The Golems of Amgarrak sees the Warden babysitting Rogue McDwarf, Warrior McDwarf and Relic Golem -- no, not Shale, just some golem -- on a ridiculously ill-advised expedition into an abandoned thaig in the Deep Roads, its goal being to locate experiments that attempted to recreate Caridin's work -- because that went so well last time we tried it.

If the problem with Awakening is that the things it does peter out, Golems of Amgarrak has this issue where it doesn't even get anything started in the first place. A short, handwave-y intro gives way to a standard Deep Roads romp. Less than one hour in, after one (1) puzzle that turns out to be simpler than it seems at first, the party stumbles upon the final boss. And that's it! Everyone turns around and goes back home empty-handed. Good job. Leave your PSN wallet credits at the door.

At the very least, I appreciate the challenge in that final fight after breezing through Awakening on Nightmare, but I can't give it full points because most of it stems from the dwarves having horrendous builds -- they spend more time being dead than alive over the course of the DLC -- along with the boss being able to randomly summon extremely powerful Elites to aid it. Because of that, the only way to win is to grind good RNG -- hopefully, you have some bows in your inventory and/or an OP Dex build to speed up the process.

Reviewed on Feb 11, 2024


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