Assassin’s Creed Valhalla: Dawn of Ragnarok DLC Review

I really wanted to love Dawn of Ragnarok. On paper, its premise of diving into Norse mythology is a promise to truly explore one of the most interesting unfinished endings left behind by the Assassin’s Creed Valhalla story. Which will give Eivor the power of the gods. In a frustrating reality. This is basically an unchanging section of the gameplay, dressed up as a magical romp through the Nine Realms. Replacing European kings with giants and dwarves doesn’t change the fact that every minute of adventure, plunder. And the battle is exactly the same as the roughly 150 hours of Valhalla that preceded it. How do you add an entirely new set of supernatural powers? And still, feel nothing new or different? Like the previous two DLC expansions, this isn’t a disappointment of Asgardian proportions, but it’s a disappointment nonetheless.

Dawn of Ragnarok,

Dawn of Ragnarok, the third DLC expansion, relays Christopher Nolan’s “Inception” and deepens as Eivor. A virtual reenactment of an ancient Viking. Uses trippy drugs to relive the spiritual reenactment of his culture’s gods to deal with his own. existential fear. The idea of ​​creating an assassin was a clever metaphor during the main game, with Odin whispering increasingly paranoid advice into Eivor’s ear each time a new and fancier truth about their world was revealed, but here the story is far less poetic. It’s more of a simple story about Xavi’s (read: Odin’s) quest to save his son Baldur from the fiery demon Surtur.


It’s a story that’s pretty much standard for this series, and especially for Vahallaverse. The characters are well implemented and developed. Surtur, his children, and his wife stand as enemies on the way to your ultimate goal, but they all have their own motives and sometimes complicated relationships with each other, which makes them all seem closer than your standard giggling bad guy. . The original inhabitants of Swarfenheim, the dwarves, are so varied in behavior and opinion, as you would expect from a group of people whose country is occupied by not one but two factions of colonizing giants: some want to fight, others want to keep their heads down. and survive. Everyone has their own opinion on what the Allfather’s presence means to them, and I found interacting with the locals to figure it out was fun, if not more.

The scenery seems unique among the miles and miles of land that Eivor traveled to this place.


Swarfenheim is filled to the brim with environments worthy of ancient legend. Most of the land looks as green and beautiful as many places in England, Norway or Ireland. It almost resembles the atmosphere of Peter Jackson’s The Lord of the Rings, where everything looks like a postcard with some natural landscapes that exist in the real world (for example, in New Zealand), with rare huge gnome statues or giant mountains of solid gold. Things do get weirder sometimes when you start seeing huge rocks floating in the air, or some kind of burning tree root tentacle crawling across the sky. The result is a serene but sometimes chaotic landscape that seems unique among the miles and miles of land that Eivor traveled to this point.

Unfortunately, you will be doing basically the same thing that you have been doing for a year and a half (yes, Valhalla came out in November 2020) in the regions of Swarfenheim. Marking targets on the map, finding treasures and mysterious landmarks, you are no different from the God of Gods. There are very few new puzzles based on light. World events return from the main game, but they remain small versions of side quests, inconsistent in quality and completion compensation. There are new collectibles, new elites to hunt for, but the process for completing these tasks is the same as before.

Dawn of Ragnarok’s biggest and best new feature is the new Hugr-Rip, a magical bracelet that lets you steal powers from certain enemies and use them like your own. This includes imbuing yourself with the power of a fire or ice giant for a limited period of time, making you resistant to certain elements and allowing you to.

Plunge into lava flows

For example, plunge into lava flows without burning to the ground. It also allows you to disguise yourself as an enemy to infiltrate camps, but I found the novelty wears off fairly quickly as it’s only really interesting when the campaign forces you to, and is pretty much more of a hassle than just removing a threat. . strategies. My favorite power came from the lowly raven, and it allows Eivor to transform himself into a bird and fly around the world or take a tactically advantageous position without having to tiptoe among enemies. However, this mostly just serves to reduce traditional travel times.

What really didn’t excite me was the limited nature of those powers. You can only have two active at a time, and you can’t just pick the ones you want from the list to equip. If you want to change your active abilities, you must find an enemy in the world that has them and take them from them. For something like a stealth ability, they tend to be well placed and numerous, but everything else seems to be sporadic and hard to rely on. So while the power that resurrects slain enemies to fight for you is a lot of fun to use, in practice I’ve rarely encountered finding the poor guy to kill in preparation for future challenges.

Almost all of them are just enemies that you have seen before, but with blue-black skin.

Boss fights

I use “challenge” lightly because there aren’t many of them in Dawn of Ragnarok. Boss fights offer some fighting back that regular enemies lack, but that’s mostly due to some special mechanic or pattern you have to stick to. You see the depth of the new enemy type roster quite early on, in the 20 hours it takes to more or less run out of this DLC’s reserves, and there aren’t many examples of campaign encounters where all of their strengths are put to good use.

Almost all of them are just enemies that you have seen before, but with blue-black skin. The few truly new ones, such as the Flame Keepers, who can bring their fallen allies back to life, are pretty easy to kill. Around the end of your journey, Kara’s arena will open, where you will find combat encounters that will be the test that martial arts enthusiasts crave. In addition to throwing waves at enemies, both mundane and epic, you can turn up the heat by adding boast – modifiers that add conditions to combat, such as making each subsequent melee attack deal less damage if you don’t intertwine with ranged attacks. Too bad it all happens so late in the game.


A new weapon type, the Atgeir, tries to spice up combat a bit by allowing you to put together your own short combos, mixing light and heavy attacks to your heart’s content. Wide arc swipes are perfect for crowd control, but I didn’t feel like I was actually expressing any kind of creativity by pressing those buttons the way more complex action games like Devil May Cry can. The scythe in Siege of Paris wasn’t a game changer. But it’s fun nonetheless. You can also upgrade gear to the new Divine level. Which will allow you to insert a new type of rune into it. But like all the other micro-managements you can do with gear in this game. you can go through the entire playthrough without feeling the effects.


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