Assassin’s Creed Valhalla: Dawn of the Gods Review – A sizable, satisfying expansion

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Assassin’s Creed Valhalla: Dawn of the Gods Review – A sizable, satisfying expansion

Assassins, Creed, Dawn, Expansion, Gods, Review, Satisfying, sizable, Valhalla

Bubbling lava seeps over Svartalfheim’s once green surface, meandering past its proud, towering Tolkien-esque statues and golden mountains. Molten debris now fills its sky and falls ominously downward from above. The dwarven kingdom has been torn apart by fiery invaders, and Odin, considered the protector of the Nine Realms, is reluctant to intervene. Now, finally, the Norse gods have come to tackle the predatory Muspels – but only to hunt down those who captured beloved son Baldr.

It’s been a while since I last wandered the fantasy world of Valhalla, and the game’s mythologically-inspired area weaves accompanying stories into its main Norse narrative. (I’ll try to avoid spoilers.) For most players, Asgard and Jotunheim are an interesting diversion from the Saxon Holocaust, with a chance to see some of the bigger ones in the Viking/Marvel Cinematic Universe mythology name and place. For Assassin’s Creed die-hards, they’re also a window into the series’ long-running story threads. Here, Dawn of Ragnarok offers a broader mythological storyline that remains grounded and approachable enough for all players, even if the expansion is fully immersed in fantasy and layered on a new set of systems.

Svartalfheim is a land where, playing Odin, you finally feel like a god. With new powertrains and new abilities, outfitted with supercharged gear and dramatic scenery, Ragnarok emerges as a powerful expansion that builds on the current Valhalla gear endgame with more fireworks, It also centers on its version of Odin, allowing players to delve deeper into its mysterious star. Its story takes place after the mythology portion of the main game, but before the much-predicted Ragnarok itself, filling in more details about Odin’s life and motivations. Several faces – some expected, some not – will come back to accompany you. There’s more to Eivor himself, in some scenes that neatly end the main game.

Dawn of Ragnarok is primarily designed as an endgame expansion for those who have mastered Valhalla’s basic systems and completed its main plot. Still, the game’s Asgard and Jotunheim storylines are briefly reviewed, and if you really like it, there’s even an option to jump right into the action (upgrade now if necessary). Otherwise, Dawn of Ragnarok is largely its own adventure, finding the previously unseen Baldr as its macguffin. It’s a shame that Odin’s son didn’t get screen time in the main game, and the bond between the two wasn’t established before. There isn’t much time here either, as Baldr embarks on an adventure that has already been kidnapped, and the relationship between father and son is only touched upon in expository dialogue and slightly awkward text screens.

Lavalli.

Instead, Odin spends time with the dwarves—many, many dwarves—and the expansion does a good job of showing God for what he really is by interacting with them. Here are some well-drawn characters (plus another riff on Valhalla’s Welsh accent jokes, and a dwarf conspiracy theorist who denies the invasion), and just chat with various vendors and NPCs to discover many story. The writing of the entire expansion is often lyrical in its old-fashioned phrasing, while most of the dub work is performed perfectly by Odin/Ivor actor Magnus Brunn, whose warm, raspy voice makes you Bent over to listen, as if to soothe a log fire that crackles softly.

Dawn of Ragnarok is most interesting when we catch a glimpse of Odin speaking in his truest self. They were friendly to the dwarves – now mostly refugees living in subterranean shelters – but not overly remorseful, sometimes downright manipulative, for letting dwarven lands fall. Odin’s journey to Svartalfheim is all about finding Baldr and his obsession with avoiding Ragnarök, and the decision to get out of the invader kingdom is often portrayed as a neat coincidence of ambition. There’s also some good time here with the family of Odin’s nemesis, Musfir King Surtur, who all had time to shine.

The extension is framed by moments of Eivor, similar to the main frame of modern AC activity.

Meanwhile, back in Viking England, this expansion is framed by a moment with Eivor, who once again experiences Odin’s memories through potion-induced dreams. There’s a bit more here than I expected (after the intro sequence of the expansion, you can go in and out of Svartaffheim as you like), and I love the short and engaging campfire story that awaits Ivor after Ivor comes back, because She tried to process the vision she saw. (Are these the last interactions we’ll have with Eivor and her clan, before what happens next in the franchise? That seems likely, and there’s a sense of conclusion here, including some old-faced fans returning, when You go back to Laventhorpe again.)

These brief moments with Eivor also underscore how powerful Odin feels in comparison, tearing around Svartalfheim, propelled by a new set of abilities that unleash god-like abilities. Using the new Hugr-rip gadget, Odin can use the powers of fire (immunity to lava), ice (smashing enemies), respawn (resurrecting fallen enemies to move around you), teleportation (by shooting arrows at specific points), and flight (Let you traverse like a crow and land on enemies, assassinating them instantly).

Lord of the Rings references abound.

This new set of skills is checked by a new energy meter, your Hugr meter, replenished by fighting, hunting, or blooming flowers that you can explore and find. (Hugr is essentially described as a life force that can be harvested.) Only two skills can be locked into your gadget at a time, other skills can be regained from certain enemies (fire from Muspels, from Giant Ravens flight, etc.). Skills can also be upgraded to more powerful versions, and the Hugr-rip itself can be customized to suit different play styles. One option allows you to choose from three active skills instead of the usual two, while the other – my favorite – allows you to extend the duration of the meter by combining skills with precise timing.

Managing your new Hugr meter, as well as balancing the skills you may need at a given point in time, adds a new dimension to your time in Svartalfheim. You use your powers most often in combat, which usually happens in lava-filled environments that require your fire skill to activate, and enemy kills are locked to ensure your meter stays full and you don’t die in fiery heat. Alternatively, these same skills can be used to avoid combat, allowing you to sneak through troops disguised as Muspel or Jotun.

Muspel Shard: Impossible to reach without your new Raven powers.

The same abilities are often used for exploration and puzzle solving – such as finding hidden treasure through crevices in cave systems, or traversing a lava field with a dwarf who has gone the wrong way. Perhaps the most dramatic use of crow power is to approach the fiery boulders that hang in the sky of Svartavheim. These are simple locations, but have particularly useful upgrade materials and present an interesting challenge to fight on. I couldn’t help laughing when an enemy managed to kick me flying and I fell for the full 20 seconds until I finally hit the ground below. Thankfully, the game’s new hallowed gear quality finally adds the ability to remove fall damage (you can toggle) – something I’ve been missing since the days of the Odyssey.

In addition to the main activity, which I spent about 15 hours on, there are a few activities that last longer and leave you to find out for yourself. Dwarves need to be rescued, alpha enemies need to be defeated, and world events need to be uncovered – sometimes resulting in unexpected, complex sequences. A simple acquisition quest I started and ended with Odin in jail was a neat homage to the typical video game “ripping the hero’s gear” sequence. Another puzzle involving beams of light has a wonderful Easter egg related to cats. Diving into another area, I found a strange suit of armor in need of purification, setting me on another adventure. Yes, hidden away, fans of Assassin’s Creed will find a new Isu legend or two.

Dawn of Ragnarok was co-developed by Ubisoft Kyiv, and its parent company expressed support for Ubisoft employees.

It’s not perfect. Raids are back, albeit inexplicably with the same Viking crew from Eivor, which doesn’t make much sense and only slows the process down when your divine powers have to stop and let an NPC help you open a door. The expanded massive battle arena unlocks fancy gear tries to keep things fresh by introducing some interesting modifiers, though it still takes hours of grinding to get it all. Lastly, and most importantly, the expansion’s story ends a bit abruptly – leaving the game a bit disappointing, making sure the world is in a state you can certainly still revel in afterwards. After reading it, I went to watch the mythical ending sequence of the main game and felt a little satisfied.

But for the most part, Dawn of Ragnarok is an expansion pack to indulge in, full of stories big and small, told by fire giants and brave dwarves, and presented in an engaging way. Valhalla’s saga stretches on and the game’s content feast grows massive, but it’s the richest and most challenging addition to it since its release — and a satisfying devour.

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