In case somebody misses it: This, like all my reviews, comes from a place of positivity. I love Dragon's Dogma, and I love DD2, but it's precisely because of it that I critique it. People don't pour over 100 hours into making videos out of hatred. And if you see no flaws in the game, I envy you. Have fun, and I'll see you again very soon! PS: As I said in my more consumer-oriented review: I recommend you skip side quests and take this as a 30 hour game, it doesn't fix the design but it makes it much more enjoyable.
All the flaws (besides performance shenanigans) for me have been things that could be fixed with simple numerical or keybind-hacking mods, so I got those and now the game feels the way I think it should. I haven't had many issues with core design the way you have. Just things like "hmm, I should adjust enemy health to scale with my power level so it stays challenging", "hey, some of these balance tweaks people modded in nade certain vocations more satisfying", "Warfarer really feels amazing with nine movesets", "the UI and color palette of the world need to be more vibrant and colorful", and "hey, wouldn't it be cool if food could restore a little of the loss gauge" being the main things I got mods for. And no joke, it works flawlessly to elevate this to an easy GOTY candidate and a solid 8.5-9/10 experience for me. Only stuff I suppose is missing is a way to adjust encounter rates, or stop those goddamn drakes from fleeing. I genuinely believe this game doesn't suffer from bad design, just a lack of polish and balance, while the design itself is old-fashioned in ways that seem (to me at least) deliberate and designed to appeal to certain kinds of players. It's just obfuscated by poorly tuned numbers (seriously, who decided on the health pools for the average small enemy literally being low enough to oneshot past level 50?), a bit less variety in encounters than I would have hoped, and a handful of mercifully rare, albeit fairly serious bugs. May DLC come along and fill the gaps - new moves/spells, new gear, new (ans returning) enemies with more varied designs. But for now? Honestly, I'm almost having more fun than I did with Elden Ring. Rather a game be poorly balanced to be a bit too easy than poorly balanced to be cheap and brutal (looking at you, Mountains of the Giants/Consecrated Snowfield/Haligtree). Or just packed end to end with truly obnoxious enemy placement and design like Lords of the Fallen on launch (it's far, far better nowadays, thankfully).
...Also, I personally had an immense amount of fun playing as a completionist. Sidequests have fun little self-contained narratives, at least. Hunting the seeker tokens was personally a blast, with or without the Omni-Warfarer shenanigans.
Having heard the dev team was only 407 accredited people, and hearing the main complaints and criticisms really being how "half baked" alot of the stuff in this game feels, I really think they should had about double the people on this game, or at least two years more dev time. The npcs not responding to the world, no recognition from the slavers when you go back to the beginning of the game, the main quest fizzling out, low enemy variety, lack of consequences, lack of interesting stuff on the roads, all problems that can be addressed with more time. It is incredibly sad because that speaks to another game rushed out before it finished like many others, not one that fundamentally flawed.
The Sphinx fight is a riddle. if you pay attention to all the murals with her on it or the vase with that you have to deliver the npc with her on it, you will always see that she is always getting attacked from behind... If you fight her but dont attack her from the front then she wont fly away. Once you get her life all the way down, she will acknowledge that it was amusing and she enjoyed her time with you... she will say hopefully she meets you again, drop the key and disappear
The mural, the NPC is even hinting at, was missleading, the person with the spear stands directly in front of her and she even leans forward. The vase makes it a lot clearer but since the guy said the mural was the hint I made sure I positioned myself as well there and that the arrow hits her right between the eyes.
@@w1-em4nq Did you not play the original? It had the same mtx when dragons dogma 1 launched. They only removed it after the dark arisen version was made.
Looking forward to the dlc especially difficulty selecting which should have been in the game but I will enjoy it once it's out. Hopefully it improves the faults the game has.
@@WillWonkeyTertel yea they let the outrage mob control them, and youtubers jumped on the view wagon. Sadly now you know who has integrity and who doesn't. Did people not realize you never see Dragon's Dogma 2 logo, until very very very late in the game?
I too wish this game were better. So many steps backwards for every step forward in game design. I think removing multiple weapons from vocations, removing double jump/dodge roll, a huge open world but massive stamina management issues that are not addressed, mechanics like the reloaded save reducing your full health bar inexplicably, lack of enemy variety, lack of good quest design, enemies that spawn in instantly to gotcha (drabnir's grotto lizard looking at you), invisible walls, etc. etc. etc. I could go on
You've made a 1 hour and 20 minute long analysis, and still haven't managed to tell us where that ladder in Vernworth is - the one that my pawns keep pointing out every time I go to the armor shop (which doesn't even sell any masterworks!)
at 55 minutes in you say you have to be an archer and you can't take her out because she flies away if her hp bar is too low. this is incorrect, I did it as a warrior without my pawns aiding, telling them to wait as I 1v1 the sphynx. the puzzle is you can't damage her human parts or do so as minimally as possible, you have to do her hp bars on the animal parts, as directed in the artwork murals as the key to her weakness.
Lmao too bad you can't retry. No saves, no extra slots for new characters, nothing. Mess up your playthrough? Too bad, either start over completely and delete your current character or continue.
To be fair. The sword quest does unlock the Dwarven smithing in Bak. In the long run, that quest was very rewarding and it’s probably one of the best quest lines in this entire game. It made sense from a story perspective.
You know, one time a pawn pointed out a ladder in the middle of the night and it was helpful. Pointing out a ladder while I'm on the said ladder is... less so.
there are so many ways to get around this, design wise. have a check system. has the arisen used the ladder? if yes. stop dialogue (at said location), if no, have some quirky dialogue like "mayhaps you'll be interested to try it later?". if you ignore the dialogue again, then the second check will happen marking the ladder dialogue (at said location) complete. the pawn will make another statement similar to "I'll leave you to it, then" and never speak of that ladder again. it's so simple to workaround these things but I firmly believe there wasn't THAT much thought put into it when there should have been. the player isn't annoyed, the ladder still exists and it's now up to the player to remember it. if not, missed opportunity and the game continues forward.
My biggest unpopular gripe is how small the world actually is. Regardless of how long you think it takes to traverse, the game world is painfully small. Just 70 hours in and i already know every single inch of the land. 😅
Vermund was so good, bahkbattal somehow felt bigger due to the verticality but at the same time more empty. Volcanic region had alot of potential but turned out to be an area they made specifically for giant tower defense with almost no content outside of unlocking 2 vocations. It really felt like content was cut
@@esotericchungusismI assume the empress surviving was meant to help in the optional post game, but can't verify. I was everyone's friend so convincing them to evacuate wasn't hard, so my assumption was the quests would play differently if I wasn't. Probably won't tho.
I beat the Sphinx as a thief. You just need to attack her wings. You don't need the Unmaking Arrow. There is even a bas relief that shows how to beat her by attacking her wings. Which the same way to take down a griffin easily. Attack the wings so they can't fly away.
Saving the cities in the post game is you RETURNING to the cycle. To truly leave the cycle you let the cities and world fall. There are like 4 endings let your lived one be sacrificed, fight dragon, save unmoored and let unmoored perish...(and the throne room loop could arguably be a 5th end)
Alright, I really disagree a lot with Chapter 5, especially with NPC dialogue doesn't give you anything. NPC does tell you stuff that can ties into a quest and other tidbits about the world, some oxcart guard in both the first fortress and vermund talk about Humphrey which if you can find the guy, will lead up to a small side quest, some guy in checkpoint rest area would talk about the people who will give quest that'll unlock magick archer for you, the old man in that shore village would talk about the brine, and I found some random NPC in the inn of checkpoint area talks about Talos. All of those I found accidentally just by checking out what the npcs are saying either listening by or talking to them. Side quests also has their own stories, which sometimes would tie up to the main quest or leads up to a chain of quests that creates it own stories. Heck, some quest doesn't even tell you there's more to it even after the quest log said it's completed. They're like contained into that part of the side quest and sometime branch out to the main quest or another side quest and the game nudges you to find out more by not making things apparent, which is exactly what DD2 is all about, exploring and finding out things yourself, without the game goes "hey, you should do this" or "hey, there's more to it so let me update it in your quest log". The game only asks you to listen when it doesn't show up right in your face or even quest logs, which is not something that everyone can stomach, but to me, that alone makes the world feels more alive on top of how side quests finds you in the game.
I agree with you, but NPCs can feel rather robotic given how barren the affinity system can be at times. I think the tavern could have helped this process by making it a proper gathering hub, where you can hear NPCs gossip or talk more openly about their owes after a few drinks and so on. Just something to be more invested in them.
Thank you for that one line around a minute in "The game chooses to waste your time" I can't tell you how spot on this is and how so many people seem to ignore this, I spent 100 hours in this game before I completed it and put it down, but my god I could have easily done it in 25 hours if I wasn't stopped every 10 seconds on the road and didn't have to backtrack halfway across the map so much
What do you mean? I'm 50 hours just exploring around and leveling up vocations, but if you didn't want to do that you could just rush tue main story, if you did that I'd guess you had some fun doing it?
I know that feeling, just not with this game, I felt that way with Skyrim, The Witcher 3 and Elden Ring, in Dragon's Dogma I found my fun in the gameplay, I still had to walk to it and of course would have liked a classical level more, but unlike the other three I didn't felt my time wasted. I'm now 200 hours in and in this generation only Street Fighter 6 and this game managed to entertain me for that long. But when I see the pawn badges a lot of pawns with a higher rank than my pawn don't have nearly the number of badges, only one I've seen got more. There I also think what do they do in the game?
The random wandering pawns auto-talking to you, making you stop sprinting and 180-ing your character, EVEN IF YOUR PARTY IS FULL, and there being no way to turn that off, is infuriating. On the note about the Blacksmith quest with the sword you need to repair, there is a gigantic reward for it: it turns that Blacksmith into a Dwarven Smithing location, which otherwise you need to trek ALL THE WAY to Gautstafr's home (or put down one of your limited Portcrystals at it) to achieve. And, for Armor espescially and most Melee Weapons, the Stagger Resist and Bonus Stagger Damage Done increase destroys the other 3 smithing styles so hard it is not even funny. Also a correction about the Sphinx: from the murals, you can see everybody just hitting her legs and lower body and rear. If you don't want to play an Archer (which is, by a mile, the best way with the Unmaking Arrow): simply hit her in the legs, belly and butt and NOWHERE ELSE until she relinquishes the key and poofs away.
@@minhngnpfun fact: Carrying someone to the shop area makes them magically offer services again. Yes. Anyone who has a shop but is in the refugee camp area.
It was a pleasure to work on this script, and it really resonated with so many of my own thoughts on the game. Your music ended up being such a great addition to the video! But DD2 really is a game that I enjoy despite its problems. I'm looking forward to whatever DLC they come up with, but I hope that they fill in the world that already exists, rather than create new areas to explore. The world is so vast but so repetitive, I can't help but think about what the game might be like with another year of development to flesh out more monsters, more vocations, and better incorporation of these things into the world to make it worthwhile to explore. Regardless, it'd be nice to see some of these awesome and unique mechanics/ideas inspire other games to iterate on the formula. Give me something like Outward, but with the combat mechanics of this game, and give me a more interesting story to play through!
Yeah the game bet like 80% on combat and personally this is great as I care about gameplay first, and my first 20-30h of the game were a 10/10 experience, I was easily able to overlook everything else. However the game kinda falls apart around lvl 35 with Batahl gear, at this point only drakes pose a challenge even in the last region. That last region is also unremarkable and small, which makes the last quarter of Elden Ring's locations look like Limgrave compared to content. Once combat stops being engaging and challenging other issues of the game become apparent. The world is not interesting enough to explore and story goes nowhere. Nobody will take my first 30h away from me though so I got my money's worth and I have a tendency to not finish games anyway. It's like that 30h in you run out of novelty and everything else is repeating the same combat against the same enemies on the same paths looting the same chests with the same items, and if it's a new cave it will have the same decor, vibes, treasure and enemies as every other cave in a region. Eventually there are no more new dynamic interactions so even playing the game as immersive sim stops workinmg eventually. I installed a mod to remove stamina drain outside of combat and it made backtracking even worse snoozefest, turns out stamina management is the most engaging part of trecking the same road in low level area for 30th time. Elden Ring had the same problem, in the late game starting with Mountaintops Of The Giants there was a noticeable drop in side objective density, filled only with reskinned enemies but much much stronger than anything we faced before. At this point player's fatique is pretty high anyway, so most players are actually probably glad they don't have to do yet another copy pasted dungeon with recycled enemies and bosses for no worthwile loot so being beelined into more of a boss rush is fine but it still showed shortcomings of the game. Yet this moment hapened for me 170h into my Elden Ring's plathrough, everything before that was varied, interesting, awe inspiring, throughly challenging, throwing new enemy types with new move sets at a steady pace, also rewarding with worthwile and game changing gear. DG2 meanwhile runs out of tricks much much sooner than Elden Ring. It can't even keep combat engaging before Unmoored World. It's a very comfy game though and I enjoyed all the tricks it employed against me... until it ran out of tricks.
Maybe it's because I'm not keeping up with my gear but I'm level 45 and batthal enemies can wreck my shit if I'm not careful, plus if you get tired of a combat style you can always try out other vocations, I'm 50 hours in and having a blast just exploring around the map, it's much more engaging than DD1 where I had more fun exploring BBI compared to gransys, it still had it's fun side of content but I feel there's a lot more variety of environments, more verticality which makes it a lot more engaging for me
Your comparison of DD2 to TotK made me realise that alot of the travelling issues could be alleviated if DD2 had mounts. Just a simple horse would suffice.. now that I think about it, its kind of weird that there are no horses in this grounded, medieval fantasy world. Skyrim had horses, heck even Oblivion did and it felt quite expansive when I first played through it, and their maps were smaller than DD2. Devs should also add a placeable ladder, that way we can always hear pawns rant on about them lol.
It really reminds me of Way of the Samurai series in the way you revisit old areas repeatedly. The difference was Way of the Samurai locations change as the story progresses
After 30 hours playing this game, one thing strikes me strongest. The thing I like the most about the game is that it makes me appreciate most other open world games for what they do properly. There are so many unfinished or not thought out game mechanics in DD2.
i agree. so many open world games have markers you can follow yet DDII dispenses with these integral features, it's a pity it didn't do open world properly
@@collapsiblechair9112 it's very deliberate about not being hand holding, you see something interesting you go there, plus most quests still have markers
31:50 My issue with this part is the fact that by the point that you already explored the same road , you probably have enough money to buy ferrystone. At least by now, i got to elvel 31 and i have money to always have a ferrystone to go between Harve and the main city
I have like twenty ferry stones in storage, every time a catch a merchant selling them I buy them all, at least it gives additional purpose to money since I don't like that much buying gear and I'm just using what I pick up while exploring so having ferry stones as a way to use money feels pretty good
You dont get it. Its a metacommentary on how gaming is a waste of time and you should spend time with your pawns at home. The best emergent gameplay is when your dog wants to play
One thing that went under most people's radar: it does make a direct connection to the first game. SPOILERS: in the unmoored world, the Seafloor shrine is a 1:1 recreation of Gran Soren, and even the npcs will line up in the same places as shops were
Both base versions of the two games have about the same amount of variety when it comes to enemy types. It was bitter black isle that hosted most of the diversity. Hopefully the game gets multiple dlcs. After only ever coming back to dragons dogma for bitterblack isle over the years, its safe to say as long as equivalent or better dlcs get dropped for this game, im sold.
I agree with the issues you describe for traversal, but in spite of understanding the problem I'm finding that it's less a design problem and more a matter of taste and preference. As I get more familiar with the world and how long it will take me to get from A to B, I have much less of a problem fighting the same enemies again and managing my stamina sprinting through the roads. It becomes a game in itself: trying to avoid wear and tear so I don't have to stop to camp, eliminating enemies as swiftly as possible to get to my destination before nightfall, managing my stamina so I don't completely drain it right when I walk into a fight. I understand perfectly why people would sum this up as tedium, but the more I do it the more I fall in love with it. It feels like playing the first Dragon's Dogma, but with an actual reason to worry about what fights I run into. My only complaint is there's not enough monster types, or not enough difference between the monster variations, for this to work as intended. Overall I think your review perfectly describes what's what with the game. It does an amazing job preparing someone new to the franchise for what to expect from the game. But also for many of the critiques I end up thinking "Yes, but that's what I like about it!" If dungeon design, itemization, enemy variety, skill variety, post-game, and the fight with the Dragon itself was done just somewhat better, this would be a perfect game for me. And frankly those are superficial elements to me, the core gameplay loop is everything I, personally, wanted out of this IP. I do hope they expand on and refine things like story, questing, traversal, etc., in follow ups and sequels, but I also hope the remain uncompromising in janky and tedious mechanics. Inconvenience and finding a way around it is what I love about games. The unyielding reinforcement of and absolute freedom in tackling them is what make Dragon's Dogma what it is to me.
Great video! I've never played the first one or the DLC. I definitely plan on playing those after finishing DD2 completely to see what I missed out on. From someone who only played this, I can agree with a lot of the things you have said. From the lack of fast travel, entertaining/complex ways to traverse the world, nonstop fights every 10 feet, lack of enemy variety. Some things were incredible, that really stood out to me. I went all the way back to where you crashed down with the Griffin, to find a cave with a GoreChimera in it. I don't know if I missed that entirely from the beginning or it opened up later. The quest where you learn master skills from Trysha and her grandmother after you find and collect all the grimoires. I felt the game needed way more unique rewards from doing quest. That's the point of doing the damn quests. I thought a huge war/battle would take place when you expose Queen Disa's plans and her fake Arisen. Nothing happened and that was such a buzzkill (or I missed it). Really wish there were horses, take a ship, tamed Griffins or something to get around the map. Obviously understand the Brine wouldn't let you go across the ocean but still. Really liked going to the Ancient Battleground and using the trebuchets to break certain boulders to unlock some loot. Kind of wish they used some design like that to open up shortcuts or new areas around the map. Or even have a Cyclops or Minotaur break something. Speaking of shortcut, the one by Melve that cuts to Sacred Arbor is torture. You have to go through it from Sacred Arbors' side and even figuring it out how to open the gate was by because another cave did the same thing. Pawns can be useless by completely ignoring to levitate up/throw you up a cliff to get an item. Just wish you could do it yourself without needing to be a specific vocation. Although the atmosphere is great. The animals and people didn't make it feel completely lived in. I agree with shops should start to close at night, have some secret shops or deals go on in allies. Seeing Griffin's come down and grab some Oxen is actually really awesome. Wish there were more world storytelling. I do enjoy the game and what it offers. Just what it offers isn't fleshed out enough to alleviate the annoyances about the game. Your video sums up what's great and not so great about the game.
This is the best analysis of this game. Every single thing is on point. All the good reviews sort of ignore the bad stuff or just act like the game play trumps everything. If they legitimately listen to this video, they could make the best game ever.
such a great review and i couldn’t agree more, great modernized mechanics but sadly after my second playthough i catch myself running past mobs, fighting the same ogre and cyclops and just no sense of direction when it comes all together. i thought the story was better than dd but not the character of the dragon. i hoped for them to double down on dungeons and expand the roster of bosses and mobs, imagine if they took some creatures from the witcher and threw their own mechanics of how to fight them, that would’ve been amazing. the combat is some of the best in any 3rd person arpg that i’ve ever played (yes even > souls like) and it just makes me a little sad that we didn’t get a more focused game that fixed those issues in the first like tedious travel and repetitive enemies. i can do no fast travel but the open world serves no purpose when i run past ever mob and only have to focus when fighting a boss. exploration should’ve been a key focus point. i’d give the game an 8/10 but im in the same boat with mug thief i dont think ill be playing this again anytime soon although i will continue to think about it and what it could’ve been
Two things. Regalia quest = you will get best shop with new armor and weapons and wymfire enhance. Sphinx fight is a riddle. You dont need arrow if you attack only specific place on Sphinx (back).
Game was so fun for the first 10 hours. Once I hit level 20-25 it was just so fucking dull. Also, for a “narrative driven” game as advertised there’s no fucking story. I felt DDDA had a more coherent story.
Great video! The variety graph at 39:11 is exactly how I felt about the game at each point, glad I'm not the only one. DD2 is a great game, with many problems, the top three being imo 1) low enemy variety and difficulty, 2) vast but under-utilized open world, 3) pretty dull story telling. Actually 4th problem is all the "ladder" comments by pawns.
The sword quest gives you access to dwarven smithing and upgraded item shop, the sphinx fight is supposed to be done by only attacking it's hind legs and body, archer not required
Just an FYI. You dont need to be an archer or use the unmaking arrow to kill the Sphinx at the end of the quest. She flies away if you hit her upper half too much. As long as you just do damage to the lower half of her body, she will fight you until its over
It's always that ladder on top of a building in Vernworth, the very ladder you see, and likely climb the very first time you explore the City. It's a ridiculous yet oddly nostalgic feeling that makes the strange and perplexing AI choices feel like that it was intentional, sorta like the nod at the start of the game to the tradition from the first game of Players launching Rook into the brine. Is it? I don't know for sure, yet despite the questionable choices it all feels so sincere, and I loved every moment spent in the weirdest Capcom series, that brings together, or feels like, disparate talents from the three pillars of Devil May Cry, Resident Evil, and Monster Hunter. It's a 'Jack of all Trades, a master of none" yet I feel so satisfied and amused at the end of it all.
And despite all it's imperfections. It's my game of the year for breathing life back into a couple of underrated characters i continue to multiverse insert. Thank you, Capcom.
I think the problem of low enemy variety is actually due to being limited to a single weapon and four skills. You simply don't have enough *_tactical_* variety. If you had enough skills and enough variance in those skills, then _this_ group of goblins might represent a significantly different experience from _that_ group of goblins. As it is, every encounter with a particular enemy type on any given journey plays out the same way. For example, you fight a cyclops and spam Frosthunter Bolt, and a few minutes later you fight another cyclops and ... spam Frosthunter Bolt. The only variation you get is by changing equipped skills (or changing vocations, which, of course, changes equipped skills). Having multiple weapons, one ranged and one melee, on the hybrid vocations in DDDA meant that you were always presented with a tactically significant choice every moment of every combat. DD2 removed that, and in doing so made combat less contextually dynamic and reduced perceived variety.
Then you get Warfarer and you can run around the map with all 9 vocations at once, just have pawns carry different weapons type, and at campsites you can change your skills at any given time to spice things up
@@federicocasali1565 Unfortunately, that's not even close to the same thing. For one, Warfarer has only three real skills enabled at one time, so you still don't have the level of tactical depth the first game offered. Second, between campsites you still have no tactical variety. Third, even if your suggestion worked, having to play a specific vocation and change your equipped skills at every opportunity in order to have fights feel different is an admission that the other vocations are tactically monotonous, and that restricting them to single weapon & three skills was a bad design decision. And let's not forget that Warfarer is a late-game unlock that you'll probably have to look at a wiki just to find enough newt liquor for. And all the time before, you're stuck playing the other vocations, all of which play like Baby's First Dogma.
@@PedanticTwit I mean, they don't feel monotonous for me, but if you feel like that the game offers you options for have a more varied gameplay, just having weapons to swap with no skills equipped gives you different options, since they all have different core skills, like daggers you get dodge better climbing and wall jump, staff you get heal and levitate, sword and shield you have parries and tusk toss for quick stagger, bow gives you unique mobility options, having 3 active skills is not too little imho considering what each weapon brings to the table
@@PedanticTwit also classes could be plenty monotonous even in DDDA think how broken ricochet shot is in bbi, or mystic knight with great cannon and the sygil, every class had depth but they had broken stuff that you could spam to win. Same here
@@federicocasali1565 "if you feel like that the game offers you options for have a more varied gameplay," Still less varied than DD1. "[The Warfarer's] having 3 active skills is not too little imho considering what each weapon brings to the table" Still less than playing DD1 and just being a Strider, Ranger, Assassin, Mystic Knight, or Magick Archer. And it comes with the additional penalty of having lower stats.
Great video! The sphinx can be killed without her getting away by not striking her jewelry/face/chest. You have to hit her back primarily. But yes unmaker is best unless you hit an inn first so you can afford a mistake. Minor nit pick!
I think you made a lot of valid criticism on DD2 and I completely agree with most of it; great combat, poor enemy variety and a lack luster story amongst many. I am still sour about the fact that I thought the game "ended" when I sat on the throne after killing the dragon. Even the game told me "are you sure? are you absolutely sure?" when I wanted to start new game plus. I completely missed the unamoored world in my first playthrough. And I loathed the fact when I finally got some challenge, I was thrown in the ending sequence when I entered the main hub. The game does a really poor job at giving you a challenge after you levelled up and have your vocations maxed. And when it finally does it squanders the challenges by forcing it behind some kind of timed sequence. I kind of missed the Everfall and Bitterblack Isle in DD2. Heck I wish they made it easier to go into unamoored world in new game+. All and all, I still love the game for all its flaws. No game is perfect not even my favourite game of 2024.
Dude.. you have been really cooking something here Thank you really nice video I found you through your in debt analysis on lords of the fallen altough i never played nor did i plan on playing it, just loved to hear you talk, you have really good points. I rarely comment, but now i really want to leave my appreciation here, your videos are great man, i really enjoy your channel. I watch every Video
Ladder, and chests, and other events that leave an exclamation is not cleared up when you use it, or when the pawn opens the chest. A minor flaw in the seas of flaws, you described the bigger ones very well. I disagree with the fast travel portion a bit, but everything else is on point and helped me a bit how to feel about this game, because is confusing as hell. What a great outstanding game and what a failure in so many fronts.
I think the tedium of the game's traversal is way, way overstated. Being frustrated that your oxcart gets broken and having to finish the journey on foot when you wanted the quick trip is understandable. Usually it's within your control to prevent, but it largely will depend on your pawn makeup and your own personal vocation. Getting the agro away from the cart and ensuring your pawns aren't attacking with big AoE. The actual traversal in the game I feel like is great, because it also allows for many opportunities for resource management and collectables between actually trying to get to point A to B. I probably spent over half my traversal time in this game running to gather materials, clambering all over every surface to search for Seeker Tokens even before unlocking Detection from Trickster, and then doing it AGAIN as I travel already covered paths when I hear the sound que suggesting that I missed things in challenging to reach places. And while the paths did grow familiar, I never truly found them tedious. Despite the criticism of combat being "too easy to lose" the actual engagement of combat can give you plenty of opportunities to make it a pleasant break from running, even if it is strictly "how fast can I kill this group of goblins this time?" If your only purpose is to speedrun quests, the tedium will feel more genuine, that is true. While Tears does this a lot better, I don't think it's necessary to point to it as what we should do. Tears does it's own thing, DD2 does things different. In the post game and New Game+ I'm largely running Thief, I make it a personal mission to Plunder off of any enemy I come across as I travel to finish up my Seeker Tokens and other quests I missed. You might instead just choose to pick up and throw your enemies at them, because it's fun. I think a lot of the source of criticism here is that people just forget games are supposed to be fun, for the sake of fun; and you have to create that fun for yourself. The game gives you the tools for it, but you have to pick them up. Just like the game won't always handhold you through quests, it will expect you to actually make merry yourself rather than the game throwing activities in your lap. I can't defend the lifts in Battahl though, as much as I would have liked them to be helpful. They were actually just poorly implemented there. At least with ground traversal you can do all the aforementioned things. The lifts are nice, once, as they do actually grant you a good view of the surrounding area and this region especially plays into a lot more vertical traversal. At least, it's visually more clear as you have less tree cover, letting you actually see more higher areas. There are a lot of chests and other things you can spot when taking the lift, but not much opportunity to capitalize on that from riding them. My theory about the lifts, is that they aren't for you, the Arisen. I think these are a worldbuilding feature meant for making sense to how normal people could traverse this very dangerous land, that the Arisen could use if they wanted to. The worst thing you encounter on the lift is 2-3 harpies, which any peasant with a bow could probably fend off. They don't have to fight the Golem and 3 clans of Hobgoblins down there. But even still, the lifts don't cover the entire expanse of the region, there are a lot of threats still out there they would have to face. But this could also be explained in part by the world just becoming more dangerous since the Dragon's arrival. Monsters are becoming more brazen, the world is much more dangerous. But unfortunately the game doesn't take advantage of this idea either, as you ever only see NPCs traversing on the ground.
Another point about reactivity: the mission where the Empress lures her would be assassin for you to capture, only for the traitor to poison herself before being questioned. Me, having 5 wakestones, thought, "Oh naw I got your ass, death won't save you from this one". But the game wouldn't let me use them and the quest ended anti-climatically. Not only is this a disappointing lack of reactivity and limited player options, it's also straight up lore-breaking to not be able to use a wakestone. Compare that with Dragon's Dogma 1, if you fight Ser Julien and kill him, the quest ends there. But you can use a wakestone and revive him. He will then go to the Gran Soren prison, from there you can break him out and carry him out of prison, thoroughly confusing him about the Arisen's decision making process. And on top of it all: he can still become your beloved after all that
Excellent analysis! I fully agree with you on this one. Still going through the game myself, almost done now. I had fun, but there's just so much wasted potential. I thought this would be the GOTY, but I think Helldivers 2 will take it. Also, look a ladder! Excellent find! Might as well make use of it.
I love the combat, the exploration, the pawns and upgrading weapons. What I find very hard to forgive is how in pursuit of ‘the vision’ it disrespects my time, in fact it actively abuses it. There’s sitting on benches waiting for shit to happen there’s running out of stamina just running down a road you’ve travelled a hundred times. Itsuno has said that travel is boring if your game is boring. He also has said he’s pro player choice yet they have hobbled travel not having the confidence to give the player the choice not to ‘slow travel’. I spent a couple of hours handing in fetch quests and upgrading a couple of weapons( different smiths). It took that long despite spending a couple of hundred thousand on port crystals. There is nothing new or interesting on your 100th ox cart ride, there is no emergent gameplay when a goblin wolf or harpy attacks on the cart. Worse if some NPC just smashes it so you’re walking. A lot of stuff you can’t even blame on ‘the vision’ it’s just no implemented in a friendly way. Ironically a couple of things that they introduced in Dar Arisen would alleviate things immensely, an eternal ferry stone and a couple more port crystals would be a massive help.
@@federicocasali1565 Ferry stones are not plentiful until post game. If you upgrade weapons for different vocations collecting materials and using the optimal blacksmiths for upgrades you can blow through 20 ferry stones in the blink of an eye. I completed the game long ago now and won’t be going back unless they introduce an eternal ferry stone with the DLC like they did in the first game. Port crystals are fine but a couple more would be a bit more convenient. Overall the high spots where outstanding but it was marred by the complete disrespect for my time.
You don't have to use the unmaking arrow to kill the sphinx, that's just the easy way. You can use melee as long as you don't accidentally hit her necklace.
Man, I honestly haven't felt any loss of steam for anything except the pre-postgame (heh) grind of trying to find drakes and carve them up before the point of no return. I just finished leveling my last vocation after, what, 80-100 hours in, and it's still just as much of a blast as it was early on. Granted, I am playing with a mod that lets the Warfarer truly commit to the bit and be every single vocation at once with three full moves each, but even switching back to leveling one at a time was a good time. Quests were fun and had interesting little stories, scouring every last corner of the map felt rewarding... The biggest sources of jank that have truly annoyed me were "why can't I select multiple items when moving them between packs, only when selling" and "why does stamina run out so quickly when running around out of combat". Other than that? It feels old-school in the right ways for me. I'm with Writing On Games here in thinking that all the little bits of friction actually make it more fun.
the first time i use the pully lift system in bhattaal (or however you spell it) i was so happy to find another route without having to fight everything....then a griffin came from no where and smashed it to pieces and i fell to my death.
Great video. This was really fun to watch, and i agree with everything here. My favorite moment in the game was when i was wandering around the mountainsides of Vermund, i was playing as a sorcerer and i had my gang of pawns, and i was like, "this is the best Lord of the Rings game ever made" . The early-game was really special but it's unfortunately all downhill from there. Best pawns i hired : Karl Marx and Steve (Steve Jobs)
Good job bro, that is indeed a very insightful review and I do appreciate you taking the time to inform fans of this game. I personally dropped the game for now because I feel like it just doesn't do enough to make the players life easier which I believe is important in a modern game. When you begin and you are unfamiliar with it, you are immediately being overwhelmed with 100 different items like potions, ingredients,curatives,elixirs, spellbooks, edibles, rotten items items that some of them are useful and some are not. So you are getting encampered all the time, you don't know what to do with those items and not only you have to manage your inventory you also have your companion and then all the other optional pawns. The game is just too complicated, you are spending too much time on trying to make sense of every little thing that is thrown at you, it really can be to put it that way a pain in the ass.
Really comprehensive review. Like the format alot. Although I might be tripping but I think there where some parts u straight up added from Ur short term review. Nothing bothering really but got me confused what video I'm listening to. Good job, keep it up dude.
i enjoy the tedium of travelling throughout the world of Dragon's Dogma II. i like the slow pace and lack of urgency. the combat is always satisfying even against the same enemies. the world is beautiful and wandering throughout is a reward in itself. as for enemy variety more would be nice but there's hardly a lack of it, besides it's how you approach combat and not what you fight, a reskinned griffon with a breath attack isn't gonna change combat funamently, besides when multiple enemy types join any given fray it can dramatically alter any encounter. The world and the characters within are shallow and two dimensional because it's just a stage for your act, an act as the arisen fulfilling a preordained destiny, the real world is beyond this facade, everyone is a puppet and everything is a stage prop.
The regalia sword quest unlocks the dwarven blacksmithing enhancements, which are the best enhancements in the game. So, it does amount to something amazing. @53:55
Yeah I’m definitely going to go up the ladder with this one going to finish the first game (assuming I don’t get distracted by other games first) before even thinking about the sequel. I’ll probably even wait for the inevitable “Dark Arisen” version as that when most people got into DD1. Great video excellent analysis looking forward to more.
Superb analysis. And as you've already mentioned: I'm having so much fun even though there is this great amount of flaws. Putting a bit more time into development or hiring a bigger team to work on that gem would've left a great and recognizable impact. But lets see... I'm deeply hoping that the DLC surprises us with a miracle and lifts that already really rock solid game into astonished & magnificent spheres. Because if it'd reach them, DD2 could be the gamechanger it meant (or rather desires) to be. PS: Mug, you're a real G. Your content is always nothing less than on point.
I just got into the Unmoored World and i was really looking for a video like this. I was looking for answers, or rather, for what words to put on my feelings, and you described it perfectly throughout the video. The game is not inherently bad or a failure but it just leaves you wanting for more on so many different aspects and doesn't give you this right to ask for more. I hope there is a DLC but unlike you, i doubt there will be one, and if there's one it won't fix much, maybe just try to make us forget about the main story so we can concentrate on some fresh material inside the same, not entirely flawed world. Great analysis.
I 100% the game, achievements and whole map exploration within 136 hours. I feel in love with DD again, it had so much of the stuff I loved from the first game and expanded on it but, also it's flaws too. I will have to disagree with the fast travel, intentional inconvenience is a part of what makes Dragon's Dogma the game it is. If anything this game made me feel like I wanted more of it, and hopefully they add a hard mode.
Really great video! I used to play DDDA lot and was really happy when i found out the game would have a sequel but i was still somewhat sceptical so i didnt buy the game up to now and i dont plan to before any big DLC comes out. Its just sad to see how half baked the game came out when the franchise could have been great but since this one "failed" i find it hard to believe there will be another part for it. I really hope there will be patches to smooth out the general experience so we can all be called out by our pawns about a ladder that we have been to the other side of multiple times!
I have enjoyed and sunk a good bit of time into Dragon's Dogma 2 so far, however, I really wish they would have put more effort into the writing of the story and world. I have found myself quite annoyed at the lack of consequences of plot progression and choices, especially regarding Vernworth's ruling class to be the worst. It's hard to remain immersed when I am told that I am the rightful king and then after exposing the corruption and slaying the Dragon I come to find out the old Queen's kid is now in charge and none of my decisions matter. Also ladders.
Great video that gave words to many of my thoughts. I truly did enjoy my first jaunt through the game. I kept switching vocations and tended to use underleveled pawns since I used my friends' who were a ways behind me. So combat did feel fresh for most of the first run. But man have I had a rough time trying to pick up NG+ after seeing it remove all the portcrystals the post game unlocked and the ones I had placed. The story did feel like it lost itself half way through, which was a bummer. I really enjoyed the story in DD1 and was honestly hoping for a simple retelling. Instead we got what felt like a petulant child upset that his toys aren't behaving. In short, climbing the ladder once was fun. But getting kicked back down and having to climb it again, not so much. Now if only my pawn was as good at finding a cohesive plot as he was at finding a ladder...
Completing the regalia sword quest unlocks Sara as a merchant. She then can upgrade your weapon with Dwarvin smithing giving your armor knockdown resistance and giving your weapon more knockdown power as well. It’s actually the best upgrade in the game. You also can just set a port crystal at bakbattahl and use ferrystones to travel back in forth..
The franchise has so much potential. Could give Witcher and RDR a run for it's money if given enough investment. I came across an article where Witcher 3 had more than 1500 people working on the game, while DD2 in comparison had roughly only 350. If given more manpower, I can only imagine a more elaborate story and quests and a better streamlined rpg experience. It has all the ingredients of an awesome franchise. If this game is a re-boot of the 1st, I'll hope they'll give it a proper sequel that will live up to it's fullest potential.
I'm about half way through the review, where you talk about travel. i just wanted to say that in my opinion the best thing that can happen to this game is an enemy randomizer mod which sprinkles end-game monsters through the open world. Or, you know, Capcom could actually take the time to design a proper hard mode which not only inflates hp and enemy damage, but also changes the location of powerful monsters to make the encounters more interesting. I say this also because my favorite cave in the entire game is a shitty little cave in Batthal, called "Darkbeasts' Den" which contains end-game Saurians. It is the only cave that I'm aware of that does this and when I first entered it the monsters almost kicked my ass but it was just so refreshing seeing those unique monsters inside a random cave. If the game had more encounters like this it would be a lot better in my opinion. Imagine walking down the same road you've already traversed 5 times, but this time there is a Black Chimera ambushing you and you are underleveled because it is an end game monster. Along side adding end-game mobs randomly and making them ambush you when you least expect it I also think hard mode should eliminate a lot of campfires. There are way too many to the point where you can basically avoid the night for the whole game. What is the point of adding such an unforgiving and intimidating mechanic, when I can basically skip it whenever, wherever, for free. Hopefully an enemy randomizer mod is being worked on by someone so ng+ can actually be interesting.
Chaos is not a pit. Chaos is a ladder! And thank you for the well-made video! I also had a few impressions of how the travelling system could be made a bit more varied and exciting (feedback welcome): Oxcarts: Maybe you could upgrade them in exchange for coins to make them more stable and safer or unlock new destinations by uncovering routes? Transport towers (Bakbathal): Unfortunately, these are also a bit pointless for me at the moment. Maybe you could use a kind of gondola system with fixed departure times that works independently and is faster? Griffins/dragons: Maybe some kind of item or spell (book) to be able to "manipulate" them for a certain duration to control them? Perhaps in combination with a saddle that you have to carry with you like the tent? Would definitely make gryphons and dragons attractive :D Last but not least (I hope I'm not the only one who feels this way), a private small boat or small ship? By the way, I like the Port Crystals but not the Travelling Stones, I think they could be cancelled altogether. I think it would be cool if you could use on the port crystals itself to control where you are going? Like in gothic 2 with the portals in lategame. That's it from me! Cheers
You're wrong about the sphinx fight. The clue is in the riddle of the urn. You can attack her as a mystic spearhead and in the back. The mural where the man is show some one wielding a mystic spear and the urn show spears that point to the sphinx's back. Doing this the sphinx wont fly away and you can save the arrow for later.
All Final Fantasy games has it's only style. FF7 and FF8 is cyberpunk for an example. But where first FF16 is more classical fantasy. Final Fantasy 1 to 16 covers high fantasy to cyberpunk and everything in between. The only thing that is consistent from all Final Fantasy games are some of the monsters and Cid with his air ship.
Ladder Great analysis and great video Mug. I feel the same as you do about the game: I love it and at the same time I see all the cracks, the flaws and what it could have been with more time and polish. And as you, when I talk about it with my friends I feel I have to mention all the flaws, to make sure that people understands what are they getting into. But I still love the game and I find it a really unique experience compared of most games I played so far. I haven't finished the game yet (I am probably 70% trough the game at this point) but I start to see and recognize many of the issues you mentioned. I am still unsure if I will have the will to do a new game+ (I rarely do), but will see when I will get at the end. But as you I feel once I will be done with it, I will not replay it for a really long time. One thing that you didn't mentioned in the video, that I think could be relevant is the inspiration/seed of the original game (and so in a way of this one as well): the fact that back 20 years ago Hideaki Itsuno started playing MMO and he was bothered by some of its flaws (namely playing and organizing with other people) and so that was the root idea of the first game. According to me this is important because it slightly changes the perspective on the game. I played many MMOs over the years (beginning to play them in the same period Itsuno did, so 20+ years ago) and so in a way I have less of a problem with the repetition of enemies and the long walks to travel around, but I totally agree that the game would definitely need more variety in enemies. I actually enjoy the fact that the travel system is limited, but I also feel that providing the player with a movement speed ability (not a mount though) in time would have eased the burden of traveling around. Still if you manage your Ferrystones well and you place the Portcrystals you have in a smart way I feel that you can get you anywhere pretty quickly: yes ofc is not like having the sites of grace in Elden Ring, but I Kind of like that (but I am probably one of the few people enjoying this). But even in the current scenario, with the limited amount and variety of enemies we have, they could have simply randomized the enemies in each spawn spot, so that each time you pass trough a zone you find different enemies. For example, in the Costal Caves that leads from Vernworth to Harve Village you only always find Saurians: the first 5 times I passed trough I was fine with it, but than from the 6th time I wished the enemies were different. Anyways I just wanted to mention this to see if you have any take about these stuff. Once again, great video and content as usual. Stay awesome.
I honestly hoped it wouldn't try to be a better Dragon's Dogma 1, but Itsuno said that this was his vision for the game. When I tried Dragon's Dogma Online, I'd prefer to call that Dragon's Dogma 2. The Arisen and Dragons were still a thing, but spun completely different, with unique story, where for once, you are an ally to the Dragon of the world, and he empowers you to perform crazy feats. It's enemy variety, and mechanics to fight them rather than a tank 'n spank, it's much more fun.
I was so disappointed by this game. I didn't get the true ending but either way, I finished the game feeling like it was one big grind for nothing. The lack of story development really hurt this game. By the end of it, I just wanted the game to be over. The little lore drops here and there kept hinting at a more fleshed out storyline that was just over the horizon, but it is perpetually unrealized. I decided to start a new game instead of NG+ to work towards the true ending, but the thought of doing all of that running around again has put me off. This game feels like it could have been so much more, but it ends up leaving you unsatisfied in the end. I really wanted to love dd2.
The Dev said he didnt have the means to make D1 what he wished and he advertised that Dogma 2 is his dream come true. I guess he dreamed to make an unfinished game with cut like content. Get it at 20$. Its worth it at that price
Just watched the video and it’s very on point with my own opinions, the praises and criticism are valid and given everyone will have their own unique experience, lots of what you described I resonated with and will say you did a fine job on your analysis, here’s my sub and keep up the good work.
I believe it's been going around that you can beat the Sphinx without the unmaking arrow. There are hints on how to do it in the lore of the game. I think the statues/reliefs in the world. Show it.
its just baffling that the devs decided to implement the same exact ng+ system that base dd1 was criticized for. and its probably time to admit that a well executed story and engaging open world is just not part of istuno's vision if those elements remain "underdeveloped" 12 years later. unless the franchise falls under another director, its unlikely dd will ever excel in those areas in future releases.
(First off spoilers) I might crap on the game but this is because I really enjoyed the game. In DD1 I liked that your player character appears as the boss if you NG+ after true ending DD2 has you doing all of these quests you're going to be the King you're going to beat the dragon this and that and in the end like that regalia sword quest doing it doesn't do anything to the main story no way after all the Dirt you dug up on the queen did they let her spawn become King that's just goofy. Or the Giant you can literally rest a few days and the game will kill it for you a well thought out story would say let the giant kill the bad guys and then it will become the boss maybe you have to help the dragon defeat it and it would have destroyed the city in it's path but in DD2 no it does not destroy the city it tries to go around it so why were we fighting it? why help the bad guys? to help the main story progress as it is supposed to? Even the dragon's Plague maybe if the Pawn does this it makes the pawn into a boss that spawns the final dragon and nets you the bad ending and it's also a boss fight that gets rid of your pawns boom calamity not just a weak ass mechanic that shows who the essential npcs are. DD2 is one of my favorite games I liked the feel of the play but the story was insulting and the NPCs are dumpster juice. They didn't even really explain why the bads were doing so much evil to begin with, so the queen was wanting to stay in power that's it so phaseus wanted to unmake the order? why? The main story was a HUGE weak point of DD2 Idk if I should blame Capcom or Itsuno for the halfbaked nature of the game but yeah that's my thoughts I'll likely pick it up again when there is DLC but for the time being just gonna reach my level 100 and call it quits for the game. Ty for solidifying my thoughts on the game I was kinda wavering but you were saying what was in back of my mind mostly (I didn't care about traversal I did very little trekking since had many farry stones)
My takes on how to make traversal more engaging: • Make combat encounters on roads during daytime rare. Relegate them to the byways and side paths. But also make enemies tougher to beat. Bloat their HP to 3x and damage to 2x if you have to. At night time, enemies would roam the main roads, but at the same rate/population as those in the byways during daytime. This also helps alleviate the problem of becoming overleveled quickly and becoming burnt out and bored of combat since you aren't just raking in tons of Exp from *_simply travelling and having to deal with the enemies in the way._* • In turn. Have more neutral NPCs travelling along the roads that have some exposition dialogue. Such as directions to settlements, interesting locations, what materials you can gather in the vicinity, hints to ambushes, monster dens, and bandit camps, and so on. Have the occasional merchant or two roam roads as well to buy basic supplies from and sell off vendor trash to to lighten your load. • And for probably the most controversial for fanboys of this series but *beneficial for practically any and every conceivable fictional media possible.* Dialogue via party banter. _Overhaul the entire pawn lore so that you only have your personal pawn,_ and the other two people in your party are real companions with actual character, personality, and worldview. These companions are made up of multiple (up to the amount of vocations the game has, at its lowest) characters you can hire or ask to join you in your adventuring. Imagine in the first game if Quina was a mage and Steffen was a sorcerer and you can bring them along to travel and fight alongside you. This then allows the setup for party banter during travelling. Having your companions comment on current events, current quests, completed quests, and their opinions on these matters. How you reply to these comments would in turn affect your personal pawn and develop their character bit by bit as well as affect how the companions view and treat you.
Idk how to make everyone happy but what you’re suggesting less encounters basically just makes longer stretches of running. You can already do that, skip the monsters. Not sure about monsters having more hp, maybe make us do less damage than currently with level progression. Early levels seem alright but there is a point monsters are easily dispatched
Then who'd hire my pawn? There's no reason to get rid of one unique mechanic in favor of what you can get from other RPG's already. The game's "story" doesn't really matter, anyway. The rest of the npc's serve no role in what is to come.
@@yaqubebased1961"who'd hire my pawn?" You. He/she is *_your_* pawn. "There is no reason to get rid of one unique mechanic." What is unique about the pawn system that other party based RPGs don't already have? Genuine question. The pawns are organic robots with ZERO character, ZERO personality, and ZERO development *all by deliberate design.* As a concept, THEY ARE A DEAD END. "the rest of the NPCs serve no role in what is to come" What an indictment of the quality of this series. _The story sucks and it will always suck. So who cares?_ Never have I seen the hardcore fandom of a piece of fiction be so dismissive of fiction they love. Even sports events get more love for the drama it creates from fans.
@@DJWeapon8 It's not dismissive. It's exactly what it is. Only The Cycle is what truly matters in the DD world. You seriously gonna argue that anything even remotely comes close to becoming God? Also, yeah a lot of the npc's aren't good but that's not because of the pawns. Also yes, sharing your pawn with others is one of the mechanics ABSOLUTELY NO ONE wants to see gone. So the point still stands; You want DD to be like other RPG's, go play those other games. Either leave this game alone or be actually constructive with your criticisms.
In case somebody misses it: This, like all my reviews, comes from a place of positivity. I love Dragon's Dogma, and I love DD2, but it's precisely because of it that I critique it. People don't pour over 100 hours into making videos out of hatred. And if you see no flaws in the game, I envy you. Have fun, and I'll see you again very soon!
PS: As I said in my more consumer-oriented review: I recommend you skip side quests and take this as a 30 hour game, it doesn't fix the design but it makes it much more enjoyable.
If they dont see flaws then theyre just lying.
Enjoying the good of something when acknowledging its flaws is far more rewarding.
All the flaws (besides performance shenanigans) for me have been things that could be fixed with simple numerical or keybind-hacking mods, so I got those and now the game feels the way I think it should. I haven't had many issues with core design the way you have. Just things like "hmm, I should adjust enemy health to scale with my power level so it stays challenging", "hey, some of these balance tweaks people modded in nade certain vocations more satisfying", "Warfarer really feels amazing with nine movesets", "the UI and color palette of the world need to be more vibrant and colorful", and "hey, wouldn't it be cool if food could restore a little of the loss gauge" being the main things I got mods for. And no joke, it works flawlessly to elevate this to an easy GOTY candidate and a solid 8.5-9/10 experience for me. Only stuff I suppose is missing is a way to adjust encounter rates, or stop those goddamn drakes from fleeing.
I genuinely believe this game doesn't suffer from bad design, just a lack of polish and balance, while the design itself is old-fashioned in ways that seem (to me at least) deliberate and designed to appeal to certain kinds of players. It's just obfuscated by poorly tuned numbers (seriously, who decided on the health pools for the average small enemy literally being low enough to oneshot past level 50?), a bit less variety in encounters than I would have hoped, and a handful of mercifully rare, albeit fairly serious bugs.
May DLC come along and fill the gaps - new moves/spells, new gear, new (ans returning) enemies with more varied designs. But for now? Honestly, I'm almost having more fun than I did with Elden Ring. Rather a game be poorly balanced to be a bit too easy than poorly balanced to be cheap and brutal (looking at you, Mountains of the Giants/Consecrated Snowfield/Haligtree). Or just packed end to end with truly obnoxious enemy placement and design like Lords of the Fallen on launch (it's far, far better nowadays, thankfully).
...Also, I personally had an immense amount of fun playing as a completionist. Sidequests have fun little self-contained narratives, at least. Hunting the seeker tokens was personally a blast, with or without the Omni-Warfarer shenanigans.
Having heard the dev team was only 407 accredited people, and hearing the main complaints and criticisms really being how "half baked" alot of the stuff in this game feels, I really think they should had about double the people on this game, or at least two years more dev time. The npcs not responding to the world, no recognition from the slavers when you go back to the beginning of the game, the main quest fizzling out, low enemy variety, lack of consequences, lack of interesting stuff on the roads, all problems that can be addressed with more time. It is incredibly sad because that speaks to another game rushed out before it finished like many others, not one that fundamentally flawed.
@@HighKnighter Considering how massively the first game flopped its a shock they even greenlit a sequel in any capacity.
The Sphinx fight is a riddle. if you pay attention to all the murals with her on it or the vase with that you have to deliver the npc with her on it, you will always see that she is always getting attacked from behind... If you fight her but dont attack her from the front then she wont fly away. Once you get her life all the way down, she will acknowledge that it was amusing and she enjoyed her time with you... she will say hopefully she meets you again, drop the key and disappear
The mural, the NPC is even hinting at, was missleading, the person with the spear stands directly in front of her and she even leans forward. The vase makes it a lot clearer but since the guy said the mural was the hint I made sure I positioned myself as well there and that the arrow hits her right between the eyes.
It is both exactly what I wanted from a sequel and not enough.
Improves in some areas and somehow steps backward in others.
well designed, then hurt by greed.
@@w1-em4nq what do you mean hurt by greed!? xD did you need to spend money to get through Shadow of War and AC odyssey?
@@w1-em4nq Did you not play the original? It had the same mtx when dragons dogma 1 launched. They only removed it after the dark arisen version was made.
Looking forward to the dlc especially difficulty selecting which should have been in the game but I will enjoy it once it's out. Hopefully it improves the faults the game has.
@@WillWonkeyTertel yea they let the outrage mob control them, and youtubers jumped on the view wagon. Sadly now you know who has integrity and who doesn't. Did people not realize you never see Dragon's Dogma 2 logo, until very very very late in the game?
I too wish this game were better. So many steps backwards for every step forward in game design. I think removing multiple weapons from vocations, removing double jump/dodge roll, a huge open world but massive stamina management issues that are not addressed, mechanics like the reloaded save reducing your full health bar inexplicably, lack of enemy variety, lack of good quest design, enemies that spawn in instantly to gotcha (drabnir's grotto lizard looking at you), invisible walls, etc. etc. etc. I could go on
You've made a 1 hour and 20 minute long analysis, and still haven't managed to tell us where that ladder in Vernworth is - the one that my pawns keep pointing out every time I go to the armor shop (which doesn't even sell any masterworks!)
♫ They're masterworks all You can't go wrong! ♫
( ♫ "So put your grasses on, nothin will be wong !") ♫
Lmao
Look Master a ladder we can use!
@@ImproperStandby WHERE? WHERE IS IT!?
jump on the balcony of the building thats attached to the armor smith then follow the roof and youll see a ladder lol to get to a chest
at 55 minutes in you say you have to be an archer and you can't take her out because she flies away if her hp bar is too low. this is incorrect, I did it as a warrior without my pawns aiding, telling them to wait as I 1v1 the sphynx. the puzzle is you can't damage her human parts or do so as minimally as possible, you have to do her hp bars on the animal parts, as directed in the artwork murals as the key to her weakness.
Lmao too bad you can't retry. No saves, no extra slots for new characters, nothing. Mess up your playthrough? Too bad, either start over completely and delete your current character or continue.
You'll live. Or make an inn save.
To be fair. The sword quest does unlock the Dwarven smithing in Bak. In the long run, that quest was very rewarding and it’s probably one of the best quest lines in this entire game. It made sense from a story perspective.
The godsbane sword also unlock a secret ending giving you more content
@@rainkore13 I’m not talking about the godsbane. That’s a different sword and quest.
You know, one time a pawn pointed out a ladder in the middle of the night and it was helpful. Pointing out a ladder while I'm on the said ladder is... less so.
there are so many ways to get around this, design wise. have a check system. has the arisen used the ladder? if yes. stop dialogue (at said location), if no, have some quirky dialogue like "mayhaps you'll be interested to try it later?". if you ignore the dialogue again, then the second check will happen marking the ladder dialogue (at said location) complete. the pawn will make another statement similar to "I'll leave you to it, then" and never speak of that ladder again.
it's so simple to workaround these things but I firmly believe there wasn't THAT much thought put into it when there should have been. the player isn't annoyed, the ladder still exists and it's now up to the player to remember it. if not, missed opportunity and the game continues forward.
"Oh look, a treasure chest!" As I'm opening said chest...
My biggest unpopular gripe is how small the world actually is. Regardless of how long you think it takes to traverse, the game world is painfully small. Just 70 hours in and i already know every single inch of the land. 😅
Vermund was so good, bahkbattal somehow felt bigger due to the verticality but at the same time more empty. Volcanic region had alot of potential but turned out to be an area they made specifically for giant tower defense with almost no content outside of unlocking 2 vocations. It really felt like content was cut
Definitely. The lambent flame and cat empress being inconsequential was so confusing.
@@esotericchungusismI assume the empress surviving was meant to help in the optional post game, but can't verify. I was everyone's friend so convincing them to evacuate wasn't hard, so my assumption was the quests would play differently if I wasn't. Probably won't tho.
I beat the Sphinx as a thief. You just need to attack her wings. You don't need the Unmaking Arrow. There is even a bas relief that shows how to beat her by attacking her wings. Which the same way to take down a griffin easily. Attack the wings so they can't fly away.
I was going to comment with the same as this is how I defeated the sphinx.
The thief is the anwer to everything. This vocation plays its own game. ^^
Saving the cities in the post game is you RETURNING to the cycle. To truly leave the cycle you let the cities and world fall. There are like 4 endings let your lived one be sacrificed, fight dragon, save unmoored and let unmoored perish...(and the throne room loop could arguably be a 5th end)
Alright, I really disagree a lot with Chapter 5, especially with NPC dialogue doesn't give you anything. NPC does tell you stuff that can ties into a quest and other tidbits about the world, some oxcart guard in both the first fortress and vermund talk about Humphrey which if you can find the guy, will lead up to a small side quest, some guy in checkpoint rest area would talk about the people who will give quest that'll unlock magick archer for you, the old man in that shore village would talk about the brine, and I found some random NPC in the inn of checkpoint area talks about Talos. All of those I found accidentally just by checking out what the npcs are saying either listening by or talking to them.
Side quests also has their own stories, which sometimes would tie up to the main quest or leads up to a chain of quests that creates it own stories. Heck, some quest doesn't even tell you there's more to it even after the quest log said it's completed. They're like contained into that part of the side quest and sometime branch out to the main quest or another side quest and the game nudges you to find out more by not making things apparent, which is exactly what DD2 is all about, exploring and finding out things yourself, without the game goes "hey, you should do this" or "hey, there's more to it so let me update it in your quest log". The game only asks you to listen when it doesn't show up right in your face or even quest logs, which is not something that everyone can stomach, but to me, that alone makes the world feels more alive on top of how side quests finds you in the game.
100% agree.
I agree with you as well. I found all 3 of the npcs you mentioned too
I agree with you, but NPCs can feel rather robotic given how barren the affinity system can be at times. I think the tavern could have helped this process by making it a proper gathering hub, where you can hear NPCs gossip or talk more openly about their owes after a few drinks and so on. Just something to be more invested in them.
Thank you for writing this. I came to the comments just to say these things about chapter 5, and completely agree with you.
Thank you for that one line around a minute in
"The game chooses to waste your time"
I can't tell you how spot on this is and how so many people seem to ignore this, I spent 100 hours in this game before I completed it and put it down, but my god I could have easily done it in 25 hours if I wasn't stopped every 10 seconds on the road and didn't have to backtrack halfway across the map so much
You chose to waste your time. The game didn't make you do anything.
What do you mean? I'm 50 hours just exploring around and leveling up vocations, but if you didn't want to do that you could just rush tue main story, if you did that I'd guess you had some fun doing it?
I know that feeling, just not with this game, I felt that way with Skyrim, The Witcher 3 and Elden Ring, in Dragon's Dogma I found my fun in the gameplay, I still had to walk to it and of course would have liked a classical level more, but unlike the other three I didn't felt my time wasted.
I'm now 200 hours in and in this generation only Street Fighter 6 and this game managed to entertain me for that long.
But when I see the pawn badges a lot of pawns with a higher rank than my pawn don't have nearly the number of badges, only one I've seen got more. There I also think what do they do in the game?
The best is when a pawn pushes you off a cliff.
Look Arisen, a ladder!
'Tis a mighty foe, yet no match for our combined ardor!
Did you know that you can combine materials to make usefull items?
@@riptors9777 different combinations of different items, results in different results!
@@travisgeorge1553 "You really like picking stuff up huh?"
The random wandering pawns auto-talking to you, making you stop sprinting and 180-ing your character, EVEN IF YOUR PARTY IS FULL, and there being no way to turn that off, is infuriating.
On the note about the Blacksmith quest with the sword you need to repair, there is a gigantic reward for it: it turns that Blacksmith into a Dwarven Smithing location, which otherwise you need to trek ALL THE WAY to Gautstafr's home (or put down one of your limited Portcrystals at it) to achieve. And, for Armor espescially and most Melee Weapons, the Stagger Resist and Bonus Stagger Damage Done increase destroys the other 3 smithing styles so hard it is not even funny.
Also a correction about the Sphinx: from the murals, you can see everybody just hitting her legs and lower body and rear. If you don't want to play an Archer (which is, by a mile, the best way with the Unmaking Arrow): simply hit her in the legs, belly and butt and NOWHERE ELSE until she relinquishes the key and poofs away.
Also in the unmoored world Sara is the only npc do Dwarven smithing upgrade, Gautstafr doesn't do it anymore.
The Unmaking also just breaks if you shoot her human half anyway, so you need to shoot it into her animal half if you're going to use it.
@@minhngnpfun fact: Carrying someone to the shop area makes them magically offer services again. Yes. Anyone who has a shop but is in the refugee camp area.
It was a pleasure to work on this script, and it really resonated with so many of my own thoughts on the game. Your music ended up being such a great addition to the video!
But DD2 really is a game that I enjoy despite its problems. I'm looking forward to whatever DLC they come up with, but I hope that they fill in the world that already exists, rather than create new areas to explore. The world is so vast but so repetitive, I can't help but think about what the game might be like with another year of development to flesh out more monsters, more vocations, and better incorporation of these things into the world to make it worthwhile to explore.
Regardless, it'd be nice to see some of these awesome and unique mechanics/ideas inspire other games to iterate on the formula. Give me something like Outward, but with the combat mechanics of this game, and give me a more interesting story to play through!
I don't think you understood the story...
You did great. Nice work from everyone all around!
Yeah the game bet like 80% on combat and personally this is great as I care about gameplay first, and my first 20-30h of the game were a 10/10 experience, I was easily able to overlook everything else. However the game kinda falls apart around lvl 35 with Batahl gear, at this point only drakes pose a challenge even in the last region. That last region is also unremarkable and small, which makes the last quarter of Elden Ring's locations look like Limgrave compared to content. Once combat stops being engaging and challenging other issues of the game become apparent. The world is not interesting enough to explore and story goes nowhere. Nobody will take my first 30h away from me though so I got my money's worth and I have a tendency to not finish games anyway.
It's like that 30h in you run out of novelty and everything else is repeating the same combat against the same enemies on the same paths looting the same chests with the same items, and if it's a new cave it will have the same decor, vibes, treasure and enemies as every other cave in a region. Eventually there are no more new dynamic interactions so even playing the game as immersive sim stops workinmg eventually.
I installed a mod to remove stamina drain outside of combat and it made backtracking even worse snoozefest, turns out stamina management is the most engaging part of trecking the same road in low level area for 30th time.
Elden Ring had the same problem, in the late game starting with Mountaintops Of The Giants there was a noticeable drop in side objective density, filled only with reskinned enemies but much much stronger than anything we faced before. At this point player's fatique is pretty high anyway, so most players are actually probably glad they don't have to do yet another copy pasted dungeon with recycled enemies and bosses for no worthwile loot so being beelined into more of a boss rush is fine but it still showed shortcomings of the game. Yet this moment hapened for me 170h into my Elden Ring's plathrough, everything before that was varied, interesting, awe inspiring, throughly challenging, throwing new enemy types with new move sets at a steady pace, also rewarding with worthwile and game changing gear.
DG2 meanwhile runs out of tricks much much sooner than Elden Ring. It can't even keep combat engaging before Unmoored World. It's a very comfy game though and I enjoyed all the tricks it employed against me... until it ran out of tricks.
Maybe it's because I'm not keeping up with my gear but I'm level 45 and batthal enemies can wreck my shit if I'm not careful, plus if you get tired of a combat style you can always try out other vocations, I'm 50 hours in and having a blast just exploring around the map, it's much more engaging than DD1 where I had more fun exploring BBI compared to gransys, it still had it's fun side of content but I feel there's a lot more variety of environments, more verticality which makes it a lot more engaging for me
Your comparison of DD2 to TotK made me realise that alot of the travelling issues could be alleviated if DD2 had mounts.
Just a simple horse would suffice.. now that I think about it, its kind of weird that there are no horses in this grounded, medieval fantasy world.
Skyrim had horses, heck even Oblivion did and it felt quite expansive when I first played through it, and their maps were smaller than DD2.
Devs should also add a placeable ladder, that way we can always hear pawns rant on about them lol.
If they had mounts then they couldent sell fast travel stones though! Lol
Skyrim horses are slower than being on foot
why use horse when there's fast travel
@@collapsiblechair9112 because they sell stones with real money to fast travel also lol
@@MikeMovesPLKthey don't sell fast travel stones lol
Here before the Algorithm blow this man up to stardom.
The Algorithm is a fickle beast, which is why support from people like you matters much more Tedi
It really reminds me of Way of the Samurai series in the way you revisit old areas repeatedly. The difference was Way of the Samurai locations change as the story progresses
After 30 hours playing this game, one thing strikes me strongest.
The thing I like the most about the game is that it makes me appreciate most other open world games for what they do properly.
There are so many unfinished or not thought out game mechanics in DD2.
i agree. so many open world games have markers you can follow yet DDII dispenses with these integral features, it's a pity it didn't do open world properly
@@collapsiblechair9112 it's very deliberate about not being hand holding, you see something interesting you go there, plus most quests still have markers
The more I play this game, the more I love it
Totally agree, I'm the same
31:50 My issue with this part is the fact that by the point that you already explored the same road , you probably have enough money to buy ferrystone. At least by now, i got to elvel 31 and i have money to always have a ferrystone to go between Harve and the main city
I have like twenty ferry stones in storage, every time a catch a merchant selling them I buy them all, at least it gives additional purpose to money since I don't like that much buying gear and I'm just using what I pick up while exploring so having ferry stones as a way to use money feels pretty good
You dont get it. Its a metacommentary on how gaming is a waste of time and you should spend time with your pawns at home. The best emergent gameplay is when your dog wants to play
One thing that went under most people's radar: it does make a direct connection to the first game. SPOILERS:
in the unmoored world, the Seafloor shrine is a 1:1 recreation of Gran Soren, and even the npcs will line up in the same places as shops were
Both base versions of the two games have about the same amount of variety when it comes to enemy types. It was bitter black isle that hosted most of the diversity. Hopefully the game gets multiple dlcs. After only ever coming back to dragons dogma for bitterblack isle over the years, its safe to say as long as equivalent or better dlcs get dropped for this game, im sold.
The original pre-Dark Arisen Dragon's Dogma had more enemy variety than the sequel.
@@jax-ew7lw I agree but I'd like to have Devil May Cry 6 before they're making DLCs for this game, it's the next in line. ^^
I agree with the issues you describe for traversal, but in spite of understanding the problem I'm finding that it's less a design problem and more a matter of taste and preference. As I get more familiar with the world and how long it will take me to get from A to B, I have much less of a problem fighting the same enemies again and managing my stamina sprinting through the roads. It becomes a game in itself: trying to avoid wear and tear so I don't have to stop to camp, eliminating enemies as swiftly as possible to get to my destination before nightfall, managing my stamina so I don't completely drain it right when I walk into a fight. I understand perfectly why people would sum this up as tedium, but the more I do it the more I fall in love with it. It feels like playing the first Dragon's Dogma, but with an actual reason to worry about what fights I run into. My only complaint is there's not enough monster types, or not enough difference between the monster variations, for this to work as intended.
Overall I think your review perfectly describes what's what with the game. It does an amazing job preparing someone new to the franchise for what to expect from the game. But also for many of the critiques I end up thinking "Yes, but that's what I like about it!" If dungeon design, itemization, enemy variety, skill variety, post-game, and the fight with the Dragon itself was done just somewhat better, this would be a perfect game for me. And frankly those are superficial elements to me, the core gameplay loop is everything I, personally, wanted out of this IP. I do hope they expand on and refine things like story, questing, traversal, etc., in follow ups and sequels, but I also hope the remain uncompromising in janky and tedious mechanics. Inconvenience and finding a way around it is what I love about games. The unyielding reinforcement of and absolute freedom in tackling them is what make Dragon's Dogma what it is to me.
Look, Arisen! There's a ladder over yon! Methinks there's aught to be found up there.
Great video! I've never played the first one or the DLC. I definitely plan on playing those after finishing DD2 completely to see what I missed out on.
From someone who only played this, I can agree with a lot of the things you have said. From the lack of fast travel, entertaining/complex ways to traverse the world, nonstop fights every 10 feet, lack of enemy variety.
Some things were incredible, that really stood out to me. I went all the way back to where you crashed down with the Griffin, to find a cave with a GoreChimera in it. I don't know if I missed that entirely from the beginning or it opened up later.
The quest where you learn master skills from Trysha and her grandmother after you find and collect all the grimoires. I felt the game needed way more unique rewards from doing quest. That's the point of doing the damn quests.
I thought a huge war/battle would take place when you expose Queen Disa's plans and her fake Arisen. Nothing happened and that was such a buzzkill (or I missed it).
Really wish there were horses, take a ship, tamed Griffins or something to get around the map. Obviously understand the Brine wouldn't let you go across the ocean but still.
Really liked going to the Ancient Battleground and using the trebuchets to break certain boulders to unlock some loot. Kind of wish they used some design like that to open up shortcuts or new areas around the map. Or even have a Cyclops or Minotaur break something.
Speaking of shortcut, the one by Melve that cuts to Sacred Arbor is torture. You have to go through it from Sacred Arbors' side and even figuring it out how to open the gate was by because another cave did the same thing.
Pawns can be useless by completely ignoring to levitate up/throw you up a cliff to get an item. Just wish you could do it yourself without needing to be a specific vocation.
Although the atmosphere is great. The animals and people didn't make it feel completely lived in. I agree with shops should start to close at night, have some secret shops or deals go on in allies. Seeing Griffin's come down and grab some Oxen is actually really awesome. Wish there were more world storytelling.
I do enjoy the game and what it offers. Just what it offers isn't fleshed out enough to alleviate the annoyances about the game. Your video sums up what's great and not so great about the game.
This is the best analysis of this game. Every single thing is on point. All the good reviews sort of ignore the bad stuff or just act like the game play trumps everything. If they legitimately listen to this video, they could make the best game ever.
such a great review and i couldn’t agree more, great modernized mechanics but sadly after my second playthough i catch myself running past mobs, fighting the same ogre and cyclops and just no sense of direction when it comes all together. i thought the story was better than dd but not the character of the dragon. i hoped for them to double down on dungeons and expand the roster of bosses and mobs, imagine if they took some creatures from the witcher and threw their own mechanics of how to fight them, that would’ve been amazing. the combat is some of the best in any 3rd person arpg that i’ve ever played (yes even > souls like) and it just makes me a little sad that we didn’t get a more focused game that fixed those issues in the first like tedious travel and repetitive enemies. i can do no fast travel but the open world serves no purpose when i run past ever mob and only have to focus when fighting a boss. exploration should’ve been a key focus point. i’d give the game an 8/10 but im in the same boat with mug thief i dont think ill be playing this again anytime soon although i will continue to think about it and what it could’ve been
I think I saw a ladder in your video.... I wonder where it leads?
Up to the Seneschal's throne!
Two things. Regalia quest = you will get best shop with new armor and weapons and wymfire enhance. Sphinx fight is a riddle. You dont need arrow if you attack only specific place on Sphinx (back).
Game was so fun for the first 10 hours. Once I hit level 20-25 it was just so fucking dull. Also, for a “narrative driven” game as advertised there’s no fucking story. I felt DDDA had a more coherent story.
Great video! The variety graph at 39:11 is exactly how I felt about the game at each point, glad I'm not the only one. DD2 is a great game, with many problems, the top three being imo 1) low enemy variety and difficulty, 2) vast but under-utilized open world, 3) pretty dull story telling. Actually 4th problem is all the "ladder" comments by pawns.
The sword quest gives you access to dwarven smithing and upgraded item shop, the sphinx fight is supposed to be done by only attacking it's hind legs and body, archer not required
Just an FYI. You dont need to be an archer or use the unmaking arrow to kill the Sphinx at the end of the quest. She flies away if you hit her upper half too much. As long as you just do damage to the lower half of her body, she will fight you until its over
It's always that ladder on top of a building in Vernworth, the very ladder you see, and likely climb the very first time you explore the City. It's a ridiculous yet oddly nostalgic feeling that makes the strange and perplexing AI choices feel like that it was intentional, sorta like the nod at the start of the game to the tradition from the first game of Players launching Rook into the brine. Is it? I don't know for sure, yet despite the questionable choices it all feels so sincere, and I loved every moment spent in the weirdest Capcom series, that brings together, or feels like, disparate talents from the three pillars of Devil May Cry, Resident Evil, and Monster Hunter. It's a 'Jack of all Trades, a master of none" yet I feel so satisfied and amused at the end of it all.
And despite all it's imperfections.
It's my game of the year for breathing life back into a couple of underrated characters i continue to multiverse insert.
Thank you, Capcom.
Hah, same! I just threw in my fursona and a character inspired by one of my D&D ones. Fantastic stuff.
I think the problem of low enemy variety is actually due to being limited to a single weapon and four skills. You simply don't have enough *_tactical_* variety. If you had enough skills and enough variance in those skills, then _this_ group of goblins might represent a significantly different experience from _that_ group of goblins.
As it is, every encounter with a particular enemy type on any given journey plays out the same way. For example, you fight a cyclops and spam Frosthunter Bolt, and a few minutes later you fight another cyclops and ... spam Frosthunter Bolt. The only variation you get is by changing equipped skills (or changing vocations, which, of course, changes equipped skills).
Having multiple weapons, one ranged and one melee, on the hybrid vocations in DDDA meant that you were always presented with a tactically significant choice every moment of every combat.
DD2 removed that, and in doing so made combat less contextually dynamic and reduced perceived variety.
Then you get Warfarer and you can run around the map with all 9 vocations at once, just have pawns carry different weapons type, and at campsites you can change your skills at any given time to spice things up
@@federicocasali1565 Unfortunately, that's not even close to the same thing. For one, Warfarer has only three real skills enabled at one time, so you still don't have the level of tactical depth the first game offered. Second, between campsites you still have no tactical variety. Third, even if your suggestion worked, having to play a specific vocation and change your equipped skills at every opportunity in order to have fights feel different is an admission that the other vocations are tactically monotonous, and that restricting them to single weapon & three skills was a bad design decision.
And let's not forget that Warfarer is a late-game unlock that you'll probably have to look at a wiki just to find enough newt liquor for. And all the time before, you're stuck playing the other vocations, all of which play like Baby's First Dogma.
@@PedanticTwit I mean, they don't feel monotonous for me, but if you feel like that the game offers you options for have a more varied gameplay, just having weapons to swap with no skills equipped gives you different options, since they all have different core skills, like daggers you get dodge better climbing and wall jump, staff you get heal and levitate, sword and shield you have parries and tusk toss for quick stagger, bow gives you unique mobility options, having 3 active skills is not too little imho considering what each weapon brings to the table
@@PedanticTwit also classes could be plenty monotonous even in DDDA think how broken ricochet shot is in bbi, or mystic knight with great cannon and the sygil, every class had depth but they had broken stuff that you could spam to win. Same here
@@federicocasali1565 "if you feel like that the game offers you options for have a more varied gameplay,"
Still less varied than DD1.
"[The Warfarer's] having 3 active skills is not too little imho considering what each weapon brings to the table"
Still less than playing DD1 and just being a Strider, Ranger, Assassin, Mystic Knight, or Magick Archer. And it comes with the additional penalty of having lower stats.
The wind was pushing me through this one. Loved every minute of the 120 hour journey to 100%.
Mug I just love your narration. Discovered your channel two weeks ago with DD2's release and been listening to your content religiously.
Also: ladder.
Great video! The sphinx can be killed without her getting away by not striking her jewelry/face/chest. You have to hit her back primarily. But yes unmaker is best unless you hit an inn first so you can afford a mistake. Minor nit pick!
The cape clipping through the shield on chapter 3 drove me crazy!
I think you made a lot of valid criticism on DD2 and I completely agree with most of it; great combat, poor enemy variety and a lack luster story amongst many. I am still sour about the fact that I thought the game "ended" when I sat on the throne after killing the dragon. Even the game told me "are you sure? are you absolutely sure?" when I wanted to start new game plus. I completely missed the unamoored world in my first playthrough. And I loathed the fact when I finally got some challenge, I was thrown in the ending sequence when I entered the main hub. The game does a really poor job at giving you a challenge after you levelled up and have your vocations maxed. And when it finally does it squanders the challenges by forcing it behind some kind of timed sequence. I kind of missed the Everfall and Bitterblack Isle in DD2. Heck I wish they made it easier to go into unamoored world in new game+. All and all, I still love the game for all its flaws. No game is perfect not even my favourite game of 2024.
Dude.. you have been really cooking something here
Thank you really nice video
I found you through your in debt analysis on lords of the fallen altough i never played nor did i plan on playing it, just loved to hear you talk, you have really good points.
I rarely comment, but now i really want to leave my appreciation here, your videos are great man, i really enjoy your channel. I watch every Video
Ladder, and chests, and other events that leave an exclamation is not cleared up when you use it, or when the pawn opens the chest. A minor flaw in the seas of flaws, you described the bigger ones very well. I disagree with the fast travel portion a bit, but everything else is on point and helped me a bit how to feel about this game, because is confusing as hell. What a great outstanding game and what a failure in so many fronts.
I think the tedium of the game's traversal is way, way overstated. Being frustrated that your oxcart gets broken and having to finish the journey on foot when you wanted the quick trip is understandable. Usually it's within your control to prevent, but it largely will depend on your pawn makeup and your own personal vocation. Getting the agro away from the cart and ensuring your pawns aren't attacking with big AoE.
The actual traversal in the game I feel like is great, because it also allows for many opportunities for resource management and collectables between actually trying to get to point A to B. I probably spent over half my traversal time in this game running to gather materials, clambering all over every surface to search for Seeker Tokens even before unlocking Detection from Trickster, and then doing it AGAIN as I travel already covered paths when I hear the sound que suggesting that I missed things in challenging to reach places. And while the paths did grow familiar, I never truly found them tedious. Despite the criticism of combat being "too easy to lose" the actual engagement of combat can give you plenty of opportunities to make it a pleasant break from running, even if it is strictly "how fast can I kill this group of goblins this time?" If your only purpose is to speedrun quests, the tedium will feel more genuine, that is true. While Tears does this a lot better, I don't think it's necessary to point to it as what we should do. Tears does it's own thing, DD2 does things different.
In the post game and New Game+ I'm largely running Thief, I make it a personal mission to Plunder off of any enemy I come across as I travel to finish up my Seeker Tokens and other quests I missed. You might instead just choose to pick up and throw your enemies at them, because it's fun. I think a lot of the source of criticism here is that people just forget games are supposed to be fun, for the sake of fun; and you have to create that fun for yourself. The game gives you the tools for it, but you have to pick them up. Just like the game won't always handhold you through quests, it will expect you to actually make merry yourself rather than the game throwing activities in your lap.
I can't defend the lifts in Battahl though, as much as I would have liked them to be helpful. They were actually just poorly implemented there. At least with ground traversal you can do all the aforementioned things. The lifts are nice, once, as they do actually grant you a good view of the surrounding area and this region especially plays into a lot more vertical traversal. At least, it's visually more clear as you have less tree cover, letting you actually see more higher areas. There are a lot of chests and other things you can spot when taking the lift, but not much opportunity to capitalize on that from riding them. My theory about the lifts, is that they aren't for you, the Arisen. I think these are a worldbuilding feature meant for making sense to how normal people could traverse this very dangerous land, that the Arisen could use if they wanted to. The worst thing you encounter on the lift is 2-3 harpies, which any peasant with a bow could probably fend off. They don't have to fight the Golem and 3 clans of Hobgoblins down there. But even still, the lifts don't cover the entire expanse of the region, there are a lot of threats still out there they would have to face. But this could also be explained in part by the world just becoming more dangerous since the Dragon's arrival. Monsters are becoming more brazen, the world is much more dangerous. But unfortunately the game doesn't take advantage of this idea either, as you ever only see NPCs traversing on the ground.
Another point about reactivity: the mission where the Empress lures her would be assassin for you to capture, only for the traitor to poison herself before being questioned. Me, having 5 wakestones, thought, "Oh naw I got your ass, death won't save you from this one". But the game wouldn't let me use them and the quest ended anti-climatically. Not only is this a disappointing lack of reactivity and limited player options, it's also straight up lore-breaking to not be able to use a wakestone.
Compare that with Dragon's Dogma 1, if you fight Ser Julien and kill him, the quest ends there. But you can use a wakestone and revive him. He will then go to the Gran Soren prison, from there you can break him out and carry him out of prison, thoroughly confusing him about the Arisen's decision making process. And on top of it all: he can still become your beloved after all that
Excellent analysis! I fully agree with you on this one. Still going through the game myself, almost done now. I had fun, but there's just so much wasted potential. I thought this would be the GOTY, but I think Helldivers 2 will take it.
Also, look a ladder! Excellent find! Might as well make use of it.
I love the combat, the exploration, the pawns and upgrading weapons. What I find very hard to forgive is how in pursuit of ‘the vision’ it disrespects my time, in fact it actively abuses it. There’s sitting on benches waiting for shit to happen there’s running out of stamina just running down a road you’ve travelled a hundred times.
Itsuno has said that travel is boring if your game is boring. He also has said he’s pro player choice yet they have hobbled travel not having the confidence to give the player the choice not to ‘slow travel’. I spent a couple of hours handing in fetch quests and upgrading a couple of weapons( different smiths). It took that long despite spending a couple of hundred thousand on port crystals. There is nothing new or interesting on your 100th ox cart ride, there is no emergent gameplay when a goblin wolf or harpy attacks on the cart. Worse if some NPC just smashes it so you’re walking. A lot of stuff you can’t even blame on ‘the vision’ it’s just no implemented in a friendly way.
Ironically a couple of things that they introduced in Dar Arisen would alleviate things immensely, an eternal ferry stone and a couple more port crystals would be a massive help.
But you find portcrystals and ferry stones are plenty while exploring, like in the first game you build your fast travel network
@@federicocasali1565 Ferry stones are not plentiful until post game. If you upgrade weapons for different vocations collecting materials and using the optimal blacksmiths for upgrades you can blow through 20 ferry stones in the blink of an eye. I completed the game long ago now and won’t be going back unless they introduce an eternal ferry stone with the DLC like they did in the first game. Port crystals are fine but a couple more would be a bit more convenient. Overall the high spots where outstanding but it was marred by the complete disrespect for my time.
You don't have to use the unmaking arrow to kill the sphinx, that's just the easy way. You can use melee as long as you don't accidentally hit her necklace.
Man, I honestly haven't felt any loss of steam for anything except the pre-postgame (heh) grind of trying to find drakes and carve them up before the point of no return. I just finished leveling my last vocation after, what, 80-100 hours in, and it's still just as much of a blast as it was early on. Granted, I am playing with a mod that lets the Warfarer truly commit to the bit and be every single vocation at once with three full moves each, but even switching back to leveling one at a time was a good time. Quests were fun and had interesting little stories, scouring every last corner of the map felt rewarding... The biggest sources of jank that have truly annoyed me were "why can't I select multiple items when moving them between packs, only when selling" and "why does stamina run out so quickly when running around out of combat". Other than that? It feels old-school in the right ways for me. I'm with Writing On Games here in thinking that all the little bits of friction actually make it more fun.
What's the mod name for that wayfarer change
@@DraodVideosTrue Warfarer. Does exactly what it claims, and juggling nine movesets is exactly what I wanted.
"Ladder me this arisen"
For the sphinx quest The pot and murals tell you not to hit her humans parts that’s why she runs away you don’t have to use the unmaking arrow 55:34
Disagree on attack feedback, at least on Magick Archer. There is hardly _any_ feedback on its regular attack and most of its skills.
After multiple updates to combat feedback, I can argue that there is one skill that makes enemies stagger. And it is the worst one lmao
the first time i use the pully lift system in bhattaal (or however you spell it) i was so happy to find another route without having to fight everything....then a griffin came from no where and smashed it to pieces and i fell to my death.
Great video. This was really fun to watch, and i agree with everything here.
My favorite moment in the game was when i was wandering around the mountainsides of Vermund, i was playing as a sorcerer and i had my gang of pawns, and i was like, "this is the best Lord of the Rings game ever made" . The early-game was really special but it's unfortunately all downhill from there.
Best pawns i hired : Karl Marx and Steve (Steve Jobs)
Good job bro, that is indeed a very insightful review and I do appreciate you taking the time to inform fans of this game. I personally dropped the game for now because I feel like it just doesn't do enough to make the players life easier which I believe is important in a modern game. When you begin and you are unfamiliar with it, you are immediately being overwhelmed with 100 different items like potions, ingredients,curatives,elixirs, spellbooks, edibles, rotten items items that some of them are useful and some are not. So you are getting encampered all the time, you don't know what to do with those items and not only you have to manage your inventory you also have your companion and then all the other optional pawns. The game is just too complicated, you are spending too much time on trying to make sense of every little thing that is thrown at you, it really can be to put it that way a pain in the ass.
Off topic but was the magick archer chest armor piece in chapter 3
Not sure which one you're referring to, but a lot of the footage of Magick Archer is using Warfarer with the Thief chest piece.
It’s green and brown with bracers
But no problem I shall find it, thank you
And thank you for the review
Really comprehensive review. Like the format alot. Although I might be tripping but I think there where some parts u straight up added from Ur short term review. Nothing bothering really but got me confused what video I'm listening to. Good job, keep it up dude.
i enjoy the tedium of travelling throughout the world of Dragon's Dogma II. i like the slow pace and lack of urgency. the combat is always satisfying even against the same enemies. the world is beautiful and wandering throughout is a reward in itself.
as for enemy variety more would be nice but there's hardly a lack of it, besides it's how you approach combat and not what you fight, a reskinned griffon with a breath attack isn't gonna change combat funamently, besides when multiple enemy types join any given fray it can dramatically alter any encounter.
The world and the characters within are shallow and two dimensional because it's just a stage for your act, an act as the arisen fulfilling a preordained destiny, the real world is beyond this facade, everyone is a puppet and everything is a stage prop.
The regalia sword quest unlocks the dwarven blacksmithing enhancements, which are the best enhancements in the game. So, it does amount to something amazing. @53:55
Yeah I’m definitely going to go up the ladder with this one going to finish the first game (assuming I don’t get distracted by other games first) before even thinking about the sequel. I’ll probably even wait for the inevitable “Dark Arisen” version as that when most people got into DD1. Great video excellent analysis looking forward to more.
Thieves are the only class that can dodge???!!!!!! Ahhh man thats a bummer 😞
Superb analysis. And as you've already mentioned: I'm having so much fun even though there is this great amount of flaws. Putting a bit more time into development or hiring a bigger team to work on that gem would've left a great and recognizable impact.
But lets see... I'm deeply hoping that the DLC surprises us with a miracle and lifts that already really rock solid game into astonished & magnificent spheres. Because if it'd reach them, DD2 could be the gamechanger it meant (or rather desires) to be.
PS: Mug, you're a real G. Your content is always nothing less than on point.
I just got into the Unmoored World and i was really looking for a video like this. I was looking for answers, or rather, for what words to put on my feelings, and you described it perfectly throughout the video. The game is not inherently bad or a failure but it just leaves you wanting for more on so many different aspects and doesn't give you this right to ask for more. I hope there is a DLC but unlike you, i doubt there will be one, and if there's one it won't fix much, maybe just try to make us forget about the main story so we can concentrate on some fresh material inside the same, not entirely flawed world. Great analysis.
It's still one man's vision And not a conglamoration.
I 100% the game, achievements and whole map exploration within 136 hours.
I feel in love with DD again, it had so much of the stuff I loved from the first game and expanded on it but, also it's flaws too.
I will have to disagree with the fast travel, intentional inconvenience is a part of what makes Dragon's Dogma the game it is.
If anything this game made me feel like I wanted more of it, and hopefully they add a hard mode.
Really great video! I used to play DDDA lot and was really happy when i found out the game would have a sequel but i was still somewhat sceptical so i didnt buy the game up to now and i dont plan to before any big DLC comes out. Its just sad to see how half baked the game came out when the franchise could have been great but since this one "failed" i find it hard to believe there will be another part for it.
I really hope there will be patches to smooth out the general experience so we can all be called out by our pawns about a ladder that we have been to the other side of multiple times!
I have enjoyed and sunk a good bit of time into Dragon's Dogma 2 so far, however, I really wish they would have put more effort into the writing of the story and world. I have found myself quite annoyed at the lack of consequences of plot progression and choices, especially regarding Vernworth's ruling class to be the worst. It's hard to remain immersed when I am told that I am the rightful king and then after exposing the corruption and slaying the Dragon I come to find out the old Queen's kid is now in charge and none of my decisions matter. Also ladders.
Great video that gave words to many of my thoughts. I truly did enjoy my first jaunt through the game. I kept switching vocations and tended to use underleveled pawns since I used my friends' who were a ways behind me. So combat did feel fresh for most of the first run. But man have I had a rough time trying to pick up NG+ after seeing it remove all the portcrystals the post game unlocked and the ones I had placed.
The story did feel like it lost itself half way through, which was a bummer. I really enjoyed the story in DD1 and was honestly hoping for a simple retelling. Instead we got what felt like a petulant child upset that his toys aren't behaving.
In short, climbing the ladder once was fun. But getting kicked back down and having to climb it again, not so much. Now if only my pawn was as good at finding a cohesive plot as he was at finding a ladder...
Completing the regalia sword quest unlocks Sara as a merchant. She then can upgrade your weapon with Dwarvin smithing giving your armor knockdown resistance and giving your weapon more knockdown power as well. It’s actually the best upgrade in the game. You also can just set a port crystal at bakbattahl and use ferrystones to travel back in forth..
1:19:36
"What a thrill,
With darkness and silence through the night ..."
The franchise has so much potential. Could give Witcher and RDR a run for it's money if given enough investment. I came across an article where Witcher 3 had more than 1500 people working on the game, while DD2 in comparison had roughly only 350. If given more manpower, I can only imagine a more elaborate story and quests and a better streamlined rpg experience. It has all the ingredients of an awesome franchise. If this game is a re-boot of the 1st, I'll hope they'll give it a proper sequel that will live up to it's fullest potential.
I'm about half way through the review, where you talk about travel. i just wanted to say that in my opinion the best thing that can happen to this game is an enemy randomizer mod which sprinkles end-game monsters through the open world. Or, you know, Capcom could actually take the time to design a proper hard mode which not only inflates hp and enemy damage, but also changes the location of powerful monsters to make the encounters more interesting. I say this also because my favorite cave in the entire game is a shitty little cave in Batthal, called "Darkbeasts' Den" which contains end-game Saurians. It is the only cave that I'm aware of that does this and when I first entered it the monsters almost kicked my ass but it was just so refreshing seeing those unique monsters inside a random cave.
If the game had more encounters like this it would be a lot better in my opinion. Imagine walking down the same road you've already traversed 5 times, but this time there is a Black Chimera ambushing you and you are underleveled because it is an end game monster.
Along side adding end-game mobs randomly and making them ambush you when you least expect it I also think hard mode should eliminate a lot of campfires. There are way too many to the point where you can basically avoid the night for the whole game. What is the point of adding such an unforgiving and intimidating mechanic, when I can basically skip it whenever, wherever, for free.
Hopefully an enemy randomizer mod is being worked on by someone so ng+ can actually be interesting.
Dragons Dogma 2 is the best bad game i have ever played
Right lol I've been telling people I've been having fun but its definitely not a 70 dollar game
If it's bad then all games are bad because they have flaws
@@noiminoimi1179 Are you stupid or was that a joke ?
@@noiminoimi1179 not how that works but go off king
Value is subjective
Chaos is not a pit. Chaos is a ladder!
And thank you for the well-made video! I also had a few impressions of how the travelling system could be made a bit more varied and exciting (feedback welcome):
Oxcarts: Maybe you could upgrade them in exchange for coins to make them more stable and safer or unlock new destinations by uncovering routes?
Transport towers (Bakbathal): Unfortunately, these are also a bit pointless for me at the moment. Maybe you could use a kind of gondola system with fixed departure times that works independently and is faster?
Griffins/dragons: Maybe some kind of item or spell (book) to be able to "manipulate" them for a certain duration to control them? Perhaps in combination with a saddle that you have to carry with you like the tent? Would definitely make gryphons and dragons attractive :D
Last but not least (I hope I'm not the only one who feels this way), a private small boat or small ship?
By the way, I like the Port Crystals but not the Travelling Stones, I think they could be cancelled altogether.
I think it would be cool if you could use on the port crystals itself to control where you are going? Like in gothic 2 with the portals in lategame.
That's it from me!
Cheers
Thanks for the video. Gotta have the ladder. Looking forward to future content. =)
You're wrong about the sphinx fight. The clue is in the riddle of the urn. You can attack her as a mystic spearhead and in the back. The mural where the man is show some one wielding a mystic spear and the urn show spears that point to the sphinx's back. Doing this the sphinx wont fly away and you can save the arrow for later.
All Final Fantasy games has it's only style. FF7 and FF8 is cyberpunk for an example. But where first FF16 is more classical fantasy. Final Fantasy 1 to 16 covers high fantasy to cyberpunk and everything in between. The only thing that is consistent from all Final Fantasy games are some of the monsters and Cid with his air ship.
There are more Skeleton Lords. I assumed they were called Fell-Lords. But not a lot. Theres like... 3 ive found
Ladder
Great analysis and great video Mug.
I feel the same as you do about the game: I love it and at the same time I see all the cracks, the flaws and what it could have been with more time and polish.
And as you, when I talk about it with my friends I feel I have to mention all the flaws, to make sure that people understands what are they getting into. But I still love the game and I find it a really unique experience compared of most games I played so far.
I haven't finished the game yet (I am probably 70% trough the game at this point) but I start to see and recognize many of the issues you mentioned. I am still unsure if I will have the will to do a new game+ (I rarely do), but will see when I will get at the end. But as you I feel once I will be done with it, I will not replay it for a really long time.
One thing that you didn't mentioned in the video, that I think could be relevant is the inspiration/seed of the original game (and so in a way of this one as well): the fact that back 20 years ago Hideaki Itsuno started playing MMO and he was bothered by some of its flaws (namely playing and organizing with other people) and so that was the root idea of the first game.
According to me this is important because it slightly changes the perspective on the game.
I played many MMOs over the years (beginning to play them in the same period Itsuno did, so 20+ years ago) and so in a way I have less of a problem with the repetition of enemies and the long walks to travel around, but I totally agree that the game would definitely need more variety in enemies.
I actually enjoy the fact that the travel system is limited, but I also feel that providing the player with a movement speed ability (not a mount though) in time would have eased the burden of traveling around.
Still if you manage your Ferrystones well and you place the Portcrystals you have in a smart way I feel that you can get you anywhere pretty quickly: yes ofc is not like having the sites of grace in Elden Ring, but I Kind of like that (but I am probably one of the few people enjoying this).
But even in the current scenario, with the limited amount and variety of enemies we have, they could have simply randomized the enemies in each spawn spot, so that each time you pass trough a zone you find different enemies.
For example, in the Costal Caves that leads from Vernworth to Harve Village you only always find Saurians: the first 5 times I passed trough I was fine with it, but than from the 6th time I wished the enemies were different.
Anyways I just wanted to mention this to see if you have any take about these stuff.
Once again, great video and content as usual.
Stay awesome.
I honestly hoped it wouldn't try to be a better Dragon's Dogma 1, but Itsuno said that this was his vision for the game.
When I tried Dragon's Dogma Online, I'd prefer to call that Dragon's Dogma 2. The Arisen and Dragons were still a thing, but spun completely different, with unique story, where for once, you are an ally to the Dragon of the world, and he empowers you to perform crazy feats. It's enemy variety, and mechanics to fight them rather than a tank 'n spank, it's much more fun.
I was so disappointed by this game. I didn't get the true ending but either way, I finished the game feeling like it was one big grind for nothing. The lack of story development really hurt this game. By the end of it, I just wanted the game to be over. The little lore drops here and there kept hinting at a more fleshed out storyline that was just over the horizon, but it is perpetually unrealized. I decided to start a new game instead of NG+ to work towards the true ending, but the thought of doing all of that running around again has put me off. This game feels like it could have been so much more, but it ends up leaving you unsatisfied in the end. I really wanted to love dd2.
bro is that a flyff OST u were playing at the beginning ?!?
I miss playing flyff so nostalgic
The Dev said he didnt have the means to make D1 what he wished and he advertised that Dogma 2 is his dream come true.
I guess he dreamed to make an unfinished game with cut like content.
Get it at 20$. Its worth it at that price
Just watched the video and it’s very on point with my own opinions, the praises and criticism are valid and given everyone will have their own unique experience, lots of what you described I resonated with and will say you did a fine job on your analysis, here’s my sub and keep up the good work.
I went ahead and fired up NG+ before I investigated the post game so now I have to do it again
35:30
note for anyone... you just jump back on the cart, sit, and sleep again.
I believe it's been going around that you can beat the Sphinx without the unmaking arrow. There are hints on how to do it in the lore of the game. I think the statues/reliefs in the world. Show it.
Yeah. The trick is that you can't attack any of her "human" parts - you have to attack the animal parts of her body.
its just baffling that the devs decided to implement the same exact ng+ system that base dd1 was criticized for. and its probably time to admit that a well executed story and engaging open world is just not part of istuno's vision if those elements remain "underdeveloped" 12 years later. unless the franchise falls under another director, its unlikely dd will ever excel in those areas in future releases.
I don’t want to be nit picky but thieves are not the only vocation that can doge💀
Thank you, finally someone has pointed out the elegant in the room. Also, ladder.
This saved me my 70$... imma just wait 18 months for a sale and all DLC done like I always do
(First off spoilers)
I might crap on the game but this is because I really enjoyed the game.
In DD1 I liked that your player character appears as the boss if you NG+ after true ending DD2 has you doing all of these quests you're going to be the King you're going to beat the dragon this and that and in the end like that regalia sword quest doing it doesn't do anything to the main story no way after all the Dirt you dug up on the queen did they let her spawn become King that's just goofy.
Or the Giant you can literally rest a few days and the game will kill it for you a well thought out story would say let the giant kill the bad guys and then it will become the boss maybe you have to help the dragon defeat it and it would have destroyed the city in it's path but in DD2 no it does not destroy the city it tries to go around it so why were we fighting it? why help the bad guys? to help the main story progress as it is supposed to?
Even the dragon's Plague maybe if the Pawn does this it makes the pawn into a boss that spawns the final dragon and nets you the bad ending and it's also a boss fight that gets rid of your pawns boom calamity not just a weak ass mechanic that shows who the essential npcs are. DD2 is one of my favorite games I liked the feel of the play but the story was insulting and the NPCs are dumpster juice.
They didn't even really explain why the bads were doing so much evil to begin with, so the queen was wanting to stay in power that's it so phaseus wanted to unmake the order? why? The main story was a HUGE weak point of DD2 Idk if I should blame Capcom or Itsuno for the halfbaked nature of the game but yeah that's my thoughts I'll likely pick it up again when there is DLC but for the time being just gonna reach my level 100 and call it quits for the game. Ty for solidifying my thoughts on the game I was kinda wavering but you were saying what was in back of my mind mostly (I didn't care about traversal I did very little trekking since had many farry stones)
My takes on how to make traversal more engaging:
• Make combat encounters on roads during daytime rare. Relegate them to the byways and side paths. But also make enemies tougher to beat. Bloat their HP to 3x and damage to 2x if you have to. At night time, enemies would roam the main roads, but at the same rate/population as those in the byways during daytime. This also helps alleviate the problem of becoming overleveled quickly and becoming burnt out and bored of combat since you aren't just raking in tons of Exp from *_simply travelling and having to deal with the enemies in the way._*
• In turn. Have more neutral NPCs travelling along the roads that have some exposition dialogue. Such as directions to settlements, interesting locations, what materials you can gather in the vicinity, hints to ambushes, monster dens, and bandit camps, and so on. Have the occasional merchant or two roam roads as well to buy basic supplies from and sell off vendor trash to to lighten your load.
• And for probably the most controversial for fanboys of this series but *beneficial for practically any and every conceivable fictional media possible.* Dialogue via party banter. _Overhaul the entire pawn lore so that you only have your personal pawn,_ and the other two people in your party are real companions with actual character, personality, and worldview. These companions are made up of multiple (up to the amount of vocations the game has, at its lowest) characters you can hire or ask to join you in your adventuring.
Imagine in the first game if Quina was a mage and Steffen was a sorcerer and you can bring them along to travel and fight alongside you.
This then allows the setup for party banter during travelling. Having your companions comment on current events, current quests, completed quests, and their opinions on these matters. How you reply to these comments would in turn affect your personal pawn and develop their character bit by bit as well as affect how the companions view and treat you.
Idk how to make everyone happy but what you’re suggesting less encounters basically just makes longer stretches of running. You can already do that, skip the monsters. Not sure about monsters having more hp, maybe make us do less damage than currently with level progression. Early levels seem alright but there is a point monsters are easily dispatched
Then who'd hire my pawn? There's no reason to get rid of one unique mechanic in favor of what you can get from other RPG's already. The game's "story" doesn't really matter, anyway. The rest of the npc's serve no role in what is to come.
@@yaqubebased1961"who'd hire my pawn?"
You. He/she is *_your_* pawn.
"There is no reason to get rid of one unique mechanic."
What is unique about the pawn system that other party based RPGs don't already have? Genuine question.
The pawns are organic robots with ZERO character, ZERO personality, and ZERO development *all by deliberate design.* As a concept, THEY ARE A DEAD END.
"the rest of the NPCs serve no role in what is to come"
What an indictment of the quality of this series.
_The story sucks and it will always suck. So who cares?_
Never have I seen the hardcore fandom of a piece of fiction be so dismissive of fiction they love.
Even sports events get more love for the drama it creates from fans.
@@vuec97More enemy HP = Less player damage.
Different phrases, same outcome.
@@DJWeapon8 It's not dismissive. It's exactly what it is. Only The Cycle is what truly matters in the DD world. You seriously gonna argue that anything even remotely comes close to becoming God? Also, yeah a lot of the npc's aren't good but that's not because of the pawns.
Also yes, sharing your pawn with others is one of the mechanics ABSOLUTELY NO ONE wants to see gone. So the point still stands; You want DD to be like other RPG's, go play those other games. Either leave this game alone or be actually constructive with your criticisms.
I believe the reason why combat in dd2 is good is because they have years of experience from MH series.
Okay, I really love your analysis of DD2. It's really onto the point. But on a serious note, only psychopaths have a lantern enabled at daylight.