I have taken an extensive hiatus from Final Fantasy XIV because my relationship with it had become strained after Endwalker - I already had lost touch with the story, only finding some parts of it entertaining while detesting the idea of the main villain of the story being a depressing detour from what we all anticipated.
Dawntrail is the 6th installment of the Final Fantasy XIV saga: highly anticipated as being "the vacation DLC" for the WoL, it was received with negative reviews and a lukewarm acceptance even from the biggest fan of the series. Its user Metascore averages at 5.3 and its Steam Review ratio is firmly set in the Mixed zone, only recently having raised from Mostly Negative.
I bought Dawntrail (the Digital Collector's Edition) at a discount for $12.40. I do not recommend it to anyone, neither for the content neither for the story - it as a doozy to get through all of it and, as it stands, I am experiencing the same unwillingness in doing the Extreme version of the Trials I experienced upon finishing Endwalker's main bosses (as it stands, I only cleared Barbariccia (EX)).
Let's start with the good: some of the story beats are fine, for example Cahciua revealed herself to be a rather interesting character and her relationship with Erenville culminates in a okay way - yet it was dealt with too soon in order to give more space to the apex of the main MSQ. Krile's exploration of her origins is an interesting beat as well, with a bittersweet ending - this, as well, was touched on rather quick, just a couple of MSQ steps rather than something more in-depth.
But that is pretty much it.
The story itself revolves around the character of Wuk Lamat, an affable, brash, hot-headed and loud Hrothgar and her struggle in being the Third Promise in the competition to one day inherit the throne from her adoptive father. She will single-handedly rule upon every little thing you do in the entirety of this expansion and there won't be a smidge of a second you will not have to deal with her.
The plot divides itself in two sections: the Rite of Succession plotline and the Alexandria plotline.
You spend 100% of the first one with no agency over your ideas (even contesting having to meddle with an unknown country's politics only nets you a less than sympathetic 'oh you're gonna love it' from G'raha without a particular reason as to why) or even what you end up doing: you are Wuk Lamat's babysitter, through and through. What a jump, thrice over world savior to babysitting someone from a kingdom you knew nothing about, of whom you know nothing about and of which you technically do not care about.
You're offered the theme of the first plotline on a silver platter: strenght and unity in diversity - on its own it's an heartwarming notion but it's explored in a childish and misguided way, to the point where the "diversity" only lies in surface-level ideas unless we talk about the Mamool Ja. Wuk Lamat will spend quite a lot of time in convincing you that she cares about her people and that she, as you can see, wants to be their best choice... but, as you soon find out (and it is never addressed throughout the story) she knows next to nothing about the people living in Tural.
And you too will know next to nothing about them save for surface level ideas such as: one culture is good at railroads - only one railroad that takes you to one minor settlement to another one and then into the unknown, which none of them seem to be none-the-wiser, one culture is inspired by Peruvian people and is good at trading and only trading (they also have alpacas) and another culture is more inspired by the bright colors of Southern America culture and their entire thing is a festival they hold.
The Hoobigo Mamool Ja, antique 'frenemy' of the Turali people, stands to have the most in-depth reason to why there is a need to explore their history, sadly it is vastly overshadowed by Bakool Ja Ja's entire childish sub-plot and the fact that the ddifference between the Xa'bral and the Hoobigo could be resolved by a cooking a dish with different spices.
Wuk Lamat, obviously, knows nothing of all of this but surface level details so it's your job as the Warrior of Light to help her... and do her own job. You are not a character with agency, you are Wuk Lamat's very own cheersquad. That's it.
The second part of the plotline is somehow even more muddied and quizzical, considering that traveling to the First costed our companions their soul in pretty little simulacrums and it took a tool on us - yet nobody seems to even so much bat an eye about what is happening or feel the brunt of that.
Its beats resemble the whole Emet-Selch/Ascians conundrum, without having the same two DLC long building up of the why and how's they behave as such and without a charismatic leader that isn't the nth puppet with her memories reprogrammed in a way or another and without likeable characters that you don't end up annihilating in the pursuit of challenging Sphene. The prettiest map of them all (Living Memory) is contained here but you won't get to witness it in its beauty for too long.
All in all, the end is a confused mess of the impostor or not? trope gone into the realm of a child's tale.
The content is lackluster, using only three trials and plenty of dungeons to boost up its playtime but forgetting to make any of them visually or mechanically interesting. All the mechanics can now be summed to have different markers to trick the player into double thinking an attack the enemy is making, only for it to strike them and kill them. At the same time, they thought their player-base casual enough to simplify old trials such as Good King Moogle Mog and Keeper of The Lake's final boss.
The only pro of this DLC is that it will end at some point in the patch cycle and there is a possibility Wuk Lamat will be given the Lyse treatment and never be seen again.