Kotaku's Assessment of Dragon's Dogma 2

Kotaku's Assessment of Dragon's Dogma 2

Content Overview :
  • Radical open-world RPG design of Dragon's Dogma
  • Dragon's Dogma as Hideaki Itsuno's passion project
  • Challenges and visions of Dragon’s Dogma 2
  • Unique pawn system in Dragon’s Dogma
  • Evolution of pawn characters between games

Open-World RPG Design: A Radical Approach

With its unique approach to open-world RPG design, the 2012 release of Dragon's Dogma challenged the status quo. Its unconventional fast-travel mechanics, complex questlines, and refusal to give players full control over their team were seen as radical choices.

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The Passion Project of Hideaki Itsuno

Dragon's Dogma was a labor of love for Director Hideaki Itsuno. After leading the charge on three Devil May Cry titles, Itsuno was finally able to bring his vision of a dense, systems-heavy action RPG to life. The final product was rich, challenging, and full of creative concepts.

Dragon’s Dogma 2: A New Vision

Fast forward twelve years, and Dragon’s Dogma 2 raises a question: Can the essence of Dragon’s Dogma be recreated today? In a gaming landscape dominated by easy fast travel and straightforward quests, how can Dragon's Dogma 2 modernize a design that inherently resists such trends?

The Answer: Stay True to Your Roots

My take on Dragon’s Dogma 2 is that it doesn't aim to modernize, but rather stays true to its roots. Itsuno clearly focused on refining the original Dragon's Dogma, resulting in a game that confidently combines ideas and elements from its predecessor.

The Power of Pawns

The pawn system is a central feature of Dragon’s Dogma. This system allows the player, dubbed the “Arisen,” to command "pawns" - humanoid beings with no will of their own. These pawns exist solely to aid the Arisen in their quest to slay the dragon terrorizing the land of Vermund.

Connecting with Pawns

One of the unique aspects of Dragon’s Dogma 2 is its focus on single-player gameplay and the relationship between the player and their pawns. These characters exist in a state of deference to the player, creating an interesting dynamic. As the player becomes more attached to their pawns, the line between commander and equal blurs.

The Evolution of Skroat

Take my main pawn from the first Dragon’s Dogma, Skroat, as an example. Created as a joke, Skroat transformed into a character I genuinely cared about in Dragon’s Dogma 2, shedding any sense of irony.



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