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Dragon's Dogma 2 Feels Like A Gorgeous Makeover Of The Series' Core Values

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Dragon's Dogma 2 is an evolution of everything that made the first one unique, taking its best traits to new heights with a gorgeous RE Engine-powered makeover.

The first time I ventured out into the vast open land of Dragon's Dogma 2, I was accompanied by my three companions as we followed a lead on a missing young boy, suspected to have been dragged off by a pack of wolves. As I pursued the trail, my crew and I fought off a gang of thieves, sliced our way through banshees, discovered treasure, and battled a giant troll on the edge of a cliff that eventually fell to its death. None of these occurrences were at all related to one another, nor did they pertain to the lost boy that set this journey in motion. Instead, this thread of distinct events emerged naturally and set the tone for the world of Dragon's Dogma 2. The long-awaited sequel is a giant open land where danger looms around every corner in all shapes and sizes, and regardless of your quest, there's always the chance a cyclops could unravel your best-laid plans by picking you up and hurling you into the ocean.

Based on the three hours I played at a preview event, Dragon's Dogma 2 is very much an extension of everything the first game accomplished 12 years ago. It's an open-world fantasy RPG, mixed with cool-as-hell action combat, and giant mythical monsters to cling onto, with its unique player-created pawn companion system as a centerpiece. It's all still there from a gameplay perspective, so the most standout change is the RE Engine-powered makeover that aims to place the series' core values in the best possible light.

Marching out into the grassy open fields of Vermund (one of the game's two major areas) to explore and fend off giant beasts felt similar to the first game, but the act was given new life due to its technical and visual refinement. There was a sense of density and detail when traversing large and seemingly endless open areas that gave way to smaller towns populated with the hustle and bustle of its residents. There was no load time during these transitions process, and while that's becoming a norm in many games, there was an organic quality about trudging into a town on the edge of a castle's gates, having just crossed a vast stretch of land, especially when factoring in the game has no fast travel. There's something immersive and harrowing about having just survived the grips of a giant griffin, only to realize you have to venture your way back on foot to the nearest town without even the breather of a loading screen.

With that in mind, I was reminded that a lot has changed in the gaming world since the first Dragon's Dogma released in 2012. We've seen the release of two console generations, during which technology has vastly improved, and games like Grand Theft Auto V, The Witcher 3, and Breath of the Wild have altered the way we view open worlds. Sitting down with Dragon's Dogma 2's director, Hideaki Itsuno, I asked if there was anything that had come out over the last decade that had influenced the sequel, and his response was actually his own work as director of Devil May Cry 5.

"Through Devil May Cry 5, we had this challenge of seeing how photorealistic we could make an action game look," Itsuno-san said. "So trying to go towards the edge of how much photorealism can you put into a full action game and getting that experience, getting the feedback--that had a very tangible impact on what we're aiming at in Dragon's Dogma 2."

And it shows. During my time with the game, I got hands-on with a new vocation (class) called the Mystic Spearhand--a magic/melee combo build. Every move displayed, no matter how stylized, still felt grounded thanks to the world reacting realistically, but it also maintained that Devil May Cry-like sense of over-the-top action by sending my character into the air while doing wicked flips. Suffice to say, I felt super-cool doing it, especially when battling alongside my pawns who were doing their own cool set of moves.

Pawns, as they were in the first game, are the game's unique and standout feature. They are user-created companions that can be traded online between players. By visiting a Riftstone, you can send your own pawns into the rift, where they await being pulled out and used by other players on their own journey. The benefit to using other player's pawns is that they will carry over items, or even hints and information from other players' worlds. That remains the same as it did 12 years ago, but this time pawns are far more than mere NPCs who assist you in battle, as they also act as a means to navigate you around the world itself.

Rather than cluttering your screen with waypoints, pawns now help guide you to your next objective. With no set direction on what to do or where to go for my preview, I allowed my pawns to point me in the direction of a quest we were on, physically stopping and pointing things out the environment, or waving me in the right direction to come and follow them. This led to a natural flow in my adventure that didn't feel weighed down by map navigation and menu screens. While you won't be building intricate emotional bonds with your pawns like Baldur's Gate 3's companions, they're far more lively than in the first game, chattering among themselves and talking about other masters they adventured with. They also still create a sense of teamwork despite being a single-player game. In a post-Souls world, where summoning other players to assist you in battle has become something of a norm, pawns feel like they could have been a gateway to introducing multiplayer into the Dragon's Dogma mix. But for director Itsuno-san, he was firm on tailoring an experience to a singular player.

"The thing is, I want to provide the players the most fun experience whether that's multiplayer or single-player," he said. "But in my case, I just wanted to make something that was specialized and focused on single-player and that would deliver the best possible experience by being single-player. I'm sure that we could also have done something that was exclusive for multiplayer and try to provide the best possible experience for multiplayer too. The one thing that I wasn't sure of is, well, if we do something that is single- and multiplayer, then both experiences can be good. But I'm not convinced that you can really provide the best possible experience that has both elements."

The addition of multiplayer would mean vying for other players' attention or a lack of focus on a sole objective, and with that in mind, I came to appreciate the pawns more as facilitators within the world itself opposed to filling a void in a single player's experience. With the lack of fast travel and pawns serving as navigators, the end result is a game that emphasizes natural and seamless exploration.

There was a moment where I found myself pitted against a giant flaming monster at the bottom of a cave. Playing as the Magic Archer vocation, I kept my distance as I fired off magick arrows while my pawns wailed on its feet to knock it to the ground. It was a vicious creature, flinging my pawns around like they were insects, knocking them unconscious one by one, until one picked up their downed allies and carried them to me to revive, completely on their own accord. It was an encouraging scenario in which these AI-controlled companions were genuinely useful and complemented the flow of the experience in a way that playing with others often can't, not with any reliability anyway. Pawns enriched the adventure and how the world was traversed in ways playing with another player couldn't. Also, you can high-five your pawns after a battle and it's the best feeling.

That isn't to say pawns were always reliable. On more than one occasion, a pawn insisted I follow them, knowing the way to my next destination, only to lead me to a locked gate I couldn't open. Instead, I stood there watching them march in place, face against the wall. It was pitiful. I was assured that the preview I was playing wasn't the final build of the game, so there's still time to iron out those scenarios. It was a small hiccup in a world that was absolutely packed with things to get distracted by and lost in, and it took no time to get pulled in 10 different directions. Inevitably, things are likely to awry now and then even when the game is released.

While I explored, pedestrians would grab my attention to tell me a story, give me insight on town gossip, or even information that could assist me on a quest. It gave the town a sense of life, that everyone there wasn't just milling about to fill the world, but felt that they had routines and places to be. It was during this time that I learned about the boy taken by wolves, a valuable orb that had gone missing, and some flowers that glow in the night. They didn't feel like blatant quests to go and follow, but instead information I gathered to go and investigate on my own terms, in my own time, all of which was collected in a quest log to look back on later.

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The same was true when exploring the dry, red-washed sandy dunes of Battahl, the other major area of Dragon's Dogma 2. It was here that I was given a different flavor of the game's inhabitants, still vying for my attention, albeit with a more hostile tone and sense of grit. Unlike Vermund, which is populated by humans, Battahl is the land of beastren--cat-like humanoids, similar to Elder Scrolls' khajiit. Battahl featured a more underbelly-like attitude, wedged into the side of the mountains, cast in shadow. The available quests and stories reflected that attitude, like the curmudgeon blacksmith who didn't want to fix my sword, or the tough guy who started a one-on-one fight with me because I was strutting with a crew of pawns.

In the three hours I played, I felt like I had seen a lot, fought a lot, and explored a lot. But I was also left feeling as though I had barely even scratched the surface of what Dragon's Dogma 2 has to offer--I never did find the boy who was dragged off by wolves. Instead, I was hurled into a dozen other stories, some the game provided to me, while others I formed from my own exploring. And that's the biggest impression the preview left on me: the danger, the freedom, and the wonderful happenstance of exploring a world that is densely inhabited by thieves, zombies, wolves, saurians, banshees, orcs, trolls, cyclops, and griffins (just to name the few I saw in my short time) trying to kill me at any moment. It's a lot, especially considering I hadn't even touched its main story. It feels like a big world teeming with possibilities and I'm excited to see how it all comes together.

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hardwenzen

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Edited By hardwenzen

Best character creator of any game ever made. WIth mods, its gonna be insane.

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Thebadjesus

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I can’t wait. The first game was, at the time, the best game I’d played in years, and I’ve been looking forward to a sequel ever since.

I’m so glad I took a chance on the first one. It’d been out for at least a few months, and it hadn’t received glowing reviews, but I’d just spent around 100 hours in Skyrim before the constant crashing killed my PS3, and my save files, and wanted a new RPG as I wasn’t about to replay everything I’d just done in Skyrim in order to finish it.

Long story a little shorter; in the end, I thought DD was so much better than Skyrim. The combat system nailed it and it the overall game gave me the feeling that I was playing something new, something that didn’t feel like a bunch of other games I’d already played just with a new spin or coat of paint. That feeling is pretty rare in games today.

So while I’ll probably miss getting that feeling with the sequel, nothing since then has come out that played similarly, so I know it will still feel exciting to play.

The closest comparison I can think of would be Elden Ring, just if you replaced to brutal From Software combat with combat that has the looks of ER but with the tight control/fun of an Arkham Batman game. Sort of. You just have to experience it. Playing the first so soon after Skyrim I remember thing, this is how I always wished combat could be like in open world RPGs, instead of the swing sword, walk backwards, walk forwards, swing sword again of Skyrim and others.

Anyhoo, I could go on forever praising DD. If you’re at all on the fence, do yourself a favor and give DD2 a try. If it’s half as good as the first it’ll be great.

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777

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I’m sure it’s not the case but every video and preview I’ve seen of this game in the last year or so is in this boring green landscape. I’ve recently read that there’s multiple locations so I hope the scenery changes up.

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RSM-HQ

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Edited By RSM-HQ

@777: The world of Dragon's Dogma is heavily inspired by Sicily; which includes a lot of what you called boring green landscapes.

Not defending the scenery but it has been continuously mentioned in interviews by the creative team for both the original and its sequel.

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777

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@RSM-HQ: interesting. I never read anything about the Sicily influence. Whatever I hope it changes up some.

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RSM-HQ

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Will probably be my game of 2024, I don't see anything topping it.

& 2025 will be Monster Hunter: Wilds.

Capcom gives out the goods for the foreseeable future.

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ItsNotA2Mer

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Between this, FF7: Rebirth, and Unicorn Overlord, I'm gonna be good for a minute.

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Tiwill44

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Edited By Tiwill44

Man, looking at this game, I can't help but feel like there's a missed opportunity for a rare good co-op experience here. Elden Ring came so close to achieving that, yet so far at the same time, I'm still disappointed. If friends could create their own character and just join me for an adventure, I'd be so excited for this game.

If they're worried about strangers ruining the experience, just make the process invite-only so that people without friends must use pawns. If they want to ensure the balance of the game isn't broken, just add a level restriction or something. There are solutions...

I know it's selfish of me to wish for that though, as it would undermine the vision and artistic intent of Dragon's Dogma as a series. It's just that, I couldn't get into the original DD at all. The pawn thing isn't for me. So I keep thinking, would it really hurt the vision that bad if friends could replace pawns? I'm not so sure, but it's their decision and I have to respect that.

If anything, I suppose not having co-op at all is probably healthier than having asinine co-op. Trying to play the entirety of Elden Ring in co-op was a mistake (don't try this at home). There is a game called Duel Corp. that will give me what I'm looking for, but it's a much smaller indie game.

Either way, this looks like a fairly big budget game with no BS as far as I can tell, which is about as rare as a good co-op game these days, so I do hope it delivers on what it wants to deliver, and if so, that it succeeds.
Edit: Wow, guess I jinxed that "no BS" part. Microtransactions in a full-priced single player game. Game's getting lots of negative reviews on Steam as a result.

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RSM-HQ

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@Tiwill44: I think a lot of people asking for coop don't really get the point and just want Dogma 2 to be more like other games.

Dragon's Dogma was never intended to be coop. It has social features that would simply fall apart if you could just squad-up; DDO proved that to an extent.

Elden Ring is an odd example as From Software, while making some small adjustments has been using the same multiplayer systems since Demon's Souls. & I've seen a lot of arguments that Souls multiplayer is limited and old fashioned.

Not to mention Capcom also already has a very competent ARPG franchise that has coop in Monster Hunter, which has been around for almost twenty years now.

It's more important for Dragon's Dogma to continue its own identity than chase trends. We have enough games wanting to be Souls clones or MH clones; DD is not trying to be either, and the team seems confident in its ideas.

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Tiwill44

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@RSM-HQ: Well, there's the issue... Monster Hunter isn't for me either. Dragon's Dogma seems to be more about the adventure, which should be my jam, but I don't understand the appeal of pawns, and the game seems to be all about them.

Is it inspired by the first Dragon Quest and Final Fantasy, where you had to use your imagination and pretend those characters you recruited and named were real characters, and then get attached to them over the course of the game? Cause while I respect that idea, it's hard for me to care about pawns in the same way since they're CPU-controlled, due to the nature of real-time combat.

So then, pawns are more like the mercs in Diablo 2 you can hire to fight by your side... except that didn't stop Diablo 2 from having excellent co-op. See what I mean? Maybe I just don't get it, but I can't stop thinking about how a friend could be exploring and fighting alongside me instead of an empty husk.

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RSM-HQ

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Edited By RSM-HQ

@Tiwill44: Seems to me as though you'd probably enjoy Monster Hunter if you gave it a fair shake, everything you claim to want in DD is in MH, plenty of adventures can be found in the game, just because it has a mission/ hunting structure doesn't mean that's all you do in a MH game.

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m4a5

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Edited By m4a5

@Tiwill44: Agreed. The only thing the first game was missing was proper co-op. And unfortunately they didn't see fit to add it to this one, despite supporting a 4 party team already (perfect to fill with a friend and their pawn).

Still plan on spending maaaany hours in it, but it would've been more fun with a friend...

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hardwenzen

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Everything i've seen looks like a 9/10 minimum. I just hope that the open world isn't some repetitive empty filler that feels like you're playing an Ubisoft game. Capcom better deliver on that front.

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m4a5

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Edited By m4a5

@hardwenzen: If you ever played the first one (it also had an open world), you'd know there's plenty of unique stuff to do in it.

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hardwenzen

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@m4a5: I played the original for over 350h. For back then, i thought it was great, but for today standards, all your side quests were nothing but chores. I expect way more these days.

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m4a5

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@hardwenzen: I don't remember it being bland, there was usually something to fight or explore (from what I remember).

I can easily see them adding even more variety/secrets.

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hardwenzen

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@m4a5: Fighting/combat system is what was carrying the exploration. But when it comes to questing and actually finding interesting locations, it was very bland and empty. But this doesn't mean DD2 will be like that. Game director in the interview has already stated many times that this world is supposed to hide a ton of secrets, etc, so i am not too worried, but i just hope that the exploration is worth it like it is in a souls game or BG3.

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bbq_R0ADK1LL

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Looks interesting, but I have some worries about the player not even finishing one quest in his 3 hours of play. Far Cry games had a great system where you would be walking by some lake & a crocodile would just jump out at you, or you'd be infiltrating an outpost & a leopard would randomly run out of the jungle & start causing chaos. That was fun... until they leant into it too hard. In later games, you could just throw a piece of meat to spawn a leopard out of nowhere & Far Cry 5 was probably the worst example of not trusting the world to actually provide fun for the player without spawning 6 dozen cultists every time you faced even a moment of downtime. You couldn't hand in a mission, or just go fishing without the game forcing some kind of chaos upon you.

I'm not saying Dragon's Dogma 2 is going to be that bad, but I just hope they don't turn the random encounter dial up too high.

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