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Assassin's Creed Valhalla: Wrath of the Druids

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Common Sense Media Review

David Chapman By David Chapman , based on child development research. How do we rate?

age 16+

The Viking assassin expands with a little luck of the Irish.

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age 14+

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age 14+

What's It About?

ASSASSIN'S CREED VALHALLA: WRATH OF THE DRUIDS is the first major expansion to Assassin's Creed Valhalla, taking Eivor on a new journey over on the shores of Ninth Century Ireland. Eivor's Irish adventure begins when she's summoned to the isle by her cousin, Bárid mac Ímair, a fellow Viking and the current ruler of Dublin. After generations of fighting within the island nation, Ireland finally looks to unify its warring factions under the banner of the newly crowned High-King, Flann Sinna. Standing in his way though, are the Children of Danu, a Druid cult determined to take Ireland for their own through any means necessary. But as Eivor soon discovers, there's something more to this cult than meets the eye … something that could shape the fate of the entire world. This self-contained expansion adds new weapons and abilities to Eivor's arsenal of tricks, which will come in handy when hunting down the followers of the Children of Danu and the supernatural forces they've aligned themselves with.

Is It Any Good?

Our review:
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While the original game was an "epic" adventure that was the biggest, and arguably best, entry yet to the franchise, this expansion just strengthen the tale even more. Eivor's journey from Viking raider to legendary Assassin gets even larger thanks to the game's first major expansion, Wrath of the Druids. The expansion is a self-contained chapter in Eivor's story, fitting snugly somewhere in the middle of the base game. There are no power level requirements and players can travel back and forth between England and Ireland, fulfilling quests as they see fit. This flexibility is welcome because it makes the world feel larger and offers an opportunity to mix things up between the mountains and plains of the British Isles and the forests and bogs of the Irish landscape, all of which are rendered in beautiful detail.

In terms of size and scope, there's no shortage of content added. Along with a new storyline, Wrath of the Druids gives players access to a few new abilities, a new weapon, a new range of enemies to fight, and a huge new area to explore. It can be a lot of fun to play with these new toys, like summoning a pack of Irish hounds and siccing them on your foes. The new Sickle weapon, which can be dual wielded, can turn Eivor into a whirlwind of death, hacking and slashing through groups of enemies like a hot knife through butter. Even the new enemies, both the druids and the mythological beasts, feel like they bring something different to the table for a while. The expansion stumbles a bit due to a noticeable lack of variety in the missions. Although there are a couple of unique missions, by and large, most of the missions mirror what Eivor does in the base game. Sure, the forts and villages might sport a new look, but the mechanics and objectives remain the same. By following the same old formulaic gameplay inside of a self-contained plot that doesn't really impact the base game's story, there's not quite as much incentive to see things through to the end. But if you stick with it, you'll love the adventure through a new and amazing setting for the franchise.

Talk to Your Kids About ...

  • Families can talk about cultural and historic representations in media. What are some ways that television shows, movies, and games, set in specific eras and locations, help to expand our understanding of other cultures and their unique histories?

  • How can options like the sliders for violence and nudity in the settings of Assassin's Creed Valhalla help to expand the game's potential audience or protect younger gamers from more extreme content? Should more games include these options?

Game Details

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