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I felt more connection to my pawn than to any of the characters that were in the story yet his actual dialogue and "moment in the spotlight" were so short. I cared more for his 4 seconds of growth than I did for most of the NPCs. I almost wish that the final scene had either a riftstone looking out over the water or the "main" pawns we had with us from their credits, because howdy-doody let me tell you the people they keep telling me are my "best-friends" are definitely not my friends.
I did not have a history with the franchise before this game, I was not aware it was a largely non-western game?
I agree. To me it had the subtle flavor of what a larger-scale fantasy-themed rpg might have attempted to accomplish, but this is an action game, not an rpg, and those story elements were not executed well - or they were just half-heartedly included.
I agree, the rest of the game had such an unguided feel, which the game almost acknowledges in the true/unmoored world sequence via the pathfinder. I wonder if that was intentional to add to that illusion of the 1st world be a stage/performance. I don't think that is a good excuse though for how akward it was to play through. The whole game should have maintained that ending energy from the beginning.
Same. And yeah that would have been neat. I think the only character I did anything with was Gwyndywer, and only for the port crystal, so seeing him throughout the end and the dragon threatening me with him....it was hollow. Deffinitely cared most about my pawn throughout the game.
I am glad I did not become the soven. Sitting on a throne ordering people about would have driven me mad! I did want to brine festie in the first game. It would not let me!
Ive heard good things about it, ill look into it!
You kinda see the relationship with your main pawn build if you pay attention to how often the defend you when the guest pawns criticise you for things like running to fast or suddenly changing your plans to follow their lead in a quest guide. But it's like you say throughout the main story, it's barely touched upon.
Growing up with mostly Street Fighter and playing the odd Resident Evil game, Capcom for me isn't really a company that puts narrative at their forefont of their games (Can't speak for their monster hunter series). This feeling is compounded by the sheer number of other Japanese game companies that produce some rather big RPGs, Square(Enix) being perhaps the biggest elephant (more due to their legacy) in the room amongst many others such P-Studio, Ryo Ga Gotoko, etc. And it's these studios that really put the benchmark in terms of story telling for a Japanese produced game.
But that said, you gotta give DD2 it's dues for the open world map design (Yay for no tower climbing, "IYKYK") and the combat, which for me are perhaps it's strongest elements. So as easy as it is to criticize the narrative decisions for DD2, don't forget what it does well.
Monster Hunter World was actually so good, it felt like it had it all. I don't think Capcom could ever top it, no matter how hard they tried.
Like you have all this buildup to find out what's going on with the Godsway and then boom DRAGON FIGHT!
there's no real buildup in having to deal with the godsway or how it takes controls of pawns even your pawn when your standing right next to them starts feeling it.
And yet...there's nothing, no having to overcome it, no consequences of it. nothing. you slap around some guards and a couple pawns and boom no godsway issues whatsoever. Which seems out of place since you have TWO godsways right there. Sure ones being used to try and control a dragon, but there should be "issues" since Arthur was there with his. Or at least more to the Godsbane and how it counters and/or protects/projects your will more strongly protecting the pawns...which again isn't even mentioned or brought up and is only used as the "key" to unmoored.
The affinity system also went screwy on me in Unmoored. The dragon offered me the deal using Wilhamena...but then Sven was apparently the one I cared for the most in Unmoored...no no way, especially considering I DID murder his mother for the ♥♥♥♥ she pulled.
It just feels like they didn't get to finish it and ended up slapping things together at the end.
The first game's story wasn't the best, but it was enough to keep the player motivated and progressing through it and caused minor changes in the world to show that things were getting worse. The dragon is also treated as an actual threat in the first game while barely mentioned in DD2.
This is exactly what happened in the first game. Depending on who you ask 50%-80% of DD1 had to be cut due to deadlines and budget cuts.
That being said, as cool as the missing content might have been, there is no guarantee it would have been good.
There is a lot of evidence in DD2's story and map that suggests that DD2 is also unfinished which leaves a sour taste in my mouth after everything the director said. Unlike the first game I have a harder time forgiving it due both to bias towards the first game and the fact that it feels like all the same mistakes were made again.
DD2 is fun, I enjoy playing it, but most of what it does from quest and level design to QoL features was done better in DD1. DD2 does do some stuff better (I like the melee combat) but it generally feels like a downgrade sometimes.