Furthermore, Dawnguard brings no novelty or sophistication to the vampire mythos. In keeping with the franchise tradition, the main quest is padded with chores, and I was aghast at how often I had to play fetch like a gullible dog. While the story takes you to a few wondrous sites of magical and natural beauty, the narrative lacks intrigue and the absurd number of Elder artifacts floating around only serves to cheapen their power. Eventually, the Dragonborn must make a choice between serving the forces of day and those of night as prophecy looms.ĭawnguard’s plot involves a compassionate vampire companion, a prophecy, a mad vampire lord, and not one, but three Elder Scrolls. The vampires vastly outnumber their righteous hunters, however, and so the Dawnguard seeks brave recruits. The Dawnguard has risen from obscurity to end the recent vampire infestation maligning Skyrim like a ship full of tainted rats. The new quest begins with a rumor that takes the player to a weathered stronghold in the far east. Unfortunately, there are fewer reasons to replay Dawnguard than one might wish. Nevertheless, Elder Scrolls fanatics desire more content, in any form and at any cost, and Dawnguard delivers about eight hours of mandatory questing and an optional three or four besides. Indeed, vampires already inhabited Skyrim before June 26th, and at least one quest concerned their elimination. And the Vampire nails the feeling of being above common hands (most things literally can't touch me even if I'm only pack pedalling, and if I invest actual tactical thought into it most enemies are 100% helpless and can't even lay a finger one me).My first and final thoughts on Dawnguard are identical: why vampires? I suppose a zombie-themed DLC would have been more obvious, but Dawnguard brings no new revelations to Tamriel. The Werewolf transformation absolutely nails the feeling of being an apex predator for me. Those sorts of things tie into each in that you've got to knock down larger threats and lead smaller ones away so that you can isolate weak links and create sources of healing by killing them off and eating them while their friends attempt to catch up. If you're playing on a difficulty and are running a character in which you aren't broken, then you really have to play strategically in terms of knocking down threats that can do large amounts of damage to you (such as spellcasters), using your mobility to play around threats and hit and run if the enemy calls for it, and picking and choosing when to eat a downed enemy in order to heal, leaving you vulnerable. With the Werewolf you don't get HP drain, and you have to get close to enemies in order to ragdoll and damage them. You don't even really need to use half the abilities the vampire lord gets in most situations, literally just back pedal and throw spells. Click to expand.I do not find constantly backing up and throwing giant AoE hp drain balls of doom while laughing at stuff because it literally can't touch me if I hold the analogue stick backwards, much less do enough damage to matter, as particularly engaging (that's what my experience has been at least).
0 Comments
Leave a Reply. |