Sunday, November 3, 2013

Dragon's Dogma is Pretty Damn Good















Dragon's Dogma is an open-world hack-n-slash action-adventure role-playing game by members of Capcom who had previously worked on games in the Resident Evil, Devil May Cry, and Breath of Fire series. To me, Dragon's Dogma feels more like a cross between Skyrim (in terms of its open-world exploration and quest structure) and Dark Souls (in terms of its combat and its dungeon-crawling feel), which pretty much makes Dragon's Dogma the best of both worlds. After sinking 128 hours and counting into a single playthrough, I feel confident in saying that Dragon's Dogma is one of the most compelling games I've ever played in this genre.

Dragon's Dogma begins with the resurrection of a dragon prophesied to bring about the end of the world. After emerging from a hole in the sky, it sets its sights on the small fishing village of Cassardis, the hometown of the player's self-created avatar. While attempting to fend off the dragon, the player becomes marked as the "Arisen," the hero destined to slay the dragon when his heart gets ripped from his own chest, creating a bond between the Arisen and the dragon. The dragon flies off in possession of the Arisen's heart, while the resurrected Arisen begins his epic journey to fight the dragon and reclaim his heart atop the Tainted Mountain.

Venturing forth from Cassardis, you visit a small outpost that further serves as a tutorial for the game's pawn system (more on that later), and which begins to foreshadow the presence of a cult later revealed to be serving the dragon. While learning more about pawns and vocations, a mysterious shrouded figure calls a colossal hydra upon the outpost. Once vanquished, you set out with your newfound allies to deliver one of the hyrdra's severed heads to the duke in the capital city Gran Soren. From here the game kicks off its open world design, essentially offering you the freedom to carve your own way to the final battle.

Fighting the hydra

After this compelling intro, when you start to get a taste of the open world, the story and quests unfortunately fall into a slump that simply aren't strong enough to carry the weight of the game. Once you've delivered the hyrdra's head to Gran Soren, you join the ranks of the Wyrm Hunt, essentially just to perform busy work for the duke. At first none of it's related to the dragon and the tasks all seem relatively trivial -- deciphering an ancient text, aiding a research team, recovering the duke's lost ring, eradicating goblins from a stone fortress, and so on. There's not much narrative thrust behind these tasks, and it's far too easy to lose interest in the game's meandering pace midway through.

Many of the side-quests, meanwhile, fall victim to this same meandering pace. Nearly all of the quests you pick up from notice boards consist of the most basic of MMO-style quests -- kill 10 goblins, kill 35 bandits, collect 10 Gransys herbs, and so on. Other sidequests can be picked up from NPCs, marked with a colored exclamation point above their heads, and these aren't much better. Although they provide a bit more contextual storytelling, the objectives generally prove to be equally bland: find a missing book in town, deliver some news to an NPC across town, escort an NPC to an outpost, clear a nest of saurian lizards from the well, and so on. There are a few exceptions to these banal tasks that prove uniquely entertaining, but they're not nearly substantial enough.

As disappointing as the quests can be when you actually examine them, they're not the main draw of the game -- it's the combat, leveling up, exploring the map, and finding new loot. Much like in Borderlands, the quests are merely there to promote more exploration, more leveling, and more looting. Thankfully, these elements that comprise the game's core gameplay are all pretty well done and make for a truly engaging, rewarding experience.