-Some enemies that desperately needed upgrades got them. The Cyclops had plenty of interesting moves and animations but ceased to be threatening past the early game. While the regular Gorecyclops isn't much more threatening, the imprisoned version can be plenty dangerous, especially in pairs. The support capacity of the Siren was an interesting way to spin the Harpy-class of enemies, making them "dangerous" through a different manner than more health/resistances/debilitation-abilities. Giant-sized versions of previous foes was another cool touch; regular mooks that were climbable is pretty cool.
-The new "large" monsters are absolutely excellent. Eliminators are a great continuation of what the ogre was in the original game content; a brawny foe with mobility and surprising range. Living Armor are pretty interesting as well, though they seem a bit underutilized. The pair mechanics of Golden and Silver Knights played well; I would really have liked to see a bit more of them. I wonder how two-pair would play out...
-Necrophages add to the tension of exploring because one can never feel safe in Bitterblack; there's always a chance of powerful foes spawning to feast on the corpses of the enemies you slay. Garms and Elder Ogres are somewhat manageable, but things can quickly get out of hand when a Cursed Dragon or Death decide to show up in the middle of a fight.
-Bitterblack greatly rewards traversal skills with all sorts of well-hidden loot containers and pickups in spots that are difficult to access. Unlike the content in vanilla Dragon's Dogma, which didn't tend to place adequate rewards in hidden chests/gather-spots, Dark Arisen tends to stuff them with goodies like higher-tier gear, extremely powerful curatives, or cursed items to have purified. Gone are the days of finding a hidden chest only to be "rewarded" with a bad curative or a paltry sum of gold.
-Some of the optional arena encounters make the Chamber of Fate and the Chamber of Apprehension look like pitiful warmups. Things like double dragonkin encounters or triple chimeras with backup can quickly become a bit overwhelming to even seasoned Arisen. Apparently the free DLC can facilitate even crazier spawns. Multiple Evil Eye fights?
-I liked the two mini-boss fights in the isle. The first one seemed a little gimmicky, but the "wow-factor" made up for it; that was one enormous beholder. The Dark Bishop on the other hand was solid. A powerful spellcaster with an "immortal" companion made for a good scrap. Having to navigate a battlefield filled with debilitating clouds, magical mines, offensive magic, and a ravenous zombie drake all while trying to take it to an evil Pope levitating in the air was a bit of a rush. Ironically, the fight was a lot easier when the boss started using the possession ability to occupy the drake's body. Sure, the potency of it's magical greatly increased, but the consolidation of threats really eased up on the difficulty.
-Daimon was a superb way to wrap-up the content, definitely one of the best fights in an action-RPG, if not the best. He has a bevy of actions at his disposal, and mixes them up effectively and with alacrity, making for a varied and intense battle. I'm certain that he, like almost all action-RPG fights, can be pretty lame if you go in over-levelled or utilize some cheap build/tactic (e.g. people who parry Gwyn in Dark Souls like girly "men") but I seem to have hit the sweet spot. The Daimon scrum is really well done aesthetically as well. His animations are quite impressive, and I love the
attitude he gives off with things like the neck-cracking taunt or the way he finishes his grabs; really drives home the appearance of power. Another bonus is that the soundtrack for the fight wasn't some generic-as-fuck "epic" music, but something a lot more unique. Then again, I liked Bayonetta's j-pop stuff, so what do I know?
Might go and try to kill Death or try and score an Ur-Dragon kill online. Then maybe I'll sit down and prepare something to troll the shit out of non-jRPGKawaiidex bros.