6 reviews liked by Bakunin


claro que tem os textos entre os bonecos em tavernas e lugares importantes da história de cada um, as historinhas em duplas e o epílogo. mas o que conecta os oito protagonistas mesmo é andar pelo mapa e encontrar um lugar com uns inimigos bem fortes, sair pelo mar e pegar uns tesouros, passar por dificuldades numa batalha só pra habilidade inata de um dos personagens salvar tudo. a narrativa só enfraquece se a afeição do jogador pelo mundo pelas batalhas pelas interações é pequena, é que nem o guia de imaginação do etrian odyssey - cada batalha, cada saída para explorar fazem parte do texto, são elas que tornam a reunião dos personagens na fogueira, como a capa ilustra, um evento nostalgico, que provavelmente aconteceu diversas vezes, longe dos nossos olhos mas pertinho da nossa mente.

All other "open-world" games are made for and by cowards.

DD2 is one of the coolest games I've ever played. There are things this game does that are so wonderfully spikey, it make perfect sense how many people bounce off it. The spikiness of game design results in some of the most extreme emotional reactions to gameplay I have both felt and witnessed since Morrowind. Both in valleys so deep that the unseasoned game players will be trapped in despair and swear the game off as "unplayable", and peaks so high that very few games will ever dare attempt to match, resulting in all future open-world game being judged against Dragon's Dogma 2.

DD2 is one of the few AAA games that makes full use of its budget to push the medium forward. I think everyone who cares about open-world games and/or action-RPGs, owes it to themselves to finish Dragon's Dogma 2.

Hell, the dev hours put into things that only 10% of players will see is in of itself astounding and worthy of praise.

What did I even want out of Dragons Dogma 2? I began this game with a severe sense of disappointment, frustrated that it wasnt something “more”. But Im glad the game has a much greater sense of itself than I did, unwaveringly retaining its unorthodox core with a much more grand presentation. When I get over myself, I see theres just as much here to love as the first game - I would be ungrateful to not appreciate its weird and rare nature.

However it must be said that I hate these characters and their side quests and Im glad half of them are sitting in the NPC Lost And Found (the morgue). I would have liked a slightly less vast open world full of nothing but caves and aged beast skags, but I had the most fun carrying pots down ancient cliff faces than I did trying to council Hugo on how to live his life after being a bandit patsy (with that council being "Ill throw you off the cliff myself")

there's something unimaginably beautiful about games that feel just like when i'm really tired with a drawing and i just decide to do whatever and put it out into the world, then i see so many wrong things with it that could have been fixed with time but then again i'm very tired so in no way i'm touching it again. makes me think how human work will forever be valuable, we're able to develop apathy for imperfections due to fatigue and that's honestly beautiful.

excluding the obvious deadline constraints the team had to put up with, this kind of ambitious, large scale, unpredictable, weird, aggravating, difficult, time consuming, tiring, agressive, livable world barely has any space in the sanitized UX focused world but yet here we are, yet after all the misinformation efforts by 20 year-certified dumbass Stephanie Sterling here we are experiencing what is probably one of the most feverish mainstream gaming efforts done by a big studio in the last decade. this is probably the most important game Capcom has released in a lot of years and i'm all here for it, because if you play the game you end up realizing the boxart is extremely funny and there are simply no other games that do this kind of thing anymore. like, my bf missed seeing a major scene with a character around the last part of the game because he never got any of the optional quests involving him how is this not pure art.

also gotta love the genre of games that you could easily swap a "thank you for playing" at the end with "fuck you for playing!!" and it would still make perfect sense. they're dear in my heart and i will protect them always

as vezes a gente nem percebe que as raízes são fortes... dragon's dogma, em 2012, junto com dark souls deve ter afetado a maneira que meu cérebro funciona ao jogar video game de formas irreparáveis. eu não estava armado nessa época, eu não tinha vocabulário, eu não sabia o que pensar durante o jogo além de "diversão" e as percepções básicas. dark souls me acompanhou a vida toda depois disso - a primeira vez que eu escrevi foi justamente dele! mas dragon's dogma ficou lá no cantinho escondido -não joguei dark arisen!- passei 200 horas nele e sendo sincero nunca pensei a fundo no porquê.

e agora depois de uma jornada de 68 horas e 139 dias (in-game) eu entendo tudo, é óbvio que DD foi feito pra mim, todas as Decisões que eu sou obcecado são feitas com a maior confiança do mundo, eu amo jogo de andar por aí, de se planejar e sair numa caminhada que só deus sabe o que vai acontecer, eu amo gerenciamento de recursos como o poder de teleportar, eu amo limites de tempo e quando achei que não iria criar um vínculo com a história "principal" (não conte para o pessoal da página do jogo que a verdadeira história principal são momentos que acontecem enquanto você está caminhando) ela também é uma história que brinca com meus temas favoritos. agora vou descansar por uns meses, deixar marinar e jogar o dark arisen sabendo que dessa vez estou armado com as palavras certas pra dar o carinho que ele merece.

I actually like this one less than the original, for whatever reason