hot  /  reviews  /  videos  /  cblogs  /  qposts

Dragons Dogma

 photo

We're giving away four copies of Dragon's Dogma tomorrow!


May 21
// Bill Zoeker
Have you been getting sick of all the recent giveaways on Mash Tactics? No, I didn't think so. We're outdoing ourselves again tomorrow as we're giving away four copies of Capcom's new RPG, Dragon's Dogma. Two copies being giv...

Review: Dragon's Dogma

May 21 // Jim Sterling
Dragon's Dogma (PlayStation 3, Xbox 360 [reviewed])Developer: CapcomPublisher: CapcomReleased: May 22, 2012MSRP: $59.99 Dragon's Dogma puts players in the boots of an Arisen -- one of many heroes who had a fatal encounter with a dragon, only to wake up with their heart removed and the power to attract a legion of loyal followers. Our dragon in question happens to be of the apocalyptic variety, happily threatening to destroy the realm of Gransys and all within it. Naturally, the Arisen's task is to stop him, while hoping to reclaim the old ticker as a nice bonus.  The narrative is not exactly deep and complex, residing securely in familiar tropes and recognizable conflicts. We have the zany religious cult, the corrupt politicians, the giggling goblin henchmen, all the typical fantasy characters that help propel a typical fantasy plot. That's not necessarily a bad thing, of course. While it treads no new ground, the story is delivered with gusto and confidence. Not every tale has to be mindblowingly unique, and Dragon's Dogma is at least enjoyable in its comfortable, by-the-book yarn.  That said, story isn't really the point of the game, more of an excuse to get to the killing. In the style of a classic Japanese action-RPG, the main focus is on grabbing contracts, going out into the world to slay beasts, and gaining more power than one knows what to do with. The thrill of the hunt and a lust for loot serve as their own rewards, and Dragon's Dogma isn't shy about providing them in equal measure.  [embed]227595:43694[/embed] There are three classes to choose from, and like so much about this game, they don't break a great deal in the way of new ground. You have your Fighter, your Mage, and your Ranger, although later on players get an opportunity to further develop these classes or hybridize a pair of them to access new weapons and skills. Leveling up automatically boosts one's characteristics, while development points are earned and used at resting areas to unlock a range of passive and active abilities. At any point, players are free to spend their DP on changing classes, allowing for complete freedom in how a character is built. If you want a melee fighter enhanced with spells, you can create a Mystic Knight. If you get bored of sorcery, you can spend the points and create a Warrior, gaining even more close-combat power. It's up to you, and nobody is punished for making a choice they later regret.  Choice plays a big role in Dogma's most original idea, the Pawn System. As an Arisen, the player has an affinity with a race of creatures belonging to the Pawn Legion -- humanoids devoid of personal ambition that exist simply to serve the whims of real people. Near the beginning of the game, players can create their own Pawn to serve them throughout the adventure, using a relatively deep customization system (which is also used for the main character). This pawn is subject to the exact same strengths and limitations as the player, able to level up, equip weapons, pick classes, and earn skills. Naturally, there's an advantage in choosing a class that compliments your own, so a Ranger player may want a Fighter Pawn to hold targets in place, or a Mage to augment arrows with elemental magicks.  As well as a main sidekick, two further Pawns may also be recruited to the party at any given time, found by entering the many Rift Stones dotted around Gransys. Unlike the player-crafted Pawn, these henchmen are pre-packaged with their own unalterable classes, skills, and levels. They cannot be leveled up, and they won't hand their equipment over, even if you've given them gear from the common stash. Pawns spawn in the Rift at the same level as the player, though an in-depth search system lets one find higher level pawns, as well as those carrying skills that may be of use to the current party setup. Once again, the aim is to create a balanced team that compliments the current play style. For example, my Assassin (Fighter and Ranger hybrid) really started succeeding once he was backed up by a Warrior and two Sorcerers. Experimenting to find the right team is as easy as it is encouraged.  While there are random pawns generated within the game, folk playing online will be able to borrow the Pawns of other players, and can even rate them. Pawns will earn loot and Rift Crystals (used to buy high-level Pawns and special equipment) while traveling online, which they'll do whenever the player rests at an Inn or similar location. In this regard, the game becomes a strange Pokemon experience, albeit with the creepy element of borderline human slavery.  Armed with weapons, skills, and loyal Pawns, the player is ready to storm Gransys and take out vicious beasts for coin and fame. Missions can be obtained from NPCs or job boards, and mostly consist of standard assassination and item collection tasks. Gransys is open and free to explore, though several areas are off limits until unlocked during main story missions, and many areas contain dangerous opponents that may be far above the player's level for some time. Aimless wandering can end in swift death for those unprepared.  Dragon's Dogma's combat is, simply put, a joy to behold. The focus on heavy, brutal action makes for an engrossing experience, full of so much activity that it can be hard to keep track of what's going on. As Sorcerers turn your arrows into bolts of flame, Warriors climb on the backs of trolls, and Pawns call for aid, there's an intensity of information that turns even the most mundane fights into something more involved. Every monster has a sense of presence in the world, a sense augmented when you get to grab ahold of them, crawl up their legs, and stab them in the necks. Once players start encountering cyclopes, chimeras, and griffons, the action goes beyond intense and truly justifies a word overused by the Internet generation (but rightly deserved here) -- epic.  Battles against larger creatures are lengthy, dangerous, and utterly thrilling. Each monster has an arsenal of devastating attacks and often boasts a surprising amount of speed to back up its power. While at first, these battles can seem insurmountable, there are some beautifully logical tactics that can be employed to take each creature down. For example, a Chimera is terribly intimidating, comprised of a vicious lion head, a magic-spewing goat head, and a poisonous snake head. However, each head can be systematically taken out, and players can grab onto the monster's side and drag it to the ground, rendering it temporarily vulnerable. Meanwhile, the Griffon loves to fly out of range before swooping in with nasty attacks, but a Ranger armed with oil arrows can work with a fire-aligned Mage and turn the monster's wings into barbecue, sending it crashing to the earth. Each opponent has a range of weaknesses to go with its defenses, waiting to be discovered.  Coupled with this tactical combat is some glorious visual feedback in the form of procedural damage. The more players wail on an opponent, the more bloody and battered it becomes. The once powerful Chimera can end a fight with its serpentine head lopped off and a dead goat hanging limp off its back. The regal Griffon doesn't look so proud once its feathers are soaked in its blood and its wings are wreathed in flame. So effective is the battle damage, it almost inspires guilt. It's difficult not to feel sorry for some of these monsters when they've been battered so badly that their physically unrecognizable, but the pity is soon replaced by utter jubilation when, after a lengthy battle that could have gone either way, a deadly enemy now lies slain, spewing gold and crafting materials that can be used to build even more powerful weapons and armor. The sense of accomplishment and relief is matched only by The Elder Scrolls V: Skyrim, and in many ways, Dragon's Dogma eclipses Bethesda's efforts.  All this revelry, however, comes at a price. Dragon's Dogma is at its best when it's providing dramatic encounters against slavering behemoths, but the moments between those encounters can be cripplingly miserable. The biggest problem is the lack of a competent fast travel system. As stated earlier, Gransys is huge, and players are expected to travel everywhere on foot, at all times. Not only that, but characters move slowly and sprinting is governed by a stamina bar that drains pathetically quickly. It can take a very long time to get from one city to another, meaning a lot of time on the road with no horses or similar methods of getting around swiftly.  Perhaps this wouldn't be so bad if one were constantly exploring new areas, but the vast majority of the game is rooted in backtracking, as missions strike out from the city of Gran Soren and place their objectives at the end of a handful of paths in which enemies respawn at their exact same locations, meaning that multiple journeys through the same area will play out identically. Ferrystones can be obtained that will warp the party back to Gran Soren, and later on there are portals that can be discovered to create customized fast travel points, but the expense and rarity of these items means that players will be forced to retread old ground dozens and dozens of times, with no sense of dynamism to keep things interesting.  This isn't helped by the Pawns themselves, who never shut up. They'll even talk over plot-relevant dialog if they're feeling particularly chatty, and they never have anything interesting to say. In fact, their dialog is generated by location, so they'll say the same things every time you walk past the same spot. This is particularly silly when your sidekick remarks on Gran Soren's size with surprise, despite having seen it twenty times already. Not only that, but the game doesn't care about which direction you're heading when the dialog is triggered, so your Pawns will commonly warn you of a Goblin ambush that you defeated three minutes ago, or wonder who a mysterious character is hours after the character has been identified. The blissful ignorance of Pawns would almost be charming if their statements aren't churned out with such sickening regularity that one feels compelled to scream at them every time they open their slack, drooling mouths. They also say "aught" instead of "something," which sounds like a small nitpick, but just you wait. Just you wait until you've heard them say "aught" a hundred times over the course of an hour. You'll learn to hate that word, no matter how cleverly medieval it sounds.  The Pawns' dialog is indicative of a larger issue with the game, an overwhelming sense that Gransys isn't a believable world. For as much energy put into making the larger monsters feel real, no effort seemed to have been expended for anything else. With enemies respawning in the same areas, cities feeling empty, and NPCs wandering aimlessly with nothing to do, Gransys is a static and artificial place. There's no atmosphere to speak of, which is dreadful when compared to just how engrossing the combat is. Once an abomination has been put to the sword, the sense of accomplishment is soon replaced with a sense of abandonment as players are once against thrust into a plastic world, all too willing to remind them that they're not immersed in a breathing universe, but simply playing a videogame. The glorified pop-up adverts for DLC don't exactly help in that regard.  Graphically, the game isn't spectacular, particularly with its washed out color scheme, but the artfully detailed animations make up for it. Little touches, such as characters reeling from the air pressure of a dragon's flapping wings, or the scrambling of a hero as an ogre tries to shake it off its back, give this incredible sense of interaction between opposing forces. When weapons hit their targets, they feel like they actually hit something, and even if players are stuck babysitting their Pawns now and then, one cannot deny that the party looks just like a cohesive unit at allies help each other, carry the fallen to safety, and drag beasts down for others to unleash their fury.  Were it not for the sluggish pace and stark alienation between battles, Dragon's Dogma would be immortalized as a classic. When it hits its stride, it is remarkable, more than capable of providing some of the most electrifying carnage a videogame could hope to provide. The ambition and scale of these fights, not to mention the wealth of options and equal dangers, is astounding, and worthy of the highest praise. Sadly, the amount of player time wasted, complete with irritating dialog and repetitive busywork, borders on abusive. It really undermines the genuine beauty, as what could have been a consistently breathtaking experience is regularly reduced to a soulless product. Never have I seen a game so capable of drawing players in while so eager to spit them back out.  Should you play Dragon's Dogma? Yes. The high points are so very worth getting to, and while the main game will be cleared in a number of hours, there are lots of monsters to battle and a dose of end-game content to clear, providing more than enough to rival the Skyrims and Diablos of the world. Just be aware that, for all the absorbing and exciting things to be found in Gransys, there are almost as many disappointing and infuriating things to let you down. Just grit your teeth, fight through the pain, and the rewards are there.
 photo

Of all the games announced by Capcom in 2011, Dragon's Dogma caught my eye the most. It boasted visuals reminiscent of Demon's Souls, a winding world of huge beasts in the same vein as Monster Hunter, and huge battles against...

 photo

More fire in the belly with another Dragon's Dogma video


May 16
// Raz Rauf
So I'm sure most of you by now will have heard of Capcom's upcoming Western/Eastern-Skyrim-Monster Hunter-Dark Souls-inspired-medieval-monster-slaying-epic that is Dragon's Dogma, which is exactly one week from now. If by an...
 photo

Capcom rethinking DLC policy following fan feedback


May 15
// Jim Sterling
According to Capcom's Christian Svensson, the publisher is reevaluating its downloadable content policy thanks to the vocal outrage of fans who don't like paying for content already present in the disc. However...
 photo

The DTOID Show: Dead Space 3, Torchlight 2, & Bioshock


May 09
// Max Scoville
Hello my pretties. Here we are again with another episode of The Destructoid Show.  Today, Wolfenstein 3D celebrates it's 20th anniversary with a free browser game and a free iPhone version. Bioshock Infinite is unf...
 photo

It'll take all of us to kill this boss in Dragon's Dogma


May 09
// Jordan Devore
There's a creature somewhere in Dragon's Dogma that will take the combined effort of active players and their loudmouth Pawns before it goes down. And it's a particularly nasty looking dragon. Of course it is! The collective...
 photo

Live show: Prototype 2 on Mash Tactics


Apr 24
// Bill Zoeker
It's Tuesday, and King Foom is ready to dig into some new games on Mash Tactics. First up is the demo for the upcoming monster-slaying adventure, Dragon's Dogma. After that is the new super-powered crusade, Prototype 2. I've ...
 photo

I've had a good feeling about Dragon's Dogma ever since it was announced, and the recently released demo gives me no cause to revoke that feeling as of yet. While very chaotic, and sometimes a little hard to follow the sheer ...

 photo

Xbox Live and PSN launch Dragon's Dogma demo


Apr 24
// Chris Carter
The Dragon's Dogma demo is available on Xbox Live today for Gold members and the PSN for everyone -- it weighs in at about 1.5GB. If you have no idea what Capcom's latest fantasy adventure game is even about, this video will ...
 photo

The DTOID Show: Crysis 3, Enhanced Witcher, & Skyrim DLC?


Apr 16
// Max Scoville
Hello darlings. Today, we've got some delightfully juicy news -- For starters, a rundown of the recent enhancements being made to The Witcher 2: Assassins of Kings Enhanced Edition, which Maurice was cool enough to go in...
 photo

Dragon's Dogma demo coming April 24


Apr 16
// Dale North
I actually took a break from playing a preview build of Dragon's Dogma to tell you that a demo is coming our way this month. Capcom has confirmed a demo release on Xbox Live Arcade and PlayStation Network for April 24 for Nor...
 photo

Dragon's Dogma gets new trailers, screens


Apr 11
// Jim Sterling
Dragon's Dogma may not be as exciting as Resident Evil 6 or DmC: Devil May Cry, but it's still the Capcom game I'm most intrigued by this year. With a unique co-op system, and a commitment to making you feel like a monster-b...
 photo

Dragon's Dogma soundtrack coming via Square Enix


Mar 26
// Jayson Napolitano
For the second time in Square Enix's record label history, the company is publishing a soundtrack produced by an outside game company. A new listing on VGMdb confirms that a two-disc soundtrack for Dragon's Dogma will be rele...
 photo

Capcom's upcoming action RPG Dragon's Dogma has totally gotten my attention, and I had an absolute blast playing it last week. Afterwards, I got a chance to chat with the game's producer, Hiroyuki Kobayashi. Take a gander!

 photo

Dragon's Dogma trailer details pawn progression


Mar 12
// Jim Sterling
The latest trailer for Dragon's Dogma details how pawns -- the player's loyal underlings -- increase their strength. The video highlights some of the most exciting and fascinating features of Capcom's upcoming game, includin...
 photo

Capcom teases Xbox 360 RE and Dragon's Dogma content


Feb 27
// Chris Carter
We have no idea what it actually is, but producer Hiroyuki Kobayashi has just hinted that the Xbox 360 will be getting something exclusive for both Dragon's Dogma and Resident Evil: Raccoon City in Japan. Whether it's a physi...
 photo

RE6 demo a timed exclusive to Xbox 360 due to 'business'


Feb 02
// Jim Sterling
Gamers who purchase Dragon's Dogma for either Xbox 360 or PS3 will gain access to a demo code for Resident Evil 6. However, the Xbox 360 version of the game promises access a full two months ahead of the PS3 one. Capcom said ...
 photo

The DTOID Show: Anthony Carboni's American Nightmare


Feb 01
// Tara Long
Happy Hump Day, fellow humpers! In celebration of humping, tonight's episode will be strictly devoid of humping. You're welcome. On tonight's show, we relay the good and bad news surrounding Dragon's Dogma, give a run-down o...
 photo

Creator of Lodoss War to write Dragon's Dogma tie-in


Feb 01
// Chris Carter
Any story that gives me an excuse to post a picture of Record of Lodoss War is pretty much the best thing ever. Siliconera is reporting that first edition runs of Dragon's Dogma will ship with a short story written by Ryo Miz...
 photo

Dragon's Dogma gets a story trailer full of dragons


Feb 01
// Jim Sterling
Dragon's Dogma has a new trailer following the announcement of its new May 22 release date. With its focus on swords and dragons, the poor game is already been assaulted by a ton of Skyrim comparisons, though I'd say the two...
 photo

Dragon's Dogma has been delayed two months


Jan 31
// Chris Carter
Capcom has just made it clear that their upcoming action-RPG, Dragon's Dogma, will now land on May 22nd in the US and May 25th in Europe -- that's a two month delay from the original release date. One of the unique features o...
 photo

The DTOID Show: Jak & Dax in HD, No DRM For Ezio


Nov 10
// Max Scoville
Hey gang! Here's The Destructoid Show's daily (?) newsflash. Not much in the way of news, because uh, Skyrim, duh, but here's what we've got: Jak and Daxter is coming to PS3 in HD. We don't know when, that's just what t...
 photo

Dragon's Dogma screens are full of unattractive people


Nov 10
// Jim Sterling
Apparently, the world of Dragon's Dogma is an ugly one, because the people shown in these new screenshots have very unfortunate faces. The latest gallery takes a break from mythical beasts to focus on the game's city location...

An in-depth look at Dragon's Dogma

Oct 31 // Steven Hansen
Dragon’s Dogma (PlayStation 3, Xbox 360) Publisher: Capcom Developer: Capcom Release: Early 2012 I was impressed with Dragon Dogma’s character creation system. It’s incredibly full-featured and there are a number of surprising elements to tweak, though you can just as easily select a standard male or female avatar and jump right into playing the game if creating a personal avatar isn’t your thing. For those that are interested, one interesting tidbit is that your character’s size actually has some impact on how the game is played. For example, bigger characters can wield heavier weapons more effectively and are less liable to get picked up and carried off my flying enemies, like harpies or the aforementioned gryphon. The character creator gives you impressive control over just about every feature to your avatar’s body. Faces can be sunk inward to give the appearance of old age and a lot of different body parts can be individually scaled, though I didn’t come across any Saint’s Row: The Third sort of sex appeal slider. There are also some subtle details that can be adjusted, from scarring to makeup to choosing your character’s posture. The hard work you might put into character creation will be reflected in all of the game’s cutscenes as well. Players can then choose between three different classes. The Strider is a more agile type of character that effectively uses crossbows and daggers, the Fighter is the more traditional offensive character, while Mages can, as expected, use magic. At that point, your character, who had his/her heart stolen by a dragon in the opening of the game but is inexplicably still living, then goes to craft their “main pawn” -- essentially your one persistent party member. The main pawn can be detailed with the same character creator used for your personal avatar and it’s advisable to saddle them with a character class that augments your own character, as you’re stuck with them. Though appearing human, pawns are not human, and they’re wholly loyal to your character. There’s a bit of intrigue surrounding this, built into the mythos and the quest to find out why your character's heart was stolen and why you remain among the living. You also answer a series of four questions that dictate your pawns personality; for example, if you’re creating a mage pawn you might want to answer them in a manner that encourages your pawn to be a more auxiliary, support character. You can also “train” your pawn and adjust their personality if you find them not working quite to your liking through discourse with them over the course of the game. In the first town I saw demoed, the player’s character already had two other party members in addition to the main pawn, filling out the party’s numbers. There was also a pawn guild, from where you can search for a certain type of pawn -- a certain class, for example -- if you want to swap out one of the two other members. You can also hire pawns that are walking around towns directly by talking to them. While pawns at your level or below will freely join your party, pawns at a higher level than your own come with an increasing fee, preventing you from commissioning a pawn of too high a level to roll through the game. The town was an idyllic, peaceful medieval village that felt like it had some life to it, due in part to the serene, fitting background music. NPCs are said to be on their own 24 hour cycles, following the game’s day and night cycle, meaning they have their own lives independent of you which will affect when someone is available to give out sidequests and similar. Some quests will even require it to be nighttime in order to be fulfilled. Briefly on the topic of nighttime, the game world gets appropriately dark at nights, making it difficult to see, which I thought was a great touch. You characters can pin a lantern to their belts at night, but it still only illuminates a certain vicinity of your characters. The nighttime felt palpable, and it changed the overall atmosphere of the game, much like you would expect the curtain of darkness to do in a pre-electricity world. Back in the town, the player’s character picked up a number of quests from a variety of villagers and then proceeded onto one. Thankfully, you can accept multiple quests at once and prioritize them however you like. While embarking on a quest in a mountainous region, the party stumbled upon a Rock Golem, which came to life and was immediately hostile. Defeating the Golem then became its own quest; though you can completely avoid the Golem when you play, the party decided to take the lumbering behemoth on, showcasing the game’s combat. There is a heavy focus on the action in Dragon’s Dogma and the fight with the Golem was as lengthy as one might expect an encounter with a mythical rock creature to be. The player’s character, a Strider, mostly shot off an impressive array of magic arrows, occasionally climbing onto the beast and striking directly with a dagger, while the party did their own thing. You can give general commands to your party with the d-pad and any party member outside of your character can run out of HP and be revived without any impact on the game. The combat was busy, but interesting enough. The HUD in Dragon’s Dogma is customizable and the demo had a lot of elements up on the screen, including party member dialogue and game controls, adding a bit to the clutter. Thankfully, some of those things can be turned off, especially the party dialogue, because all the characters seemed to utter the same quips or give the same strategies for fighting the Golem ad nauseum -- something that is still being tweaked, though the voice acting itself is finalized. Staying true to the game’s aim in delivering an open world, any structure that can be seen in the game can be travelled to and explored. At one point a derelict castle off on the horizon, which might’ve proved a pretty piece of background art, was actually a fully rendered structure that could be traversed. There is also a fast travel system to accommodate the openness of the world. Players can leave markers in any place they wish and use an item to warp directly back to that specific stop, while multiple markers can be left deployed at any given time. Unlike Skyrim, which can technically be beaten in roughly two hours in a speed run, I’m told that the main quest of Dragon’s Dogma will run roughly 40-50 hours and that players can expect at least a hundred hour commitment if they intend to do all of the sidequests and extras the game has to offer. Dragon’s Dogma definitely has the potential to etch itself into the medieval fantasy scene. I mean, it already has dragons, so it’s halfway there, right? There are a number of different dragon species in the game, in fact, though the heart-stealer is one of a kind. (They always are!) With the success of the Western-flavored, Japanese-developed Demon’s Souls and Dark Souls, Capcom’s Dragon’s Dogma could offer another piece successful, Japanese-developed medieval fantasy.
 photo

The idea of action and fighting game juggernaut Capcom working on an open world, fantasy RPG in the vein of The Elder Scrolls series is bound to get some attention. When I first caught wind of Dragon’s Dogma, I was expo...

 photo

The DTOID Show: It's our TGS 2011 Wrap-Up!


Sep 20
// Tara Long
Greetings, viewers! We're back from the weekend with a hangover and a handful of news for ya!Now that Hamza "Harry" Aziz is back from terrorizing those poor Japanese women, we've been blessed with our remaining news from the...

TGS: Dragon's Dogma, now with hot lesbian action

Sep 17 // Allistair Pinsof
The demo opened with a member of the development team showing off the character creator. It has all the features you'd expect out of a game of this type. It's not as impressive as Skyrim, but it's certainly better than Dark Souls. Along with all the basic options, you can also choose posture, breast size (YAY!) and muscles. Finally, a Japanese game that at least gives you the option of not having all your characters look like hyper-sexualized, muscle-heads! You can also detail the face with scars, tattoos, make-up, wrinkles and freckles. The developer proudly stated that every character in the game was made within the character creator. It certainly is impressive but there are some characters I came across that looked awfully fugly. Black characters tend to look strange in Japanese games and Dragon's Dogma is no exception -- they look like pitch black and soaked in Vaseline. I guess you can't blame a country where black citizens are scarce, but, even still, this is something the West got over a long time ago. After the character was created, the player departs from a ship at a port town within the game's medieval world. After getting a brief look at the citizens (who speak with British accents) and scenery, a dragon swoops down and starts to tear sh*t up. Just when I got on the edge of my seat and ready for some quality dragon time, the developer skipped to a different scenario. Now we are in a different city hub, playing as a sorcerer. While you may start the game with a mage who has a focus on white magic, you will eventually level-up into an aggressive sorcerer. Even with some powerful spells, the sorcerer is a more defensive class that depends on its pawns to best its enemies. Pawns are your party members you direct in battle, each of which can be fully customized and traded online. Players can even rate your pawns, give them gifts and trade for one of your own. It's kind of like owning and trading virtual slaves. Okay, now I'm depressed … moving on. In the spirit of TGS cosplayers, our female sorcerer is scantily dressed which is turning some heads in town. The equipment screen looks an awful lot like the one in Oblivion, but Dragon’s Dogma makes up for it by adding in real-time clothes swapping. After buying some clothes, the player comes across a citizen who has something against cyclopses and wants one killed. Using an item to transport to a cliff side, the player is now within the vicinity of the towering, one-eyed monstrosity. Unlike Skyrim, magic in Dragon’s Dogma requires no resources. The power of your magic relies only on how long you charge it up, lending the game a more action feel (remember this is designed by the director of Devil May Cry). One of the neat features of the game is that characters will climb up and defeat monsters as they cling on to their body (a la Shadow of the Colossus). Visually, the game has a very classic 1980s Dungeons & Dragons look that I adore. From griffins to golems and eyeball monster things, the world of Dragon’s Dogma looks directly ripped from the pages of a Dungeon Master's Guide. My only problem with the visuals is the HUD, which overlays a button mapping guide. It covers a significant portion of the screen but can be disabled. It’s a necessary evil considering all the button combinations and configurations that change the layout, but it breaks the immersion. If you said I could have Skyrim or Dragon’s Dogma right now, I'd choose Dragon's Dogma. I’m aware this might make me seem crazy, but I'm genuinely intrigued by this title. Dragon's Dogma is an exciting unkown, where as Skyrim is just a prettier, retuned Oblivion. Of course I’m going to pick-up and play both and will finish Dragon's Dogma's 60 hour campaign (eventually). Also, same sex relationships confirmed. Finally.
 photo

Any doubts about Dragon's Dogma being Capcom's answer to The Elder Scrolls series were laid to rest when I arrived at Tokyo Game Show. Capcom perfectly knew what comparisons they were inviting when they brought that epic a...

Jimpressions: Dragon's Dogma

Aug 31 // Jim Sterling
 photo

Dragon's Dogma makes me feel sorry for monsters. That's the biggest problem I had with the game, which I otherwise might have had fun with. The demo at PAX put me an an A.I. controlled team of "pawns" against a huge griffin, ...

 photo

Dragon's Dogma video makes me pine for silent characters


Aug 22
// Bob Muir
A goblin pack! Their kind hates ice and fire both! I'll draw it near! Take the offensive! Fall still! That's all I got from this footage of Dragon's Dogma from Gamescom. Sure, the combat looks kind of fun, and riding on a fl...

Capcom explains why Dragon's Dogma is worth your time

Aug 19 // Maurice Tan
Dragon's Dogma (Xbox 360, PlayStation 3)Developer: CapcomPublisher: CapcomRelease date: March 27, 2012 With an open world to traverse that is full of monsters of all kinds, Capcom wants to put more action into the genre of open-world games that feature giant monsters. The story is affected by over 400 voiced NPCs that all live their lives and act out their own 24-hour schedule. The world in Dragon's Dogma is fantasy-like, but grounded in a more realistic form of medieval fantasy if that makes any sense. It means there are still monsters, magic, and skeletons, but magic is not of your usual spellcasting variety. Mages don't have mana points and instead have to chant and summon spells, which takes time during which they are vulnerable. Thankfully, such a mage would not have to face giant monsters or smaller enemies alone, as Dragon's Dogma features a party of up to four characters. As the protagonist, you are of course the most important. But an intriguing system called "pawns" is there to fill your party, affect the storyline, and even elicit some online elements that work in a Demon's Souls fashion. Pawns are otherworldly creatures that look human, but are actually immortal. They never age and never die, although they can be defeated in combat which sends them back to a place called The Rift. For some reason, these creatures feel compelled to follow your protagonist without really understanding why they do so.  While they form your party, they are different than traditional RPG party members. You choose one main companion pawn who will be at your side throughout the game. This pawn is fully customizable, but all the choices you make for it in the game will also impact the outcome of the story. Filling up the two remaining slots are support pawns, which can be recruited from The Rift. These act as mercenaries that can be swapped out depending on what types of pawns you need for what kind of combat situation, but here is where it gets interesting. You can use another player's companion pawn as one of your support pawns. Dragon's Dogma features an online system that lets you share your pawn with the world. The more useful and powerful your companion pawn is, the more likely it is that other players will use it. When they are done using your pawn -- which will remain by your side regardless of being used elsewhere -- your pawn will "return" with information gained in other people's games and a form of currency called Rim crystals, which is used to purchase items or recruit higher-level pawns. Let's say you chose a tank class fighter as your companion pawn out of the possible six classes of pawns, and your friend has a mage protagonist and a ranged class companion pawn. But for a certain boss or dungeon, he needs a tank pawn. He can then use your companion as a support pawn, and swap it out for a more damage-oriented support pawn when he no longer needs a tank. When your companion returns from your friend's game, it will provide you with the information about how to beat a boss your friend fought, or what the area is like, that your friend used your companion pawn for. If your pawn is among the best in The Rift, populated by all player's companions, then more people will use it and you'll earn more money and information about the world.  The pawn system is a really interesting way to link a single-player game to the online world without requiring multiplayer gameplay. Capcom decided against cooperative online play as a design decision because they felt that co-op play often breaks the AI and ruins the player's immersion in the world and the story. This is unfortunate if you were hoping to play Dragon's Dogma online, since it looked like such a co-op oriented game. But the pawn system is there instead to make you change your tactics and play in different ways throughout the game. Whether you are just questing and slaying random monsters or hunting giant boss monsters that you can climb and kill in fancy ways, you'll have to adjust your party accordingly choosing those pawns that fit that situation. If you can only play your console offline, don't fret; the game comes with hundreds of pre-created pawns. With a large world to explore and a story that is impacted by your choice of character, how you play the game, and how you treat your companion pawn, as well as the online elements, Dragon's Dogma has the potential to become a truly great game. Hopefully it will also be fun to play.
 photo

Dragon's Dogma sounded pretty awesome when Capcom first announced it at its Captivate event back in April, but it was pretty hard to gauge what the game was exactly about. It looked a bit like a proper HD Monster Hunter type of game to me. When Capcom explained what the game was really about, it was much different from what I had expected.

 photo

Have a load of Dragon's Dogma screens


Aug 16
// Jim Sterling
Here's a silly amount of Dragon's Dogma screens for you, full of monsters, swords, and all that other grade-A fantasy nonsense.  This game's still pretty high on my list of interesting titles, and I feel I'll need to sne...

Auto-loading more stories ... un momento, corazón ...