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In a 2013 GDC talk on the development of Dragon’s Dogma. The director Hideaki Itsuno wanted specific principles: “high degree of freedom, simple action, highly realistic.” With examples: Elder Scrolls Oblivion, Fallout 3, and Fable 2. Disclosing their units shipped and the same quality/s each possesses. These three aspects I'm quite fond of. With the first as numero uno what I look for. Freedom. Always. His “job was to convince internal members of Capcom that this is a challenge he wanted to take on. Similar games in this open world RPG genre didn't really exist in Japan. And they weren’t able to accurately forecast if the project would sell or the market potential.”

I couldn’t help but remember a comparable individual I look up to, Tetsuya Takahashi. The man behind the creation of the Xeno series along with his team and his wife Soraya Saga. In a 2015 Venturebeat interview he answered a question on what is the "biggest difference between Western and Japanese audiences, especially in terms of what they want from a role-playing game?” Takahashi said “What you’ll find quite often is that a lot of the markets outside of Japan are interested in games where you can do anything you want. They put a high priority on a great degree of freedom. In the Japanese market, it’s more common for people will demand a certain flow to the events in a game. We find that they’re more comfortable with a linear framework. We have our theories about why this might be.”

The comparison is relative due to the creators of their respective franchises aspiring to replicate near identical reception and appeal within their works. To differing results. Moving outside their comfort zone creating a fusion in a way. As much as I would revel in going off on Xenoblade Chronicles X, that’s a story for another time. Among the challenges and expectations, Itsuno is trying to match Skyrim’s massive reception with Dragon’s Dogma. An ambitious endeavor I appreciate as he remarks transparently in March 20, 2012. “At Capcom, we’ve made Dragon’s Dogma and come up to this point through our experience of action games. We’re trying to make a new genre: We’re using our action heritage and putting that into an action RPG.”

Emphasizing “changing action RPG to ACTION rpg.” Going for ambition is not inherently wrong. Great to have these goals to strive towards. As long as they stick the landing, journey and beginning. And I must say, after 3 playthroughs. One on normal, on hard mode, and finishing a speedrun whilst completing everything I can in postgame and the DLC on Bitterback isle of the Dark Arisen version, I firmly believe they succeeded in accomplishing all three qualities. However, despite my abundant enjoyment I did come across a sizable bulk of concerns I’ll discuss later in my mixed feelings. For now, I’ll discuss immediate sections I love.

Freedom is unrestricted. You can forget the main quest and go gallivanting off the beaten path and run towards any place on the map. Delving freely into dark dungeons, rocky caverns or forgotten ruins where a lantern is a must to combat the darkness. Filled with a plethora of variable attackers you won’t usually see copy-paste monsters on a budget. Harpies, undead skeletons, zombies, knights, mages, bandits, goblins, liches, ghosts, ogres, and etc. Even their variants are suitable. Clashing heavyweights against yours. Thus I can’t complain on the diverse enemy enriching every location you stumble in your wanderlust. Speaking of stumbling, you can upon completing a small bit of central plot early on set your fast travel points within reason. I didn’t like the approach since you receive a limited lot but ultimately came around to liking the unorthodox system. Helped by the fact the world didn’t feel too huge to traverse. Nor too meager to explore the sum of the whole caboodle within a short amount of time. Instead, the locales are filled with interesting locations. Multiple medium to large-scale dungeons displaying serviceable level design beyond linear corridors. Plenty of paths to tread both up and down. Breathtaking scenery during adventures. Bluemoon Tower made me feel as if I was transported in Rome’s Colosseum except fantasied. Ruined in decay where a single step can lead to certain death. Or embark on a long fog-filled forest where directions can prove futile for a newbie traveler. Yet for the experienced, hitting misty poles can unveil the true path. Mayhaps you will partake in a water temple? Which by the gods isn’t as arduous as other infamous water temples in games I’ve played. Link would breathe a sigh of relief here. Levers and switches to change the water level. Or for the speedy, they can excuse the routes and with careful jumping reach the end of the dungeon. Outside the danger is palpable with special zones where never-before-seen creatures lurk. Dangerous lichs and small drakes patrol. A functional day/night cycle capable of giving goosebumps if you decide to tackle the absence of sun with naught but your companions along. Hopefully, you brought ample oil flasks for your lantern. Cause oh boy does the night present dangerous adversaries not just in a greater supply of darker denizens but boss behemoths roaming the lands. Reminded me a bit of turning tail and running towards safety amid the nights in Dying Light. Seeing a chimera pop up near my location still gives me shivers…

Additionally changing vocations called classes and specializing in whatever playstyle you so choose is near-painless. Parallel to the weapon classes from Monster Hunter, but different. As you kill bounties of opponents and level up your vocation rank, unlock new skills and abilities. Allowed me to play as a mystic knight capable of dishing out spells while tanking with a shield and upon switching my staff in the menu. I return, bashing heads without remorse. Each class is satisfying with strengths and weaknesses. I honestly didn’t expect to fancy bow and arrows, and DD made me a fan of archery. What the heck man? I was a longtime Greatsword user.Heck, you can grab and climb any large creature during conflicts whenever. Hiroyuki Kobayashi, the producer said in an 2011 Siliconera interview. How DD’s grab mechanic in addition to “...the main character can go and do whatever he wants in this world, it gave birth to the idea that he’s fighting enemies and he should be able to fight them in any way that he wants and so we came up with the idea of the grabbing mechanic. He can climb on these enemies and fight them however he chooses.” A defining trait adding an essential option for players to tactfully embrace a closer savage quarrel against any terrifying freaks. Though the concept isn’t fresh, Shadow of the Colossus(SOTC) requires players to climb and weaken a colossus by striking their weak-spots. The influence I feel resonates still with characters conducting similar operations. If I am climbing a Cyclops then surely the eye is the weakness right?! Yes! Chimera for instance as an early boss functions in a comparable manner. Slay the snake tail, to make climbing safer. Hitting the goat head silences spells, then bashed the lion head to finish off the triple threat in a single body. Refreshing to play an open realm granting players simple mechanics and then shooing them off, if they decide not to embrace the major narrative at will.

For folks who don’t know the premise is simple and lightly intriguing. Within a small village called Cassardis you(after creating your protagonist) live a relatively normal life. Until one day. A BIG RED DRAGON starts scorching your fellow villagers on the nearby beach. Wreaking havoc. Heart pounding you decisively run out. Brandish a rusted sword and try to fight off the savage dragon. You can undoubtedly realize how such an encounter fared. Very poorly. We lose our life. But wait! We are alive? The dragon decides to steal our ‘heart’ literally. And some way, somehow we are alive as “Arisen” A human being whose destiny is tied to stopping the dragon. Welp, there goes my regular routine. I already had plans for. Although facing the dragon is the least of our concerns, immediately you are bombarded with new main and side quests to undertake at your leisure. And it is here where the realistic portion emerges.

Highly realistic is accurate. For better or worse, everything operates and contributes to the unique presentation. Resembling real life, a black market exists for counterfeiting necessities. Try saving key special quest items instead of returning them to the owner. Giving them a pale counterpart. The outcome may raise eyebrows. Moving on, all items have weight. Healing, tools and materials are not spared. Gathering materials takes time. Thankfully not too slow and not too fast. I mentioned the grab mechanic earlier, but just as you are provided the ability to climb onto giants, so too do they have the innate ability to pin you down in their grasp! Best to keep on the move Arisen! Lest you fall into their hands! Stamina(ST) is your lifeline. Every weapon ability used will deplete a small portion of your gauge. Sprinting slowly depletes it. Running then jumping can induce a noticeable chunk gone. Don’t forget grabbing is affected. And behind a hidden blindspot. Your height and weight matter too. Being a figure with low density grants the highest stamina regen and the lowest encumbrance(Volume you can carry). Attaining a higher amount of body load causes you to restore a bit slower, on the offset causes you to be granted extra capacity for ST and encumbrance. Here is a chart for reference. Height also plays a key role. Being of a minimal stature allows entrance upon tiny openings and perhaps smaller hitboxes. Whereas a tall guy cannot enter limited spaces. Will have the inverse effect of hitboxes. Forget plans to go underneath a Cyclops as a six footer fella. If you thought that was the term of the realistic portion. Think again. Encumbrance affects all the above. Here is another chart for reference. Depending on how your current carry load. From ultra light to over-encumbered. Parameters in values will alter jogging & running speed, recovery time, climbing, carrying, grapple, and running. Naked for instance will have little to no penalty. Can grapple giants for the longest, run for an extended period along with moving at the fastest speed. Compared to a heavy individual. Oh man, you’ll be as slow as molasses. Not to that extent, but a noticeable degree changes with whatever you do. Finding yourself out of breath easily. Constantly recharging your gauge and good lord don’t get me started on the inability to pick up items except for several exceptions. Not strictly a requirement to understand these mechanics as you assemble your character and comrade. To the surface-level player, but to those who love knowing every itty bitty detail, they prove their tonnage in gold. Attention to detail in weight, height, ST and encumbrance demonstrates a philosophy that is neither half-baked nor too overly complicated. Functions as a well-oiled cog with alternative core features the developers are trying to convey. Such as a satisfying fight loop.

Action albeit simplified achieves hallmark makings of a gratifying beast slaying loop. Imagine facing a near insurmountable boss only to win succeeding ‘x’ or ‘xx’ amount of tries. Hmm, I’m reminded of Hidetaka Miyazaki’s Soul series. Good. That works. Broadening your horizons then, input a hardy challenger with a health bar and conjure the memory of facing a troublesome 2+ health bar encounter. That too is acceptable. Finally, remember how Monster Hunter immersified you to hunt, check for clues then melee and perhaps trail a weakened creature? Well, erase the busy work and focus on the bout. Hit any usable abilities with the smash of a button. 3 or six depending on the class provided. Sure it uses stamina, but the expense is negligible unless spammed. An immediate gratification than a delayed response. A real-time shift to having the ideal battles in Dragon’s Dogma. Except missing a couple major details. You. Are. Not. Alone. Pawns are lifelong companions. A main pawn is always at your side. With two spares you can summon in through an online feature. Connecting online accommodates your world a random assortment of online pawns. No need returning to base and recruit, simply talking with them and as long as they meet your current level. A free no cost sign-up to your party begins. Thus, clashes against adversaries transform regular duels into a group brawl. Facing a horde of goblins never got old by channeling my inner Goblin Slayer party. A towering cyclops becomes inadvertently a fantasy AT-AT skirmish to bring them down. Here’s a hint. Focus on the legs! Encountering a drake in the wilds is a flee-on-sight order early on. Impossible to finish a coup de grace as a greenhorn adventurer. Though, you are welcome to try. The outcome is less PTSD inducing trying to sneak by a Xenoblade Rotbart. Death awaits…

Nevertheless, vocations are powerful when used effectively. Applies, to companions too. Having a standard tank, healer, archer, and a mage. Deja vu DND party? A nice callback to Western party composition. Of which has never failed me yet. A tank as a fighter and warrior offers the classic sword and shield capable of taunting foolish dumb dumbs. Embracing the greatsword yields high damage at the expense of losing blockability. Archers employed as striders are quick dual daggers with flashy moves and evasion skills to support both in and outside of combat. Ranger provides an extended longbow specialization capable of sniping from long distances. Attaining greater firepower. Supplemented by a decent dagger skillset. Mages offer a wealth of healing and buffing parties with elemental enchantments. Having a dagger imbued with either fire, ice, electric, holy, or dark offers an extra modifier damaging susceptible opposition with a weakness towards certain aspects. The sorcerer class trades healing with an increased arsenal for magickal power. Those who know Konosuba's Megumin* blasting everyone to smithereens illustrating a magical nuke. Can render analogous results with a hurricane. If not satisfied, summon a meteor from the skies, Ice spikes, or seismic ground spells, yeeting hostiles to kingdom come. There’s a reason why I didn’t use the magickal jobs a lot. Matches end quicker once I finish casting. And I prefer not one-shotting everything hehe. Before I forget, three hybrid vocations exist solely for the player. Mystic knight, magick archer, and the assassin. By far I enjoyed these plenty than regular jobs due to the fact they can use further than two weapons. Mixes classes, thereby offering distinct move sets and abilities. Launch magickal arrows raining from above, use spells as a tank whilst hiding behind a shield, or gouge enemies biting deeper and causing severe blows when mounted. Are a miniscule taste of what they offer. Don’t be me who spent twenty hours as a warrior slamming my greatsword deep into mons. Viscerally pleasant. Even supposing I had the foresight to experiment. So go off my friends! Trial and error with whichever job you fancy.

As an addendum to the combat above the realism meshes well enough during bloody encounters. Low health causes the screen to die in red and slight screen shakes will occur. Buffs can benefit you in the tides of clashing steel, but so too do debuffs, classified as debilitation's from the other side may prove detrimental. Blind for instance will blind your screen. Almost literally except for a very limited view. Petrification will turn you into stone sooner or later. Torpor plays out as if the player is in a slow-mo. Super cool to see at first glance. But dread and despair abruptly emerge. I could add extra into the next 16 debuffs. But I’m trying not to scare you… Notwithstanding these harsh conditions, there is a respectable measure of curatives restoring to normal statuses so thou-shalt-not fear them too much. You can at least spam them to your liking without an animation. So Skyrim spamming HP foods restores health after a near defeat is both humorous and a valid strategy. Reminds me of the Tales series because I'm properly making use of my inventory management instead of hoarding. I'm eating grass plants, raw meat, and questionable rotting meals if I have no choice… Oh boy no wonder why I have horrible indigestion and poison… I won’t say the reason why...Ugh.

The addendum is vital because in peeling a layer, a fresh coat arises next. In learning and understanding these miniature details do we embrace and take advantage of the rules connected and presented. I’m reminded of Masahiro Sakurai. Talking about his Eight Hit Stop Techniques Video. For those unaware he first educates the viewer by asserting “'Hit stop' is an effect added just as an attack hits its target. Both you and your opponent stop for a brief moment." Fighting games apply the method among plenty of auxiliaries outside the genre, but I want to direct your attention to a technique. On point five - Control the amount of hit stop. I’m paraphrasing but he displays a sword’s tip that deploys higher damage than merely slashing. Creating a multiplier effect. DDDA has something similar, performing buffs to maximize attacks given and while not the same as Sakura with the sword tip. The placement of weapon attacks is crucial. Hitting a weak spot on a cyclops' eye presents far better devastation than hitting steel plates adorning their feet. Bouncing your weapons off. Deadly monstrosities present separate qualities to take advantage of their weaknesses. I won’t declare any more to spoil the surprise, though keep an eye out for possible body vulnerability. A few may not be as clear-cut as the above example, but in the course of conflicts, pawns can learn strategies to call out. “Wolves hunt in packs.” “Tis weak to fire!” Or “Strike from the rear!” Improving as you do. Making ventures into the unknown is not so daunting. Creating opportunities midst facets of combat that in turn grasp both parties on strengths and weaknesses. Resulting in an easy curve to comprehend. Oh undead weak to holy? Quickly enchant my weaponry in holy magic! Blast I'm being possessed? Guess I'll pray for my ally to friendly fire me gently. For fellow Arisen struggling with AI behavior there is an overlooked characteristic in determining inclinations. I didn’t constantly re-tool inclinations and inputted a sort of aggressive stance during clashes. One and done setting their parameters. Think of it slightly like gambits from FFXII. Determining what they should prioritize when facing enemies. Defending, healing, focusing on spell-casters, adventurous etc. Not complicated at all and I found to my gratification their Artificial intelligence surprising at times to slap me from a possession, heal me when I need it, or taunt foes while I recover. I recommend re-configuring a pawn’s priorities when you see a nearby knowledge chairs in Inns if you’re unsatisfied with what they’re doing.

Additionally, Sakurai posits the pinnacle of hit-stop techniques. By keeping the attacker moving slightly during the hitstop. DDDA operates in the same vein at landing a blow on an enemy. Even launching them into the air works super effectively. Man, I thought there were no supplementary hidden features. You wish! A knockback rule exists! I won’t go into the finer details, but suffice it to say you can stun an enemy by delivering a threshold of damage. Staggering blows into dazed status. Each enemy has different thresholds. Not earth-shattering, but players from Smash,min-maxers, or fellows who enjoys reading the closer details. Proves an invaluable mechanic. Why should I endure a long battle whereas I could blast the creature off a cliff? A flying griffin for instance who loves employing guerilla warfare can’t do anything once tethered onto sweet dirty ground. And if so inclined, may use dastardly tactics to grind a deathly foe later on. Furthermore, The motion of following through with attacks remains intact. Wonderful smacking foolish opponents daring for a challenge. Resulting in throwing attackers into the sky or yourself. And despite a lack of playing DMC games from Itsuno’s library(I’ll get there trust me) I will confess I felt Monster Hunter DNA at times. The feeling of every physical melee weapon impacting on a mon’s flesh is visceral and resorts back to the hit-stop. In searching for validation I dug deeper into the team’s qualifications and found despite a lot of heavy hitters from the DMC4. There is a decent chunk of old veterans. You can see a full list here from MobyGames.. Figures like as Minae Matsukawa, Kento Kinoshita, Programming lead - Yoshiharu Nakao all have experience from the franchise. So it is not a stretch to declare DD has a lot of combat expertise in the action department. A respectable load of history bleeds beyond the monster IP and forges a sort of culmination so to speak of their past practices. If that’s not enough, compare the two cover art and see striking resemblances. It’s no wonder why I had comforting familiarity with its systems in place and not-clunky responses working adequately on my controller. The fact there is no innate lock-on button speaks volumes in conveying a move harkening key positioning. Strats over stats or vice-versa is a viable method. Learning the ins and outs of brute patterns, dodging if needed, and persevering in spite of a tough, challenging harsh world that can eat you up. As a consequence the clunkiness and jank were nonexistent. Therefore, the fun loop in engagements felt ruggedly smooth. Leaving out conniptions. And followed up by "Try and beat me!"

Moreover, Majority of quests excel in rising above the average of mundane. Close in regards to boring me due to how the design usually offers a fetch, extermination. But digging deeper by talking to various NPCs, investigating for clues, escorting helpless innocents, following suspicious individuals, and by far ones that raised my eyebrows were chained side quests which act as further development arcs of NPCs. These missions flesh out the remaining cast further, don’t expect full nuance ala CD projekt RED quality. Within these hidden assignments emerge uncommon cutscenes for the side-cast, once their character arcs reach their cusp. Giving precious glimpses into the lives of the folks asking for Arisen's services. Not extraordinary, filled with the most amazing must-play ever. But also not being boring to the gills. If you ever wanted to know their background then embrace their inquiries without complaint. I found to my amusement notable ones. I'll share vague memoirs. I assisted a traveling merchant who wanted to know what happened to his father, while infuriating because of the number of requests early on. I quickly forgave him when I learned the reasoning. To my amazement, I chanced a weird meeting with a naive fool whose wanderlust knows no bounds. Often leaving him in dire straits of remarkably horrible stamina. An irony not lost on me. Gathering healing curatives was less of a task than above and by the boundary of his errands, I found a relatable dude who took his hardships by heart and appreciated my efforts to aid him. In contrast to the people I said earlier, I came across a flirtatious gal who swindled me for money. Forgive me for I was besotted by her charms and foolishly gave her a decent chunk of my purse. Thinking perhaps she’ll repay me cash someday. Wrong. I got played like a damn fiddle. Turning my heart darker. Lightening once I saw her in trouble later on, I could not leave her alone. And to my shame, I became a white knight to save her again. The lesson I learned thereafter is to never be infatuated by the charms and beauty. I was foolish. But continued in the pursuit of lore I found to my delight a worthy sidequest of my time that granted me further insight into the lands of Gransys. Not lore shattering, but close. I won’t mention anything concrete, but I live for these conclusions despite the almost mundane design. I would claim they’re worth it if you relish learning deeper the days of yore and its hearty and duplicitous denizens. For those looking to tie a deeper love. You can gift presents to vital NPCs. Ah very realistic the developers are striving towards.

Need a break from the RPG nature? Partake in platforming. Where you have to reach the highest point of a building, structure, or ruin to take a medallion. Employ the environment. Didn’t expect platforming, but hey it's pretty refreshing. And this is tucked away in noticeboard operations. 50 of them are available. A good friend of mine mentioned they lead you to secret spots. Hell the starting area after creating your character has one! A cool benefit of learning precise maneuvers on wall structures/spaces. Never hurts to check your surroundings, my dude!

The story itself I initially perceived to be a nothing burger for about ??% of the way. However, the remaining ??% due to lore bombs and recontextualization of the narrative because of the lore-dropping revelations opened my eyes beyond a basic story into clever territory. Make no mistake, this doesn’t mean the plot elevated and demolished my initial impressions. Instead, I think I’m on board with what the writers were trying to achieve, and it's a concept I don’t see often in JRPGs except my favorites. Delving not too simple and not too complex which is bonus credit for me. But in terms of impact? I find it acceptable, but incapable of mesmerizing me to the terminus. A clean “Oh you clever dastard” for lack of a specific conclusion. If viewed alongside the whole shebang, I believe it is appropriate judging about the overall thematic messaging. And for that, I respect, admire and praise it in the confines of which it struggles to desperately convey to the masses. To fluctuating outcomes.

Despite, the praise I said above. I must confess to a host of mixed feelings. Concerns I had amid my playthroughs, I feel are worth noting to varying degrees that are neither positive nor negative.

First, I realize certain systems and mechanics are too realistic for my blood. This isn’t laziness. I’m tolerant of many things and if I wasn’t I wouldn’t have played three reruns. Be that as it may. I still feel the beginning hours can be something of a hurdle to unfamiliar folks unused to the style of play. Can take a while to reach a constant cycle of enjoyment in lieu of a delayed gratification. A few assorted examples that will trickle below on numerous fragments. I don't appreciate having a limit placed on me regarding weight. I revel collecting anything in my sight. So the constrained encumbrance based on character creation is debilitating in maintaining a constant fun flow. Perhaps doubling or tripling the maximum supply would be an acceptable softer blow. I recognize this is a balanced measure to not spam healing items amid combat. Regardless, I can make my Pawns into mules carrying rations and whatnot. Also, I abhor the stamina system over sprints, when no enemies are nearby. I believe my limiter should drain exclusively in the nearby vicinity of adversaries. No malicious entities close by? No depleting. So I can freely sprint to my destination without frustration. Thereby, respecting the player’s focus and investment. The forceful nature of realism is apparent anytime I'm out roaming. Yet entering a city/town, I can jog to my heart's content.

Second. The focus to limit fast travel points via port crystals in a limited volume feels constricting. inside, you cannot teleport regularly like in other rpgs. A simple click on a town/city and voila “I'm there” is not the same. You have to set a handful of crystals(by completing the prime quests in an NG playthrough(NG being a new game) to place on any overworld spot, not a town or dungeon. Then you gain the power to transport there with a ferrystone. The Dark Arisen version comes equipped with an eternal ferry stone to acquiesce unlimited travel back to places. Very weird. know I've come around on the concept earlier, yet I cannot help but remark the NG+ implementation of buying another crystal feels like the right approach. Extras cannot be available for purchase until reaching NG+ With previously set crystals already shown on the map ready to be teleported at your leisure. Makes backtracking to old areas somewhat of a pain to trek repeatedly. Wonder if the sequel changes things up and adjusts normal travel if they already discovered the location. Rather than setting their own. But the underlying problem arises just as I am forced revisiting former whereabouts where I don’t have a teleportation ready. Perhaps an alternative was to balance the components by discovering locales, and therefore freely travel excluding the requirement of a crystalline item.

Third - Failable & Missable quests. Mostly concerning the side-content. Imperative to note, changing several quests in the menu. Can fail certain operations outright. I remember a particular instance of escorting a fella only to switch to separate assignment real quick to complete as well. Failing the assignment. I was shocked. My entire work and I must revert to my old save file or checkpoint. Not a major deal since I activated it like a madlad. But DD operates on a single file. Thereby, I cannot pull from a list a quick load easy peasy. You get 1 solo file and a checkpoint. The latter is akin to a hard autosave. And activates as you sleep among divergent matters. Ergo if you’re screwed by the 1st option a 2nd exists. The alternative choice is reverting to the checkpoint. A weird implementation system feels again restrictive in freely managing their save options. Resorting to a strict implementation of accepting the consequences. Reminds me of the Souls series where a similar loadout occurs. Nevertheless, necessary to keep in mind. On missables. Keeping in mind your employer’s deadlines is advisable since the whole title operates under a day/night cycle with every important NPC patrolling a different route. And so you will need to remember where they're previously. Admittedly I didn’t have much trouble finding them since almost always there is a marker on the map/mini-map to lead you to the corresponding location. Plus they can fail if you don’t finish them quickly. Let’s say, you decide tackling the side content from NPCs just before the final boss. Welp, you missed out on nearly checking all boxes they have to offer. Most of them must be finished as you progress through the leading narrative. If there is a big pet peeve I have is that unknown to my knowledge missables may be incurred. Hence why I decided to casually refer to a guide to not miss any of them. Brumbek’s Steam’s guide was immensely helpful in solving an ungroovy dilemma. And of course the Before I play section too.

Fourth - Miscellaneous areas such as the expansion's secret augments should’ve been an extra free section to equip in place of having to override your set augments already. Aside from abilities, you can equip more than five augments. Acting as passives, these to a certain degree substantially add effective modifiers to gameplay. Extra carry heft. Extra damage, reduction of a blow upon your life, etc. Each job upholds special properties to procure with discipline points. The expansions make it so you would have to replace them if you find them worthy of your attention. Several, I found extremely lacking. Gathering faster? Ballista ammo reloading faster? These in my mind should’ve been freely equippable without replacing old skills. Perhaps in a separate section. I haven’t seen the entirety, but looking at the list I would claim a decent chunk are not important than others. Plus the post-game area needs further diverse environments than copy-pasting several variants together and re-using few bosses. Make it truly unique. No half-measures. The expansion at the least did a full-blown dungeon crawler area complete with original foes to combat and traps to escape from. The process of gifting, could've been enhanced rather of on NPC's. Have the player romance our main pawn please. I conceived this would be a natural way to induce a pure love than seeing a human on the street, you meet one day to become your beloved before end credits rolled. Call me a romantic, but friendships forged by fire together are super satisfying as my best buddy likes to disclose mhm. Lastly, I firmly believe changing abilities while on the field than having to resort to a friendly neighborhood is less burdensome. Wherefore I am endowed with alternating cool powers to try. I loathe retreating to a town/city just to change my job and set current skills repeatedly. These are added busywork and do little respecting a player's time. I dearly wish a loadout is readily available, so I don't always have to reapply my normal gear every occasion I change vocations. Why must I become naked anew… I’m not asking for auto-changing jobs midway through skirmishes, that would be extremely silly. Merely asking for tweaks in minor quality-of-life suggestions. For instance, Baffling having three ability slots for warrior in spite of distinct jobs having no trouble slotting six. I'm not carrying a shield man!

Despite the mixed concerns. These issues can vary greatly from person to person. As of now, they didn’t impact my overall experience severely, but if you had randomly bumped into me years prior in 2015. Playing the PS3 version. I would quickly comment "I fell off hard" and subsequently again over several years across different platforms before I decided enough was enough to click with many things. Then my initial past impressions would not be as kind as I am now. It's why I think anyone who concluded poorly of the game is without a doubt true. Everything can be perceived as mundane, busywork, tiring, troubling, lacking for the sake of realism. Perhaps buckling under the pressure of its ambitions. Not connecting with the player sufficiently to invest farther into Gransys and what they offer. And I firmly believe that’s fair and valid. Because that’s what I thought of it before. On the other hand, there’s a special oomph underlying the working limitations and minor laws in play uplifting, transforming into a greater than the sum of its parts. Critically understanding interconnected features in place. Emerges a particular identity. A Japanese open-world ACTION rpg styled in the likeness of a Western RPG, but with the "Hiyah!" DNA of Capcom’s legacy is a sight to behold. And while I am not as versed as I am in Capcom’s library, isn't the game the first bold showing of a true open-world RPG at least from the corporation in 2012? I was checking the company’s past titles and I saw Okami and Monster Hunter titles released prior. But the former isn’t a true RPG as far as I am aware and the latter had segmented zones, not seamless. Tying back to what Itsuno said earlier of similar games not existing in Japan. In such a way Dragon’s Dogma is akin to a blueprint inspired by Skyrim. A WRPG made by JRPGs developers.

At the end of the day, this is the first title I've played directed by Hideaki Itsuno with his team, and holy moly does this man cook blazing fire! Very ambitious plan splicing Western RPG ideas with a considerable degree of freedom and Capcom's long standing history has most certainly paid off. A new IP since launching in 2012 has sold 8.4 million units as of December, 2023. Boasts a humongous market of consumers vying for this type of medium. Of course it didn't reach Skyrim's far reaching sales records, but for a New IP it is a worthy achievement. And one I can only say exceedingly rare that I replay again and again. My last memory was Final Fantasy XVI and Shadow of the Colossus. Thus it comes as no surprise that I enjoy to the fullest extent what is offered here. A tough, brutally challenging low fantasy medieval adventure handling the reins of a plain yet straightforward action formula. A pawn system never fails to leave me alone even in the darkest of days. Nakama power at its peak. Allowing a party to venture without restraint into dangerous areas. Accepting the consequences of my activities due to the sheer freedom given. Wrestling with the unique ideas offered unorthodoxly yet refined presents a hell of an ordeal. For better or worse the realism can destroy the immersiveness and fun, but for those who stick through thick and thin. I believe there is something quite special in store for you. And in my case. The light premise, in the beginning, invigorated me to face my ultimate opponent at the end of the primary story, post-game and expansion. And I was left not disappointed. Rather grinning from ear to ear at one of the finest battles and experiences I've determined from my multiple adventures for a JRPG. Move over Monster Hunter. I became a Dragon Slayer.

9/10

References & Additional Material:
2013 GDC talk on Dragon’s Dogma development
2015 XCX Director Interview
2012 Itsuno and Skyrim
2011 Siliconera interview
Credits of Dragons Dogma

Systems & Mechanics:
19 Debilitations Overview
Encumbrance Overview
Augments Overview
Weight Overview
Pawn Inclinations

Helpful links:
Brumbek’s Missable Quests Guide
Before I play

Welp, I'm many years late to the party but I bought this on a whim and its pretty damn good. Addictive as hell and tons of different items and upgrades to mix and match. But Its hard, like very hard, and that's mainly because its unbearably cheap at times. 1 life, no continues. You get one life bar which can get melted away in seconds if you get a bad RNG room. Also, one of the most frustrating things is the random luck of the pickup. You're somehow expected to remember like 300 items and what they all do, which of course is nearly impossible. Spending hard earned coins on an item at the store only to get a bad pill that completely fucks your run is so annoying. The game needed to be a bit better balanced and less cheap deaths. Its still pretty great, but a game like Hades perfected that balance and difficulty perfectly and its hard to go back to this after that masterpiece.

Spider-Man meets Streets of Rage in this competent, yet fairly unremarkable side-scrolling brawler. It’s essentially Maximum Carnage without the coolness factor. It does everything you would expect it to, right down to the (overly) familiar assortment of fan-favorite members of the webhead’s iconic rogues' gallery you'll face. The controls are a touch stiff as you would probably expect given you're using a keypad and boss battles consist solely of dodging all of their attacks until they get tired enough to leave you with an opening to strike back, but honestly the worst aspect might simply be that it's based on the Ultimate universe version of the character so everything Peter says is painfully unfunny, annoying, and not at all how an actual teenager would talk. Well, that and the fact that you apparently can't read any of the collectible comics you find. This is altogether entirely skippable for even the wall-crawler's most devoted fans, but you won't necessarily have a bad time should you choose not to. Just know the highlight of the whole experience is a single stage where you dodge oncoming obstacles as Mary Jane on a moped because that's the only part where it does something unique enough to be somewhat interesting.

6/10

Superestimado pra cacete, mais um fps qualquer pra agradar os players casuais

UwU nuzzles haha ponces on you rawr X3

Portal 2 feels like the fully realized version of the original Portal. At it's core it feels the same, but the sequel just has so much more going for it, more personality.

In this game, Chell is no longer bound to the test chambers of Aperture Science like in the first Portal. After an incident in the story, she decides to take a little stroll through an abandoned salt mine and the backstage parts within the facility while she's at it. All of this while she is accompanied by three unique companions throughout the game. Speaking of the companions, the dialogue in Portal 2 is a big improvement over the one in Portal. In the first game, GLaDOS' comments happened every now and then, but here you pretty much have a narrator by your side all the time. This alone makes for quite the tonal shift in atmosphere to Portal, which had a pretty isolated and empty feeling to it - I can see how people prefer that, but personally I really enjoyed the extra dialogue and characters, since GLaDOS' remarks in the first game were one of the best parts for me. Back to the atmosphere in general, I think Valve did a really good job with setting an unique vibe for each individual area. My personal favorite is the salt mine, the vintage setting really landed for me!

As for gameplay, Portal 2 introduces a variety of mechanics to make the puzzles more enjoyable than the first game. Energy balls are completely gone this time and are replaced with light bridges, gravity beams, new cube variants and three different sorts of paint. Sounds like overkill at first, but those mechanics don't really overstay their welcome and they are really fun to play around with.

The narrative weaves those puzzles together in a logical way, while also delving into the background story of Chell and Aperture Science; there's some really good worldbuilding in there. The companions aren't one-note personalities and each one adds to the story with a different purpose, which makes them distinctive and memorable in their own ways.

Overall it's an amazing puzzle game, absolutely deserves the praise it's been getting. Had a good time with the main story, but the community maps are a nice treat if you're still in the mood for some more Portal action.

Never has a game made me cry this much before.

It's snowing. A boy and his younger sister are starving and freezing, so they seek shelter in an abandoned supermarket to find rations and warmth. No one else is in sight, the streets and supermarket are empty - until mysterious shadows break into the store and threaten the siblings. With his remaining strength, the boy heads out to the parking lot and decides to take on the monsters with just an iron pipe and dark magic spells from a mysterious book, as he needs to protect his beloved sister at all costs. It's a hopeless battle, but the brother has no other choice.

NieR Replicant ver1.22 tells the tale of the young Nier and his quest to find a cure to heal his bedridden sister Yonah. Their parents are dead, so Nier is doing his best as a big brother and takes on various requests in his village to earn some pocket money to buy food, but at the same time he hates seeing his sister alone and wants to spend more time by her side. Life isn't easy for the two of them and it would be a shame if it got any worse.

Alright, I'm not giving an entire rundown of the plot here. My point is: The game is sad! Really sad. As you've read in the opening sentence, never has a game made me tear up and shiver as much as Replicant before and I'm a sucker for stories with emotional impact. It's really one of the best narratives I've ever seen. The moment I stepped foot into Aerie Village I knew I was in for a ride, but to be fair, the game does start rather slow and doesn't really gain momentum until an hour or so in, but that's because Replicant starts by showing Nier's daily life in the village and his routine (comparable to Twilight Princess' intro segment, but only half as long). The payoff is worth it though, as experiencing the plot unravel firsthand from an average shonen story to pure Yoko Taro madness is truly an one-of-a-kind experience and you'll never see this adventure the same way again after some reveals. Through episodic storytelling in the form of multiple routes, the player needs to replay a part of the game each time, but in each subsequent playthrough, new scenes that give context to certain events are added, which totally enhanced the experience for me, especially since you'll always know after your first playthrough what's going to happen next. Not gonna elaborate on that further, since it's a very spoilery topic by nature, so you should just experience it for yourself. However, I can understand how people are upset with the repetition, especially since the third playthrough is nearly identical to Route B. But trust me, pushing through is worth it and by the time you reach Ending E most of your questions should be answered, which is a great reward. The only thing I'm a bit torn on is the requirement to have all weapons in your inventory to access Routes C, D and E, since some of them are missable. A bunch of missed weapons can be bought at the blacksmith in Aerie Village after a certain point in the story, but some also require you to do three certain side quests. My recommendation: Since you can't get all the weapons on Route A normally anyways (3 are locked behind the World of Recycled Vessel content, which only unlocks after beating the game once), I suggest you just play through that one normally and pick up every weapon you find along the way (remember to break the crates!!) and if you are still missing some, you might look up where to get them on Route B. This requirement really shows the age of the original game, but shouldn't distract you from the overall outstanding narrative.

Okay, so the story is good, but what about the gameplay? I think it's great personally! (Except for the part where I broke the spring in my controller's right trigger... by dashing too much.) The controls are simple and the combat feels satisfying, there are great animations and the attacks feel like they have weight to them. Being able to utilize weapons and magic at the same time is really cool, you can pull off some interesting maneuvers by combining certain spells with standard attacks; there's even an in-game tutorial for it, if I remember correctly. But the combat is not the only aspect of the game, a lot of time is spent... backtracking (and fishing). There's really a lot of running around, especially if you're looking to complete as many side quests as possible. As someone who wanted to get the most out of Replicant, I finished the game with 97% sidequest completion and only left out two specific ones deliberately because I really didn't like the idea of spending several real-time days on the gardening part of the game with only a chance to get the flower seeds you need. That quest aside, surprisingly I really enjoyed my time with most of the sidequests! A whole lot of them were just fetch quests, yet you get some nice (voiced) dialogue out of them and I got to spend more time in this cozy world, so it didn't really matter to me - the extra banter alone made it worth to me. There's also some particularly good quests, like ones where you can make decisions that actually impact your rewards and the people around you. As an example, in one quest you can decide whether to help a criminal out or not and you have to live with that decision. Same goes for several occasions throughout the game where Nier can decide to either tell the truth or lie to people - there is no "right" choice and it's up to the player to decide what they think is for the best. Very cool.

The cast of this game is awesome, and I'm not just talking about the main party. Characters like the twins, Fyra or the postman really add to the liveliness in this overall rather bleak world and everyone has their own unique story behind them. I mean there's even a backstory for the fisherman who gives you all those fishing quests! Fishermen and postmen aside, Nier's actual companions deserve the spotlight just as much. Weiss, Emil and Kainé are some of the most unusual JRPG companions I have ever seen (and I love them for it), since they basically go against most of the common tropes you'd expect out of a sidekick. Personally I found the banter of the party to be really interesting at times, since their distinctive personalities are just destined to have a weird dispute every now and then.

The rearranged soundtrack is just beautiful. While NieR Gestalt focused more on the bass of the songs and sounds "rougher", Replicant ver1.22 centers the instruments more and has a "softer" tone, which fits the melancholic vibe incredibly well in my opinion. If you'd ask me to pick three four favorite songs, I'm going with Snow in Summer, Temple of Drifting Sands, Song of the Ancients (Devola) and Fleeting Words (Outsider). I'm not linking them this time, because it's quite hard to find an upload of the individual ver1.22 arrangements on YouTube and its even harder to find spoiler-free ones (very important for a story-heavy game like this).

To wrap this up, I firmly believe Nier Replicant is a must-play for anyone who loves JRPGs with great narrative, characters and soundtrack (but can also handle a little repetition). While the game can be a little slow at times, the experience of slowly piercing this story and context together for yourself is unbeatable and I hope it makes you just as sad you can find just as much enjoyment in it as I did!

A great display of video games as an artform.

NieR: Automata is a game that goes above and beyond with its unique way of storytelling, taking full advantage of making the experience one that can't be substituted through a book or a movie - not just in terms of visual design, but also through the use of dynamic music and having its story told from the point of view of multiple protagonists.

Note that I have played NieR Replicant (the first game) right before this entry, so comparing the two games was inevitable for me. On one hand I still feel like I was doing Automata a disservice by doing so, but at the same time it was nice hearing remixes of familiar songs when they were still fresh in my memory. Either way, in my opinion something very important to anyone interested in this game, is to play Replicant first if you want the full experience. Not only because you would miss many cool references, but also because Automata doesn't hold back with spoiling the first game through the documents you can find in it and personally I'd be pretty upset if I read those before playing Replicant. Those documents are cool for returning players because you get more context for the events of the previous entry, but also spoil some of the biggest twists. Play this first at your own risk.

In contrast to Replicant, Automata's story has a lot more spectacle to it than Replicant's more grounded and personal narrative. This time you're not taking control of the teenage boy who wants to cure his sister, but instead slip into the role of android warrior 2B, who is fighting in an all-out war against machines to reclaim the planet. Considering the scale of the story, you're just one of many androids - Automata is less about the characters' personal struggles and more about the main conflict at hand. And while the overarching narrative is solid, the real highlight is how the story is told and the messages behind it. This game has multiple routes and endings and they're used particularly well here, compared to Replicant, where the routes were the same in terms of gameplay, but with new scenes. Even if Automata's Route A and B are the same string of events told through a different perspective (which turned a surprising amount of people off from doing multiple routes), the unique gameplay of 9S and some scenes from his perspective alone are worth warranting the second playthrough. Route C however is where the story really picks up in pace, while also being a fresh experience at the same time. New enemies, new plot, new soundtrack. (The enemy variety in Automata in general is way better than Replicant, there are so many machines and bosses with cool ideas!) Also, the finale of Route C completely blew me away with the "art direction" of it and the final battle at the end was the cherry on top. For those concerned about missables, after beating this route, you'll unlock Chapter Select and can freely return to any point in the story before, so there's no reason for FOMO, feel free to tackle the game at your own pace. In regards to achievements, what I found particularly interesting was the integration of a trophy shop. It's just like the name would suggest, a hidden in-game shop where you can buy the remaining achievements in exchange for virtual currency. Pretty cool if you locked yourself out of a trophy, but also really made me think about the actual point of trophies in general...

Combat and movement in Automata are definitely an upgrade to Replicant's combat... for the most part. Coming right from the first game, I was a bit surprised how slippery the controls felt, like they didn't have much weight to them. The most glaring difference was the missing vibration on hit though, it really gave the attacks more impact for me. Turns out the controls are actually quite good and responsive after spending a while with them, it just took me a bit to adjust. Now, the combat in Automata literally consists of hack-and-slash. As 2B, your main approach to offense will be slashing through the enemies (while looking really stylish) by dual-wielding a set of two weapons of choice, reaching from her signature katanas to the Beastbane from Replicant, you're free to mix and match towards whatever matches your own personal playstyle. Meanwhile the other protagonist, 9S, puts the emphasis on the "hack" in hack-and-slash. He does not have the luxury of using two weapons at once, as his model is not designed for combat, but rather for gathering intel - in gameplay terms this means you can hack into your enemies to deal large amounts of damage, destroying most normal enemies instantly. Hacking consists of a Space Invaders-like bullet hell minigame, where you need to shoot down hostile ships or towers which are shooting projectiles at you. If you get hit three times, you're getting kicked and need to hack the enemy again to get another shot at the minigame. In order to successfully complete a hack, normally all enemies need to be destroyed before being able to shoot the otherwise guarded core, but there are some exceptions, like bosses and special hacks have unique screens with other conditions attached to them. Hacking and slashing aside, there's actually a third type of combat (even if it's rarely used), the aerial combat. There are a few parts where you're mounting a flying mech and need to shoot down enemies in a rail shooter-like fashion. These segments are either 2D or top-down, your possible movements are defined by the camera angle.

Following up to the "possible movements", I'd like to talk about the possible movements in the overworld and the level design in general, because I'm really sold on both of those aspects. Moving around feels great, has a very parkour-ish feel to it and hopping or gliding onto certain structures is awesome. This also comes from the level design being a lot of fun to traverse and explore, a big step up from Replicant. All areas have an unique theme they're designed after and they're like semi-open worlds. No loading screens (aside from the ones disguised as elevators) are a huge plus and make for a really seamless experience. Not to mention those individual levels are gorgeous and still filled with so many small details, my favorites are the Forest Kingdom and Amusement Park. Shoutout to the Flooded City, although I wish that area was a bit larger. After reflecting on those areas, I'm not really sure if I prefer the medieval design of Replicant's world or the post-apocalyptic world of Automata. But one thing is for certain: traversing Automata's world didn't break my controller's right trigger spring. (Yeah, that happened in Replicant. Not even because I threw the controller or anything, it was just because I dashed a lot...)

The soundtrack is excellent. As I already stated in my opener, NieR Automata greatly makes use of the dynamic soundtracks - this means the songs shift between multiple variants, based on what is currently happening. Like when you hack an enemy as 9S, the current song slowly transitions into an 8-Bit version, depending on how much the hacking meter is filled, eventually the the hacking sequence starts and the full 8-Bit rendition plays until the minigame is completed, where it fades back to the normal version. But not only does the combat have changing music, the songs in individual areas also change based on location or story progress. An example fairly early on is the desert theme, Memories of Dust. As you walk into the desert for the first time, you will hear an instrumental version of this song, but as you get closer to the apartment ruins, the vocals fade in. It also works in reverse, because if you walk away from that location, the lyrics will fade out again. The most impactful use of the dynamic soundtrack for me was at the very end, and I won't specify this further, since you'll know what I mean when you get there.

Something very important for the PC players: Please do yourself a favor and set the anti-aliasing to SMAA, because MSAA looks really horrible in this port and also chugs performance for some reason; you won't even get consistent 60 frames, because there's some built-in limiter. Meanwhile the FidelityFX CAS option makes the colors look off, so I'd recommend turning that off too. These two things unironically took me three hours to figure out and I don't want you to go through the same pain.

In the end, I absolutely adored NieR Automata as an experience. While it didn't emotionally impact me nearly as much as Replicant, I prefer the direction and creative approach in this one, like using the route system for something a lot more meaningful than playing through the exact same events three times (and the final area four times!). It's definitely a game I will be thinking about for quite some time, as it really opened my eyes on games as an artform. Thanks for reading and glory to mankind!

i'd fuck the shit out of that chalice man i can't even

i will drop your game i will drop your dlc i will drop your infant sequel

mom!! i told you outer WILDS! not outer WORLDS!! YES it IS different!!! huh? NO it looking like starfield DOESNT make it better!!

waifu simulator concealing itself as a farming game

how does fortnite run worse with each new season

you'd think with all the new technologies like nanite and dlss it should be fine. weird thing is there are well optimized unreal engine games so the fact CREATORS of that engine have the worst optimized game based on it is hilarious.