Sure, the shootin and knifin Covenant, Flood, and those dudes from the Fifth Element is fun, but the design decisions they made in a lot of other areas are puzzling. I understand why they just have the Monitor exposition at you while you shoot things (because shooting things is the well done part of the game), so that you aren't slowed down by story scenes constantly when you're running with buddies. Understanding a design decision doesn't make it a good design decision though. Then there is loot/vendors. Having 50 different currencies that take forever to accumulate is not a good idea when at the end of the day, there simply isn't much content to the game. How many people are going to go back and play any of the 18-20 story missions a second time or do patrols when they don't have active bounties? So that just leaves you with running the same handful of strike missions or PVP while waiting for DLC?
And who came up with the various names of places and things in this game? Possibly the worst bunch of lore naming ever. Let's call this firewall thingy Rasputin, because it is located in Russia. Get it? I'm super clever right? Hey, we have to go to the World's Grave to destroy the Sword of Deathblood, but in order to get in there, we need to pour the
Jar of Tears onto the Padlock of Hate to unlock it. Maybe that is what they spent their budget on, thesauri and history books.
I don't know, it just feels like a launch title. It feels like they worked on making sure everything looked really pretty and played smooth and then realized that their deadline was coming up soon and hadn't really much about content or giving the player a purpose, so they just hurriedly threw the rest together. "My house guests are going to be here in fifteen minutes and I'm not done straightening up...let's just push everything else under the bed and hope they don't notice!"
Jam it back in, in the dark.