I love how games keep me so occupied that I think about them all day long while living my real life. This doesn’t happen a lot these days because I’ve played so many games over the past 30 years. It happens when a game does something I’ve never seen before. For example, last year’s The Legend of Zelda: Kingdom of Tears featured a reckless gimmick. Or sometimes it’s because of something I do, like Dragon’s Dogma 2, which I’m still playing after reviewing last week. We’ve seen it before, but not for very long.
In the 12 years between the original Dragon’s Dogma and this sequel, Elden Ring is the only game that has come close to recapturing that brand of fantasy action role-playing with its chaotic, stubborn idiosyncrasies. This is a game where you can ruin a quest by fooling around for too long before pursuing the next objective. On an otherwise empty journey through the countryside, a griffin can appear and run you over to death almost instantly. The multidimensional beings who act as your companions on your journey contract a mysterious disease that unleashes the apocalypse when you save the game. You only have one save slot, so every decision counts. If you make a mistake, you have to accept it.
While some players have had disappointing reactions to the game’s inflexibility, I respect Dragon’s Dogma 2’s willingness to ruin your day at times. It will not bend to your will. You need to work around the rules, even if you don’t necessarily know what they are at first. At first, you might be annoyed that characters often tell you about interesting legends and rumors, but the game also marks them on the map to show you where they are likely to be found. And over time, when you are left out in the wilderness at night, without camping gear, and try to take shelter in a cave which leads to a crumbling mountain shrine, you may find a real Sphinx there. You realized that even if someone had marked the location on your map, you would never have done that. You must have been in awe the first time you saw those glowing eyes in the dark.
Conventional wisdom in open-world games has long held that games are structured like to-do lists. A character with an icon above their head will appear, they will give you something to do, and the game will conveniently mark the location and start checking boxes before receiving the reward. The map is full of small icons that show you where to find things you might need to upgrade your equipment or further your objectives. In recent years, games like Zelda: Breath of the Wild and Elden Ring have ditched these conventions, making their worlds feel once again mystical, realistic, and dangerous, but not Dragon’s Dogma 2.
The appeal of Dragon’s Dogma 2 is that it is less susceptible to external influences. Dragon’s Dogma 2 feels like the development team has spent the last decade or more playing only their own games. It’s appealingly free from outside influences and doesn’t adopt any of the ideas that other games have become standard for since 2012. For example, you cannot use menus to fast-traverse the map, except in a few rare cases. If you want to go somewhere, you have to walk. For many years.
You follow that path and if you stray from it, you’re very likely to run into something that will kill you. But you’ll also have adventures like when I found a haunted castle full of skeletons. By the time you and your team reach your next town as the night draws on, exhausted and full of trinkets you picked up along the way, you’ll feel like you’ve actually accomplished something. One way to get around on foot is by riding an oxcart. This takes even more time than incredible walking, unless the character falls asleep and wakes up at the destination. Also, during your journey, you may be attacked by monsters, destroy your entire cart, and end up stranded in a strange land in the middle of the night. It’s like a cruel joke.
What all of this gives the player is what I would describe as a feeling of being fully awake. You can’t switch off your brain when playing games like this. With no minimap or quest markers to tell you where to go, you have to remember what people say, use your eyes to read your way, and find things in the distance. You must be ready to fight when called upon, and be ready to run for your life when cornered. I keep seeing things I’ve never seen before.
Games like this have periodically pulled me out of my funk over the decades, reminding me that they can still be exciting and unpredictable. Regular reader Iain wrote the question last week that was part of the impetus for this issue. “As a gamer in my late 70s, I’ve been playing games since 1985. I think I’ve reached a point where I’ve seen it all before. Are there truly innovative titles, or do they stick to the ongoing series (some of which reach double digits)?” Well, Ian, for me Dragon’s Dogma 2 is one of those games that restores my faith. It may be a sequel, but it hasn’t been this great yet.
Source: www.theguardian.com