Reviews from

in the past


Um caleidoscópio de sistemas clássicos extende o loop básico de um rpg mundo aberto ao extremo, tensionando o que são atos simples em outros jogos - viajar, carregar, lutar - ao ponto do desconforto. Assim, força os sensores de dopamina dos jogadores famintos em fast travel à preencher as lacunas da experiência com o mundano, fazendo com que pequenos momentos e repetições se exacerbem em tédio, tensão, e para alguns, um tipo de realização completa do senso de aventura. É um conjunto meio despregado de um monte de coisas que não tem tanta coesão, mas cuja soma da obra cria uma experiência de visão única. Eu sou o tipo de cabra que passa por isso e pensa: esse aqui ENTENDE.

O que é Dragon’s Dogma pra mim?

Minha história com o título é longuíssima, sendo afetado pelo potencial aparente do primeiro jogo, lançado em meus influenciáveis dezesseis anos de idade. Uma quebra do formulaico mundo aberto em troca de uma experiência memorável através da superação; um primeiro gosto com uma história surreal; uma amizade duradoura que floresceu ao redor do amor pelo jogo. Amo o que ele foi para mim, e me caía em melancolia ao pensar do que o jogo “poderia ser”. Afinal, se apenas não tivesse sido apressado, teríamos ido à lua.

Dragon’s Dogma 2 vai à lua?

Um enorme maquinário compõe um cenário que quando vislumbra a grandeza, é inigualável. Conflitado entre naturezas: histórias e mecânicas e personagens que prometem um mundo e vão a lugar algum, as vezes sem pé, ou sem cabeça, ou até mesmo um torso. Tudo que não envolve enfiar a espada na garganta de outra criatura vem de uma execução incompleta, rasgada em pedaços irreconhecíveis. Não basta ser vago - o cerne de seu carisma está nos sistemas, e fora deles é um delírio febril. A narrativa só é inicialmente justificável se você admite que seu personagem é uma figura messiânica que sabe de coisas que você não sabe. Pontos enormes começam e terminam sem fanfarra, ou pior, começam e nem terminam, e a maioria das quests portam de uma execução tão blasé e tosca que parece cômico. Em certos momentos, é honestamente transcendente. Poucos jogos são tão conceitualmente típicos e ao mesmo tempo alienígenas como este.

E, quando a fadiga já chegou ao borde do esgotamento, vamos à lua. Ou ao menos, o mais próximo que poderíamos chegar dela. Quando Dragon’s Dogma vira Dragon’s Dogma II muito de sua visão se esclaresce, ainda que os erros do passado continuem grotescos. Suas fraquezas continuam aparentes, e não há muito um esforço em justificar-se. Pelo contrário, o jogo te provoca - não há mais o que fazer, Arisen. Não é isso que você queria? Pois era, sim, eu acho.

É uma promessa incompleta que nos permite, momentaneamente, espionar o por trás das cortinas.

E o que é Dragon’s Dogma 2 pra mim?

Tudo é, em pleno português, uma bagunça. A promessa de maior e melhor não se conclui - sistemas foram simplificados, a grandiosidade e o mistério de muitos aspectos se perde, e pouco se ganhou. A trilha sonora foi de icônica pra um arroz com feijão patético. Não sei dizer se estou decepcionado, pois certamente meus desejos carnais não foram atendidos. Ainda assim, não rechaço o que ganhei, pois o que resulta disso é certamente memorável, e é na memória que um jogo vive e floresce em jardins que vão muito além do que a expectativa pode nos dar. E nesse ponto, Dragon’s Dogma 2 será o que foi de mais divertido, cruel, patético e eterno. Não é do jeito que eu queria, mas fomos à Lua.

O mundo se eu pudesse posicionar meu pawn pra me lançar onde eu quisesse.

itsuno has 5 billion dollars and a dream, and dreams are just like that, devoid of a clear beginning, middle and end. 5 billion dollars and a hidden ps3 game! the title screen’s change in the post-game is his final message: those who haven't understood by now will never understand

eu tentei gostar bastante, eu sou um fã do DD1, mas esse foi estranho, não sei explicar

This review contains spoilers

Dragon's Dogma 2 mis queridos amigos. Un nuevo standard al que el agua estancada (llena de zika) que son los RPGS modernos, pueden llegar a ser.

Que lindo es cuando la industria se deja abrir paso a un game que tiene ideas nuevas e intenta romper paradigmas de los games de siempre. No voy a decir que es perfecto (pese a de fijo le voy a dar un 5/5 masterpiece status). En realidad es un game con una buena cantidad de flaws y mala optimizacion - una maldición y un trend que desafortunadamente no parece estar bajando de popularidad ever.

Creo que de las cosas que mas aprecio de los games y una cosa que este game pega al 100% es que tiene mecánicas de exploración demasiado top tier. Respeta demasiado el tiempo del jugador y hace que explorar siempre sea gratificante y <b>táctilmente</b> demasiado rico. Esto en realidad fue lo que mas me gustó. Tambien es que lo digo hablando como alguien que le gusta demasiado no seguir el objetivo principal de la vara y enormemente matiza ir a ver que hay detras de los arbustos y a la vuelta de la montaña. Me gusta que el juego le diera pelota a la gente completionist que le gusta encontrar los collectibles y le gusta perderse en el mapa porque que lindo se ve todo <b>average breath of the wild player</b>por allá.

Dejando la exploración de lado, el juego es un completo joy to play. Las mecánicas de combate son super tight y únicas con un sistema de clases (vocations) desarrolladas muy a fondo. Y bueno, nunca había experimentado un sistema así. Piensen Elden Ring + The Witcher pero todos tienen special moves y customization como el Baldur's Gate 3. Es algo que se tiene que experimentar por lo menos once in an RPG player's life.

El juego tambien es raro. Es raro porque no tiene mucho handholding. El fast travel es rudimentario, los bosses pegan muy duro y uno empieza el juego siendo bastante helpless. A veces los quests no le marcan donde tiene que ir y la moncha se pudre si uno la tiene guardada mucho tiempo. Aparte de estar cosas tambien toma muchas otras decisiones raras y no muy friendly para todo el mundo.

Pero bueno, como todo en la cultura el cambio es necesario. Talvez este es el siguiente paso de open world rpgs. Hacerlo más como una aventura legit donde toca acampar a veces para recupar health porque cada pichazo le baja la cantidad máxima de HP que tiene. A veces toca encontrarse un bicho que lo golpea tan fuerte que uno se da cuenta que todavía no tiene que estar en esa parte del mapa. Pero que siempre sea lo suficientemente flexible para uno poder cheesear todo si uno quiere.

En fin maes, todavía estoy experimentando como quiero escribir estos reviews. Si quiero ser muy thorough o si quiero hacerlos más lighthearted y graciosos. Juegos como este lo hacen muy dificil porque son experiencias muy extensas y hay mucho que decir. Lo ponen a pensar mucho un montón de muchas cosas pero en particular a cerca de las expectativas que la industria pone sobre la gente que desarrolla estos juegos. A veces esta bien hacer las cosas diferentes y que sean weird y que cuesten y que lo hagan pensar a uno. Siempre he dicho que prefiero mucho más un flawed masterpiece que un 10/10 altamente esterilizado.

Se nota mucho el humor, la personalidad y sobretodo la humanidad en juegos así y es por eso que merece un 5 Godsbane swords in my heart out of 5 ⚔️⚔️⚔️⚔️⚔️


I'm going to call this game an anti-depressant because it basically cured me and brought back the desire and love for video games that I hadn't felt in a while.

An absolute achievement in game design. Amazing combat, amazing exploration, amazing ending and endgame.
Absolutely the frontrunner for my game of the year pick.

Resolvi ter mais paciência, e um amigo meu que ja tinha completado me ajudou mt tb. Assim, eu ainda sigo firme com alguns problemas que eu tenho com o jogo, ainda acho a área inicial MUITO chata, não sei se eles fizeram de proposito pra vc chegar logo em vernworth, mas jss é só corredor imenso e chato. Eu tb n gosto dos prêmios por explorar os locais, vc ganha coisas q compra no ferreiro basicamente, e isso ferra um pouco pra mim essa ideia que o jogo quer dar de exploração. A diversidade de inimigos e locais ''melhora'' muito próximo ao porto do retiro em diante, e ali sim eu senti vontade de explorar cada canto do jogo. Com relação as missões, eu acho legal essa ideia de ''descubra'' como resolver, mas pelo amor de deus a pessoa tem que ser filho do dono do jogo pra descobrir oq precisa fazer pra maioria das coisas, cada missão me pareceram mais uma dor de cabeça dq algo divertido de fazer. A câmera do jogo pra mim é tenebrosa, botei um mod pra poder corrigir ela e melhorou muito a experiência com o jogo.
Agora vamos aos pontos positivos, a Inteligência artificial dos pawns é muito boa e o combate sempre foi o ponto forte do jogo pra mim, ele é dinâmico, gosto da ideia de cada inimigo ter suas fortalezas e fraquezas, cada classe é única, obv que tem a favorita do dono do jogo (arqueiro magico), a história do jogo apesar de ser meia porca, gastaram todo o guaravita recebido no final verdadeiro do mundo desembarcado e de fato é algo muito épico, parece que você joga o jogo todo só praquilo, isso pq conseguir esse final sem olhar no YouTube é tipo KKKKKKKKK. Meu veredito sobre o jogo é que ele foi legal, o começo foi tenebroso pra mim, mas quando engatei no ritmo me senti entretido, a história é contada de forma nota dó, os personagens são em sua maioria imemoráveis, o combate do jogo segura MUITO a bola do jogo e a exploração melhora mas demorei a pegar o ritmo.

Dragon's Dogma 2 is a pretty comfortable game. It's just pretty relaxing to explore a huge open world filled with dozens of dungeons and caves with your party. The pawn system is one of my favorite things about the game since not only you will be attached to your main pawn the entire time, but you will also run into tons of pawns out of the wild or summon them with a rift crystal.

The pawns can vary in all shapes and sizes and can be one out of six vocations (since the advanced vocations such as mystic sphere and magical archer are exclusive to the Arisen). They come in one of four core personalities with a dozen or so specializations, such as marking down materials or translating elven speak to help with the adventure. Their dialogue is pretty limited and after 10 hours it just becomes very repetitive, but I do like the idea of pawns talking to each other and guiding you to chests or campsites you haven't found yet. Adventuring just never feels stale with pawns even 90 hours in.

The vocation system is nice with plenty of jobs for combat variety. Even the basic vocations such as fighter and mage are fun to use. The only one I personally didn't enjoy was the trickster vocation due to the inability to directly do damage. But otherwise, despite how sloppy the combat can be due to no lock-on or dodge/block mechanics, the action combat stays fresh due to the amount of vocations you can use and thier skills you can use for each vocation as you level them up. Although I wish you had more than four skill slots because you get plenty of skills to choose from by the time you max out a vocation.

Dragon's Dogma 2 got the core idea of party-based action RPG down nicely but I am afraid I feel like there are a lot of cut corners as I play through the game. There is a huge lack of enemy and boss variety and fighting the 50th Orge or Cyclops becomes far less exciting. Also, the dungeons and caves are very repetitive in terms of design and visual presentation. On one hand, I enjoy the size of Dragon's Dogma 2 map but also I understand why some people thought the map was too huge due to the lack of content variation in the world.

The overall story and questing in Dragon's Dogma 2 is nothing groundbreaking either. That is to say, it's still a pretty serviceable, if not rather shockingly short main quest in proving you are the true Arisen to everyone and getting your heart back from the dragon that has taken it. However, I really think the whole concept of the post-game is a really nice mood changer and felt like it has taken inspiration from the World of Ruin from Final Fantasy VI as well as the Souls games as far gameplay becomes more difficult. I just wish the post-game ideas were longer or at least more integrated into the story earlier on.

However, my biggest complaint is player decisions for quests feel weightless. Choices in Dragon's Dogma 2 mostly affect what ending you will get for some side quests. No, you don't even get a choice on whether you want to romance Ulkira or Wilhelmina or not if you complete thier quest lines. The game forces romance at you with no say so and that bothers me if I have to be honest. That said, there are still quite a few side quests I enjoyed that fleshed out the sense of world-building more and will be useful to complete later on in the game despite the writing not being particularly outstanding.

Dragon's Dogma 2 is definitely rough on the edges as far as the ratio between the map and the amount of content variation inside the map, a not-too-amazing main story, and some really questionable decisions as far as questing. But at its core, it's an earnest action RPG that is satisfying to explore and engage in its combat and pawn mechanics. End of the day, while I enjoyed the game for the most part, with some polish, more variety and more involved writing with the main story, Dragon's Dogma 2 could be a very strong contender for GOTY.

this game is everything i wanted in a sequel to dragons dogma. i love it so much and i sunk like 100 hours in this game in the first like 2 weeks after it came out. the exclusion of the best class ever (magic knight) is sad but the mystic spearhand is so fun so i dont care.

Not gonna rate this because I didn't spend enough time with it, but it wasn't really speaking to me. Not sure if it's because I wasn't ready for it at the time, but I don't think about going back to it. Too many other things to play. I wish I could better articulate why I didn't get into it.

Happy for those that love it. Happy that it's doing well for Capcom.

If you know you made something special the first time because of, and not in spite of, its very incompleteness, do you try to replicate that when you're given a second try?

Is the philosophy here to just be unconcerned with a fully polished, balanced experience and lean instead on the quirks of ambition?

For months, the DD2 subreddit has been awash in people gnashing teeth over the game's shortcomings. They sold themselves the belief that DD2 would discard DD1's emptiness and dreamlikes qualities, or package them into a proper game this time, something with only the positives and none of the negatives. Now a good part of the active fanbase is convinced that Itsuno's "vision" is sham because DD2, in fact, could not be perfect.

But I think I'm convinced more than ever that that vision is real because DD2 is so beautifully flawed. If a piece of media can't be literally everything without being crushed under its own weight or turned into a Star Citizen pyramid scheme, then what is DD2 doing?

It's the pinnacle of RPG imagineering. Freeflowing expressive combat, organic and opaque questing, never seeing the same companion twice (except on rare occasions and then its a delight), coyly hiding much of itself so you feel an urge to learn. Itsuno's vision is to create a reason for this experience to exist as a game, and not a movie, book, etc.

Now it just needs a hard mode or Itsuno is a fucking hack.

One of the most frustrating games I've ever played. This game's idea of a "challenge" is to throw 15 enemies at you every 2 feet. Exploring the world is exhausting and a massive chore. Everything just happens and nothing seems within my control. Mini bosses will spawn out of nowhere during boss fights. Flying enemies will show up and immediately pick up an ally and throw them into the ocean, causing me to have to trek all the way back to the town to revive them. All of this is exacerbated by the fact that I constantly have to rely on these ai companions who love to run into danger and right off of cliffs and never seem to shut up.

Dragon’s Dogma II era una de las secuelas que más ganas había tenido de probar en los últimos años
Una secuela de un juego con tanto potencial como lo fue el primer Dragon’s Dogma era algo que solo podía salir bien, pero por desgracia es algo que se queda a medias.

Normalmente, las secuelas en cualquier medio suelen ser lo mismo, pero recargado con las cosas que la gente amo de la primera.
En este caso Dragon’s Dogma II nos introduce el mundo de Vermund/Battahl un mundo en el que humanos y Beastren viven
Un mapa gigante que incluso te vas a agobiar al abrirlo por primera vez
Un mapa gigante que no tiene nada por hacer más que recoger basura y repetir los mismos 3 combates una y otra vez durante toda tu partida
El mundo es algo que se le llama un behemoth en cuanto a escala, pero que está muerto en su totalidad
No encontrarás nada que hacer entre misiones. Solo podrás encontrarte con peones de otros jugadores, los cuales de manera obligatoria te interrumpirán mientras caminas a su lado
Sinceramente, nunca encontré un solo peón a mitad del camino que estuviera a mi nivel o sirviera de algo
Solo están ahí para que sientas algo de compañía en el vacío mundo de DD2
Un mundo con una historia tan aburrida que hasta el juego se olvida que debe contarte algo y decide apresurar su acto final de manera estúpida, al punto que al llegar a la conclusión solo pensé ¿Quiénes son todos ellos? ¿Acaso ya habían tenido un diálogo?
Pues no tengo respuesta para eso, ya que la mayoría de la historia está contada a través de texto que es fácilmente omisible, pero eso no sería un problema si el texto saltara de forma automática y no obligándote a presionar un botón para continuar los diálogos.
Si a los escritores no les importo desarrollar una historia
A mí no me importará desarrollar un punto más largo hablando de este despropósito

Lo que importa
La jugabilidad de Dragon’s Dogma II no es la gran innovación en comparación a su primer entrega
Hacen su regreso todas las clases principales a excepción de Strider junto a unas nuevas clases avanzadas como lo son Ilusionista/Duelista Místico/Guerrillero
Todas las clases principales son perfectas para jugar de principio a fin
Por fin, Capcom se dio cuenta de que el sistema de subida de estadísticas de la primera entrega era una estupidez que solo castigaba al jugador que decidía explorar otro estilo de juego
Puedes ir de mago durante todo el juego y acto seguido cambiar a guerrero sin ningún problema en tu daño o resistencia
¡¡¡Aplausos para Capcom!!!
Todas las clases avanzadas son para el jugador que desea explorar aún más el sistema de combate de DD2, a excepción del ilusionista
Una clase a la que Capcom por algún motivo decidió que sería única y exclusivamente de apoyo, apoyo en un juego de un solo jugador donde lo único que puedes apoyar es a la IA
Esta clase consiste totalmente en ver como la IA juega por ti
Un desperdicio de clase que perfectamente pudo ser descartado
Duelista Místico es la clase más interesante de todas
Una clase que bien controlada te hará inmortal y podrás eliminar todo a tu paso sin tirar una sola gota de sudor
Demasiado rota para lo pronto que se obtiene en la aventura
No es de mi total agrado, pero es algo que se aprecia, ya que es una especie de caballero místico del primer juego

¿Todo este análisis de clases viene a algo?
Sí.
Para dejar en claro lo peor que hay en este juego
Nula variedad de enemigos
De nada sirve un combate tan satisfactorio y bien hecho si lo único que vas a combatir son
— Trasgos
— Lobos
— Harpías
— Lagartos
— Trasgos pero con armadura
— Harpías pero con otro color
— Lagartos pero ahora con otra piel y de otro color
Al principio del juego me hice absolutamente todos los combates hasta que llegue al final del juego y note que nunca iban a añadir más tipos de enemigo
Eran exactamente los mismos combates una y otra vez durante horas
Simplemente, deje de prestarles atención para dedicarme a continuar con la travesía de punto A a B como el juego pide
En la primera entrega se podía justificar gracias a que era un juego que debía correr en la X360 y PS3 (Consolas que ya estaban en su final de vida)
Pero dos generaciones después y con potencia tan extrema
¿En serio no podíamos tener algo más?

Aún tenemos a los enemigos gigantes, que es lo que tanto destacaba de la primera entrega
Pues son en su mayoría los mismos enemigos
Enemigos que puedes derrotar con las mismas estrategias del primer juego
Ningún cambio se les hizo para que replantearas la estrategia que te servía en el anterior
Una lástima.

Para concluir

Dragon’s Dogma II se queda corto ante las grandes expectativas que fue generando al paso de 12 largos años
Un juego que sí no obtiene algo más de contenido a través de una expansión como lo fue Dark Arisen para DD1
Simplemente quedará atrás en comparación
Tantas buenas ideas que simplemente nunca arrancan simplemente por el hecho de que sus creadores no quisieron
Espero Capcom realmente no vaya a dejar el juego en el estado que se encuentra (tanto en contenido como en optimización que corre horrible en todas las plataformas)
Tengo esperanza que vamos a recibir algo más de este juego


This review contains spoilers

It takes a while to really sink it's hooks in but Dragon's Dogma 2 is one of the most interesting and enjoyable open world RPGs i've played in a while.

First of all this has one of the best combat systems I've ever played in an RPG, you, your attacks, objects in the environment and the enemies you fight all have weight to them, so swinging a big sword may knock an enemy off it's feet, or hitting one enemy into another may stun them both.

Fairly early on into the game I happened to find a Griffin in the open world, this was a couple hours in and I wasn't really enjoying the game up to this point. I found the dialogue to be weak (more on this later) and the open world seemed fairly generic. But this first Griffin fight blew me away. It just appeared out of nowhere and started wrecking my shit. I was climbing all over it, grabbing onto it's tail and swinging around, at one point it sent one of my pawns flying of a cliff and it all culminated in me jumping up high above it and slamming down right on it's head. I don't know if it's just this one enemy being so well designed but to me the Griffin represents the peak of this game. The spontaneous and organic ways and places it can engage you, the fact that it can fly and reposition itself which encorages moving around the environment. I don't know what they were on when they were coding this enemy but literally every single fight I had with it was incredible. Some of the ways I killed this thing were so cinematic and badass I got literal chills.

The combat is one of the games two biggest strengths, the second in my opinion, is a bunch of separate game mechanics that I have decided to group together and call 'adventure systems'. These include The varying levels of weight your character has based on how full your pack is, the very limited fast travel system, that fact that you can only see about three feet in front of you at night time, losing a small amount of your max health bar everytime you take damage untill taking a rest. There are many more of these mechanics that all individualy place minor restrictions on what the player can do, but together they combine to create a really immersive experience. Some of these are really specific, for example I noticed that stamina recharges much slower when walking uphill, and runs out slower when sprinting downhill.

I actually think the game could have gone even further with these 'adventure systems'. I would have loved a hunger and thirst meter for you and your pawns (maybe in some kind of hardcore mode). Imagine running out of water in the middle of the world and one of your pawns passing out due to dehydration. You would then have to carry them to the nearest river or town, all while fighting off pursuing monsters. This would also make Bhattal more distinct from Vermund with the lack of water, as to me, outside of aesthetics, it just seemed like more of the same.

The world itself is a combination of extremely generic elements and a few really novel Ideas. The concept of Pawns and the Brine are really unique and this game also has the best depection of a Sphinx I've ever seen in any piece of media ever. However it also has a race of elves who live at one with nature and practise archery, who have a rivalry with the dwarves, who are stubborn and good at smithing. One section of the map is grassy, looks live medieval Europe and is filled with knights in armour, and one section is a desert filled with dudes in turbans with curved swords. I don't neccesarily see this a negative however, the fact that some of these elements are so familiar makes the more out there ideas stand out. And while the Elf village is a complete rip off of the LOTR Elves, discovering it naturally, and exploring the open world in general, was very enjoyable and organic. This and Elden Ring have completely convinced me that no open world game should ever give you any idea of how big the map is at the start of the game. I love the feeling of filling out the size of the world as you go.

What I don't love however, is the dialogue and the main questline. Every character in this game is a complete dork and they all speak like poorly written Shakespeare characters with words like 'aught' and 'methinks' being used way too much. I almost commend the effort to commit to writing every character like this. Even though this game has much less dialogue than most RPGs of this size, it's kind of impressive to write every single character in this way. However it does not fit the tone of this game at all. This way of talking suits high drama and inner emotion involving multiple characters who can express themselves in ways other than talking. And this is a game starring a mostly silent protagonist who almost exclusivley talks one on one with people standing stock still, and who spends 90% of their time roaming the wilderness and fighting giant monsters.

The side quests are decent, being good excuses to explore the open world. But the main questline in this game is dogshit. It feels designed to play to the game's weaknesses and none of it's strengths. Most of the main quests are contained within two cities, and they mainly involve talking to characters. Tight indoor locations and one on one conversations. Literally the game's two biggest weaknesses. Also the first two thirds of the game's plot center around royal intrigue and conspiracy. Bruh I'm a 7 foot tall shirtless cat warrior wearing a wolves head who never speaks. Why am I sprinting around a palace stealing evidence in order to stop a conspiracy to overthrow the rightful ruler of this dumbass land.

This entire plotline is a complete waste of time by the end anyway as it builds to nothing and the game completely changes for the last couple of hours. I don't really know how to feel about this final section. There is so much effort put into it but it's incredibly poorly explained and stops you from engaging with of much of the open world content.

This game is certainly worth playing even if you ignore the main questline completely. It really sucked me off in for the time I was playing it and despite it's shortcomings it has so many interesting quirks with an incredibly solid core combat and exploration system.

Also shout out to the big dawg who gifted my pawn with a golden stag beetle. Literally the only time I got something good back. I hope your out there living life to the fullest.

NOTA: 9,0

Dragon's Dogma II é um RPG em mundo aberto com foco na progressão de habilidades e classes e combate contra inimigos colossais, em um grupo até 3 aliados que funcionam através de um sistema de peões online, sendo um deles o peão principal. Além de contar com excelentes gráficos e principalmente ótimos efeitos especiais de magia e etc, conta também com uma trilha sonora bem envolvente.

A história do game é extremamente simples e as side quests bem genéricas, sem muita personalização. É exatamente o que eu teria concluído se eu não entendesse a proposta da Capcom para o título. Diferente de alguns RPGs lançados nos últimos anos, a jornada do Arisen é cheia de segredos que os devs souberam esconder. Não só o game constantemente faz o player questionar alguns finais de quests que podem acabar criando novas cadeias como o true ending que dá origem ao Unmoored World, um mapa muito alterado em relação ao original, com novos equipamentos, quests e boss fights. Além da própria exploração em si já revelar mais quests, novos chefes como a Medusa (que esconde mais segredos) E um sistema de enigmas da Sphynx que eu achei genial.

* SPOILER MAIS RELEVANTES AQUI

Se por um lado, os segredos do game me manteram imerso para vasculhar cada centimetro do mapa, a limitação do sistema de carregar saves de DD2 é o que faz muito desses segredos se tornarem perdíveis até que se inicie um ng+ e faça tudo de novo. Como resultado, o player necessita muito de um guia para que tenha a experiência definitva da obra. Como por exemplo, fazer as escolhas certas no ending para acessar o Unmoored World ou se não ter 100% de relacionamento com seu peão principal para que no ending do Unmoored Wolrd, de fato o peão defina seu papel especial e o protagonista quebre a manipulação da grande vontade, liberando o mundo de um ciclo eterno e sua destruição (que final foda por sinal).

Ainda sobre o ending definitivo, fica aqui minha decepção pois eu esperava uma boss fight final que nem outras contra os draconianos ou dragões foram e não um simples plataforma.

Além disso, DD2 também carrega problemas de otimização e embora não sejam tão impactantes, aparecem bastante principalmente nas regiões mais povoadas por NPCs como as cidades onde a queda de FPS é bem grande. Sem falar das crashadas que foram até que constantes nas primeiras 30-40 horas de game.

Por fim, apesar de ter me divertido muito pela variação e bom ritmo de combate, o game é relativamente fácil em sua maioria, apesar de eu ter conseguido até burlar um pouco fazendo o game com apenas o peão principal e até mesmo solo algumas vezes. Ao experimentar o mod Custom Difficulty no ng+ a aventura de fato foi muito mais gratificante, tornando o game mais punitivo.

Portanto, Dragons Dogma 2 é fenomenal, seria um game a nível de FF7 Rebirth na minha opinião, se tivesse como dar load em cada auto save para evitar que se perca conteúdos muito relevantes que sem conhecimento prévio são perdíveis muito facilmente e se tivesse presente opções de dificuldade mais avançadas. Ainda sim, para amantes de RPG recomendo o game seja com o mod de dificuldade (recomendo algum de backup de save também) ou não. Já que de fato o game surpreende na quantidade de conteúdo que se esconde. Sensacional!

The Dogma of Dragons 2.0

I remember my brother playing through the first game and me being super interested in it as at the time I was playing P3FES for the first time. Primarily this game got a niche audience mainly to play the demo of the best horror game ever RE6!! When I played it I grew super addicted to it like many of friends did and had a unique formula to it.

When it comes to the sequel I was hyped to see what the sequel had in store for me. An even better character creator, new classes to mess with, new places to explore, a new race! And to my surprise all of the sudden, I was left with a bitter taste in my mouth as the credits finally rolled as this long journey came to a close.

I like the idea of wanting to explore everything with very minimum fast travel, but with the atrocious stamina bar slowing me down every few minutes it made it more daunting once I made it so many hours into the game. The little golden trove beetles are a welcome addition an do help out a teeny weeny bit but still not enough to solve the encumberment issue even with giving half my stuff to my pawn on a long expedition. The lack of new enemies and giant monsters was also quite disappointing. I was expecting to see a lot of new enemies, but there was not too many and the whole right side of the map and main city was very reminiscent of the first game. Honestly, there were so many times where I felt like this game was more of a remake of the first then a sequel with the enormous amount of similar things happening.

I think the new classes and enhanced combat is great and the best part hands down, the world is so vibrant and gorgeous to look at especially when you get towards Battahl and the beautiful water on the beaches. The Sphinx was pretty crazy too and really cool. Kinda wish there were more things like it in the game. The amount of side content compared to the original is a huge boost as well with seeker tokens and side quests, but like I said with the carry weight and stamina issues it is a daunting endeavor to take on.

Overall, I can say for the most part I had fun with it even though this is not the type of "sequel" I had in my hopeful mind. For my fellow Dragon's Dogma lovers you will feel right at home when you get to experience this game. Just know many of your issues you had with the first game will probably still be here unfortunately. I'm sure we will get Dark Arisen 2 as well! Even throughout my complaints I will be looking forward to that! Not a bad game in the slightest, just not that good of a sequel in my opinion. If so many things were gonna be as similar as the first, you could of at least gave us "Into free -dangan-" as well!!

While many have lamented that Dragon's Smegma II is essentially a remake or, at best, a 1.5 update to the original game, I'm perfectly fine with that because it's been 25 years since the original was released, there's no other RPG or game of any genre like it, and the original is one of the best RPGs ever made.

My concern with Dragon's Dogma II was that Capcom's recent output has been lackluster (I know that this is a minority position, fuck off) and has proven that they are ready to sand away the idiosyncracies of games to appeal to larger audiences. E.G., Monster Hunter.

This concern was reinforced by the amount of positive press the game received, especially from gaming journalists who were ambivalent about the original.

In a way, my concerns are justified. But thankfully, this game still understands what made the original so compelling, even if it is a bit of a step back in many ways.

It still has a beautiful open world to explore with well-designed quests that ask the player to pay keen attention to their surroundings or fuck around until something works. In general, Dragon's Dogma II simply respects your intelligence in a way that most modern AAA games don't.

It also maintains an excellent combat system with some of the best game feel of any genre.

I never tired of wandering through the wilderness, taking on hundreds of foes, experimenting with class synergy, and ensuring my pawn was well-equipped to help other Arisens in distant worlds. Scaling a fucking griffin is just as enjoyable in hour 50 as in hour 10. It gets even better when you realize you can hitch a ride on one's back as it flies away and heads off into uncharted regions.

Speaking of, this game is filled with emergent gameplay and allows the player to find many creative ways to solve problems. Did you know that when you knock a Golem apart, you can pick up his fucking head and fire laser beams at shit?

Fuck man, YouTubers are milking the ever-living fuck out of "Things You Didn't Know You Could Do in Dragon's Dogma II" videos with soyface reaction thumbnails just like they did with Breath of the Wild. I remember when I finished the first half of the Sphinx's questline, and she suddenly took off; I decided to see what would happen if I grabbed onto her tits. She took me for a ride across the entire map and brought me straight to the next destination!

I fucking love gradually making my own efficient fast travel network, the same way I did in the first game. It's still just as gratifying to drop a portcrystal in front of a quest giver to instantly teleport to them when I'm ready to turn a quest in.

I'm so glad that Capcom didn't give in to demands from a particularly vocal minority, primarily those who didn't even like the first game, to add co-op. The pawn system is just as good as the previous game and still shines as one of the game's most unique mechanics. Co-op would have ruined this, as balancing the game around both would be impossible.

While Itsuno has mostly stuck to his vision, some unfortunate compromises were made, just like with Monster Hunter before it. I felt like I was losing my mind recalling how many people complained about this game's "friction," with some accusing the developers of intentionally making the game unforgiving to sell its admittedly fucking stupid microtransactions.

I'm sorry, but anyone with this position is a walking fucking skill issue because this game is much easier than Dragon's Dogma in just about every metric. The combat is easier, the classes are more powerful earlier in the game, the world is much simpler to navigate, there are many more quest markers, etc.

My biggest disappointment with Dragon's Dogma II is just how little friction there was compared to the original. I remember that, for at least the first half of the game, wondering around at night was extremely difficult, and if I found myself unable to return to an inn before nightfall, I would sit and wait for the sun to rise.

There's nothing like that in II. Even traversing the world is much easier due to the increased emphasis on verticality.

Still, this isn't enough to ruin what is otherwise an incredible gameplay loop.

I will say that the post-game felt very rushed and is the most prominent example of a great idea that wasn't followed up on. I don't know; maybe they ran out of money.

Still, though, great fucking game. Even if it isn't the earth-shattering masterpiece that its predecessor was. It is a shame how poorly optimized it is and I won't lie and pretend that the performance didn't bother me at times. But I specialize in Eurojank RPGs, so I'm pretty used to it from this genre.

I'd say that I'm looking forward to playing the third game when it releases in 2035, but I'll probably be dead by then.

Dragon's Dogma II asks, "What if Dragon's Dogma was prettier, had a slightly different (but not much different) story and came out today instead of a decade ago?" and the answer is that I would put 118 hours into it and love every minute.

It's everything good about Dragon's Dogma, from the combat to the innovative pawn system and all the little emergent gameplay moments, but bigger and better. Even the lows are higher this time, with the story and quests at least a little more interesting than last time. Although not by much—this is still Dragon's Dogma, after all, and the world is still very much one of generic fantasy role playing.

But that's sort of the magic of Dragon's Dogma. The contrast of this generic fantasy world full of basic D&D monster manual creatures that is then enlivened by this highly dynamic set of gameplay systems. The fact that a griffin can crash down and interrupt your party at any given time, or that your pawn can pick up an enemy and toss it at another or even at YOU, is made all the better by the fact that it's contrasted against this generic setting.

The magic of Dragon's Dogma is that contrast. That it's the best, most fun action RPG you'll play this year. That you can grab onto the side of a griffin and stab it as it rises into the air, carrying you halfway across the map before it dies and crashes you to the ground. And that all this happens in a very self-serious, stone faced fantasy land.

It's wild and crazy gameplay mechanics set against basic D&D trappings. D&D filtered through the gameplay sensibilities of the Devil May Cry team. It's the greatest.

This game is a huge disappointment to me.

I loved the first dragon's dogma and played it on ps3 when it released. It was weird and clearly unfinished but the combat and unique approach to gameplay was enough to make it as one of the best games of the generation for me.

When DD 2 was announced i was hyped. With the promise of being a sequel with more dev time and resources, i felt like this would be the complete DD experience we were once promised.

What we got is a game that struggles to push the series forward and sometimes feels even like a step backwards of the original.

Combat as always is cool but classes have been streamlined, some feel better (like warrior feels awesome), but mages feel worse than before and have like half of the spells. Some classes were removed and new ones were added, but ultimately it feels like they could just added new ones without removing previous ones.

Monsters are still very well animated and visuals are amazing, but for some reason they removed a lot of creatures the first game had, while also filling the game with the same goblins and saurians over and over. It feels overkill to have to kill thousands of them by the end of a playthrough.

The map feels bigger than ever and at first it looks like exploration is amazing, but once you understand areas are not well balanced and if you always go south you get better equipment, thus making exploring the other zones worthless.

There is also a surprising lack of endgame. Dragon's dogma had a awesome take on the endgame. The world and spawns changed when you completed the game, making cool to explore again. This time we got the unmoored world, which i beat in like 2 hours and the bosses felt copy pasted. Way worse than the original.

Story is still a mess.

My conclusion is that this game should be a better dragon's dogma, with more content, more classes, more monsters, etc. Instead for everything new, something is removed, the world is bigger than ever but full of worthless enemies and loot and story is still mumbo jumbo.

shout out to my loyal pawns ella purnell, paul atreides, ice spice and Gary. you guys really carried me through this.

As someone who didn't play the original or Dark Arisen, this still scratched my Fantasy Adventure itch pretty well! The framerate issues really didn't bother me and the microtransactions were not impactful or dangled in my face at all. If they were on the level of Diablo IV or any other modern Blizzard outing, this review would look much different.

I'm interested to see if Capcom gets around to DLC to flesh out the vocations, enemy variety, and add some more post game activity. A solid game that also isn't really trying to be my "forever game," which is always nice!

The ideal Alek fantasy RPG. real fucking gaming

Despite its obvious flaws I still enjoyed this immensely. Exploring the world was such a joy.

Capcom's long-awaited sequel provides a canvas for countless adventures, expanding its vocation system and leaving players to explore a hostile world how they see fit. A myriad of technical issues, confounding design qualities, and systems that barely mesh together significantly dampen the fun, however, and the unfulfilling late-game experience ultimately left me wondering why this sequel exists in the first place.

Full Review: https://neoncloudff.wordpress.com/2024/05/31/now-playing-may-2024-edition/

It is essentially the answer to the question "What if Dragon's Dogma was made in 2024 instead of 2012?"


O core do gameplay que era tão viciante no DD 1 ainda se encontra aqui e melhorado, com mais peso nos ataques e uma movimentação mais bem elaborada que requer adaptação da memória muscular mas que no final vale a pena. O ponto negativo mais forte é a falta de conteúdo pra extrapolar esse combate fenomenal, tendo poucas quests, pouca variedade de inimigos e história curta além de bastante desconexa em certos pontos.

Dragon's Dogma 2 is undoubtedly a step up from the first game. The landscapes are more detailed, the character models more lifelike, and the lighting effects more immersive. The graphical overhaul makes exploring Gransys a treat for the eyes, but beneath this shiny veneer, the game world remains all too familiar. The towns, dungeons, and wilderness areas, while prettier, offer little in the way of new or surprising content while being Heavily Unpolished from a Performance standpoint.

Gameplay wise, there are notable improvements. Combat feels smoother, with more responsive controls and a greater variety of skills and abilities to master. The pawn system, a unique feature of the series, has also seen some tweaks, making it more intuitive and engaging. However, these enhancements don't fundamentally change the core experience. It's still the same hack-and-slash adventure with the same monsters to slay and the same quests to undertake (literally).

The story in Dragon's Dogma 2 is serviceable but unremarkable, echoing the narrative beats of the first game. It doesn't venture into new territory, instead relying on familiar tropes and plot twists. This sense of déjà vu permeates the entire experience, making it feel more like an extended DLC than a true sequel.

Dragon's Dogma 2 is a competent game that improves on its predecessor in terms of visuals and gameplay fluidity. However, it falls short of delivering a fresh or groundbreaking experience. For newcomers, it offers a solid entry point into the series. For veterans, it may feel like a journey they've already undertaken, albeit with a shinier and more polished exterior. If you loved the first game, you'll find enjoyment here, but don't expect to be blown away by anything truly new.

(I will update this Review once i get myself through the entire game.)

that itsuno sure knows how to make a video game

i hope that in a potential third game, they can really work on the character building element. for all the bold design choices meant to contribute to a role-playing experience, i never felt like my playthrough was unique to my character. as fun as it that the classes all play so differently, it feels like the game incentivized continuing to change rather than sticking to your preferences. maybe having warfarer available significantly earlier would help......?

other than that, it was more-or-less the sequel i had been waiting for. a much-needed reminder that an open world action game can be more than the framework that the genre has settled into

The best "hardest to love" game ever. It's so good, SO GOOD, but it has so many things holding it back, the anti-intuitiveness the game has make it seem like it is a SNES game. It over complicates what you need to do, you sometimes gets no quest markers, you'll get lost, hell, you probably won't even get the ending right. Performance? It sucks. Everytime in Vermund when there were too many NPCs, fps went to 15-20, legit rivaling Lords of The Fallen perfomance at release. Enemy variation? You don't get many, you'll be stuck facing the same enemies for 60+ hours.

But i can't help but love this game. It's the utmost case of "yeah for sure this isn't for everyone" game, but if you give it a try and find out the game is for you, you'll have a blast.

The main thing i haven't commented on yet and something that sold the entire game for me, was how impactful the combat feels. It feels so good to smash a goblin's head, to cut a stone golem head off his body, to bring down a dragon with sheer brute force, they're something my little brain got addicted to, everything feels so heavy and weighty, i actually like this a lot.

Also, i thought the real ending was really good, got a tear out of me, the story wasn't particularly good but, y'know, these fantasia rpgs rarely have a good story so i wasn't expecting this one to be the exception.

Thanks, Chun-Li, my dearest pawn, for being the MVP until the end of the game.

Please, if you can't now, give this one a try once they release a full edition of it with future content, i'm totally expecting a "Dark Arisen" expansion soon.

I appreciate and highly respect Itsuno's vision.