Dragon's Dogma

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InfiniteStates
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[youtube]http://www.youtube.com/watch?v=HYbH25f36Qg[/youtube]

This on anyone else's radar? It's been on mine for a while and just looks better and better. It's by the guys behind Devil May Cry, which I've never really been a fan of, but the reasons I never got on with it don't seem to apply to this.

I was hoping it would have co-op, but it doesn't look like it will. More like some kind of trained AI sharing system... Details are sketchy.
Dragon's Dogma remains a bit of an enigma. We know it's a new "realistic fighting fantasy" game in which you face off against typically Capcom-huge monsters with swords, bows and whatever else comes to gauntlet-clad hand. We know it's open-world, and that it's got some hot talent working on it. You can climb up enemies, which is always cool. But we still haven't seen that much of it in action, and there are still several mysteries surrounding its structure and plot.

One of those mysteries is the party system. You fight in a party of four in Dragon's Dogma – your own custom-created character, and three "pawns". You can command and customise these comrades, but exactly why and how has not been made exactly clear. At Gamescom, Capcom explained how this system works: it turns out that you'll be playing alongside other players' custom companions as well as your own.

You, as the Chosen One, have the ability to summon the Pawns from an alternate universe called the Rift. They look human, and they fight like humans, but it turns out that they are actually otherwordly beings that never age and never die. You get one "main pawn", who is yours to customise – so if you're a mage, you might create yourself a tank pawn in three-inch-thick armour to draw enemies away whilst you fight. There are six character classes in all.

The other two pawns in your party – and this is where it gets interesting – can be selected from a vast array of beings. Once you step into the Rift, you meet potentially hundreds of pawns – some of which will be other players' companions, whom they have created and then uploaded to the server. It's almost a bit Demon's Souls-y – you can send your Pawn out to help others, and when they come back, they'll bring experience, money and knowledge of the open world with then. (This is where it gets a bit mysterious again – exactly how will your Pawn's knowledge help you? Will they suggest places on the map to visit, or suggest battle strategies for particular monsters?)

This, it seems, is the mysterious multiplayer functionality that Dragon's Dogma's developer has been hinting at since it was announced. There will be strictly no co-op, though, as it's designed as a deep single-player game in which your choices and your relationship with your Pawn really matter, presumably affecting more than just how fights turn out.

We're guessing that Dragon's Dogma will be out in force for Tokyo Game Show, where Capcom traditionally makes a big effort to impress. Hopefully we'll be able to get hands-on with an updated version of the game next month – at E3, it was still looking rather ropey graphically, and there were control issues that needed sorting out. We've learned one thing, though: it might not be branded as an RPG, but this fighting fantasy game is deeper than it looks.

[youtube]http://www.youtube.com/watch?v=rPuOcOFIJJ4[/youtube]


[youtube]http://www.youtube.com/watch?v=NugnvGiG3sE[/youtube]
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hmm not sure Charlie.
Dunno if i would like it.
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I reckon you would, except there's no PvP which I know is a big thing for you.
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InfiniteStates wrote:I reckon you would, except there's no PvP which I know is a big thing for you.
well not all the time, but my main issue is that online always gives u that replay value, everyhting is always different so to speak.
Not a fan of hgoing through multiple story endings and all that shiz - it is pure grindfest at that point lol, at least online can break it up.
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Still really looking forward to this - hope it doesn't disappoint like Amalur did...
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After the meh of Amalur, my hopes are high for this being my Skyrim replacement now...
If you went in fresh, not knowing anything about it, you could easily mistake Dragon's Dogma for an American or European action RPG. It just has that look.

"We really wanted to make a game that would be accepted in Japan as well as abroad," says Hideaki Itsuno, director of Dragon's Dogma. "Our intention was to aim globally, but we didn't want to exclude the Japanese market. It's a tough line, Japanese and western games. We wanted to blur that line."
Dragon's Dogma fuses eastern and western design ideals to create an unfamiliar open world game with interesting goals. "You can do anything you want to with the action," Itsuno says. "If you think you can do it, you can do it."

While Itsuno speaks hyperbolically, this basic idea is sound. Dragon's Dogma keeps itself contained for the first hour or so before blossoming into an exploration-heavy open world. Even early on, when it funneled me forward, the combat was dynamic enough to encourage the "do anything" mentality.

To facilitate this, Dragon's Dogma employs "stray bosses," as Itsuno calls them. Among the army of wolves, harpies, and other sword-and-sorcery fodder, the world is littered with big and scary monsters just waiting, similar to Skyrim's dragons, for someone to stumble their way. These appear in addition to the main bosses, such as a hydra, griffon, and other mythological beasts. "We want players to try to take down bosses in different ways," Itsuno continues.

This is precisely what I did.

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I tried something different after each death in my many failed fights against a Cyclops. As a mage, my weak magic missiles couldn't kill before the one-eyed enemy closed the gap and stomped on my head. Another time, I tried smacking him while he snoozed, and then climbing up his back when he woke up. The big guy brushed me off his shoulder like I was dust. Finally, I grabbed a flying harpy, steered it above the Cyclops, and dropped onto it. Again, he beat me to a pulp. Even at a low level, I got a great impression of the combat flexibility. Though I didn't succeed in slaying the thing, everything I tried worked as intended.

Image

Itsuno explains that my vocation – Capcom's fancy word for "character class" – probably didn't help. "Some vocations grab and climb better than others. [The mage] runs out of stamina quickly," he explains. "Sometimes, if you have the wrong vocation when you're fighting a boss, it'll feel like a difference of 20 levels. That does, of course, affect the grab and climb function."

I sacrificed stamina for healing and range. Dragon's Dogma is all about doing things the way you want. This extends from combat – where button modifiers turn basic attacks into flourishes and taunts – to customization. The character creator is as deep as you've come to expect from these tools, to the point you can create a hideous, big-headed dope of a hero. This applies to the Pawns -- teammates you recruit through the campaign – as well. They bring an additional option to the fold: behavior.

"You can change your pawn's personality," says Itsuno. "Say, if you're surrounded, do you want them to be gung-ho and go for the frontlines, or do you want them to hang back and [heal] or pick up items?" I made an aggressive Pawn to get in the thick of it while I covered from the rear. At one point, he made a run at the hydra boss and began climbing it on his own. That's an enthusiastic ally, right there.

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After seeing the game in rough condition before, I worried Dragon's Dogma would rely on its grab gimmick to piggyback on Shadow of the Collosus' popularity. It would be an easy way to distract us from its otherwise uninspired basics. It certainly falls back on grabbing and climbing, but it does so in enough exciting ways to keep each battle from becoming predictable.

Itsuno clarifies, "you'll be able to use the grab function in other ways, not just for the bosses. You can pick up an explosive barrel, throw it, and then shoot it with an arrow to take out a whole bunch of enemies. Another way to use it is to pick up enemies and throw them off a cliff. There's actually a quest where you have to grab somebody and bring them somewhere."

Capcom isn't aiming to compete with similar games. As Itsuno intended, Dragon's Dogma is a fascinating and ambitious action game that lives in its own world. It brings some of everything genre nerds expect, and a bit of what they don't. It won't rock the industry, but Dragon's Dogma will generate conversation, could develop a respectable following, and may, with any luck, become the next big action franchise.
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InfiniteStates
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Anyone tried the demo...? Pre-order for me. At last, something to fill the Skyrim hole that that other game failed to fill.
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not tried it yet, will do though.
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My copy arrived today and only ordered it late Tuesday - ShopTo for yet another win :)

So, just getting in the mood...
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Hmmmm is it worth me getting it charlie for some MP?
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Nope - there is no MP :(

The only online aspect is you create a "pawn" then someone else can hire it to go in their party.

There is zero trolling potential like Dark/Demon's Souls. It's a bloody good single player RPG though. At least I found my Skyrim replacement at last :)
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I like Skyrim, I should play it more.
i just feel the Graphics and Animations are a little outdated and it feels some what old... so i dont have that Umph to play it.

Like Demon and Dark souls i thought the Graphics and Levels where so well planned out and detail went into them.
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Also, with Oblivion/Skyrim the combat model is flat and lifeless. If your core gameplay is uninteresting, you can't improve it by building on top.

Shakey foundations is shakey foundations :)
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Talking of dark souls, you know when you fight taurus demon the first major boss on the first section of the castle area... on the pc instead of fighting him in that narrow alley way along the wall, they put you in a castle tower (like the one you climb to jump off and hit him in the head) - it's weird and looks wrong man lol.
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Sounds like it would make the fight a lot harder too. For me, anyway as I like to keep my distance from Taurus demons.
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