Dragon's Dogma 2 goes all-in on the open-world RPG design trick that made me fall in love with Skyrim and Fallout: New Vegas

GamesRPGDragon’s Dogma 2Dragon’s Dogma 2 goes all-in on the open-world RPG design trick that made me fall in love with Skyrim and Fallout: New VegasWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.

GamesRPGDragon’s Dogma 2Dragon’s Dogma 2 goes all-in on the open-world RPG design trick that made me fall in love with Skyrim and Fallout: New VegasWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.

When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.

(Image credit: Capcom)

Dragon's Dogma 2 character shoots at an enemy in the distance with magic.

If I had a nickel for each time a Bethesda-owned RPG sent me bouncing around a handful of close-knit settlements before sending me to the other side of the map, I’d have two nickels.Skyrim’s journey to Riften andFallout: New Vegas' hike from Nipton to its titular city remain, to my mind, significant parts of how these two games were able to gain such an enduring hold on the genre. Now, playing Dragon’s Dogma 2 more than a decade later, I’m finding the same expeditionary design philosophy that made me fall in love with those fleeting moments written throughout the whole game.

New Vegas was the first Fallout game I ever played, and I squeezed everything I could into that first playthrough. No inch of the Mojave went unscoured, no DLC went unplayed. The obvious follow-up, of course, was Fallout 3 - a game in which I ended up with less than a fifth of the playtime of  its Obsidian-made successor. But that meager 18 hours belies my fondness for Fallout 3, moments of which stick just as clear in my mind as those from New Vegas; the flight from Vault 101; Tranquility Lane; laying traps for Super Mutants in the bowels of the museums. So why did I spend so much more time in the Mojave than in the Capitol?

The answer to that lies in each game’s critical path. In Fallout 3, Bethesda holds your hand pretty hard as it sends you through the suburbs and subways of D.C., bouncing you from objective to objective across a relatively small swathe of its map for most of the main quest. In New Vegas, Obsidian took a different approach – you’d undertake a few short journeys around Goodsprings, but then the training wheels would come off, the next main quest objective firmly on the other side of the map, all of the danger and promise of the Mojave between you and your goal. Skyrim would follow suit, sending you on the long hike between Whiterun and Riften. Those grand journeys opened up those worlds, encouraging organic exploration rather than the slavish following of the next quest marker. And that’s exactly what Dragon’s Dogma 2’s entire world is built around.

The road less fast-traveled

(Image credit: Capcom)

Dragon’s Dogma 2

The question that jumps out to me so far, however, is why would you want to? Itsuno has also made clear thatDragon’s Dogma 2 was his opportunity to build on the freedom that he wanted to include in the original game. Towering enemies can and will follow you to the ends of the earth should you stumble across their path, but roaming NPCs will fight at your side. Pawns will encourage you off the beaten track with the promise of rewards to be found in the next cave, mountain, or forest glade. Clever use of spells and abilities turns simple traversal into progression-based puzzles. It feelsgoodto explore and roam around, so I never feel the desire to fast travel in the first place.

An Unexpected Journey

(Image credit: Capcom)

Dragon’s Dogma 2

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Shadow brandishes a gun in Sonic The Hedgehog 3

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5Nightbitch review: “Amy Adams' disappointing dark comedy is all bark and no bite”

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1

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2Secret Level review: “An uneven experience with serious highlights that ultimately make up for the misses”

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4Creature Commandos review: “James Gunn’s heartwarming, R-rated tale about super-monsters proves that the DCU is in good hands”

4

Creature Commandos review: “James Gunn’s heartwarming, R-rated tale about super-monsters proves that the DCU is in good hands”

5Cobra Kai season 6, part 2 review: “Returns to the sort of hard-hitting form that made it such a fan favorite in the first place”

5Cobra Kai season 6, part 2 review: “Returns to the sort of hard-hitting form that made it such a fan favorite in the first place”

5

Cobra Kai season 6, part 2 review: “Returns to the sort of hard-hitting form that made it such a fan favorite in the first place”

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