Even with the Dragonsplague, Dragon’s Dogma 2 isn’t as mean as its predecessor—but I love how faithful it is to the series’ strange and unique identity

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The first Dragon’s Dogma was a true cult classic. Weird, idiosyncratic, in some ways a huge pain in the ass, yet deeply compelling. Since 2012 it’s built an audience of people who love it for its strangeness, warts and all—myself included. When a big, modern sequel was announced, I was excited… but also a little anxious.

You usually hope a sequel will sand down some of the first game’s rough edges, but in the case of Dragon’s Dogma it’s hard to separate what needed “fixing” and what was part of the game’s unique feel. It would be natural, too, for Capcom to aim for a broader audience, adding in features that might make for a smoother but ultimately less distinctive RPG.

On the whole, I needn’t have worried. Perhaps the most striking thing about Dragon’s Dogma 2 is that it’s extremely similar to its 12 year old predecessor. It’s prettier and more detailed, with clever expansions of its core systems and concepts, but its biggest strengths and flaws are the same as ever. Many enemies, abilities, and even specific pieces of armour have been carried forward, and pawns are still just as annoying and endearing.

(Image credit: Capcom)

Fast travel is still limited and difficult, and movement relatively slow, putting the focus on the experience of journeying through untamed lands. The world is still tactile, letting you pick up anyone you meet and throw them over your shoulder, or clamber all over a monster’s back. Quests are still willfully obtuse, encouraging you to investigate and examine places and people to figure out what to do (or, admittedly, give up in frustration and Google it). 

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