Despite the fiasco of the quests blocked during the main campaign, it would be dishonest not to recommend the game. This is what will be called Dragons Dogma Syndrome, a game that fails lamentably on what is easier and excels on what is usually very hard to achieve. Even though Capcom hasn't been tired of solving (for the moment) the gamedesign problems that are looming, I took a crazy pleasure exploring this wild nature, so close to feeling the emotions of a catapulted walker in the middle of the desert. So let's take Dragons Dogma as it is: an introspective journey, a flamboyant wild ride, a challenge against oneself carried by the sole force of will of the traveller. I set myself one goal: to shoot down the dragon who had challenged me. It's now done. The last born of Capcom is a resolutely anarchic but Ô how whole experience. A game that slices into the so consensual landscape of open world teleguided. If you're willing to forgive him for his real flaws and allow yourself to free yourself from his rules, Dragons Dogma 2 is in his way a step game for the open world to Japanese.
For
- Sumptuous graphics
- Hair animations
- Literally a real trip
- Simple but efficient gameplay
- Variety of classes and approaches
- The feeling of exploration
- Not an ingame loading time
- The verticality of the map
- Successful Bestiary
- Permanent gigantism
- The map in the fog
- Crazy Freedom
- The pawn system
- Successful personal editor
- To hell with the Fedex quests
Against
- Strawberry narration
- Laminate quests
- The main campaign
- Beast NPCs eating hay
- Poverty in dialogue
- Too much loot kills the loot
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