20 reviews liked by d3cker


A worthy addition to the series that swings in with high-impact fun. The story carries through a typical, but strong journey that doesn't let up and pays off in the right ways. Combat is hectic and easy to button mash, but difficult to master. Yet again, getting into that perfect combat flow takes some effort, but feels satisfying once you're there. I especially appreciate Insomniac's respect to open-world games that don't require hundreds of hours to complete.

Can't wait for more.

I had always been offput by the art-style but man I am so glad I played it. It is so so so fun to go through this game and experience the story how it is told through the deaths of the members of the Obra Dinn in vibrant and exciting scenes that you walk through and uncover. The puzzle element of finding out the name of the crew and how they died is always interesting and thank god for the system that correct you when you get 3 right at a time cause I would of lost mind if I didn't have that. I played this with a friend who had already played it so she helped me out when I needed it but never gave me the answer straight away so I would say a non-spoiler guide can be a help in this game to truly enjoy it while having a interesting, sometimes challenging, and amazing puzzle to uncover in the return of the Obra Dinn.

Yo, when this game hit the streets, it was kinda jagged, not gonna lie. But damn, it snagged all my focus and got some real soul to it. The way they cooked up the world's legit, sneaking around's a blast with all its twists, and throwing down feels solid. Just wish there was more ways to trick out my avatar, y'know? Make it real tight with Cyberpunk's universe, feel like a part of that neon-soaked chaos. Don't slip on this braindance, chooms.

In every way, what Larian delivered here is unprecedented. The epitome of "if you think it should work, it probably will," the game is an endless stream of highly entertaining and satisfying puzzles solved via a solid and deep combat system, a monolithic amount of excellent writing, and/or incredibly well-designed environmental interactions. The characters are masterstrokes of expansive complexity matched by god-tier voice talent.

Five stars, docked 0.5 stars simply for defeating me by its outrageous length. Unfortunately my burnout meter increased slightly faster than my ability to carry it across the finish line. I will return to it and finish it someday, but not this day.

Pro-tip for new dads!
DAD MODE: If you care more about story, less than difficulty, download the mod that uncaps your party limit (along with the UI mods that make it more useable). Take every character will you and you'll be able to engage with all of their amazing and unique storylines in a single playthrough.

Phenomenally unique and addicting rogue-lite. It encourages running the game over and over to discover new modifiers and while you'll certainly have many failed runs, the promise of your next huge mult chain keeps you coming back for more.

I personally found the graphics to be high-quality, however there's a constant ripple/motion effect that made me slightly queasy at the start.

Having never played the first Dragon's Dogma, I was relatively surprised to see the buzz Dragon's Dogma 2 was receiving on social media up to and after its release. In addition to the normal marketing materials, users that had bought and played the game were almost uniformly glowing in their assessment of the title. Twitter was abound with clips of their exciting battles and exploits, and the phrase "Game of the Year" had been bandied about. Now, recency bias is a potent thing, but I was certainly intrigued by this reception. So, after making the conscious effort to temper my expectations, I bought the game and dove in.

There's a lot of elements to Dragon's Dogma 2 that impress. Chief among them is that the game has a complete and total commitment to immersion. Going through the quests, both side and main, demands an approach in which the player views them as events coherent with the world as if it was a real environment and not a complete work of artifice. The game leaves things up to the player's common sense to suss out, which is much more satisfying than endless prompts and quest markers that have become standard in open world games over the past couple of decades.

This is an attitude that permeates much of the game's design. Fast travel, while possible, is minimized in an effort to make players immerse themselves in the world. At times inconvenient mechanics such as encumbrance and the effort needed to make a safe campfire for resting are real concerns of would-be adventurers that other titles regularly choose to gloss over. Monsters aren't drones lurking in designated places doing nothing until activated by the player. Instead they are convincingly wild in the ways they show up unexpectedly in would-be "safe" areas such as towns, or they are much stronger and larger than the player could ever hope to be at the time of their chance encounter.

There's many more examples one could list, but when playing Dragon's Dogma 2 you feel like an adventurer in a fantasy world with all of the responsibilities that would entail. It's not always easy or glamorous, but that's why it's an adventure and not a theme park.

This approach to design is so respectable that it breaks my heart that the moment-to-moment gameplay of Dragon's Dogma 2 has been so utterly fumbled.

Combat is an integral part of the experience that no player could possibly hope to avoid, and yet it is so bland. Physical attacks carry no weight in their hits, magic barely registers as connecting, and monster health pools can be so large that encounters regularly feel like slogs. The pawns one can hire have the potential to carry the player even while below their level, thereby removing any feeling of contributing to a fight at all.

While problematic on its own, this flaw is doubly severe in how it compounds the issues Dragon's Dogma 2 already has. With players not having so many fast travel options, at least in the early game, they will be traveling on foot quite often. This, in turn, means they will be getting into many combat encounters. Exploration is thereby discouraged, as excursions out into the wild bring with them the drudgery of combat. In turn, viewing monsters as boring instead of threatening shatters the immersion the fast travel decision was supposed to promote in the first place.

This is not the only example of poor game design clashing with the mission statement of the game. Pawns, as a system, are a baffling choice to me. The developers want players to feel engrossed in their world, but the pawn system is one of the most grossly artificial I could conceive of. While there are in-universe explanations for their existence, the amount of player-made mommies I encountered with immersion breaking names scuttled that meager effort almost instantly.

It's not only the intrusion of other players' inclinations into my fantasy world that makes the pawn system a poor design choice. The adventuring party, as a concept, has been central to the RPG genre all the way back to early titles like the first Final Fantasy. The appeal of the party as a mechanic is two fold: In terms of gameplay, one can balance their approach with characters of different specializations. In terms of story, many players enjoy growing alongside and getting to know their certain characters over a game's runtime. The pawn system of Dragon's Dogma 2 executes the first premise decently enough, though it's not so necessary when the player can change their own class so easily, but it actively bungles the second.

With half of my party so blatantly being temporary, man-made golems instead of anything resembling a character it is so hard to accept the party as a legitimate, in-world construction. If I am constantly going to be reminded that most of the people on screen come from the world of XxDickSucker420xX, how in the world is a restricted amount of fast travel going to draw me into the world of the game?

And boy, one will be reminded of that often. The pawns in this game chatter incessantly. They chat about elements of mild import to the player, such as locations of items, and they also chat about absolutely nothing often to comedic effect. The former has its uses, though I still would prefer it toned down in frequency, but the latter is incredibly misguided. For party chatter to be interesting, the party needs to have personality. Pawns, by design, have no personality.

The artificiality of it all cannot be ignored. Even the name, pawn, drives home the point that these are beings with no humanity. So then, why is the game so insistent on contradicting that with attempts at endearment to the player?

The pawn dialogue highlights a separate issue: the writing. The outmoded form of English chosen for the game's dialogue is incredibly jarring. Other series of games and certainly other works from other mediums have certainly gone down this road before; "old English" is nothing new to people who have been around the block. But Dragon's Dogma 2 sticks out as uniquely weird in its phrasing. Rather than sounding natural the dialogue reads as a deliberate attempt at old English.

I'm not particularly interested in discussions of the accuracy of the words themselves. Art exists as a deliberate work by, and as such it is graded on the impressions of legitimacy, taste, and sense it leaves rather than its actual accuracy. Maybe people really did run around saying "yon chest", but in this game it comes across as ham-fisted.

Doubly jarring is the disconnect between this localization and the game's native Japanese. I played with English subtitles to a Japanese dub. I speak both languages. The dub had no attempt at using an archaic, period form of Japanese. To state the obvious, such a thing does exist and has been used for period pieces in the past. Localization discussions are simultaneously outside of my interest and above my pay grade, so all I'll say is that when a script constantly makes me incredulously cock an eyebrow, I am once again being drawn out of the game's world rather than the reverse.

There are other, smaller issues with Dragon's Dogma 2. The design of the monochromatic minimap is not at all a wise choice for dense areas such as towns; spell targeting is finicky at best; and the camera draws in too close during combat to properly see enemies. These, however, are not glaring flaws. No game is perfect, and most foibles are easily forgotten.

The reason I find Dragon's Dogma 2 to be so disappointing is that there is a clear indication of what the developers wanted to do with their game and how they wanted the player to experience it. The clashing of that intent with various mechanical decisions is a death knell, and a good example for others on how games must be coherent packages if they are to rise to the top of their field.

i should study for these finals

"99% of gamblers give up before they get their big win" I say before accidentally discarding a Straight Flush

Everything comes together for one of the best multiplayer games you’ll ever play

The campiness from being a parody of wartime propaganda blends perfectly for the video game feels: humorous dialogue, dynamic music that feels orchestrated to your current objective, and the feeling of community among your fellow patriots. I’ve only played with friends and I don’t give a shit about the meta, I just want to shoot some damn bugs for Super Earth!

It’s controls are very smooth, you can feel like a walking fortress and a ballerina at the same time with the maneuverability options given. Adjustable difficulty so that you can play with friends of any skill level. The UI is a bit lacking, a lot of information is crammed on some screens where others feel so barren I don’t know what to do.

The ethics of the studio that makes the game is probably the best thing about this whole game. Patch notes are fun to read, address any issues the community has, it even doesn’t have any FOMO mechanics, just bottlenecked progression but it’s so fun you don’t really care. This shouldn’t technically be a praise, but given the state of most companies ethics at the time of this review, it earns its merits for being exemplary of what every studio should be doing.

A definite example of mismanaging my expectations after multiple trusted sources promised me that this game was for me. Sadly, while I was extremely excited to dive in, I found myself lost, confused, and bored through about three hours of tinkering with it.

I fully acknowledge that what they've done here has a certain amount of brilliance to it. If you're the kind of gamer that adores uncovering a mystery with little to no direction imposed on you (think Myst), definitely give this a shot. For me, this hit all the wrong buttons and left me incredibly disappointed.