"Skyrim: Dawnguard" DLC: 5 Things We Loved, And 5 Things We Didn't

The Cullens have nothing on the Dovahkiin.

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Complex Original

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"Dawnguard" is the first major expansion for The Elder Scrolls V: Skyrim, the game that many consider the best title released in 2011, and I'll be damned if Bethesda didn't decide to make it about vampires, of all things.

You see, those without a sense of The Elder Scrolls series' history may assume that "Dawnguard" is nothing more than a somewhat late attempt to jump on whatever's left of the Twilight bandwagon. But vampires have been a part of the Elder Scrolls series for awhile—since 1996's Daggerfall (The Elder Scrolls II).

The "Dawnguard" DLC introduces two new factions, in effect: the eponymous Dawnguard, out to eradicate vampires from the land once and for all, and the much more interesting vampires, whose goal is to fulfill a prophecy that would blot out the sun forever.

The review is divided into five things I loved and five that I didn't love, but don't take that to mean there's an equal amount of bad here as good. My overall experience with "Dawnguard" was overwhelmingly positive, so if you're on the fence, consider this a definite yes.

There are plenty of high points, but it has its faults as well, and it's only fair to highlight them too. So read on for the full synopsis, and tell us what you think of "Dawnguard" in the comments or on Twitter.

New powers

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One Note

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Crossbows!

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It Takes Forever To Transform

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New Supernatural Enemies

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The Vampires Are Underwhelming

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New quests

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No Voice Commands (Yet)

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Nods To "Morrowind"

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Your Interactions As A Vampire Lord Are Limited

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