Skyrim: Dragonborn review

In Skyrim, most folks treat you like some sort of saint, but don’t let it go to your head. The very first Dragonborn also saved the world, only to become one of history’s greatest scumbags before he finally bit the dust. Now that his twisted soul plots a return to the mortal world, guess whose job it is to hitch a boat ride to the enigmatic isle of Solstheim and keep that creep out of Tamriel’s hair?
Apart from a dusting of volcanic ash here or a cluster of fungus houses there, you could mistake Solstheim’s rolling white fields and jagged mountain peaks for an unexplored backwater of Skyrim itself. But as you fend off creepy masked cultists and dig deeper into buried history, you’ll find mystery and madness in equal measure.
Many of the new environments lack grandeur, and the main quest requires you to spend too much time mucking about with control cubes and water levels in Dwemer ruins. Luckily, just when you think your adventure’s never going to get interesting, one of a series of dangerous mystical tomes whisks you away to the unearthly realm of Apocrypha. Here stealthy tentacle-faced Seekers seem able to exist in two places at once, lanky Lurkers belch thick strands of dark filth, and shifting architecture stretches and undulates unpredictably. Your rewards for braving such lunacy? Forbidden knowledge that might add a simple damage bonus, summon a wyrm from an enemy corpse, and more.
Cultist wizards will burn you to a crisp if you aren’t careful.
Though you’ll find plenty of side quests and new dungeons to explore, that uneven main quest (about a seven-hour jaunt) is the high point of the whole affair. Dragonborn’s supposed crown jewel — the ability to temporarily tame and ride dragons — turns out to be its most bitter disappointment. The first time you climb onto a dragon’s neck is a thrill, but best of luck getting your new slave to do anything terribly useful. Even if you can tolerate its awkward combat targeting and glitchy flight patterns, its laughably lackadaisical attack speed means you’re better off staying on your own two feet than trying to get a dragon to burn or bite your foes.
Of course, you’ll also find new spells and shouts to learn, equipment to craft, and houses to earn. But it would take more than some moaning Ash Spawn zombies and goblin-like Rieklings to properly differentiate this joint from the mainland. Dragonborn gives players plenty more of what they loved about Skyrim, and is worth buying for that fact alone, but it could’ve and should’ve been so much more.
Solstheim's Black Books are actually gateways to Apocrypha.
PUBLISHER: Bethesda Softworks • DEVELOPER: Bethesda Game Studios • ESRB: Mature • MULTIPLAYER: None • ACHIEVEMENTS: Straightforward • COST: 1,600 Microsoft Points ($20) • RELEASE DATE: December 4, 2012
+ Imaginative and unsettling journeys through the Daedric realm of Forbidden Knowledge.
+ Lots of new dungeons to plunder, powers to learn, and goodies to collect.
– Deeply disappointing dragon-riding; tedious trudge through flooded Dwemer ruins; most scenery is too familiar.
? How does one grow a mushroom house, anyway?
7.5