Ventidius
Arbiter
- Joined
- Jul 8, 2017
- Messages
- 552
Dark Souls II:
Dragon's Dogma:
Tell me if the reviews are too long, I can try to trim them down, though I feel the current length is necessary to do them justice.
Dark Souls 2 got off to a rocky start with an initial release that was marred by under-cooked campaign balance, lack of content, and the stigma of having been developed by a “B-Team.” However, by the time the definitive Scholar of the First Sin edition came out, many of these issues had been fixed, and it ended up being a worthy entry to the franchise with its own set of strengths.
For one thing, Dark Souls 2 gave the player more options in terms of character building: more stats, spells, weapons and armor, and more ways to mix and match all of the above. This meant the pool of interesting builds, and thus replayability, was greater, not to mention that magic was incontestably at its most fun in this entry. Along with this also came a greater scope: the game has a greater amount of areas than any other in the franchise, and these were also more varied.
Finally, the game deserves praise for the way its encounter design is elegantly enmeshed into the dungeon exploration itself: enemy encounters are harmoniously combined with navigational hazards and uncertainties in order to create tactical puzzles that challenge the player. The result is that, like in old-school dungeon crawlers, the dungeon is the enemy, but the interesting spin on the formula comes in the way that enemies themselves are the dungeon. Of course, all games in the franchise have exhibited this quality to an extent, but DS2 emerges as arguably the most nuanced in this area.
For one thing, Dark Souls 2 gave the player more options in terms of character building: more stats, spells, weapons and armor, and more ways to mix and match all of the above. This meant the pool of interesting builds, and thus replayability, was greater, not to mention that magic was incontestably at its most fun in this entry. Along with this also came a greater scope: the game has a greater amount of areas than any other in the franchise, and these were also more varied.
Finally, the game deserves praise for the way its encounter design is elegantly enmeshed into the dungeon exploration itself: enemy encounters are harmoniously combined with navigational hazards and uncertainties in order to create tactical puzzles that challenge the player. The result is that, like in old-school dungeon crawlers, the dungeon is the enemy, but the interesting spin on the formula comes in the way that enemies themselves are the dungeon. Of course, all games in the franchise have exhibited this quality to an extent, but DS2 emerges as arguably the most nuanced in this area.
Dragon's Dogma:
Dragon's Dogma is probably one of the best - if not the best - implementations of the Action RPG concept in the industry. Its greatest asset is its commitment to approaching the kind of build variety and customization options that we see in turn-based RPGs in a third-person, real-time engine. Dragon's Dogma manages to implement nine different classes, each of which employs elements from at least three different styles of gameplay: melee, archery, and magic. The most remarkable thing is that the gameplay for each of these options is smooth and competent by the standards of modern action games while providing a genuine sense of build variety through its robust and refined physics engine.
Apart from having great build variety and combat, the game also boasts a large handcrafted overworld filled to the brim with encounters and monsters to fight, as well as loot and secrets to discover. The game takes a non-scaled open world structure that allows players to explore areas with varying threat levels at his own pace, and charting the map as its fog of war unravels constitutes a paradigmatic RPG exploration experience.
Once we throw in truly epic monster fights that allow the player to climb gigantic beasts, an impressive bestiary that brings to life legendary creatures that have long been a staple of myth and fantasy, and the option of bringing along a party of companions; the result is the most successful attempt to translate the feeling of epic fantasy adventuring of the great tabletop and computer RPGs into real time action.
Apart from having great build variety and combat, the game also boasts a large handcrafted overworld filled to the brim with encounters and monsters to fight, as well as loot and secrets to discover. The game takes a non-scaled open world structure that allows players to explore areas with varying threat levels at his own pace, and charting the map as its fog of war unravels constitutes a paradigmatic RPG exploration experience.
Once we throw in truly epic monster fights that allow the player to climb gigantic beasts, an impressive bestiary that brings to life legendary creatures that have long been a staple of myth and fantasy, and the option of bringing along a party of companions; the result is the most successful attempt to translate the feeling of epic fantasy adventuring of the great tabletop and computer RPGs into real time action.
Tell me if the reviews are too long, I can try to trim them down, though I feel the current length is necessary to do them justice.
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