• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Dragon's Dogma: Dark Arisen Steam pre-order is LIVE

Sylas

Member
I guess the people who suggested those as the worst builds were just trolling me then.

My question is what sort of combination can I choose to have the most ineffective character to do a playthrough with. I don't want to artificially gimp the character (like no potions, or only wooden swords)..but I want to play a class and a build that is presented by DD as a choice but in reality is one of the worst.
I... genuinely don't think any of the builds are bad in any way? It comes down to the sort of playstyle you want. They all excel at their various functions, however. I could be wrong, but they're all pretty damn good.

My fun doesnt come from big numbers. Does it have fun gameplay, combos? Cause the good thing about the assasin is that switching between bow and sword can spice things up, if I'm stuck to the same type of weapon for the playthrough I hope at least it can translate to some fun gameplay more than "my numbers are the biggest".

Anyhow, you are right, I must try both to be sure, nothing will be lost on the way :)
Warrior is probably the "simplest" class to play insofar as gameplay and combos are concerned. You're swinging a big weapon and killing things quickly. That's about it.
 
I guess the people who suggested those as the worst builds were just trolling me then.

My question is what sort of combination can I choose to have the most ineffective character to do a playthrough with. I don't want to artificially gimp the character (like no potions, or only wooden swords)..but I want to play a class and a build that is presented by DD as a choice but in reality is one of the worst.

I'd say a warrior with a rusted weapon (rust is actually really, really good, but warrior relies on high damage which rust lacks) with all sorceror/mage augments (like when health is critical increase magick attack by x, warrior has zero use for magick attack).
 

Brick

Member
Is there any word on whether or not the port is good? I've really wanted to jump in on this, but ports are such a hit or miss nowadays.
 

Sylas

Member
Is there any word on whether or not the port is good? I've really wanted to jump in on this, but ports are such a hit or miss nowadays.

The port is good so long as you aren't trying to go to a super high resolution, I believe. Your standard 1920x1080 will let the game run on a potato.
 
Is there any word on whether or not the port is good? I've really wanted to jump in on this, but ports are such a hit or miss nowadays.

It's not really a port, that's not how the engine, or capcom's workflow works. It was handled by QLOC yes, but it was pretty much always a fully functional pc version before being ported to consoles.
 

coughlanio

Member
Excited to play this, but I'm moving country next week, and might as well hold off to play it once I've settled in there. Once I put down long games like this for any period of time, it's difficult for me to go back.
 

SilentRob

Member
If anyone's interested: We are going to stream the game in 2h15m on twitch.tv/hookedmagazin - it's 720p but if you want to see how it runs with 60 fps, there you go.

Also, to anyone new to the game: Don't get caught up in the hype too much. I love the game, put almost 100 hours into the console version and it's probably my favorite WRPG...but it has some big, BIG problems.

The beginning of this game can be beyond tedious. One of the first main quests asks you to escort an incredibly slow, wooden cart through quite a stretch of land for what feels like 20 minutes. Many side quests barely explain themselves, asking you to find certain persons without them even being present on the map. I spent quite a bit of time looking for a NPC i needed to talk to, only to find out that he only spawns during the afternoon in the city. He goes outside the city before, but isn't actually a character outside the city walls - he simply de-spawns. You have no way of knowing that. Also, you can only sleep until nightfall or morning, so you simply have to wait for 10 minutes real time for him to arrive. It's terrible quest design. Side quests also randomly fail and disappear if you progress different parts of the main story, without you ever knowing which quests you have to complete before a certain point.

It also still suffers from extreme enemy pop-up, one of the most boring fantasy worlds I have ever seen and bad dialogue & storytelling. None of this mattered too much to me since the battle system and monster designs were so incredibly awesome, but I feel like some people may expect a very different game from reading this thread and end up disappointed. Know what you are in for ;)
 

verbatimo

Member
This wait it killing me...
giphy.gif
 

doomquake

Member
pure magic min-maxed, with low health Warrior at DLC area and somewhat in general. His/her moves have very long start up, that you can only really bunny hop light attack really. Has no climbing skills (like thousand kisses) and the high damage moves can't be done when climbing so soloing a gorecyclops will take too long chipping away at non-weak points. Same thing with drakes. If you can't reasonably damage the weak point it becomes tedious, even when you access to the weak point you have to resort to bunny hop light attack to do reasonable damage lol (because of the slow start up other moves/skills).

I'd say a warrior with a rusted weapon (rust is actually really, really good, but warrior relies on high damage which rust lacks) with all sorceror/mage augments (like when health is critical increase magick attack by x, warrior has zero use for magick attack).

thanks for the suggestions guys for my severly damaged arisen playthrough
 

Lanrutcon

Member
I guess the people who suggested those as the worst builds were just trolling me then.

My question is what sort of combination can I choose to have the most ineffective character to do a playthrough with. I don't want to artificially gimp the character (like no potions, or only wooden swords)..but I want to play a class and a build that is presented by DD as a choice but in reality is one of the worst.

Prolly one of the pure melee heavy armor classes, as some folks have said before. Imagine almost every big fight being an assassin's creed jumping puzzle. On the one hand you have highly agile double jumping spider motherfuckers with rapid high damage attacks...and then you have slow ponderous heavy armor wearers who struggle to do anything when not on terra firma with 10 seconds warning.

I tried fighting a drake as a Warrior. Never again. Life is too short to spend 40 minutes chipping away at a giant angry reptile with wings.
 
Just maxed out Assassin for the first time, and I can see why people love this class. Dark Souls players and people who hate pawns should take note, this is probably the class for you.

- It has satisfying parries and counterattacks.
Activating the "Masterful Kill" skill is a bit like parrying in Souls, and the riposte is a gorgeous, multi-hit, acrobatic launcher. Just about any physical attack can be parried too, from a tiny goblin's club to a chimera's pouncing slam to the enormous fist of a cyclops.

-Easiest class to solo.
The "Autonomy" augment (perk) grants you big bonuses to attack and defense for traveling alone, I find myself doing even better without pawns than I was with a full party.

-Most versatile class, with access to short bows, daggers, swords and shields and all of their respective skills.
The "Fivefold Flurry" bow skill and "Hundred Kisses" dagger skill give you a godlike offense at close and long range.

The only downside is having low HP compared to most other classes, but unlike in Souls you're extremely maneuverable and can really easily utilize the environment to your advantage, making the old git gud adage of "don't get hit" very feasible.

Are you playing Dark Arisen or vanilla? I hear the assassin's augments were heavily nerfed for Dark Arisen so it would be nice to know they're still viable.
 

garath

Member
If anyone's interested: We are going to stream the game in 2h15m on twitch.tv/hookedmagazin - it's 720p but if you want to see how it runs with 60 fps, there you go.

Also, to anyone new to the game: Don't get caught up in the hype too much. I love the game, put almost 100 hours into the console version and it's probably my favorite WRPG...but it has some big, BIG problems.

*snip*

6/10
 

Brick

Member
The port is good so long as you aren't trying to go to a super high resolution, I believe. Your standard 1920x1080 will let the game run on a potato.

It's not really a port, that's not how the engine, or capcom's workflow works. It was handled by QLOC yes, but it was pretty much always a fully functional pc version before being ported to consoles.

It runs on toasters. As anything that comes from MT Framework. Grab it.

Apparently, it runs like a charm on almost anything, thanks to MT framework.

Edit: What Shari said.

That's what I needed to hear. Thanks, folks!
 
If anyone's interested: We are going to stream the game in 2h15m on twitch.tv/hookedmagazin - it's 720p but if you want to see how it runs with 60 fps, there you go.

Also, to anyone new to the game: Don't get caught up in the hype too much. I love the game, put almost 100 hours into the console version and it's probably my favorite WRPG...but it has some big, BIG problems.

The beginning of this game can be beyond tedious. One of the first main quests asks you to escort an incredibly slow, wooden cart through quite a stretch of land for what feels like 20 minutes. Many side quests barely explain themselves, asking you to find certain persons without them even being present on the map. I spent quite a bit of time looking for a NPC i needed to talk to, only to find out that he only spawns during the afternoon in the city. He goes outside the city before, but isn't actually a character outside the city walls - he simply de-spawns. You have no way of knowing that. Also, you can only sleep until nightfall or morning, so you simply have to wait for 10 minutes real time for him to arrive. It's terrible quest design. Side quests also randomly fail and disappear if you progress different parts of the main story, without you ever knowing which quests you have to complete before a certain point.

It also still suffers from extreme enemy pop-up, one of the most boring fantasy worlds I have ever seen and bad dialogue & storytelling. None of this mattered too much to me since the battle system and monster designs were so incredibly awesome, but I feel like some people may expect a very different game from reading this thread and end up disappointed. Know what you are in for ;)

Thanks for short review. I didn't play console version but my expectation is very low for story/quest anyway so I should be fine.
 

Shengar

Member
If anyone's interested: We are going to stream the game in 2h15m on twitch.tv/hookedmagazin - it's 720p but if you want to see how it runs with 60 fps, there you go.

Also, to anyone new to the game: Don't get caught up in the hype too much. I love the game, put almost 100 hours into the console version and it's probably my favorite WRPG...but it has some big, BIG problems.

The beginning of this game can be beyond tedious. One of the first main quests asks you to escort an incredibly slow, wooden cart through quite a stretch of land for what feels like 20 minutes. Many side quests barely explain themselves, asking you to find certain persons without them even being present on the map. I spent quite a bit of time looking for a NPC i needed to talk to, only to find out that he only spawns during the afternoon in the city. He goes outside the city before, but isn't actually a character outside the city walls - he simply de-spawns. You have no way of knowing that. Also, you can only sleep until nightfall or morning, so you simply have to wait for 10 minutes real time for him to arrive. It's terrible quest design. Side quests also randomly fail and disappear if you progress different parts of the main story, without you ever knowing which quests you have to complete before a certain point.

It also still suffers from extreme enemy pop-up, one of the most boring fantasy worlds I have ever seen and bad dialogue & storytelling. None of this mattered too much to me since the battle system and monster designs were so incredibly awesome, but I feel like some people may expect a very different game from reading this thread and end up disappointed. Know what you are in for ;)

Dragon's Dogma is a true slow burner. It only gets better after you defeat the Dragon and Bitterblack Isle.
 
Thanks for short review. I didn't play console version but my expectation is very low for story/quest anyway so I should be fine.

I don't really agree with what he says there.
The story is told in the same vein as dark souls, you kinda have to piece it together yourself, but the main points are very clear.

And on quests failing, these are mostly escort quests where they have something important to get/go to, they simply don't wait around forever for you to do so. Them not telling you when it will fail is not a bad thing at all, since the game was made with multiple playthroughs in mind.
That the world keeps moving around you actually makes it better IMO.

There is for example a quest you can fail if you don't talk to a certain npc when they show up, which IMO is fine because it would be silly for them (in-character and in-universe) to just stay in that spot for days until you finally decide that you want to go see what they are up to.

Just play the game however you want without worrying what you missed the first time, other playthroughs are for doing those things.
 

vg260

Member
If anyone's interested: We are going to stream the game in 2h15m on twitch.tv/hookedmagazin - it's 720p but if you want to see how it runs with 60 fps, there you go.

Also, to anyone new to the game: Don't get caught up in the hype too much. I love the game, put almost 100 hours into the console version and it's probably my favorite WRPG...but it has some big, BIG problems.

The beginning of this game can be beyond tedious. One of the first main quests asks you to escort an incredibly slow, wooden cart through quite a stretch of land for what feels like 20 minutes. Many side quests barely explain themselves, asking you to find certain persons without them even being present on the map. I spent quite a bit of time looking for a NPC i needed to talk to, only to find out that he only spawns during the afternoon in the city. He goes outside the city before, but isn't actually a character outside the city walls - he simply de-spawns. You have no way of knowing that. Also, you can only sleep until nightfall or morning, so you simply have to wait for 10 minutes real time for him to arrive. It's terrible quest design. Side quests also randomly fail and disappear if you progress different parts of the main story, without you ever knowing which quests you have to complete before a certain point.

It also still suffers from extreme enemy pop-up, one of the most boring fantasy worlds I have ever seen and bad dialogue & storytelling. None of this mattered too much to me since the battle system and monster designs were so incredibly awesome, but I feel like some people may expect a very different game from reading this thread and end up disappointed. Know what you are in for ;)

image.jpg

crude photoshop I made a while back.

Dark Arisen remedies this though with the ferrystones.

It has design flaws, but with the technical issues now moot, no reason not to give it a go if you haven't before. I don't usually like RPGs and enjoyed it.
 
Dark Arisen remedies this though with the ferrystones.

It has design flaws, but with the technical issues now moot, no reason not to give it a go if you haven't before. I don't usually like RPGs and enjoyed it.

DD always had ferrystones though? I was porting around and beating the game in ~40 minutes before DA was even released.
 
If anyone's interested: We are going to stream the game in 2h15m on twitch.tv/hookedmagazin - it's 720p but if you want to see how it runs with 60 fps, there you go.

Also, to anyone new to the game: Don't get caught up in the hype too much. I love the game, put almost 100 hours into the console version and it's probably my favorite WRPG...but it has some big, BIG problems.

The beginning of this game can be beyond tedious. One of the first main quests asks you to escort an incredibly slow, wooden cart through quite a stretch of land for what feels like 20 minutes. Many side quests barely explain themselves, asking you to find certain persons without them even being present on the map. I spent quite a bit of time looking for a NPC i needed to talk to, only to find out that he only spawns during the afternoon in the city. He goes outside the city before, but isn't actually a character outside the city walls - he simply de-spawns. You have no way of knowing that. Also, you can only sleep until nightfall or morning, so you simply have to wait for 10 minutes real time for him to arrive. It's terrible quest design. Side quests also randomly fail and disappear if you progress different parts of the main story, without you ever knowing which quests you have to complete before a certain point.

It also still suffers from extreme enemy pop-up, one of the most boring fantasy worlds I have ever seen and bad dialogue & storytelling. None of this mattered too much to me since the battle system and monster designs were so incredibly awesome, but I feel like some people may expect a very different game from reading this thread and end up disappointed. Know what you are in for ;)

Honestly, the game feels like a ps2 game with updated graphics. It is still fun but everything you said is spot on. The quest system being the biggest failing in my eyes.

Plus the menus and save system are horrible too. Just to exit the game takes like 20 seconds.
 
I don't really agree with what he says there.
The story is told in the same vein as dark souls, you kinda have to piece it together yourself, but the main points are very clear.

And on quests failing, these are mostly escort quests where they have something important to get/go to, they simply don't wait around forever for you to do so. Them not telling you when it will fail is not a bad thing at all, since the game was made with multiple playthroughs in mind.
That the world keeps moving around you actually makes it better IMO.

There is for example a quest you can fail if you don't talk to a certain npc when they show up, which IMO is fine because it would be silly for them (in-character and in-universe) to just stay in that spot for days until you finally decide that you want to go see what they are up to.

Just play the game however you want without worrying what you missed the first time, other playthroughs are for doing those things.

Hope what you said is true then, even it's not I won't be disappointed much because what I care about is combat :)
 
Oh for all you who are going to use warrior, do not use arc of might/deliverance inside a friendly area; it hits straight through walls, which kills a whole bunch of civs and the cops will come get you.


yes.

At what resolution/framerate though?

This is an off the shelf Toshiba laptop. And it only has 8 gigs of ram.
 

Parsnip

Member
It's not really a port, that's not how the engine, or capcom's workflow works. It was handled by QLOC yes, but it was pretty much always a fully functional pc version before being ported to consoles.

Source for QLOC? Or are you just assuming since "all Capcom PC versions are QLOC" or something?
 

Sectus

Member
I don't really agree with what he says there.
The story is told in the same vein as dark souls, you kinda have to piece it together yourself, but the main points are very clear.

And on quests failing, these are mostly escort quests where they have something important to get/go to, they simply don't wait around forever for you to do so. Them not telling you when it will fail is not a bad thing at all, since the game was made with multiple playthroughs in mind.
That the world keeps moving around you actually makes it better IMO.

There is for example a quest you can fail if you don't talk to a certain npc when they show up, which IMO is fine because it would be silly for them (in-character and in-universe) to just stay in that spot for days until you finally decide that you want to go see what they are up to.

Just play the game however you want without worrying what you missed the first time, other playthroughs are for doing those things.

I actually like how a lot of the quests are structured in Dragon's Dogma. Most RPGs feature extremely streamlined quest design where you're always directed to exactly where you need to be, there's few if any variables, they're usually impossible to fail, and you might see many quests follow the same template. Dragon's Dogma feels more dynamic and refreshing with its quest design, even if it might lead to some minor frustration (there's some early stuff I agree should have been handled better. like giving the player a bigger warning that going to Gran Soren will automatically fail some early quests). But in general, I really like that as a player you're encouraged to explore, improvise, and pay close attention as you'll miss and fail many quests if you don't.
 
I actually like how a lot of the quests are structured in Dragon's Dogma. Most RPGs feature extremely streamlined quest design where you're always directed to exactly where you need to be, there's few if any variables, they're usually impossible to fail, and you might see many quests follow the same template. Dragon's Dogma feels more dynamic and refreshing with its quest design, even if it might lead to some minor frustration (there's some early stuff I agree should have been handled better. like giving the player a bigger warning that going to Gran Soren will automatically fail some early quests). But in general, I really like that as a player you're encouraged to explore, improvise, and pay close attention unless you're okay with missing and failing many quests.

Yeah, agreed.
 

Shari

Member
If anyone's interested: We are going to stream the game in 2h15m on twitch.tv/hookedmagazin - it's 720p but if you want to see how it runs with 60 fps, there you go.

...

The beginning of this game can be beyond tedious. One of the first main quests asks you to escort an incredibly slow, wooden cart through quite a stretch of land for what feels like 20 minutes.

For what is worth, you can make the cart go faster by kicking the branhim that pulls the cart with B.

They wont tell you, but you can. I discovered this while the cart was in the last strech over the bridge U_U.
 

Sylas

Member
I actually like how a lot of the quests are structured in Dragon's Dogma. Most RPGs feature extremely streamlined quest design where you're always directed to exactly where you need to be, there's few if any variables, they're usually impossible to fail, and you might see many quests follow the same template. Dragon's Dogma feels more dynamic and refreshing with its quest design, even if it might lead to some minor frustration (there's some early stuff I agree should have been handled better. like giving the player a bigger warning that going to Gran Soren will automatically fail some early quests). But in general, I really like that as a player you're encouraged to explore, improvise, and pay close attention unless you're okay with missing and failing many quests.

This is what makes Dragon's Dogma special in my mind, honestly. It's an adventuring game with solid combat. It's not necessarily a follow-the-breadcrumbs-everywhere sort of RPG. There are tons of quests you won't even be aware of unless someone mentions it to you offhandedly or you look it up on a wiki.

And I missed that from RPGs. I do wish some of the systems were better fleshed out (like the affinity stuff) and it'd be nice if they provided more warning, but the fact that everything isn't static quest-wise is what makes the game really neat to me. It sucks for the completionists, but I also think that's a really reductive way of looking at every single game and harms the medium as a whole. Some games aren't made for you to do every little thing in your first playthrough (or at all), and that's always made the games better to me. I'm here for a world, not for mindless button presses.
 

z1ggy

Member
Honestly, the game feels like a ps2 game with updated graphics. It is still fun but everything you said is spot on. The quest system being the biggest failing in my eyes.

Plus the menus and save system are horrible too. Just to exit the game takes like 20 seconds.

Dragons Dogma is about combat and lurking around. Nothing else.

And that makes it great. There's too many story driven rpgs out there. We need more rpgs that focus on mechanics and gameplay.
 
For what is worth, you can make the cart go faster by kicking the branhim that pulls the cart with B.

They wont tell you, but you can. I discovered this while the cart was in the last strech over the bridge U_U.

Yep, and you can not kill it, it will just rest for a few seconds and regain health if it's "dead".
Also if you are a mage you can heal it yourself with anondyne, makes the quest super fast.
 

Bluth54

Member
Midnight unlocks are generally reserved for high-profile releases as someone at Valve has to flick the switch, although if memory serves I think wbacon said circa the release of Dead Rising 3 that Valve was looking at allowing publishers to handle worldwide and country-specific release state changes themselves (but I'm probably misremembering). That Valve has to change release states itself is also why games don't release on weekends.
I'm surprised Valve hasn't automated the release process yet.
 

Sectus

Member
This is what makes Dragon's Dogma special in my mind, honestly. It's an adventuring game with solid combat. It's not necessarily a follow-the-breadcrumbs-everywhere sort of RPG. There are tons of quests you won't even be aware of unless someone mentions it to you offhandedly or you look it up on a wiki.

And I missed that from RPGs. I do wish some of the systems were better fleshed out (like the affinity stuff) and it'd be nice if they provided more warning, but the fact that everything isn't static quest-wise is what makes the game really neat to me. It sucks for the completionists, but I also think that's a really reductive way of looking at every single game and harms the medium as a whole. Some games aren't made for you to do every little thing in your first playthrough (or at all), and that's always made the games better to me. I'm here for a world, not for mindless button presses.

I also really like how it feels like the world itself changes as you progress through the main story. Quests will stop being available and new quests will appear, certain NPCs will move to other parts of the world (or might even disappear forever based on certain events), and there's some big events which will drastically change the game world.

It feels very refreshing compared to most open world RPGs where the state of the world will never change, and you'll always find the same quests and NPCs in the same location even if it's at the start or end of the game. It's not everybody's cup of tea but I really like how it's structured in Dragon's Dogma. It reminds me a bit of some of my favourite Western PC RPGs, like Risen or Betrayal at Krondor.

The only big downside is that while it feels like the world goes through some big changes throughout a playthrough, the enemy placements remain way too static. But maybe that's something mods will be able to address.
 
Top Bottom