Well here it is, the last Dragon Age: Origins game review article on the expansion pack Awakening. I can’t believe I’m already finished it, I was expecting it to last just as long as I was on the main game. It even said on Origin that it would be 80 more hours… LIES! Anyway, it’s not that I didn’t enjoy this DLC, in fact I did. Once I sat down to write about it however, I had no idea how I was going to do it because I felt like this was a mini version of the main story with new characters and a major plot.
So, why not review it the same way I did for the main game? It just won’t be as lengthy this time, so let’s get down to business (to defeat the Huns!)
Taking place six months after the battle of Denerim, we return now Commander of the Grey Wardens. Once again, I was able to import my elven mage Warden one last time. You’d think that with the Archdemon dead, the remaining darkspawn would have gone back underground, but nope. Instead they continue to attack cities and now there are reports of darkspawn that have somehow become sentient and they can talk. That is obviously not new to me since I’ve already met Corypheus! Basically the darkspawn are now smarter thanks to the ones that talk and are still a grave threat.
We take command of Vigil’s Keep and recruit new companions to join us plus find out what the darkspawn are up to. Nothing has changed, but there are a few new characters like Sigrun, Velanna, Anders, Nathaniel, and Justice. I didn’t like how Anders kept running away from the Circle, but I gave him a kitten which he named Ser Pounce-a-Lot which was the cutest moment in this DLC. When you select the kitty, Anders talks to him and he meows but also has a reviving effect in combat. Oghren also returns too and I briefly saw Wynne in Amaranthine.
Justice was another interesting character as while in the Blackmarsh, we get briefly stuck in the Fade and meet him as a spirit. After helping him, he inhabits the body of the dead Kristoff in the physical world. After the battle is won, he approaches Kristoff’s wife and departs the body returning to the Fade so she can now leave her husband to rest. He was a useful warrior who helped me in the final battle.
Amaranthine was a big city with a lot of things to do, and for some reason, when I was tracking down a bunch of thugs, the guards got mad at me for getting involved with smugglers which I don’t even recall doing anything for them. I prepared Vigil’s Keep as best as I could for any invasion, including sealing off the underground and then I realized that I should have recruited Justice last, because after helping Sigrun, I couldn’t get her Joining done because already the Keep was under attack! I chose to protect it and Amaranthine unfortunately burned to the ground.
|Having twelve boobs does not make you beautiful.|
I’ve seen broodmothers before, but this is what sentient ones look like. Unlike the Architect, the Mother as they call her wishes to return to the call of the Old Gods after the Architect freed her. From that release, she suddenly remembered all the pain she went through that led to her mutation which drove her mad. She seemingly desired to return the Calling perhaps to forget about it again. Unlike most broodmothers, she also births these grubby creatures known as the Children, and even though they are small, I hated fighting them as they can easily swarm, knock you down, and try to eat you. I couldn’t wait to kill her but then again, I have bad memories fighting broodmothers since the Dead Trenches.