So guys, let's talk about Dawnguard! First off I'm going to answer your most important question: "Is Dawnguard fun?" Yes. It's a fun dlc. Whether you're patient enough to put up with it at times is a different question.
You probably know the basics of this dlc by now, but here's the low down: Two (allegedly) different, opposing questlines and factions, each with its own castle. One letting you join a group of vampire hunters, the other letting you betray them and join the filthy blood svckers (Yes, you're forced to join the dawnguard at first...even if you're a vampire). You're also treated to two amazingly well done locations that are quite large, but quite empty. For what they are though they are beautiful and fun. If you join the vampires you can transform into an awesomely fun, yet clunky and sometimes buggy, vampire lord! You can also (not quite) help end the "tyranny of the sun" and "block it out". This particular feature was a bit....of a let down, but we'll get into that later.
First, let's talk about some of the bad stuff. Todd, for example, said in an interview that we'd get our own forts and could upgrade them. This is absent from the game, replaced with extremely minimal automatic "upgrades" that simply clean up small sections of the dirty forts or, in the case of fort dawnguard, add some basic things like alchemy tables and the like. No customization or upgrading, less so than regular houses.
There's also a...rather annoying random encounter when vampires spawn inside cities and attack. This would be fine, but you can't stop them from triggering like you can with dragons. If you have the dlc and either start the questline or are level 10+ this WILL happen. The issue here is that they can spawn anywhere in a city, even on the other side of it, while you remain blissfully unaware that vampires are killing all the townsfolk. They don't even try to run, opting to fight the nightstalkers with iron dagger, promptly dying. I like how Kotaku's review mentioned that random vampires kill npcs. Honestly I'm getting sick of going to Whiterun and having vampires attacking my friends on the other side of town (even after the main quest they attack just as much). I explored that area of the city several (ingame) days later only to find ash piles and dead npcs. Wtf? At least with a dragon you ALWAYS know it's happening and they tend to focus on you, but this is getting rediculous......Note that this is NOT a problem for everyone, some people rarely seeing vampires attack at all, but many people find it difficult to focus on anything BUT this dlc when random encounters like these distract from everything else. Regardless, this leaves many players in an endless war of attrition, where towns will EVENTUALLY be left as ghost towns. This could have been resolved in several ways:
1. Make it so that instead of repetitive and mindless vampire killing, you can help the guards FIGHT BACK by training and upgrading them. If you're a vampire hunter, doesn't this make sense? This will decrease the liklihood of attack, make attacks happen outside of the gates with vampires TRYING to get in, and increases guard's chances of killing them quickly should they break in. If this is an "invasion of vampires" they should have gone all the way and let people REALLY fight back.
2. Make defenseless npcs run instead of fight using the system that worked in Oblivion, where every character has a level of courage and aggression that determines whether they fight or run. This is absent in skyrim apperently.
3. Make it so that, instead of making characters essential, important npcs can only be killed by the player, sparing them from dragons and vampires. Fallout New Vegas worked fine with no essentials. Skyrim needs SOME system however, because of all the random attacks on citizens. OR they could have made generic npcs be replaced by new ones. It doesn't make sense that no one ever moves back into houses or works at inns or shops after the previous owner dies.
But none of this was done. Bethesda really didn't think this aspect through. The beta testers allegedly complained about this, thinking it was a bug, but bethesda left this in.
On to the story: it was mediocre. The backstory was good (TES lore in general is fantastic) but the actual plot points and characters were cliche and typical. I guess the days of Morrowind and it's deep, cerebral story are over. Maybe my expectations were too high though.
Bugs and odd design choices are (unfortunetly) to be expected. You main companion is glitched, making the vampire lord's main spell to extremely low damage at times whenever she's with you. The vampire lord is attacked by everyone in the vampire castle when he transforms. Also, he or she has trouble getting through low ceilings and doorways, bumping into them instead of just having a "crouching down" animation. He also can't loot anything, or open containers, or interact with many objects. This is fine for the werewolf, who is a mindless beast, but doesn't make sense for a cunning master of the night.
My main issue was the total lack of consequence, decisions, and feeling that your choices AFFECT the world. Note that this is where some serious spoilers come in, but I marked them all. I can't in good conscience not tell you guys about this stuff. No matter what happens, the vampire is forced to
/angry biased negative rant.
Back to the positive stuff.
I thought it was super fun to play as a vampire lord, and the soul cairn was great! The dungeon that led to the bow (being vague to prevent spoilers) is pretty cool too and contained some new elements (something the entire dlc should have tried to do). What I wanted was more things like the this dungeon. It added new dungeon elements, mechanics (using water currents and darkness in interesting, creative ways) new enemies, new flora and fauna, new buildings, expanded on lore and created new lore, new architectural forms from a race whose architecture we haven't seen before, a glimpse into a different culture etc. That should have been the spirit of Dawnguard as a whole. That's where it really shined. If it weren't for those issues I mentioned earlier, this bit would have made the dlc really wow me. But It's pretty "meh" in general. Good by normal game standards but it doesnt live up to what I expect from a quality bethesda experience.
So, those are my thoughts on Dawnguard. *Sigh* I probably sounded like a hater at some points, but I'm trying not to be. Honest. I just grew up with TES and get way to worked up over it haha. So, tell me YOUR thoughts on the game. Was I too rough? Not rough enough? Something major I missed and you want me to add? Let's discuss!