this game requires no introduction anymore so i'm not beating around the bush. drakengard has been on my mind a fair bit recently - on the off chance you'll forgive a second log i think it's worth examining some of what the title accomplishes uniquely well, or what it's able to achieve with respect to the various titles that it's in conversation with. first of all: there's nothing quite as flatline-inducing or revealing of the author's own tendencies as reading that drakengard was intentionally poorly designed, a commonly held idea in various hobbyist communities frustratingly stemming just as often from its supporters as from its detractors. not only is this a frightfully pedantic and dull reduction of the text - it's also just an elaborately constructed fiction masking deeper truths. for instance, i think it's plain as day our burgeoning critical language still struggles with titles seemingly antithetical to traditional enjoyment, and are only able to escape from suffocating evaluative lexicon through irony or genre labels. survival horror isn't normally 'fun' & people appear willing to understand this so the genre gets a normative pass en masse, although it seems worth mentioning that the longer they exist in the public eye the more their mechanical frameworks get totally demystified by the public, arguably reducing them to vehicles for pleasure and gratification anyways, resident evil being the prime example.

drakengard, of course, isn't survival horror. it's largely a musou with some horror trappings, but it's rather plain about its affectation. however, because the traditional 'game' part of it is in such conflict with its aesthetic, we end up with the idea that this dissonance is a result of intentionally languid, engineered dissatisfaction. oh wow that wacky yoko taro wanted you to feel bad so he made his debut game bad. bzzzzt. wrong. square enix wanted a commercial success with drakengard. if they didn't, they wouldn't have requested that a project starting out as a simple remix of ace combat (owing massive inspiration to electrosphere in particular, another game that combines peerless arcade bluster with bleak narrative proceedings) would incorporate elements of its contemporary blockbuster peer, dynasty warriors. none of this is to say that drakengard can't be an awkward game, but it's in large part due to a friction with cavia's inexperience/lack of technical expertise, their attempts at holding true to their initial vision for the project, and square enix being desperate for a worthy competitor to koei tecmo's success.

here's where i'll stake a claim on something potentially contentious and risible. on the basis of the title's struggles in production & development, it is somewhat shocking that drakengard is not just 'not bad', but is a totally competent musou game. given the milieu in which it released, you might even dare to call it 'good', or 'well-made'. i'll double down with something absolutely no one wants to hear: most people have no point of reference because musou is rarely put in its historic context, appreciated for its strengths, or even, broadly speaking, played. disregarding popular experimental offshoot licensed games which carry their own unique magnetism, dynasty warriors has an especially prevalent stigma in contemporary action game circles, and few seem willing to return to reevaluate the franchise. if we accept this as the case, we can begin to understand why nostalgia is the primary driver of fondness for early musou, and why you always hear dynasty warriors 3 is the best one. 'load of bull', you say, 'drakengard is not good', you say, 'dynasty warriors sold millions and is beloved for inventing the drama; surely it's better', you say, but take a look at these admittedly small sample sizes (evidence A and evidence B) and you tell me which is actually the niche ip at present. one of these broader game worlds got a FFXIV collaboration. it was not dynasty warriors.

anyways the idea that drakengard could be a respected peer to dynasty warriors - or even, perhaps, better - is not ahistorical. drakengard came out in 2003, only a few months after the release of dynasty warriors 4. by this point in the dynasty warriors timeline, your only sources of inspiration for the musou canon are dynasty warrior 2 and dynasty warriors 3. they're fine games for what they are - content-rich, pop recontextualizations of romance of the three kingdoms that fold the intense political drama, grandiose character dynamics, and poeticizing of feudal history intrinsic to the novel and morphs them into larger-than-life battles of one against one hundred. it works for that series, but having played dynasty warriors 3, it's also very simply orchestrated. DW3 is kinetic and energetic, sure, but form is not function. as a still nascent series, DW3 has yet to experiment with elements that would come to define later entries, such as a strong emphasis on field management - its presence in 3 is largely muted and, dependent upon your stats, can often be negated. it is mostly a game of fulfilling your objectives, grinding up your stats, and engaging in undemanding combat pulling the same strong combo strings against some unique generals and a multitude of carbon copy generic ones. and i happen to appreciate it for what it is, but there is no question in my mind if you slotted that exact same mechanical framework into drakengard's tone and setting, it would be similarly deemed bad on purpose.

other than its tone what does drakengard do differently from this purely mechanical perspective? honestly, not too much from DW3! archers are still often priority targets, because if you don't prioritize them you will get knocked off your horse dragon. mission structure is usually quite similar, arguably with a bit less back and forth. combos require virtually the exact same input. the camera in both games is kind of fucked up. aside from abstruse unlock requirements and a...unique, system of progression, the biggest differences are mostly relegated to additions rather than subtractions. there are more enemy designs than just grunt soldiers. you can dodge now. the game is weapon-driven rather than character-driven ala DW3, which allows for its own form of unique experimentation. the soundtrack is excellent, i'm not accepting complaints. to aid in breaking up the pace, there are aerial missions that play somewhat comparably to panzer dragoon on-rail segments which are actually quite fun; likewise, the hybrid missions allow for angelus to be used as a means of offence in ground warfare and rain hellfire from above. it keeps things relatively varied. there's no troops to manage because caim is fighting a losing war and willingly formed a pact with the only being capable of potentially turning the tides, and the game is content to use the musou form to communicate ideas about caim and angelus to great effect.

of course, it's the narrative which gives drakengard a lot of its greatest texture (and is also demonstrative of its greatest strengths and appeals as a DW clone), but we can save discussion of that for some other time; for now it's more important for me to say that it's not quite the outright condemnation of violence through ludology that so many claim it is (it's far more interested in more subtle forms of violence than the explicit and ceaseless murder it depicts anyways). really, this was just a self-indulgent exercise in placing drakengard in its historic context once and for all, away from all the retrospectives it's been getting as a result of nier's runaway success. drakengard is a game that won't be for most, but it's a game that's lingered in my memory long since i first played it. it takes an, at the time, relatively new genre, and through sheer passion and dedication spins it into a uniquely transgressive idea while still remaining an enjoyable title to let unfold. if it feels numbing or meditative, that's more or less the exact emotional resonance that something like DW3 is targeting - drakengard just uses it to achieve more things than a sense of gratifying white noise. it remains peerless because of all of its contradictions, because of how messy and thorny it is as a game, and because we'll never see anything approaching this utterly unique interplay of emotional rhythms and macabre, uncanny storytelling wearing the skin of its crowdpleasing predecessors ever again.

Reviewed on Oct 03, 2022


8 Comments


1 year ago

spot on in terms of the combat analysis and the context the game was born from. i played this for the first time earlier this year and was shocked at how scathing other reviews had been towards the gameplay. there are certainly weaknesses drakengard has compared to warriors (the unnaturally synchronized enemy formations come to mind) but overall it's very playable once you adjust to frequently using the camera-center button and not diving into encounters head-first. would much rather play most of the on-foot sections here than something like sands of time's abysmal combat.

1 year ago

great review. if you look at people on gamefaqs talk about drakengard in 2003 very few will mention the esoteric nature of drakengard, it was mostly just DW with Dragons and a ton of weapons! It's interesting how it has been revised as a purposely bad game.

also i agree with Pangburn, this combat is so much more bearable than Sands of Times terrible fucking slog of combat.

1 year ago

In terms of why people call Dynasty Warriors 3 the best one isn't completely pure of nostalgia but because of the overall difficulty that would be found lacking in the series itself. I still wish to preface that you're not completely wrong with the nostalgia claim and it does make me wish more people take the time to look into the series they like but I digress. I've played Drakengard and revisited the entire Dynasty Warriors series recently barring 9 so saying a few people is honestly not that farfetched at all. Something you also have to consider on why people don't revisit the older titles as much as with any other series is that each title is essentially a remake with the same premise, going against fields of enemies with the Romance of the Three Kingdoms as a full focus. I will have to disagree on how field management is minuscule considering you haven't mentioned the Morale System which is essentially how good the AI actually is during specific maps. Do good and make morale high enough and your own officers will start to fend for themselves, less micro managing and allowing more freedom on what you want to do on the map.

My main qualms with Drakengard's gameplay is how clunky and slow Caim himself plays out. For only being able to control one character compared to the multitude of characters, I'd expect Caim to feel natural in animation compared to his contemporaries but I feel like a lot of work was cut here due the messy development history. Maybe I have been leaning into the more visceral and fun aspect as you mentioned as well but I never really got that even with the weapon variety in itself. Not too fond of the requirements either to get the endings especially with how Ending E feels like the true ending retrospectively. I was legit given a guide by someone that loves the game just as much as anyone even more because even he knew how ridiculous some of these requirements are.

I do think you had the right idea for most of this review, the dragon segments do a good job changing the pace of the combat and riding the dragon itself on the field is fun. Archers are annoying on both games, the same square and triangle strings. It's all essentially there.

Drakengard is a game I really wish I liked more but I rather not lie about liking something than just being honestly with how I feel about it even if it makes me appear simple in retrospect for not seeing the bigger picture which I do admit Drakengard definitely has. They wouldn't have even gone for this style of Dynasty Warriors 2 wasn't so popular at the time as well.

Nonetheless I do appreciate someone actually playing Dynasty Warriors 3 and making this comparison since as you mentioned before that not a lot of people do or even try to.

1 year ago

@Pangburn thank you! totally agreed, it hits a level of baseline competence for what it’s attempting to be that is imo hard to truly dislike. it’s aided largely by great aesthetics and interesting if somewhat barren maps. i do agree that the enemy formations are a stick in the mud since they’re clustered together, but it’s probably a concession made to accommodate for caim being the only one on the battlefield and it does also register as thematically coherent to feel like you’re endlessly slaughtering these very unnatural enemies. dynasty wars does do a lot more to make you feel like you’re actually in a war for what it’s worth

@gruel will keep this in mind for when i start sands of time soon…

@ExAndOh hi, appreciated the comment from someone more well-versed in dynasty wars than me. i have heard much the same in response to DW3’s difficulty being a core appeal, but when i played it i didn’t feel it was stemming from tactical value necessarily and had a bit more to do with being underleveled for a scenario and the AI being kind of relentless (though thankfully less fickle than 2). being in those positions usually meant having to rely on the morale system but in practice my feeling was it was only something i was concerned with when i was playing poorly or when the odds were stacked against me, which didn’t register as happening too much to me. my feeling was that how i approached a scenario didn’t change too much at the end of the day though i do understand the appeal of the system (it’s also cool to revisit scenarios as an opposing force and see that the battles aren’t always meant to be fair). i had to leave a fair bit on the cutting room floor for cohesion when writing this piece so expounding on the morale system ended up being one of them especially when in my case it didn’t end up being too impactful. DW’s remake nature is imo kind of awesome but i also understand how that has deterred retrospectives for sure. on drakengard, i do agree that the last ten to twenty percent of the game being purely guide driven is kind of bad but it feels easier to stomach knowing it’s something everyone has to go through, although they can just ignore it to watch ending E online. still im glad to be able to hash this kind of thing out and it’s definitely no harm no foul to not like drakengard lol it is kind of very confrontational and off putting, just not imo for the reasons people say it is

1 year ago



@kingbancho yeah I do mostly agree from there considering the difficulties have been mostly used as stat thresholds instead of actually turning up the difficulty other than throwing more troops your own way. Most of the reasons for the higher difficulties is to just get better items which would be a mainstay in the series starting with 3. DW3 is considered mostly for the aggressive AI without being as egregious as how DW2 was with how limited that initial entry was. I think the use of morale is definitely more noticeable when everything is going wrong and your friendly units are dying left and right to the point you have to rush back to the commander or risk defeat but I feel like it’s one of those things you don’t notice it working well until it isn’t. Even with my lack of appreciation for the game, I still think it has its place in the genre for offering something no one would even do nor probably ever do and I appreciate you taking the time to put the game and series in a retrospective manner. Thank you for taking your time to provide a bit more insight.

1 year ago

What a humbling review. I played Drakengard for the first time this year based on no knowledge besides “this came before Nier,” and I like to play games in order. I wrestled with writing my review of Drakengard for a long time, because I appreciated elements of it as much as I loathed others. So to see that my modern impulse to ponder “what if this game is bad on purpose?” is factually, historically wrong, as well as far from unique, fascinates me. There’s something frightening in learning how quickly cultural context can be lost for a game that still feels modern enough to be perfectly playable.

If I were to hazard a guess where this wrong-headed impulse comes from, Drakengard still has many elements that are easily recognizable as both good and intentional. The cutscenes are easily accessible as strong emotional beats, and the parts of Drakengard that are esoteric are impossible to write off as unintentional. But the context of the player experience with the gameplay changes the color of interpretation greatly. When the gameplay was fresh and fun and modern, the cutscenes were better appreciated for being transgressive, absurd, and ultimately auxiliary to the game experience. When the gameplay loses that newness, but is juxtaposed with a soundtrack and atmosphere that has aged nicely, the new player experience is conflated for the intended original player experience. Because so little of the game otherwise feels temporally or culturally disconnected, the missing context does not leave a perceivable gap pointing towards its existence.

I do not like the game any more with this understanding, but I better respect its cultural impact, and am again reminded of the importance of history and context in game discussion, even for titles that feel self-evident and self-explanatory. You’ve done important work and I appreciate it immensely.
came into this game expecting pure torture per what everyone said (even huge fans). actually im kind of having a blast with the gameplay- slaughtering assholes by the thousands is incredibly satisfying and trying to keep up a high combo causes me to enter a rhythmic zen state

5 months ago

@personperson the game does have a very particular rhythm which lends itself nicely to that feeling of zen and i think the game does well to interrogate that senselessness and friction the longer you play and the more routes you unlock. i think we could all stand to admit more, for the processes of critical analysis, how our emotions factor into what we play and the kind of deadening mechanical flow of this title was - and at times, still is - really appealing to me. gotta soak in the nasty and brutish and spiteful vibes - again as i stated i don’t at all believe the game is bad on purpose but there’s a sense of discord the devs revel in engaging with and the apocryphal, uncertain and manic storytelling only adds to that effect. basically if someone can love dynasty warriors they can find it in themselves to like drakengard, it’s more similar than most let on, just that drakengard isn’t as directly concerned with player empowerment. love to do evil combos whole time im looking like :|

anchoring all that with the wonderful peculiarities of the caim/angelus relationship is kind of a legitimate feat and serves as yet more ammunition in my one sided war that taros scenario writers may have more sauce than he does