Tuesday, December 23, 2014

Dragon’s Dogma Review: Or How I Learned To Share These Roads With Travelling Peddlers, Guardsmen And Other Folk

Lucas Versantvoort / December 23, 2014

Dragon’s Dogma is one of those games that’s deeply flawed and yet a lot of fun to play. For every bad game design choice, there’s just as many good ones.
            The story begins with how every classic hero’s story starts: at a peaceful little village. But of course, peace doesn’t last and it’s not long before a dragon attacks your village and…steals your heart. However, you’re not dead. You wake up with a large scar across your chest and the dragon’s voice emanating from within: “If you would face me, take up arms, newly Arisen.” So you take up arms and start your journey to take back what was stolen from you and simultaneously save the world.
            The basic story is…well…basic: everything is peaceful when your happy life is disrupted by the Big Bad and you go out to restore order. That being said, the story does have a few nice plot twists up its sleeve. It’s hard to suggest the nature of these twists without giving it all away, so I’ll try to be deliberately vague: it’s a variation on the cycle of life theme. It lends an air of melancholy to everything that’s happened (and will happen) once you figure it out and subsequent playthroughs are actually tied into the narrative. It’s a great twist on the whole typical, medieval fantasy save-the-world fare…which is more than I can say for Dragon Age: Inquisition, a game I reviewed recently, hence the random comparison…
The problems regarding the narrative don’t lie with the story itself however, but with the telling of the story. The sections where the story picks up are great, but there’s a whole lot of nothing in between which is more a direct consequence of the open world-style of the game. The story starts with a bang and only takes off again in short increments (usually when the dragon reappears) before ending spectacularly. But all the narrative content in between is ploddingly executed. This is only punctuated by the poor handling of the important characters. The keywords here are: wasted potential. There were possibilities here to create some well-written characters, but save for a few scenes dedicated to most of them, they have nothing to do. Take Mercedes for example: a captain who has to lead others despite actually being insecure about herself and her abilities, a feeling only strengthened when you start making a name for yourself. In the right hands, this could’ve made for interesting stories, but she’s underwritten and underused. It’s obvious there’s a wealth of histories to these characters and lots of lore, but the game doesn’t do justice to any of it. All characters are written just well enough to rise above being one-note caricatures, but not nearly enough to be considered fully three-dimensional, to speak nothing of the bafflingly poor handling of romances, a system so shoddily executed, it’s almost nonexistent. It just makes me wish a company capable of writing stories and characters would’ve produced this, because well-written characters can drastically increase immersion. Do you really think the Mass Effect series became so popular because of its main storyline? No, it’s because people cared about the characters that they cared about the rest, a notion that seems to confound the people at Capcom.
Strength in numbers, Arisen.
Strength in numbers, Arisen.
Strength in numbers, Arisen.
            Speaking of terrible characters, this brings me to the Pawns, your companions. Pawns aren’t just your typical everyday companions however. They do justice to their namesake, because they come from a strange realm of sorts with their only purpose being to serve you…whilst being completely devoid of individual character traits. Ironically, their key characteristic is their lack of personality. Instead, they’ll constantly—and I mean constantly—make random observations about where you are, enemies, quests, etc. This seems fun the first time. After all, it does make you feel like a hero when companions make observations and give you advice, but after you start travelling through areas you’ve already visited, it dawns on you: Pawns will repeat the same shit ad nauseam. How can anyone consider this and think: yeah, this isn’t going to annoy the player at all? It’s all made worse by the fact that they make the same observations in reverse depending on where you’re going. Let’s say you’re going from city A to B. Pawns will make observations x-y-z. Now afterwards, let’s say you’re travelling back from city B to A. The pawns will then make the same observations in reverse, which occasionally makes zero sense. When you near a city gate, a pawn might say, “let’s have that gate open.” Makes sense, right? But he’ll also make that same comment when leaving the city, which makes no sense. Though they tie in to the main story in a significant way, I cannot help but feel Pawns were designed this way to avoid spending half the budget on voice acting and actually writing interesting companions à la Dragon Age: Origins.
This does mean however that most of the budget was spent on what is easily the game’s true saving grace: the gameplay and that’s saying something coming from someone who easily gets bored with games lacking interesting stories and characters. The first thing you’ll notice gameplay-wise is the wonderfully deep character creation screen. I’m the kind of guy who’ll spend way too much time tweaking my character, so needless to say, I had to restart a few times once I was disappointed with how my character turned out when viewed in natural daylight. The awesomeness that is character creation continues when you discover the vast array of clothing, armor and weapons available from shops or as loot. Some of these are incapable of being worn depending on your class. Speaking of classes, there’s a total of nine, each allowing for drastically different play styles. And you’ll need them, since many enemies require different tactics. Some enemies are very weak to certain elements, while chasing after nimble enemies with a sluggish longsword isn’t exactly a great idea. So, ensuring you’ve the proper skills and equipment and the right Pawns for the job is crucial.
            The other great aspect of gameplay is exploration, the key to any open world game. While the world of Gransys isn’t massive, it’s large enough that you’ll feel the length you have to travel. Some of my fondest memories playing Dragon’s Dogma are from just wandering about in the wilderness, finding loot, defeating enemies etc. It’s extra tense during nighttime, because your lantern (which you have to buy, equip and provide with oil) will only illuminate a small area around you. So, you might be wandering about when you hear an enemy in the distance. Your pawns shriek something along the lines of, “careful, an ogre,” and you’ll tensely look around you to locate the threat. These scenarios arise naturally from however you decide to play and are, as a direct consequence, more impactful…at least more than anything the story’s throwing your way anyway.
            However, these kinds of scenarios are only effective in areas with enemies that are equal to you in level which brings me to the major downsides of exploration. Enemy formations rarely, if ever, change. Combine this with the amount of backtracking you’ll have to do and you’ll mostly find yourself sprinting through the same areas with the exact same enemies. Needless to say, you’ll find yourself running past them most of the time, especially once you’ve surpassed them in skill levels. This is where travel becomes cumbersome. Rather than allowing the player to ride a horse, the game utilizes magical stones that allow you to teleport yourself to areas visited earlier. However, these items are rare and cost a moderate amount of gold. I get that only teleporting all the time would reduce immersion and ‘realism’, but I would be able to deal with travelling if only there were some new enemy formations or other surprises, anything to deal with the monotony.
            Then again, travelling can be a lot of fun. The environments are wonderfully realized and every corner can hide either treasure chests or enemies. The graphics, while not stunning by today’s standards, look good and are most of all atmospheric. A soft lighting scheme pervades the entire world and it all feels more believable as a result. The music is also quite noteworthy. While most tracks are quite short, they do their job just fine, whether its conveying the beauty of Gransys or the tension of a brutal fight with enemies like Cyclopes, chimeras, etc. Indeed, it’s the orchestration of these tracks that makes you notice the score, which isn’t a surprise as this was handled by Jonne Valtonen and Roger Wanamo, the same dynamic duo that’s been involved with some of the best orchestral video game music concerts of the past ten years (Symphonic Fantasies, Final Symphony, etc).
            All in all, if you like emotional narratives with your medieval fantasy epics, you’re not going to find it here. The story itself definitely has its strengths, but it falls completely flat in terms of pacing and characters. Rather, it’s the gameplay and character customization that has kept me—and will probably have you—coming back for more.

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