Cleansed by the surf, a body washes ashore on a deserted beach. Nameless, this soul awakens, eyes gleaming with the will to live, and for all things worth living for.

This was my first full playthrough of the game since maybe 2013, and the first time I’ve tackled the expansion content added to the Dark Arisen release. Game still rocks my world. Something of a Capcom dream team coming together to create a moving Frazetta artwork. Hideaki Itsuno’s combat direction acumen and some Monhun crew in the wings to reign the madness into a more grounded dark fantasy action game with a keen eye for resource management & an iconique soundtrack. An excitable exploration of pure western fantasy through the Japanese lens akin to Record of Lodoss War.

I really do just think it’s special. Every excursion through the world or a dungeon is speckled with emergent Moments that can only come around because the systems the game is built on offer a wealth of synergies and expressive means of interactivity. The regularity with which Dragon’s Dogma punctuates an excursion with sick as hell moments that steal your breath, as well as pure slapstick comedy, it almost rivals a particularly haphazard TTRPG campaign. It pays to take note of enemy AI behaviors and exploits, because your pawns will learn as you do and take actions that repeatedly surprise - when I started picking throwing loose enemies into the wider horde in order to more easily deal AoE damage, I noticed my pawn starting to do it for me and I felt like a proud dad.

The world of Gransys is almost my platonic ideal open-world RPG setting. With transportation options limited, the relatively small scale of the map itself is made to feel gargantuan, aided by the density to which it is decorated with places of interest and rewards for clambering up suspicious nooks. Questing requires planning so careful that even a journey down a road must be approached with trepidation. All with thanks to the game’s downright brutal day-night cycle with realistic lighting, you enter a pitch black forest with only your lantern and the reflection of the starving beastly eyes peering at you through the shrubbery. It was impressive in 2012, and remains so to this very day imo!!! I’ll never ever in my life forget the way I shot out of my chair because I turned on my lantern in the pitch black, to reveal the face of a gargantuan chimera winding up a punch.

Dark Arisen offers a locale with something of a megadungeon populated by new enemies and threats. Some of the most fun I’ve ever had with the game occurred within those dingy stone walls. It feels almost like a Bloody Palace mode so you can unleash your classbuilding prowess on the increasingly monstrous beasties thrown your way. End boss was some pure “ah, so this is why games exist” affirmation, too.

…But, it’s undeniably as half-baked as the rest of the game itself. Dragon’s Dogma feels about as unfinished as I’d dejectedly expect anything that comes across as a double-A passion project to be. Brimming with brave creative flourishes, but lacking in a certain star power to really let it raise the bar. I don’t want to beat the dead horse and lament the concepts on the cutting room floor, but it’s fairly noticeable that the game suffers from an enemy and location variety deficit. The implementation of the Pawn system is downright amazing, but so peculiar with miniscule blink-and-you’ll-miss-it details that they don’t have much of a cohesive bigger picture place in the game, and come across as a patchwork solution to a botched multiplayer mode. The quests are fairly rote in and of themselves, and the characters - while I love their antiquated Tolkienist dialogue style, are all flat and unmemorable. Even the classes themselves, which I’d still say are near-enough goated as far as fantasy action games are concerned, could do with a little more in the way of skill diversity. Bitterblack Isle itself feels like at most five unique rooms repeated a handful of times.

Still, don’t wanna be a downer. Dragon’s Dogma is amazing, scratches such a specific itch that I can only thank The Maker that it even exists in the way it does at all. Didn't mention the story at all, not sure how I'd tackle it honestly - thematically rich and insanely well executed. Grigori gets me weak at the knees, man. How the fuck is this game getting a sequel, nothing I like is ever allowed to do that.

Reviewed on Mar 09, 2023


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