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Old Thu, 9th Aug '12, 2:10am   #1
RPGWatch
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Default Skyrim - Dawnguard Review @ RPS

Rock, Paper, Shotgun has a review of this DLC.

A quote about the ideas and their execution:
Dawnguard's tedium is not for wont of ideas - they're there in abundance. The problem is purely one of execution, but it's not for me to say whether that's due to the limitations of Skyrim and the geriatric Gamebryo engine and roleplaying rules underneath it or a human failing. I visited new areas of Skyrim, I found lost, mystical glades, I explored the world beyond worlds that provides the source of Necromancers' power, I roamed through a secret Vampire stronghold, I visited with members of one of Tamriel's great lost races.
A quote on being a vampire in Dawnguard:
In other words, being a vampire lord is only of use in the midst of combat, as for the rest of the time it blocks crucial parts of the game entirely. I appreciate that conversation with NPCs isn't an option when I'm a creature so hated and feared, but I don't know how that encompasses not being to use a map, where my loot vanishes to or being incapable of picking anything up. So, I increasingly avoided transformation, that much did it get in the way of playing the bally game.
And the conclusion:
Dawnguard certainly doesn't leave any deep wounds in Skyrim, and there is something to be said for simply throwing a load more toys into its big old sandbox. I'm a big fan of Skyrim (though do retract my perhaps reckless earlier assertion that it's better than Morrowind, as it hasn't left enduring memories or pub anecdotes in the way TES3 did) and Dawnguard hasn't changed that. The trouble is that it's a series of great ideas let down by what seems like half-hearted execution and, of course, that price. Take 50% off that frankly scandalous $20/£14 tag and I wouldn't be half as cross with it. Instead, here's Skyrim's one true bloodsucker.
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Last edited by Taluntain; Thu, 9th Aug '12 at 10:41am.
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