"The world once shaped by the great will has come to an end.
It was a foregone conclusion. All is preordained.

If in spite of this you still have the will to fight, now is your chance to prove it."

This is a particularly difficult game for me to write about because I want to greedily compare and contrast every ballhair with the first title’s, just so I can diagnose exactly where my issues with it lie - why a game that is functionally so similar in DNA to one of my all-timers doesn’t hit the mark. Personally speakin, the long & short of it is that Dragon’s Dogma 2 is something of a sidegrade to the original title that distances itself too much from what I found spectacular about it to begin with.

Possibly my favourite element of Dragon’s Dogma 2 is one that could be felt from the moment you first gain control of your character. There’s a palpable heft to character locomotion, complimented by the multilayered textuality of the land itself & the threats of wrong turns into the unknown or slipping off a slick cliffside to your untimely demise - it leans wonderfully far into the concept of traversal being a battle unto itself. As was the case with DD1, being tasked to travel from safety to a marker deep into the fog of war is never a simple request. Goblins, ogres, harpies, and whoever else decides to grace you with their presence are waiting in the bushes to act as regular speedbumps to be carefully considered and planned for accordingly.

Where DD2 slips at this for me is in how little it reciprocates for what it demands. This is a sequel that has ballooned itself in scale to a dizzying near 5x the original map’s size, but hasn’t developed the enemy roster nor the environmental design acumen to make use of it. Take for instance that DD2 has fifty caves strewn around its tectonic world map, and I don’t think a single one is as impressive as one that could be found in DD1. Where the caves/dungeons in DD1 were concerned, there would be special objectives relevant to the overall story, a person you were going there on behalf of who represented a town or group, they would unlock shortcuts for faster world traversal and upon repeat visits you’d notice the location’s role in the world change for the denizens. They would be densely designed so that every corner was worth being scanned to the best of your ability for pickups, shortcuts, levers, climbing points - lending to the almost DnD-esque adventure core followed passionately by the game’s design. Hell, the locales would generally sound and look different too, built to purpose so as to become plausible enough to justify their utility in the world and lend credence to exploring them.

Compared to that, DD2 has shockingly little of this. Its myriad nondescript caves wallhugging the world could scarcely be five prefab rooms tied into a loop to house a few potions, or some equipment you could find at a store. No unique gimmicks or trials, only populated by a handful of gobbos and maybe a midboss as a treat. I feel that Dragonsbreath Tower was supposed to act as something of a callback to Bluemoon Tower from DD1 - it being a perilous journey across a handful of biomes towards a crumbling hanging dungeon that houses a flying peril, but it’s so bereft of pomp and confidence. A truly memetic core routine that made me think less of adventures and more of waypoints and upgrade materials. I want to use a Neuralyzer to remove BotW shrines from the face of the earth. And god why is none of the new music good.

DD2 implies at a big story, but to me it felt like nothing came together. I had no idea who anyone was supposed to be beyond Brant, Sven and Wilhelmina. DD1’s progression from Wyrmhunt -> Investigate the Cult -> Kill Grigori -> Deal with the Everfall -> Confront the Seneschal was great, and throughout all of that you kept up with characters like the King and got to see his downfall. The writing and delivery of the cult leader and Grigori himself far surpasses anything in DD2, despite having very similar subjects. Outpaced by DD1 in setpieces and pop-offs and thematics. There's barely any antagonistic people in the game and once you get to Battahl it feels as though the game trails off like it’s got dementia.

It's a completely different kind of design that, sure, encourages player freedom - but communicates it in this really loose way that I just don't care about. I spent much of my playthrough having no idea what I was doing besides wiping off the blank smudges of world map. What expounds this problem is that quest discoverability is astonishingly low here, oftentimes made worse by restricting itself to AI astrology, time of day, relationship levels (??). The duke could stand to commission a farcking quest board imo!!! I won’t kid myself and say that the quests in DD1 were even a bronze standard, but they worked and communicated exactly what they needed to do while also leaving open ends available for interpretation. But in DD2, they’re just awful, I absolutely hated the experience of trying to clear up Vermund’s quests before pushing Main Story progression and at this point I wish I cared as little as the game does. What need is there for almost all of them to have a “return to me in a few days” component in a game with such limited fast travel, do you want me to throw you into the brine? Frankly the game is never as interesting as when you're doing Sphinx riddles.

Combat’s good enough, I do enjoy how the interplay of systems would present the player with all sorts of unique situations, but even these can and do begin to feel samey when a very slim enemy pool on shuffle. What makes these emergent conflicts even less impressive to me is how I can't help but feel as though the ogres, trolls and chimeras in particular have had their difficulties neutered. The hardest time I had with the chimera was during a sidequest where you had to get the poison-lover to be doused in chimeric snake venom. They're barely a threat otherwise, and can either be chain stunlocked with well-placed shots or slashes, or get too lost in their own attack animations to really hit anyone. Comparing these enemies to DD1 where climbing was far more effective at dealing damage encouraged the player to get real up close to them and it felt like their AI knew how to deal with that. Like when I fought the Medusa it felt like they didn't have any idea where the party even was. I think if the hardest encounters the game has to offer is Too Many Goblins we have a problem. (Dullahan is very cool though)

I’m not miffed no matter how miffed I sound. When do people like me ever get sequels to games they love? I’ll tell u dear reader it’s Never. Dragon’s Dogma 2 is full of wonder & delight and I think anyone less fatigued by SCALE and SANDBOX than me has a home in it. I feel a little left behind, having spent 12 years wasting away in the waiting room rotating in my head the concepts DD1 confidently wields, and its further potential as a foundation for a sequel. A game that was absolutely 'for me', course correcting into sick-of-this-already airspace. I’ll be excited to see whatever news, expansions or the like the future holds for DD2. Right now, though? I think DD1 has a stronger jawline.

Reviewed on Mar 31, 2024


4 Comments


26 days ago

I just got to Battalh myself and I really feel that quest-searching fatigue lol. I got softlocked at "the masquerade" and were it not for a borderline out of bounds jump I could made that happens to not be clipbrushed off (it might be intended but who knows, I've found invisible walls in odd places) I would have been nonprogged on the main questline. I wasted a good 2 hours trying various things before caving and seeing others with the same issue.

I bring this up and may mention it in a review of my own at some point, because it's odd to me that in a game that seems so determined to make the freeform/flexible quests work, one of the few almost-entirely-scripted ones is so buggy and nearly nonprogging. How does this happen?

Anyways, fantastic review as usual.

26 days ago

I would've come out of this game with a far more positive appraisal if I completely ignored the Vermund church questline because it was so catastrophically poorly communicated and executed. I wanted to start burning incense to align my chakra with the fucking beggar because I swear his bullshit routine would break in new ways every day. The whole experience cast a shadow of doubt over the functionality of DD2 questing and it was just as well, because every quest I found come Battahl was very basic a-to-b fetch quests lol. All I can really suggest is give gifts to people whenever you can because a bunch of things are hidden behind the affinity mechanic.

26 days ago

Beautifully put, captured a lot of my own feelings that I've struggled to put into words since completing the game. It feels to me, to a certain extent, that DD2 wanted to move away from handcrafted setpieces and try to create a game that was built more around unique, player-driven stories (hence the gigantic scope and abundance of dungeons), but the game simply lacks enough truly dynamic gameplay systems outside of its combat to support something like this. Maybe I'm just trying to rationalize it though.

18 days ago

Don't want to press the point but as the days roll past after completing DD2 I'm quite struck by how little impression it's left in me. Not that that's the most measurable or valuable metric by any means I'm a very busy and depressed person and Media isn't nourishing like it used to be lately lol,.. There's certainly something to be said about the subjectivity of the 'thrill of adventure' and other platitudes like that w/rt open world games, but what motivates me to press the charge isn't Loot, nor wiping the fog of war off of the world map to reveal new underground and overground bandit camps, which is all DD2 appears to really offer. It's so noticeable how the pawns no longer seem to have any dialogue relating to the environment, just generic prattle about inventory management, enemies and interactables. What would they even comment on if they did?

Yesterday I remembered you got a wakestone shard when you walked to the heart of the giant Hillfigure drawing in Dragon's Dogma 1 and am trying to think of an equivalent in DD2. Just a small, singular point where the game presents a small unique piece of geometry or visual stimuli that either hints at broader history with the world and also begs to be prodded at in good wit. I looked at both games' world maps and was struck by how few points of interest there were in DD1, but how I can point to each and trace them to a memory of a mechanic introduction or a key moment in the story. "This is where the direwolves get introduced, this is where you can find a sprawling dungeon god remember that weird side objective within? Quina goes to this weird cultic abbey here, chimeras roam here, and this area is protected by a drake, this area has an annoying poison gimmick". I attempt this with DD2 and get precious little from pouring over the landmass even with icons spelling the contents out. The moment to moment combat is undoubtedly very good but it rings so hollow to me when it's ALL in favour of walking around and attacking ogres. I do wish I could be a normal person and come out of this game like "gameing,,, redefined. every battle, unique!! a world where u can do anything and go anywhere" but I'm not there, sorry for being boring. DD1 felt like a game brimming with ideas, shooting for the stars that If This Is Our Last RPG, So Be It, At Least We Tried energy. DD2 feels as though it accomplishes all it sets out to do, which is a whole lot less than it could have.