Just finished the Fatesworn DLC for Kingdoms of Amalur.
I have mixed feelings.
Gameplay:
The playthrough character I resumed was from 2022, so it had been quite a while since I last played it. It was also not a very well developed build, even though I had completed the base game with it. I always favor Mages in KoA, but that class isn't very well suited to this DLC. They do a similar thing to Teeth of Naros by introducing a new magic that you have to make use of. But you have to use it a lot more than in Teeth of Naros. And since it's only available on weapons (and not your magic), you have to use your weapons exclusively to get through the shield layer of every single enemy before you can actually attack them. Staves don't have good range, so you end up using Sceptres constantly, which depletes your mana quickly. Et cetera. Ultimately, the DLC is much better suited to Might or Finesse builds. Aside from that, the gameplay remains the same as traditional KoA gameplay.
Design:
This new team obviously had the benefit of more powerful machines, so the world they created could be more dense and complex. Although they mostly achieved that, it's not better than the original. Mithros (the region this takes place in) consists of much narrower paths through its world. The base game features wide open landscapes in most areas. It looks similar, but it doesn't have the same feel. The world feels smaller than it should. The few key side characters and their quests aren't all that interesting. The main quest is even less compelling. I give them credit for putting a lot of work into such an old game (I got 19 hours of play time), but it lacks the charm of the original in nearly every way.
There's a lot of value here if you get it cheap (I picked it up on sale for $5), and if you continue with Fatesworn immediately after finishing the main game, it probably flows a bit better. But it's definitely the worst of the DLC campaigns.
6/10