The retro RPG vibes of Dragon's Dogma 2 remind me of Dark Souls and Forspoken, and I absolutely promise that's a compliment

GamesRPGDragon’s Dogma 2The retro RPG vibes of Dragon’s Dogma 2 remind me of Dark Souls and Forspoken, and I absolutely promise that’s a complimentWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.

GamesRPGDragon’s Dogma 2The retro RPG vibes of Dragon’s Dogma 2 remind me of Dark Souls and Forspoken, and I absolutely promise that’s a complimentWhen 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

It’s a chaotic battle that spreads over almost an entire hillside, and sees me using my magic archer’s resurrection arrows on my suffering pawns dozens of times. It’s also exactly the kind of thing that drew me to Dragon’s Dogma 2. As someone who never played the original game, it was stories of the open-ended nature of its combat that excited me about the sequel. As first a magic archer with a quiver of homing arrows, and then a frantic, spear-wielding fighter, Dragon’s Dogma 2 delivered on its promised freedom in spades.

Pawn shop

(Image credit: Capcom)

Capcom

In my two-hour playthrough, the critical path was a little more than an idea; even if I’d wanted to follow a quest, the world was humming with so much life that in the time I had I don’t know if I ever would have managed to complete one. A couple of NPCs wandered up to me with mysterious tales they wanted me to investigate, but they were swiftly waved away in favor of my own adventures.

Role-playing gem(Image credit: Capcom)It took 12 years, but Dragon’s Dogma 2 is the truly open-world RPG that its director always wanted to make

Role-playing gem

(Image credit: Capcom)It took 12 years, but Dragon’s Dogma 2 is the truly open-world RPG that its director always wanted to make

(Image credit: Capcom)

Dragon’s Dogma 2

It took 12 years, but Dragon’s Dogma 2 is the truly open-world RPG that its director always wanted to make

The sheer number of moving parts in these fights makes Dragon’s Dogma 2 feel like a technical marvel. Between me and my three pawns, multiple massive enemies, and the smaller opportunists that jumped into each fray to add to the chaos, the game is managing an awful lot at once, with barely a hitch. Fights play out in a variety of complicated ways – one golem had its weak spot on the base of its foot, so I could only deal any real damage once it was staggered, teetering chaotically on one foot. Another, however, must have thrown its weak point at a party member at some point, because I eventually found it a few meters from the rest of the fight, finally allowing me to finish the battle.

Why have you Forspoken me?

I can also feel the mark of another Japanese RPG, but it’s one that I’m hesitant to discuss. To spit it out, I genuinely enjoyedForspoken, last year’s much-maligned release that essentially sunk its studio aftera reported $100 million investment. Looking beyond the muddy visuals and cringe storytelling, I found a freeform, delightfully improvisational combat system that meshed excellently with a world that thrived on open-ended exploration.

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Particularly with the Archer, I felt the same pull, the same sense that combat was about your manipulation of the battlefield more than direct mastery of the systems. That mastery was there – in the delicate aim of those fire arrows, or a clutch cast of the spearman’s shield spell – but careful management of your pawns or a deliberate redirection of even a towering enemy is far more likely to bring success than a simple series of bow or spear strikes. I’m aware this might not seem like the most complimentary comparison, but Forspoken drew on similar ideas so much that I’m just as interested to go back to Dragon’s Dogma 1 to see how it pertains to Forspoken, as how it pertains to its successor.

Dragon’s Dogma 2 director on giving players a fighting chance against the RPG’s giant enemies: “You have to have ideas for gameplay that goes beyond basic one-to-one combat”

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5

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