Assassin’s Creed Valhalla‘s Wrath of the Druids DLC Is Even More of the Same
My viking crew needed supplies, and that monastery just around the corner was looking a tad bit unguarded. We crashed our longship into the shore, I blew a horn, and Eivor and her viking clan stormed the monastery. A few axe swings and broken skulls later and we had secured the goods. We headed back to a nearby outpost and put the supplies to good use, upgrading the peasant’s hovels and building a supply depot.
These sorts of raids are probably familiar to you if you’ve played any of Assassin’s Creed Valhalla. But this raid didn’t take place in one of England’s many counties. The pillaging and plundering happened across the North Channel in Ireland as the inaugural raid in the Wrath of the Druids DLC. Besides the change in scenery, the actual raid was nearly indistinguishable from all the ones I had performed in England. As I spent more time in Ubisoft’s rendition of Ireland, I found that this sentiment held firm. Wrath of the Druids offers players more of the same content available in the base game, with few substantial additions and many that detracted from the experience.
The story itself is fairly straightforward. Your long lost cousin, Barid, sends a courier to your settlement, Ravensthorpe. Turns out Barid has done pretty well for himself in his absence, and is King of Dublin over in Ireland. Eivor heads over to Dublin to discover that Barid’s rule is in question, and offers to help him curry favor with Ireland’s High-King, Flann. Along the way, Eivor uncovers a secret order of Druids set on destroying Flann’s newly Christianized Ireland.

But actually following the story is a slog. Engaging quests are unnecessarily punctuated by what amounts to side quests disguised as mainline. Every now and then Flann announces a big move—a siege of a fortress, or a killing blow against an enemy castle. Eivor then announces their readiness for battle, only to be told that three bandit camps need dealing with, or some jewels need to be recovered from some very different other bandit camps. The game’s justification for this is that completing these arbitrary tasks will win over other kings to Flann’s cause, who will help in the big battles. But being taken out of the action every other quest to run all across the map just isn’t as interesting as the main story.
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