Dragon's Dogma 2

Dragon's Dogma 2

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An insult to the original
Where to start...

- jankiest, clunkiest combat I've experienced in a "AAA" game -- really does feel like it belongs in an RE game, not DD... why can't characters dodge, evade, or shield properly?
- reduced skill slots... lmao even
- weight and stamina systems, alone, destroy a good portion of the fun -- reminds me of why I used to use the no weight / stamina mods in DDA
- the falling mechanics are still an unfunny joke (troll?) -- 1mm over "the fall threshold" and you're dead (the "half falling" jumping animations are weird too)
- no matter what you do, you feel weak, and every battle like a war of attrition
- many spells and skills inexplicably, outright removed since the original
- mage / sorcerer completely nerfed into little more than a support class; thereby, all but forcing an "optimal" squad composition, consisting of caster pawns and player tank
- no manual aiming system projectiles
- every death feels awfully cheap; every kill, a prosaic slog
- enemies with inane attacks, like tiny orcs jumping 50m and mid-air tracking the player
- enemies focusing on the player character, even when the player isn't in the battle (had a giant ape rile up in one direction towards the pawn and NPC, only to have to insta-swivel 135 degrees and do a Goro stomp on top the my character)
- enemy encounters every 200m -- gets annoying, FAST
- nights too long; days too short... really lazy take on artificial difficulty, Capcom
- still has invisible walls aplenty, despite it being so-called "open world"
- too much trekking; the ox cart is a clunky system, as well as buggy -- enemies just jump through the cart to attack the player, before one can even get up from the seat; and enemy encounters are more common than not when using the cart
- lazy amination implementation -- plant-picking gestures vs. no consumable or lantern actions (when idle, the animations play)
- the game world feels rather bland by today's standards, and almost incentivises players to not explore it
- most chests are filled with junk 🙄
- music and audio less engaging than in DDA...


I could go on... The game just isn't very good, I'm afraid. Even if you take out the performance related complaints (something I deliberately elided, given I don't care as long as the game is good), the game feels less polished than DDDA did. Remove the visual upgrade, and there is strong argument for the 12-year-old game being an objectively better product... Which is kind of like RE4 vs. RE4R situation, I guess. It also smarts knowing that Capcom were considering co-op; only to never give players the one thing that DDDA was lacking and what DD Online promised DD2 would have. Frankly, as it stands, I'd have preferred DDDA HD re-make + co-op. 😒
Last edited by Shoah Kahn; 18 Nov @ 2:12pm
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Showing 1-15 of 23 comments
Migromul 17 Nov @ 9:19pm 
all your complains are nonsense.

The fact, alone, that there aren't any "apes" in the game proves that.
rane 17 Nov @ 10:18pm 
I see 50/50 skill issue and flat out lying so my assumption is you didn't even play the game, just watched a youtuber do it at most.
Lots of yapping for saying "I dont like the game and here is why"
I think the game's biggest problem is the lack of monsters its been 12 years and the monster variety is somehow the same what the ♥♥♥♥ happened?
Originally posted by Shoah Kahn:
- jankiest, clunkiest combat I've experienced in a "AAA" game -- really does feel like it belongs in an RE game, not DD... why can't characters dodge, evade, or shield properly?
They can. You can't. Play the game that is...
Originally posted by Shoah Kahn:
- reduced skill slots... lmao even
not really, there's an additional standardskills set...
Originally posted by Shoah Kahn:
- weight and stamina systems, alone, destroy a good portion of the fun -- reminds me of why I used to use the no weight / stamina mods in DDA
this I understand, but it is as is. Get used to it or play Tetris
Originally posted by Shoah Kahn:
- the falling mechanics are still an unfunny joke (troll?) -- 1mm over "the fall threshold" and you're dead (the "half falling" jumping animations are weird too)
not even true
Originally posted by Shoah Kahn:
- no matter what you do, you feel weak, and every battle like a war of attrition
this is a 'problem'!?
Originally posted by Shoah Kahn:
- many spells and skills inexplicably, outright removed since the original
here's hope for DLC in spite of Naggers
Originally posted by Shoah Kahn:
- mage / sorcerer completely nerfed into little more than a support class; thereby, all but forcing an "optimal" squad composition, consisting of caster pawns and player tank
utterly wrong. Again.
Originally posted by Shoah Kahn:
- no manual aiming system projectiles
utterly wrong... OMG...
Originally posted by Shoah Kahn:
- every death feels awfully cheap; every kill, a prosaic slog
Hä!?
Originally posted by Shoah Kahn:
- enemies with inane attacks, like tiny orcs jumping 50m and mid-air tracking the player
Ohhh! Poor player, you...
Originally posted by Shoah Kahn:
- enemies focusing on the player character, even when the player isn't in the battle (had a giant ape rile up in one direction towards the pawn and NPC, only to have to insta-swivel 135 degrees and do a Goro stomp on top the my character)
What!? An action RPG, where you actually are part of the Action?!? How DARE they!
Originally posted by Shoah Kahn:
- enemy encounters every 200m -- gets annoying, FAST
learn to shred them faster...
Originally posted by Shoah Kahn:
- nights too long; days too short... really lazy take on artificial difficulty, Capcom
WAT!?
Originally posted by Shoah Kahn:
- still has invisible walls aplenty, despite it being so-called "open world"
WAT!?!?!?
Originally posted by Shoah Kahn:
- too much trekking; the ox cart is a clunky system, as well as buggy -- enemies just jump through the cart to attack the player, before one can even get up from the seat; and enemy encounters are more common than not when using the cart
I often sit there lazy and let my pawns handle it... only when it takes too long I nuke them Enemies...
Originally posted by Shoah Kahn:
- lazy amination implementation -- plant-picking gestures vs. no consumable or lantern actions
....
Originally posted by Shoah Kahn:
- the game world feels rather bland by today's standards, and almost incentivises players to not explore it
Not for me. You go play Tetris.
Originally posted by Shoah Kahn:
- most chests are filled with junk 🙄
Normal in these kinds of games
Originally posted by Shoah Kahn:
- music and audio less engaging than in DDA...
this is just a taste thing. I love the dark tone in unmoored or the tune from the Ancient Battle grounds... have you even made it that far? No? Then how about you shut the fork up?

Originally posted by Shoah Kahn:
I could go on... The game just isn't very good, I'm afraid. Even if you take out the performance related complaints (something I deliberately elided, given I don't care as long as the game is good), the game feels less polished than DDDA did. Remove the visual upgrade, and there is strong argument for the 12-year-old game being an objectively better product... Which is kind of like RE4 vs. RE4R situation, I guess. It also smarts knowing that Capcom were considering co-op; only to never give players the one thing that DDDA was lacking and what DD Online promised DD2 would have. Frankly, as it stands, I'd have preferred DDDA HD re-make + co-op. 😒

Blabber... you are just bad at it. Now fork away. Btw, I do NOT want Co-Op...at all.
I want Extensions like MOAR of everything. But NOT Co-Op...

The game is great, just skeletal compared to what was hoped for. If this was really due to the whole 'money' thing, ok, nagging accepted. Everything else you state... points the finger back at you for being a VERRRY bad gamer...
Last edited by gerechterzorn; 18 Nov @ 1:21am
Originally posted by Techi's Salami Donut:
Lots of yapping for saying "I dont like the game and here is why"

He missed ♥♥♥♥♥♥♥♥ about "Denuvo" so maybe he'll write another book about that.
Larco 18 Nov @ 2:21am 
Originally posted by Shoah Kahn:
Where to start...
- no matter what you do, you feel weak, and every battle like a war of attrition

I do enjoy these forums, every days there's something good. I wouldn't even know where to begin with his list. But this one made me laugh out loud.
Originally posted by Shoah Kahn:
Where to start...

- jankiest, clunkiest combat I've experienced in a "AAA" game -- really does feel like it belongs in an RE game, not DD... why can't characters dodge, evade, or shield properly?
- reduced skill slots... lmao even
- weight and stamina systems, alone, destroy a good portion of the fun -- reminds me of why I used to use the no weight / stamina mods in DDA
- the falling mechanics are still an unfunny joke (troll?) -- 1mm over "the fall threshold" and you're dead (the "half falling" jumping animations are weird too)
- no matter what you do, you feel weak, and every battle like a war of attrition
- many spells and skills inexplicably, outright removed since the original
- mage / sorcerer completely nerfed into little more than a support class; thereby, all but forcing an "optimal" squad composition, consisting of caster pawns and player tank
- no manual aiming system projectiles
- every death feels awfully cheap; every kill, a prosaic slog
- enemies with inane attacks, like tiny orcs jumping 50m and mid-air tracking the player
- enemies focusing on the player character, even when the player isn't in the battle (had a giant ape rile up in one direction towards the pawn and NPC, only to have to insta-swivel 135 degrees and do a Goro stomp on top the my character)
- enemy encounters every 200m -- gets annoying, FAST
- nights too long; days too short... really lazy take on artificial difficulty, Capcom
- still has invisible walls aplenty, despite it being so-called "open world"
- too much trekking; the ox cart is a clunky system, as well as buggy -- enemies just jump through the cart to attack the player, before one can even get up from the seat; and enemy encounters are more common than not when using the cart
- lazy amination implementation -- plant-picking gestures vs. no consumable or lantern actions
- the game world feels rather bland by today's standards, and almost incentivises players to not explore it
- most chests are filled with junk 🙄
- music and audio less engaging than in DDA...


I could go on... The game just isn't very good, I'm afraid. Even if you take out the performance related complaints (something I deliberately elided, given I don't care as long as the game is good), the game feels less polished than DDDA did. Remove the visual upgrade, and there is strong argument for the 12-year-old game being an objectively better product... Which is kind of like RE4 vs. RE4R situation, I guess. It also smarts knowing that Capcom were considering co-op; only to never give players the one thing that DDDA was lacking and what DD Online promised DD2 would have. Frankly, as it stands, I'd have preferred DDDA HD re-make + co-op. 😒

I like the part where you didn't even bother to change the original post.
NoiT 18 Nov @ 5:44am 
Combat is literally the same. If not better.
Imagine taking the time to make such a nonsensical post. I try to put myself in others shoes sometimes, but in this case your shoes make me feel like an idiot.
Adept 18 Nov @ 9:12am 
don't even own the game opinion discarded :rinzzz::rinzzz::rinzzz:
Despiser 18 Nov @ 9:49am 
Originally posted by Shoah Kahn:
Where to start...

- jankiest, clunkiest combat I've experienced in a "AAA" game -- really does feel like it belongs in an RE game, not DD... why can't characters dodge, evade, or shield properly?
- reduced skill slots... lmao even
- weight and stamina systems, alone, destroy a good portion of the fun -- reminds me of why I used to use the no weight / stamina mods in DDA
- the falling mechanics are still an unfunny joke (troll?) -- 1mm over "the fall threshold" and you're dead (the "half falling" jumping animations are weird too)
- no matter what you do, you feel weak, and every battle like a war of attrition
- many spells and skills inexplicably, outright removed since the original
- mage / sorcerer completely nerfed into little more than a support class; thereby, all but forcing an "optimal" squad composition, consisting of caster pawns and player tank
- no manual aiming system projectiles
- every death feels awfully cheap; every kill, a prosaic slog
- enemies with inane attacks, like tiny orcs jumping 50m and mid-air tracking the player
- enemies focusing on the player character, even when the player isn't in the battle (had a giant ape rile up in one direction towards the pawn and NPC, only to have to insta-swivel 135 degrees and do a Goro stomp on top the my character)
- enemy encounters every 200m -- gets annoying, FAST
- nights too long; days too short... really lazy take on artificial difficulty, Capcom
- still has invisible walls aplenty, despite it being so-called "open world"
- too much trekking; the ox cart is a clunky system, as well as buggy -- enemies just jump through the cart to attack the player, before one can even get up from the seat; and enemy encounters are more common than not when using the cart
- lazy amination implementation -- plant-picking gestures vs. no consumable or lantern actions
- the game world feels rather bland by today's standards, and almost incentivises players to not explore it
- most chests are filled with junk 🙄
- music and audio less engaging than in DDA...


I could go on... The game just isn't very good, I'm afraid. Even if you take out the performance related complaints (something I deliberately elided, given I don't care as long as the game is good), the game feels less polished than DDDA did. Remove the visual upgrade, and there is strong argument for the 12-year-old game being an objectively better product... Which is kind of like RE4 vs. RE4R situation, I guess. It also smarts knowing that Capcom were considering co-op; only to never give players the one thing that DDDA was lacking and what DD Online promised DD2 would have. Frankly, as it stands, I'd have preferred DDDA HD re-make + co-op. 😒
I didn't enjoy the original as much. Never played any open world game that didn't have invisible walls besides Skyrim. Elden Ring, BG3 and Witcher 3 have them and they were highly regarded. Most of what you mentioned I never experienced, but I agree the enemy frequency and lack of loot rewards are problematic.
Threadstarter is a known troll. Ignore him. And as someone already pointed out, he doesn't own the game. I went through every of his point, but I can't relate to any of them. If he said there are too few enemy types or it needs more quests, I would acknowledge that.

Personally I think the animations in this game are real art. Walking, runnin, jumping, holstering the sword, those actions go so smooth, I wish every game had that quality of animations.
Originally posted by U.N. Switchblade:
Threadstarter is a known troll. Ignore him. And as someone already pointed out, he doesn't own the game. I went through every of his point, but I can't relate to any of them. If he said there are too few enemy types or it needs more quests, I would acknowledge that.

Personally I think the animations in this game are real art. Walking, runnin, jumping, holstering the sword, those actions go so smooth, I wish every game had that quality of animations.
SO, if this subject is a known troll, why does Steam-moderation let him troll around here and not ban him permanently?
Update:

~ the animations do play when the player character is idle (I edited the O. P.)

- game engine comes across as dated -- little observable distant activity; frame rates of distant activity really low (like 1930s stop-motion); NPC's fade in/out within townships; low environment destructibility (ER has more)
- skills "progression" is really linear ("streamlined") now -- cannot customise Augments; reduced active skill slots discourage experimentation -- making it more like an MMO than an ARPG
- QoL issues: customisable consumable quick-slots; slow map transition; cannot access equipment from innkeeper menu (as was possible in DDDA); annoying NPC's inescapably accosting player character for quests
- pawns seem dumber now (not healing; getting ganked); pawn chatter seems more repetitive
- ham-fisted "woke" elements (innkeeper in, IIRC, the rest stop area 🥴); voices clearly don't matching NPCs (the bookish, jailed "magistrate" 🙄)
- weather system does not seem to match setting (the British Isles style beseems more frequent inclement weather)
- no time indication / clock / sun dial

+ the game kind of grows on you... albeit, it still feels like an interns-made re-make, rather than a sequel developed a decade-and-a-half after its progenitor... might just be nostalgia
+ in the end, it is DD... just not a particularly improved incarnation thereof, and with a seeming "less = more" mantra behind its development

IMO, had Capcom done something that they never, ever do -- liaise with the fans of a series that they plan to re-boot, before, during, and after development -- they could not have got aught wrong with a game that was a sleeper hit with a very strong, niche fan-base. However, because they just "made it" and then threw it out there only a few months before launch, every simple mistake they made or were goaded to making, was baked in and will be for aye.
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