Assassin's Creed: Valhalla - Dawn of Ragnarok DLC - Review
Written by Sorrosyss, March 9th, 2022
Note: Non Spoiler Review, but spoiler analysis follows Dawn of Ragnarök is the third major narrative expansion for Assassin's Creed Valhalla, and is a standalone purchase that is not part Svartalfheim is the realm of the dwarfs, though most are now oppressed and hiding from the Muspels that have seemingly invaded their land. As you would expect for a dwarven theme, the open world has a large variety of minerals and rocks, and it is quite a sight to see pure golden land masses sprouted upon the horizon in all directions. The map is certainly of a comparable size to Francia and Ireland from the last two expansions. There is the usual assortment of side activities, with collectibles and world events present throughout, offering the standard mix of comedy, drama and easter eggs in the mini side stories. There are a few more new additions to proceedings though, most notably the inclusion of a Valkyrie's arena, whereby you engage in themed battles based around the tales of Havi's past. There are also mythical memories, which recount the tale of the construction of several Isu items by the dwarves, along with the machinations of Loki behind them. Finally, as you would expect from the realm in question, there is a fair degree of rescuing dwarves involved as well across the map. One item of the terrain you see everywhere are Hugr flowers. These are introduced as part of the new powers mechanic, which utilises Hugr as a resource and allows Havi to change into a raven to take flight, use fire and ice magic, teleport, and even utilise limited necromancy. As enjoyable as they are though, I wasn't too fond of the way that the powers are a single use once initiated. Thus, you end up using your entire bar of Hugr as you cannot cancel it and instead reserve some of your power resource back for later use. You evidently can only equip two of these powers at one time (with a third power being unlockable very late in the expansion), which was a strange design choice as I refused to give up the exceedingly helpful flight power, ultimately leaving my choices even more constrained. It results in power management becoming a bit of a tedious affair when you need to swap powers out, and you end up spending considerable time collecting many flowers to refresh your Hugr instead of actually using these exciting powers at a whim. It is a shame, as they certainly add more interesting mechanics to the gameplay when you do get to use them, such as a fun social stealth tool and instant teleportation to far off locations. It certainly feels reminiscent of the Tyranny of King Washington DLC from Assassin’s Creed 3. Of course exploring Svartalfheim by the air is kind of fun, even if flight is just a modified version of Sýnin's mechanics. Having a short duration to the powers from the outset is kind of disappointing though, as the only way to upgrade your powers is essentially by performing raids on locations to obtain Silica, a valuable resource that is used by the dwarven blacksmiths, which you may recall previously appeared in Assassin’s Creed Origins as a resource to power the Isu temples. It is a little onerous way to gain upgrades honestly, and those who just focus on the main story will probably be a bit saddened at how you can pretty much finish the expansion with barely any powers being updated as a result. Certainly, I know a lot of Assassin's Creed fans do not like the mythological filter that has been applied to the Isu times in recent games. I would certainly class myself in that fan pool as well, as I feel we are drifting a bit too far away from the Sci-Fi high technology focus that the Isu were originally designed around. That being said, it is quite obvious that Ubisoft's focus is trying to expand the fanbase, and having fantastical fire and ice powers in a cinematic trailer certainly had a sizeable number of players excited judging by the comments out there. All in all, if you simply want to run around the world of Valhalla once more, and enjoy the mythological aspects to the main game, you will certainly get a lot out of the expansion. As ever, it is well voice acted by most of the cast, with Magnus Bruun again putting in a majestic and believable performance as the Norse god. The main campaign for sure has some interesting boss battles, and if you elect to do all of the side content that the map offers there is certainly a fair amount here for you to ultimately go through. Dawn of Ragnarök is available March 10th on all valid gaming platforms. Our sincere thanks to Ubisoft for the early access opportunity. Final Thoughts & Analysis (WARNING: FULL SPOILERS FOLLOW)
The expansion certainly gave us a few new talking points when it comes to the history of the Isu. The first, is that of Reda. Our young merchant friend has been a riddle for lore fans for some time, namely as to how he could have survived from the Origins game in pre-BC Egypt through to Valhalla's dark ages nearly a thousand years later. The most obvious answer was that he was an Isu, and that is essentially confirmed within Dawn of Ragnarök when he can be found living and trading amongst the dwarves of Svartalfheim. When pressed, he also reveals that he has a plan to survive Ragnarök (the Toba Catastrophe) and has been learning many secrets from none other than Loki himself, suggesting that our little friend may yet have further tricks up his sleeves for future appearances in the franchise. “None could change what we discovered. The stories written into the walls of these rooms. By whom, we never knew.” It is therefore very telling that the Elven sites within the expansion are referred to as “ancient”, even to an Isu as old as Havi, who is also seemingly unable to read the writing or glyphs of the “Children of Light”. We are told that they were ultimately wiped out from the mortal realms by Surtr's forces long ago, which also fits with the legends purported by the well recognised Prose Edda, whereby the Elves apparently fled to the safety of “heavenly realms” such as Andlang and Víđbláinn. I would be remiss not to also mention the recent Elf armor set released for Valhalla as well. The marketing description states that it was modelled after the Ljósálfar, which was yet another term for the Light Elves. Finally, the mount is also a “Celestial unicorn”. The Salakar is mentioned to have retained a little of Surtr's spirit, suggesting that whomever has touched the device still resides This in turn opens up a whole other avenue of possibilities. If Juno touched the Salakar, or indeed managed to store it somewhere safely, her essence is theoretically saved somewhere out there. If someone could find a way to activate it, is this Ubisoft's potential “get out” policy to bring back its most famous villainess? It’s certainly an interesting possibility. There is of course one even more chilling realisation though. If scores of Elves had too once touched the device, there is every possibility that an even more ancient and vengeance filled precursor race could be unleashed upon the Earth. Of course the attraction of yet more hidden lost technology, or that of actual magic itself, may prove too alluring to the likes of Abstergo to miss. If the Salakar is still out there in the modern world, it could hold some very major consequences for the Assassin's Creed universe.
comments powered by Disqus |