There's something to be said for the simple photogenic
beauty of a game like Skyrim. Its rolling mountainscapes are inspiring, its
verdant woodlands possess an intense mystical energy, and its fetid swamps are
super duper fetid. Still, after nearly
two hundred hours in game, I was pretty tired of the land of the Nords. I was used to the wondrous grandeur of the
bullshit mountains and the horrible gleam of sunlight on a dragon's scales as
it descended upon me. It had become
ordinary for me, pabulum. I didn't think
there was anything new for Skyrim to
show me, even as I spent my days wandering into caves previously unseen,
looking for books for my buddy, Orc Libraryman.
Those new caves just used the same dumb, gorgeous art assets as the breathtaking
grottos I'd plumbed the depths of earlier.
Then I bought Dawnguard.
At first, I was still pretty unimpressed. Some new vampire models, okay, and some cool
new weapons popping up, okay also. The
first few areas were more Skyrimmy Skyrim
stuff, again, pretty well trod territory, wondrous beauty of the natural world,
strong hints of Scandanavian culture coloring the entire affair. Fort Dawnguard was pretty grand, but it
wasn't really new. Then I went on the
quest to actually find Serena buried underground. I crawled inch by inch through familiar
Nordic ruins before emerging in an unfamiliar magical superstructure, a kind of
massive temple where I found myself assailed by unfamiliar stone gargoyles. This was new.
And it was just the beginning.
Every personality-less companion Skyrim had presented me with, every blah Housejarl, was suddenly a
distant memory: enter Serana, a lady who wouldn't have been out of place in Fallout: New Vegas. She had history, personality, intellect, and
value. Sure, sometimes she messed with
my attempts to stealth through areas, but for the most part she was a
tremendous asset: throwing out lightning, making witty comments, keeping her
cool in nasty situations. Serana was
amazing, and the places I went with her, even more so.
I could list them off here, but I don't think I'd do them
justice. Moving from place to place
became the real motivation for me to continue playing Dawnguard. Underground
cityscapes, new dimensions, the ruins of ancient castles, weird cults buried in
familiar ruins with a new twist. It was
all so incredible. The Forgotten Vale
location, unlocked later in the expansion, was especially remarkable: a sort of
open area that had a unique fast travel mechanic imbedded within it, paired
with some fascinating new resources, harvested in beautiful and original ways.
But the real appeal here, and the appeal that seems to
endure in many of Bethesda's expansions to open world games, is the presence of
new environs to explore. Bethesda has
become incredibly adept at building rich, textured worlds for players to
inhabit. Even when these spaces are
actually quite sparse, if the subtext behind them is rich enough players will
fill them with their own stories. Dawnguard trades on this expertly. There are rich environments and texts to be
found that illustrate in new detail the decline of the Falmer people, but it's
just as intruiging to hunt down documents as it is to eke through an
aboveground village of contemporary Falmer, blind and bitter and hostile,
digging through the trappings of their lives without a single word of
narration.
Fallout: New Vegas
initiated this tradition, in a sense.
Even as it presented a rich overlay of audio diaries for players to
uncover in its expansions, the real oomph behind these spaces was the structure
of them and the behavior of the creatures that inhabited them. Reading diary entries about a school-shaped
military training area was interesting.
Inhabiting that space and battling lobotomites and robots was gripping. Dawnguard, without the benefit of audio
diaries, steps up the subtext within its environments. You're not simply
picking through the ruins of a long dead society, you're entering a vale where
no one but Falmers and Frost Giants has stood in generations. As you walk through this new landscape, the
steaming chorus corpses in a giant's den tell a story ever bit as rich as
Ulysses' narration did. And the
wonderful clarity of that landscape giving way to a blinding high-country
blizzard? Simply breathtaking. That mix of spectacle and subtext, of dragons
bursting out of the earth and strangely speckled deer running into mountain
lions with useless eyes hunting by scent alone, is really the heart of Dawnguard.
Well, and a handful of other things. The addition of an actual character is a nice
touch, and features that should've been a part of Skyrim at launch, features that players had been integrating
through mods for months before Dawnguard
and Dragonborn (which I'm still eking
through right now, but seems to play on the same wondrous kind of newness that Dawnguard does) came out. Dragonbone weapons make sense, and are just
plain pleasant to see in game. The
ability to craft arrows is just as crucial (and justifies firewood as a
resource, finally) and has totally re-invented the way I use bows. Now I'm happy to let my highest quality
missiles fly, instead of painstakingly rationing out my ebony arrows for
exceptionally dire situations.
Of course, nothing's perfect. Dawnguard
is pretty buggy (I've now got a valueless 20 stone object in my inventory that
I'll never be able to drop which I had to pick up again to complete the
expansion) and many of the new items have little or no use to players who come
to the expansion after completing the game proper (Auriel's Bow, which is
conceptually extremely cool, is actually pretty useless for a player with full Dragonbone
gear). New players, or players
interested in replaying the game (something I've actually never done with an Elder Scrolls game to date, honestly)
likely won't notice these problems, though, and given that these materials are
now bundled into Skyrim on Steam
(rather than sold for a hefty $20 each) I imagine that the additional texture
that things like Nordic weapons and a companion with a personality add to the
game will allay much of the fatigue that I came to Dawnguard with.
And it's worth noting that these "flaws," if
they're really flaws at all, did nothing to stay my wonder upon entering an
ancient Falmer city filled with frozen corpses.
As I moved through staggering new vistas, plumbed fresh Dwemer ruins and
encountered, for the first and last time, the last scion of an ancient race, I
was never taken aback by the fact that I was being given material that wasn't
useful to me. Rather, I was just...taken
by how remarkable these new spaces were.
Because they were, and will be, as I revisit them, truly amazing places
to take my crazy little lizard man. And
it's nice to have bearable company while I'm exploring them.
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