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There is evidence that Capcom has something planned for post-game because there are quite a few doors in the game that are blocked with rubble, at least two of these doors are in the dried up sea.
Being ambushed by 2 ogres, 1 griffin, bandits and skelettons, all of them trying to kill your party is really killing my immersion.
Moreover, some bosses are so common they don't feel unique anymore. Griffins in DD2 for example aren't mythical bosses, they are annoying birds at best.
https://dragonsdogma.fandom.com/wiki/Dragon%27s_Dogma:_Dark_Arisen#New_Content_and_changes
Those aren't major changes to the base game. They essentially tweaked some stats/growth and added BBI and its related content (monsters/equipment/looted skills/upgrades).
Otherwise Hard Mode does indeed matter, and that's part of DDDA, but I would still take DD1 on normal over DD2 if I had to pick (fortunately, I don't have to pick, and I still like DD2).
Also, Hard Mode isn't some big overhaul. In DDDA it amounts to a damage multiplier against the player, a stamina use debuff, and KD resist buffs for the enemies. It's not complex. Acting as if we can't have possibly expected DD2 to have something similar, just because DDDA was an expansion (that only came out a year later, by the way), doesn't really hold all that much merit.
That aside,
You can start in Hard Mode. While the initial difficulty select prompt on first game boot doesn't have this option, simply picking Hard Mode from the main menu will start you in Hard Mode.
DD2 is not actually easier than DD1. They have the same difficulty curve.
'more monsters and stuff'
No. Both DD1 and DD2 lean on the same basic monster list of goblins, wolves, harpies, bandits, and minor variations.
For big monsters, in DD1 without Dark arisen we have: Cyclops, Lich, Chimera, Ogre, Cockatrice, Griffon, Golem and Drake, with Wyrm showing up in a quest, iirc. Dragon and Ur-dragon are variant of each other, but also only show up as one-location encounters, with Urdy in particular being supposed to be a community-wide health sponge raid boss. Post game adds as new monsters: Evil eye, Hydra, Metal Golem (which I view as mechanically different enough to matter) Wyvern and some variants of existing big monsters, typically with one or two new moves but increased stats. I don't really know that I should count the lesser dragons seperately, as they are variants of the same critter.
We have 15 there, if we include draconics as separate, and don't count the post-game variants. With them not separate, we have 12.
DD2 has:
Cyclops, Lich, Chimera, Ogre, Minotaur, Griffon, Dullahan, Garm, Golem, Medusa, dragon, diseased drake, and Drake. Drake folds in both wyvern and wyrm parts into it's design in DD2, instead of having three versions of the same critter. Post-game adds a couple one-offs but is generally same list outside of that, with gore variations not being restricted to just post-game as it was in DD1. Without counting the diseased drake separate, we have 11. The SAME NUMBER as DD1, when we account for DD2's Drake being a fusion of the wyrm, drake, and wyvern from DD1. Oh, wait, I forgot the sphinx, bringing the number up to 12.
Even adding DA in, we get mostly variants, with Garm, Gazer (who is technically an evil eye variation and is arguable if he should be counted or not), Living Armor, Death and Daimon basically being the only truly new and different things.
People claiming there is some notable difference in enemy variety between DD1 and 2 REALLY haven't actually looked at the lists. The main difference is actually that DD1 has FEWER encounters with most of it's critters and even basic enemies are rather lower in encounter density. DD2 actually has a lot MORE variety in basic enemies, with more variation in bandit types and goblins no longer being just 'normie and hob, + normie king) and now also having the leapers as a distinct and behaviorally separate subtype.
I literally failed discs on DD1 and DA on original console versions because I played them so much, then turned around and put more time into the PC version. The difficulty curve and enemy variety are about the same. I do not understand the level of stupid people are showing when it comes to hating on DD2, and about the only thing I can figure, is that people went in with unreasonable expectation with DD2.
It is, much as the first was, an experimental passion project from one of their veteran devs, that is being used to test the in-house engine in ways it's not designed for. Both MTframework and REenging were not designed for full open-world support. Both Dragon's Dogmas did that anyway.
Dragon's Dogma 2 does not have the same level of budget and internal backing as something like SF6 or a mainline/remake RE does. It's not the game's fault when you set your expectations unreasonably high.
I don't think most people had too high expectations. I would have assumed with common sense that DD2 had built upon DDDA and instead they deleted most of it! Don't get me wrong I enjoy the game but I have a huge laundry list of complaints myself. Number #1 being lousy mouse and keyboard support. #2 Having lousy choices for pawn voices. Who thought it was a good idea to tie voice types to inclinations?! Ugh
I personally don´t like tone depicting others options stupid etc. Even more when their concern is there to complain. Like fact how game is set this game lacks lot of synergy what make´s game worse. Like you counter monsters there is like two monsters what you can kill one time. Lesser dragon and sphinx. What limits variety a lot even more when there is is no easy repeat killing them around. Again. I´m not hating game sake of variety of enemy. But problems is how these all collide.
If there was perhaps after NG+ change of core monsters in world where advanced variants would appear more than normally or something. That would made monster issue lesser problem. "BTW didn´t there was evil eye on normal game as well." huge variant in DLC.
But back my point is. This game is not god awful. But there is clear problems with it. How systems work together to simply how Capcom ♥♥♥♥♥♥ over this game´s potential and ability to sale. Like game´s gotten black mark of hate simply DLC alone. How limited scale this game was released with small amount of people from normal group. Like don´t get me wrong. I´m not been unreasonable to say i understand why people call this remaster or re-skin of first one. Even thought i personally see this game good but not good enough to be released this state. When RTX 4090 asus strix with i9-13900k cannot run it. When recommended says "Intel Core i7-10700 / AMD Ryzen 5 3600X and NVIDIA GeForce RTX 2080 / AMD Radeon RX 6700"
Again. I was not in hype train and hating this game because of it. My exceptions we´re same as DD1 even then game feels lacking. That simply is how game been done what make´s simply problems worse.
So you know i have 202 level arisen in this game so you know i have played this a lot.
Like quick fixes to game to me would be.
- Add easy access stronger variants of monsters. More access gore chimera and lesser dragons etc.
- Give NG+ player ability skip slog and roadblocks. Like give RC ability buy items to get past border watch and infinite ferrys stone. "I hate how DLC ruined this system."
- Make leveling worth doing with out cheese. Like honestly when i have to play ranger with two ng++ rings to xp and buffs to level up effective way. That is toxic. Advancement is purpose why some play.
- Layered Armor
- 6 Skill Slots
- Ur Dragon, which would get harder and harder each time it dies in the online version; but also reward you with unique loots if defeated
- Everfall, a gantlet of unique hard end game enemies
- More spells, more enchants
- Dungeons: Catacombs, Shadow Fort, Bluemoon Tower, Altar of the Water God, Ancient Quarry, Greatwall, Tainted Mountain, Frontier Caverns, Withwood, Soulflayer Canyon; tell me again what memorable dungeons DD 2 has that isn't caves.
- Notice Board quests that have you revisit old locations to fight new end game bosses
- Post game that doesn't have a time limit on the end game content in the open world
Oh yeah, and most importantly, the first game doesn't cost seventy dollars and actually runs better.
Counter-opinion - no game can possibly meet the preferences of every player (even notoriously "hard" games have people saying "bah, it's easy"), so mods are a great way for the desires of *everyone* to be met.
As far as difficulty curve. Maybe, maybe not. I've got too much experience to judge at this point. That wasn't the point though. The fact is that Dark Arisen wasn't some SUPER MAJOR overhaul that DD2 couldn't hope to possibly compare like some of you are making it out to be. It's an extra dungeon with some extra loot, some stat tweaks here and there, and Hard Mode.
I didn't even say anything about all this.
That said, Hydra > Medusa. The Hydra/Archydra is one is one of my favorite bosses in any video game. Medusa isn't a suitable replacement.
The reason that DD2 feels like it lacks variety in comparison with DD1 is actually a matter of density and size. DD2's map is more densely populated and 4x the size, so you spend a lot more time fighting the same things over and over again.
That's really neither here nor there for me. I liked having more breathing room in DD1 between fights, but this isn't a particular complaint of mine in DD2.
I don't really give a damn what DD2's budget was. I'm sure it wasn't less than DD1, and as mentioned, DDDA only came out a year after DD1. It's not like some super long tail of development that fine-tuned the game over years and years. It's literally just an expansion that came out a year later, and the changes in it weren't that major. The biggest deal was BBI being a super dungeon and Hard Mode (which again, is pretty much just multipliers applied in a few places).
AI Pawn learning? Wasn't that debunked and it was simple inclination shifts?
Less inclinations? There were honestly far too many and fluff.
Limited skill slots? That is due to vocation identity and unique weapon types per vocation. (Some people hate it I guess, but it git rid of some homoginization)
Less skills? Again reduced fluff. Again some people liked the fluff but these are two good debate points. I see why they did it, but is it a good or bad move?
Affinity? Still exists.
Pathing for npcs. Still exists.
Cloth animation? I duno I'm stretching here.. weather, day/night, romance? Dodging?
What "systems". Instead of exasturbated words like gutted and broad terms like systems, explain.