There's Aught MissingThe June 2011 edition of
Game Informer magazine included a fairly short one-page article previewing a new IP from Capcom:
Dragon's Dogma. The impressive screen shots and brief description of the game made it sound like an open-world
Monster Hunter with a real plot; I immediately took note of the game and followed it right up until release. As more information about the game surfaced it became more and more clear that it wasn't exactly what I'd initially hoped, but was still shaping up to be one of the best looking games of 2012. Was it?
My copy came as fast as they could ship it and I wasted no time sticking the game into my Xbox. It took its sweet time installing but when it was finally done, I was pumped and ready to go. The first thing I noticed was that even on my 16:9 TV, the game was presented in letterbox. Persistent black bars on the top and bottom of the screen annoyingly took up space that could have otherwise been occupied by the game's beautiful title sequence (backed by some admittedly unexpected and off-putting J-Rock song). Surely, they'll go away when I start the game right? Or change a setting? Well, no. They don't.
Okay, I'm not going to let one little annoyance detract from the game I was looking forward to for a year. I pressed on through the satisfyingly in depth character creator and crafted a hero that would look you square in the eyes and declare
“I kick ass.” The game then began with the introduction of a simple enough looking village by a sea – quite gorgeous, really, until some pesky dragon comes and ruins everything. As the rest of the village flees, my fearless character takes up steel and rushes the ferociously large beast (seriously – this thing was huge).
In retrospect, it may not have been my character's smartest life decision. For all his efforts he was easily bested by the beast. The dragon looks at him amused by his vain efforts, and to really rub it in, the dragon plucks out my character's heart. But just when I'm thinking
well that was a short game, my character awakes in a bed with a hard-to-miss scar plastered across his empty chest. How am I still alive? What does the dragon want with my heart? How do I get it back? Don't worry, I'll let you find the answers on your own.
And here is where you begin your journey in
Dragon's Dogma. After choosing a starting class and a discussion about what you must do now, you'll be off to freely roam the world. In WRPG style the game is presented to you at your own pace: explore the world, seek out quests from NPCs, or just continue right on with the main plot-line. Doing the last will quickly introduce you to perhaps the game's most interesting aspect: Pawns.
Pawns are soulless, strange human-like beings that have little to no free will on their own. They are instead tied very closely to a person, whose leadership and power reflect in themselves. Shortly into the game you'll enter a second character creation screen, this time to create your “Main Pawn.” Your Main Pawn is the Pawn that is tied to your character, and will always be with you through thick and thin (unless you, say, throw them off a cliff. Not that I'd know, or anything).
The cool part about Pawns is the online renting system. If you're connected to the internet (Gold membership
is not required - so that's a plus!) you will encounter and can subsequently enlist the services of real players' Pawns, and they can do the same to yours! Don't worry; your Pawn will never leave your side. When you prompt the server, it will find out if anyone has rented your Pawn, and they'll tell you how well they performed and what kind of rewards you got from it. This very neat feature gives the game a pseudo-MMO feel, and at face value is superb. However a more in depth inspection of the system, while still fully functional and probably the most appealing aspect of the game, reveals a troubling number of nuances that cry poor design.
One not-so-great thing about Pawns is their constant yapping. The concept at first seems so great: the Pawns actively talk to you as you explore and battle, telling you about the area you're in or revealing a critical weakness of a foe. Sounds great, right? It really is at first, and through most of the game it's admittedly tolerable because they'll usually have new things to say as long as you keep going to new areas. But by the time you hear
“Wolves hunt in packs!” for the hundredth time for just walking relatively close to a wolf, you may seriously consider just turning the sound off and with a forgettable soundtrack, you wouldn't be missing a whole lot.
Fortunately for the Pawns, even their insistent clamoring may not be distracting enough to take your focus away from the combat in
Dragon's Dogma. Easily one of the game's most addictive aspects,
Dragon's Dogma offers satisfyingly unique and varied skills across nine interesting classes. Gameplay and combat from one class to the next can easily be radically different from each other, but one thing remains consistent: using your flashy talents to fell a fully-climbable club-flailing cyclops or ferociously fearsome chimera never really ceases to be entertaining.
The game world is decently sized, particularly considering a lack of practical fast-travel features in your first playthrough. Subsequent “New Game+”s allow you to quickly travel around the world, but your first foray really encourages you to explore as much as possible by... well, making you. There's both an up and downside to this. The upside is that although most of Gransys looks similar (rolling green pastures), there are enough spots to mix it up and keep exploration interesting (a foggy forest, mountain-side path, canyon ravine, and poisonous bog come to mind). The downside is that enemy placements are entirely predictable: static levels, and static spawn points. One trip from Point A to Point B will essentially be the same as the next trip between the same points, unfortunatelly.
Dragon's Dogma also suffers from very poor pacing. There's actually quite a lot to do (about 40 hours of play assuming you do a modest amount of side content), but it's all horribly presented. The game presents three types of quests: Main quests, side quests, and notice board quests. The notice board variety are the bottom rung: they're essentially the same quests just under different circumstances, like “Escort this person to this place,” and serve as purely inconsequential ways of gaining money or experience. Side quests are presented to you by an actual NPC and while they don't always tie into the main story, they sometimes do.
The problem lies in the way they, and even the main quests, are explained or presented to you. It's never good when you're working your way through a quest you know is incredibly important, yet you're asking yourself
“Wait... why am I doing this again?” Sadly, the plot is actually quite good. The last few missions, and indeed a few missions scattered through the game, had me on the edge of my seat wondering desperately what was going to happen next. Yet because of the poor narration and explanation of the plot, a second playthrough of the game led to a lot of
“Ooooooohhhhhhhh” moments. A lot of wasted potential in this category.
I was so excited when I got this game, and was thoroughly pleased with it as I played through it. If you had asked me to write a review right after completing it, I'd be hard-pressed to critique it honestly and would hail it as one of the best games of recent years. With time I've come to look at the game more critically and was able to spot more than a few things that end up making
Dragon's Dogma look like Capcom offering us a beta test for what they could have really done with this concept. But if this title ends up just being the precursor to something even greater in the future then I was happy to be a part of the process.
AchievementsDragon's Dogma's achievements aren't totally unheard of for an RPG. A lot of them are story progression related, a few others relate to side content or exploration. The trickiest of them all would probably be completing all sidequests, or amassing a rather large armoury. Even these, however, are easy to tackle with or without a guide (though for the sidequests, a guide can be very helpful). As of this review, there are no DLC-exclusive achievements, and a completionist should have no trouble maxing this game out.
Achievements never affect the score of a game and are included by reader request. Only the categories below influence the final score.SummaryGraphics: A few noteworthy scenes stand out in an otherwise average game graphically.
Sound: Lackluster soundtrack and less-than-impressive voice overs coupled with annoyingly repetitive Pawn dialogue makes Sound not this game's strongest point.
Plot: One of my personally favourite plots of recent years is nearly ruined by abysmal pacing and presentation.
Gameplay: Pawns give this single-player game some online flair, and combat with hulking climbable enemies like dragons and hydras is beyond addicting.
Length/Replay Value: 40-50 hours of open-world exploration and questing may be all you get out of this one. Different difficulties and a “speedrun mode” may provide limited replayability, but with no multiplayer aspects and very little end-game content many players may be happy with completing the game once and being done with it.
Yea or Nay? I recommend fans of both RPGs and action-adventure games check out this title as it offers a pleasing mix of both.
However, as of this review's publication, Capcom is merely months away from releasing an updated retail version called
Dark Arisen. This newer version will be the same game but include extra content and enhanced features. Even if this review made you interested in the game, I urge you to wait a few months until
Dark Arisen's release and purchase that instead.
Final score: 7.8/10
4.0