This is the only game I've ever played during which I've thought to myself "this is probably what it would be like to fight a dragon in real life."

From that thought, a lot can be gleaned about Dragon's Dogma. The animations and behaviours of its fictional fantasy creatures are remarkably lifelike, which bolsters its already strong immersive qualities, but the combat is arguably where it shines the most - and not just because its bows feel like semi-automatic rifles or because Arc of Deliverance is the single most satisfying move to use in any game ever made. Where a lesser game would typically have you fight a giant monster by whittling away at its ankles ad nauseam or some other comparably restrictive method, Dragon's Dogma lets you (among other things) climb onto it, knock it over, stun it, break off or cripple certain body parts, douse it in oil & light it on fire, lure it into a disadvantageous spot or environmental hazard, bring it crashing down to the ground while it's flying, send it flying through the air, freeze it, parry it, or jump off of it to reach a place you otherwise couldn't. It's like a power metal album cover come to life, with a soundtrack to match. It’s chaotic, it’s dynamic, and it’s absolutely drowning in techniques to try out.

That alone would be enough to set Dragon's Dogma above most other real-time combat systems, but what takes it to the next level is the genius pawn system. Few games offer satisfaction on the level of figuring out a golden tactic against a particularly troublesome enemy, watching your pawns become better and better at its execution over time, and being rewarded by other players for renting out your home-made killing machine to them. My mind was blown the first time I realised my pawn had learned to throw explosive barrels specifically when a tough enemy is near a ledge to kill them instantly, and almost a full decade later they continue to surprise with behaviours like this. There’s plenty else to enjoy about Dragon’s Dogma’s combat system, like the enormous playstyle diversity afforded by its classes or the chunky hitstop that provides great feedback on every attack, but it’s far from the only thing the game offers.

For one thing, Dragon’s Dogma sells the feeling of adventure very well. While not quite to the extent of in something like Breath of the Wild, you really do have to legitimately think about how to get from one place to another. Should I risk trying to clamber up that ledge or is it more practical to take the long way around, even if that means meeting more monsters? What time of day should I start my journey, or will it be short enough that I shouldn’t have to worry about all the beasties coming out when night falls? If night falls, do I have enough fuel for my lantern and is my character tall enough that it won't be extinguished by forging through bodies of water? You find yourself asking all these questions as you make your way to distant landmarks which you weren’t initially even sure if you could physically get to, which I think is enough to make the open world a net positive overall despite its blatant and unfortunate unfinished-ness. It helps that pretty much all of the dungeons in both Gransys and Bitterblack are rewarding to explore, with lots of goodies to find in hidden alternate pathways and enemy layouts which get dramatically overhauled in the post-game.

Beyond that, I’ll always stick up for the story of Dragon’s Dogma. Bingo Morihashi is seemingly cursed to always deliver well thought-out, thematically solid stories that everyone writes off as crap for some reason. Even if contextualising new game plus into it wasn’t rad as hell (and it is), the intentionally antiquated dialogue gives it so much character and it conveys such an immense, ambitious sense of progression in terms of scale. And speaking of scales (literally), Grigori is an all-timer in the realm of video game antagonists. Coupled with David Lodge’s masterful delivery, every line of his gives him such presence. He’s everything a dragon should be according to their traditional cultural depictions; not just huge, imposing and a fierce fighter, but also really intelligent and reserved to the point where it's not easy to classify him as a 'villain.' The fight against him having both style and substance in spades is just the cherry on top.

Daimon is also compelling, and his segment of the game is probably what’ll keep you coming back for more. Bitterblack Isle’s not just a wonderful, almost endlessly replayable DLC that marks a gold-standard for content density, it’s also a tantalising glimpse into Hideaki Itsuno’s full vision for Dragon’s Dogma. It was meant to have dozens of Bitterblack equivalents scattered throughout the world before its development was cut short, not the least of which included being able to travel to the moon and a massive MMO-like tower in which players could trade with one another and glimpse at each other’s worlds, endlessly stacked on top of each other. Had Itsuno and his team been allowed to carry out that vision, I’ve little doubt that Dragon’s Dogma would probably be my favourite game of all time. As it stands, it’s close enough already – all I think a hypothetical sequel would really need is for its open world to be more densely packed with content and a real-time healing system (outside of hotkeys and spells), like that of Nioh or a certain other ARPG series from the past decade or so that I hear is pretty popular.

It’s well known now that Capcom presented Itsuno with the choice to either develop Devil May Cry 5 or Dragon’s Dogma 2 a few years ago. Given the freedom that Capcom granted to him during the making of DMC5 and his recent teasing that his elusive new project is making good progress, I can’t help but have hope for the first time since release that aught is on the horizon. A Dragon’s Dogma sequel wouldn’t just be nice to see, it’d mark a victory for any and all game creators who want to see their vision fully realised.

Reviewed on Jan 16, 2022


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