![]() ![]() The Beast Of Winter does a fantastic job of subverting the natural flow of the game. It is fractured beyond reason and truly feels otherworldly nothing works quite as it should in the living world and it makes for some fantastic puzzles. This is a realm torn asunder by the unnatural things both around, and within it. You will find your way into The Beyond, The White Void specifically. Oh no, you’re heading through other realms. The world goes beyond just this island, but not via the seas. Not only is the island removed from the aesthetic of the main game, even the writing itself feels separate. The story here is full of dark humour that’s so intensely morbid and full of strange little jokes that will make you laugh like nothing else in the main game. It’s at this point that Beast Of Winter shows itself for the brilliant little narrative creation that it is. You’ve been chosen by them because chaos tends to follow you around, and with chaos comes destruction, which is what they really, really want to befall them. A lovely fellow no doubt and one who tends to take the form of a minotaur. You are summoned to this place by a letter from the followers of Rymrgand, who is the titular Beast of Winter, and also a God of famine, plague, and entropy. Think of it like the dark horse of the family, like a goth in The Brady Bunch. ![]() Harbingers’ Watch is effectively an iceberg in the centre of a tropical archipelago. The philosophy behind this particular expansion seems to be one of focus rather than scale where other DLC tend to add in huge new areas in the form of a sprawling metropolis or a brand new island, Beast of Winter instead adds a single point to your map in which you can get lost. Adding to a game that’s already full of content is a mammoth task that Obsidian have decided to take on with no regard to themselves or anyone caught up in the cannon fire. ![]()
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