I love the way exploration works here; the refusal to budge on fast travel save for diegetic ox carts, snatching back dark arisen's infinite ferrystone, and stretching the landmass both horizontally and (especially) vertically is wonderful. in many, many ways it's a bigger, slower, denser game, and they did it all while focusing on the most mundane environments devoid of giant theme park attractions bulging from every flat surface

likewise I love the idea of elaborating on the sense of traversal and moving toward a holistic spirit of adventure. deteriorating health ceilings aid attrition and help answer the inherent slime of menu heals, and having campfire rests operate as something of a risk/reward mechanism goes a long way toward giving each journey a greater heft and substance

even something as transparently gamey as designing the map as a network of funnels and chokepoints stippled with smaller threats and crosshatched with bigger ones was very clever; it's all just nouns crashing against nouns as they fire down chutes, but when coupled with the meaty physicality of the game's interactivity it goes a long way toward building up those Big Moments

but the consequence of trash mobs operating as speedbumps means moment-to-moment encounters operate more as filler than anything you could consider independently engaging scenarios. it also means that despite the map being several times larger than gransys it ends up feeling a lot more suffocating due to all the overlapping nouns slamming and interrupting each other without end

I just about luxuriated in the rare opportunities to enjoy brief spells of negative space; I savoured it like one of those FMV steaks. I'd kill for more moments like the arbor or the battleground where I was able to inhabit the world as a pilgrim or wanderer rather than serial wolf slaughterer or battahl sanitation expert, but they're very few and far between

there's no escaping the impenetrable walls of goblins, wolves, harpies, and saurians polluting every inch of the world. the already slender DD bestiary's been ported over nearly 1:1 with about as many additions as subtractions, and between the absurd density and massive landmass the variety ends up looking and feeling significantly worse than it did when it was first pilloried twelve years ago in a notoriously incomplete game

when the Big Moments do happen they're often spectacular, and it's easy to see why the chaotic intersection of AI, systems, and mechanics was prioritized so heavily and centered as the focal point of the entire experience. early on every bridge that breaks behind you, every ogre leaping from city walls, and every gryphon that crushes your ox cart feels huge and spellbinding; the game's at its best when all the moving parts align just right to achieve dynamic simulacrum, leveraging unpredictability to carry encounters well above their station

where that stuff loses me most is in the complete lack of friction. for a game with so many well considered means of drawing tension out of discovery it manages to render most of them meaningless when you're never being properly threatened enough to let them kick in. camping, eating, crafting, consumables, ambushes, and setpieces all take a significant blow from the chronic lack of bite, and it's frustrating to see so much potential go to waste when everything's already set up unbelievably well for success

even if you choose to go it alone, or do as I did and run with a party of two (ida + ozma: wily beastren + weakest creature), it only does so much when every corner of the map has CAPCOM Co., Ltd superpawns and npcs popping out of the ground to aid you unbidden and monsters are all mâché sculptures begging to be stunlocked. where's hard mode? why does it feel like everything DDDA did right got ignored? we just don't know

I'd have been happy if the game yanked a bit of control back with some kinda endgame/post-game dungeon, but there isn't one; there aren't really dungeons in general. in opting for quantity (50+!!) over quality we end up with none of them feeling particularly curated, and none of them having the scope or menace of the everfall, let alone bitterblack. no ur-dragon either, which is just baffling. the entire run from endgame to post-game is a gaping hole where something oughta be but certainly isn't

when I hit credits I felt almost confused, like I'd just been tricked into playing a remake or reboot of the original dragon's dogma that somehow had less material stretched even thinner. I enjoyed what I played for the most part, but the more thought I put into it the more it feels compromised and unfinished in all the exact ways itsuno promised over and over it wouldn't be this time around

there's a lot to love here: stuff like fucked up modular teeth, the sphinx, seeker coin platforming, pawn bullshitting, the dragonsplague, cyclops ragdolls, opaque sidequests, intentional tedium, and routinely bizarre interactions. much of what was good in the past remains good, and even bits that stumble backward generally land someplace close to decent regardless. some of the vocation/gear downgrades aren't to my liking, and there's an odd shallowness that hangs over the experience, but I think I liked it?

I just don't really get it

Reviewed on Mar 26, 2024


11 Comments


1 month ago

still greatly enjoying my time w it but it's a bit funny how alike it is to the first game in that it again comes off as an amazing base w untapped potential for something stellar. a dark arisen type expansion or even just the assets remixed into a more compelling and tighter space a la expansions of old could b fantastic

1 month ago

I didn't want to jinx my review by fulfilling the dragon's dogma cycle and hoping for the next iteration (expansion?) to fix the problems of the last one, but overall I think this is a very good blueprint for a series I hope isn't fucking buried for another decade plus

I like it considerably less than dark arisen in its current state, but if properly iterated on I have high hopes for its potential down the line

1 month ago

@clownswords
absolutely. wrote my comment below before seeing yours coincidentally but it struck me as funny too while I was playing it / thinking about it

1 month ago

> when I hit credits I felt almost confused, like I'd just been tricked into playing a remake or reboot of the original dragon's dogma that somehow had less material stretched even thinner

I had this feeling the instant I saw "DRAGON'S DOGMA" pop up on the title screen rather than "DRAGON'S DOGMA II".

1 month ago

i do think the combination of enemy density + lack of real friction is starting to wear on me a decent bit. i do like the gameplay of wandering forwards and seeing where i end up while fighting goombas for hours but they do all start to feel a little bit too much like goombas. im not expecting masterworks or anything from what's effectively just random encounters but i'd really like the encounters in those hours of wandering to start engaging me in *some* way

considering how similar they feel, my biggest takeaway so far is that i feel like i probably like dd1 a lot more than i thought i did lol. i don't remember that game too well so i think i owe it a replay some time after this

1 month ago

@miramiraotw
I am insanely unobservant at times and would never have noticed that if I hadn't heard it mentioned, but it's a very big tell

@faea
for sure. I love wandering and I think the exploration and discovery is one of the clearest and most obvious improvements here, but I wish I could do that without having it broken up so frequently. either just let me enjoy looking at rocks and trees and derelict huts in peace or give me something to chew on

1 month ago

Youre probably right but I hate all of this. More than half a dozen times in my extended trip to Vermouth (or w/e its called) the first time, my pawns all walked like goddamn lemmings off a cliff into fatal damage, requiring me to babysit their corpse bodies for probably like 2 hours collectively of the 15 Ive managed to eck out so far. I am a prisoner in their world.

1 month ago

@ipt
it is frustrating. feels like we're right back to wanting another release to help live up to its potential which is goofy given the way itsuno talked big about technology finally catching up to his vision, it being the game he'd wanted to ship, etc.

@_yalp
it's a pawn's world we're just living in it. bless their dumb ass hearts

30 days ago

This comment was deleted

4 days ago

nice review, echoed a lot of what I would have said so thank you for that now i dont have to spend any time on it ;)

did you do the 'true ending' and see all the assosciated extra stuff? it's a strange, confused creative decision that i dont much like but was worth thinking about in terms of its possible intentions and the ways it does/doesn't work

17 hrs ago

@EuanDewar
thanks :)

I did do all that stuff and all the lil sidequests in the endstate too. thought it was an interesting idea that felt like a natural escalation on DD1's post-game stuff, but the hurried, muddled way it was doled out didn't do a lot for me. I have a very hard time gauging the intentionality of it all, especially when all the sidequests seem to build toward something that never arrives (esp populating the hub), but it feels like there oughta be more? I know that's the dragon's dogma cope at this point though, so honestly who knows

very much liked the changes to the geography if nothing else. wish I was given more chance/reason to explore them

12 hrs ago

haha yep, my thoughts exactly. it makes for a few nice "oh hot damn" moments but I was mostly left a bit bewildered. spent a lot of time thinking "if everything before now was Dragon's Dogma, why is this Dragon's Dogma 2. there's just a lot more skeletons"