions to continue the story. As after the final mission, you are flooded with post campaign quests. There are multiple exotic missions that add more replayable story missions like the beauty and destruction quest for year 3 Galah Horn. There are two missions added just for this single quest. The Kavastov quest also features a replayable mission as does the precursor to the wretched eye introduction. So, in total, Rise of Iron has nine missions, less in number, but possibly more in substance. While on the topic, exotics and exotic quests, fate so far just has the quest for graviton spike. Expansive being that it is one of those exotics that you need to get additional intrinsic upgrades and catalyst perks you need to collect. However, there is no more quests as third iteration comes from the season pass and whirling ovation comes from the raid’s final boss, including the armor for each individual class. Fate only has six total exotic weapons and armor. That is if you play all classes, though, if there are some out there that only play one class. Technically, there’s only four exotics, but technicality, so we’ll leave it at that. Now, Rise of Iron. Oh [ __ ] she’s packing heat. Quest exotics are everywhere. Galah Horn, Kavastov, Thorn, Nova, Mortise, Abdon, and Outbreak Prime with an inrade puzzle quest. There was a few random dropped weapons in the form of the Trespasser Sidearm and the Nemesis Star Machine Gun. Young Wol’s Howl was a campaign reward and Icebreaker dropped from weekly Elite Strike bounties. But wait, there’s more. Just the armor of Rise of Iron alone outnumbers how many exotics Fate has in total. Titans had two, Dune Marchers and Thagamizers. Hunters had two, Frosties and Shobu’s Vow. Warlocks even had three with Astroite Verse, Opidian Aspect, and Transverse of Steps. Seven different exotic armors, bringing Rise of Iron’s grand total to 17 different exotics, and that’s excluding the exotic grade weapons brought with the Age of Triumph stands with a Rise of Iron watermark. Even if I removed icebreaker and the Thunderlord siblings from the Dawning update, Rise of Iron still more than doubles fate in pure numbers. Then there’s the strikes. Fate has none. I wished I wasn’t kidding when I said that. So to cut to the chase, Rise of Iron had an original strike in the form of the wretched eye and three refresh strikes in the form of the Devil’s Layer, Shadow Thief, and Summoning Pits. Strikes all updated with SA could be as simple as SA fallen or SA defenses being present throughout or a SA modified final boss. Best part is existed side by side with the original. So unlike Destiny 2 where updated strikes became the new and only version, you could fight the normal boss or SA bosses in their own unique version of each strike. Touching up on some smaller parts, while Fate has matter spark tied to Kepler and Kepler only, Rise of Iron had new artifacts that came with some nifty perks and bonuses available in any activity throughout the entire game space with some logical limits for Crucible. something oddly effective like punching an enemy to temporarily make it into an ally, supercharging allies super regeneration once you get your super fully charged, or even removing your super in exchange for additional melee and grenade charges with stat buffs to both recharge rates. I’d rather have an extra exotic perk other than motion sickness, the destination ability for raids. While Desert Perpetual will be getting a hard mode, or as it’s dubbed this time, an epic version in the coming season 2 months after the release, Wrath the Machine got hard mode just 4 weeks after its initial release. Rise of Iron had the Archon Forge public arena available 24/7, 365 days a year, while Fate has the seieve and is around for a small window in rotation. 30 minutes it’s available until supposedly rotating out for more than three times that time at an hour and 45 minutes till it returns according to various articles which also doesn’t really follow a schedule being that the full rotation is 2 hours and 15 minutes. So there’s no smooth transition at midnight or reset hour that is if the timeline is accurate. Could have been a flat 2 hours rotation and be available 12 times a day but that would make sense and Bungie seems to struggle with that sometimes. Almost forgot to include the fact that Rise of Iron had four additional Crucible maps, while Edge of Fate has none. Hell, Rise of Iron had a new patrol space in the Plague Lands that expanded and updated the entire Cosmo Drone, as well as a new social space in the Iron Temple and Felwinter’s Peak. Fate sort of has patrol. Hard to tell really since there wasn’t a planet added to the world directory and is only visible through the portal. Not to mention, when I searched Edge of Fate patrol on YouTube, every single video result had nothing to do with patrol. Not to mention, it’s not a public patrol. For some reason, Bungie really likes making patrol just you and your fire team with no public random matchmaking. If these claims are false, trust me, I went looking for the actual answers. I just couldn’t find any without wasting $40. So, in summary, Rise of Iron had more quality over quantity in terms of campaign and replayable story. Rise of Iron flat out had more than double the amount of exotics released at 17 versus Fates 6. Rise of Iron had four more strikes over Fates Zero. Cleaner abilities usable anywhere in every activity versus motion sickness the ball just on Kepler. faster released raid content, additional Crucible maps versus none, and a public arena and a public patrol zone that also updated an entire previously owned destination versus a closed and private patrol space with an arena available 30 minutes then gone for three times that length of time. If you ask me honestly, Edge of Fate being a Rise of Ironsiz DLC was not accurate, a bamboozle, a false advertisement, just a blankfaced lie, however you want to call it. How Bungie made a comparison to their own works and didn’t even make an accurate comparison to their own intellectual property. It gives me such a headache to think that Bungie can’t even keep track of their own history. Plus, actually thinking about it, Rise of Iron added and expanded while the portal replaced and forced irrelevance upon the rest of the game. Hard for an expansion to feel big when there isn’t a lot of content worth returning to. Either way, that’s all I have to talk about here. I still think about how Bungie still hasn’t returned Harbinger back to the rotation even though they promised it not long after Zero Hour and the Whisper got their reprisals. The fact that Bungie misses their own to-do lists and can’t even make accurate comparisons to their own works is just bewildering to me. The longer I shake my head at Bungie, the more and more I want Sony to sunset half of Bungie to make development easier for the future and use Bungie’s own logic against them. As always, if you agree or disagree or just want to weigh in on the conversation, my comment section is always open for discussion. If you enjoyed, please leave a like or even consider subbing to my channel. We’ve had pretty good progress on the channel lately after just hitting 1,000 subs a little over a month ago. We just passed 1,200 and I love seeing the number go up while just being myself. Trying to bring as much common sense logic I can to Destiny while hopefully giving a voice to those that just love Destiny but just hate the animal that it’s become. And suddenly I got 3 days gray stuck in my head. On that note, my name is the mad scorpion and I will see you in the next video. dark inside of me. No one would ever help me believe it’s not the real me. Somebody help me down. It’s not the real me.
When Edge Of Fate was initially revealed on stream a moniker used for it was that it and the other DLCs for the future would be a little bit bigger than a Rise Of Iron from D1. Upon breaking down how much each DLC has in comparison…appears as though Bungie was either lying about the size…or forgot how much they put into Rise Of Iron.
00:00 Rise of Iron Sized DLC
01:25 Exceptions
02:07 Story/Campaign
03:12 Exotics
04:51 Strike Content
05:27 New Abilities
06:01 Raid Content
06:14 Arenas
06:51 Crucible Updates
06:58 New Patrol & Social Spaces
07:40 Quick Recap
08:18 Was It A Lie…Yeah
08:53 Closing Thoughts