What's the hands-on combat feel like? So far as RPGs of this style go, I'm coming fresh out of Dark Souls, and I am in love with the solid, paced, satisfyingly balance combat controls that game had. Difficulty aside (I assume this game is far more forgiving), how does that comparison in terms of mechanics and input measure up? Mazed fucked around with this message at 08:38 on May 22, 2012 |
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# ¿ May 22, 2012 08:32 |
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# ¿ May 14, 2024 22:08 |
Der Shovel posted:Iiiit kind of isn't. It doesn't obfuscate basic gameplay concepts like Demon's Souls did, but the difficulty curve is PUNISHING. Oh, drat, that's actually a good thing. If the difficulty curve is there, and around as well-tuned as the ones in the Souls games, that rewards trial and error as opposed to just grinding your rear end off so you can cheese your way through content, I'm actually interested in this. Honestly: If a video game shows me a monster, and the first thing I consider is how many horrible ways something like that can kill me, and not how much XP it's worth or whether it has any nice loot, then it's a loving good game. Mazed fucked around with this message at 10:32 on May 22, 2012 |
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# ¿ May 22, 2012 10:16 |
So, the worst thing I've heard about this game is that there's a lot of really tedious backtracking. How bad is it? In a game like Dark Souls, the backtracking is actually a part of the gameplay pacing, and despite being open world, still has distinctive (if sometimes obscure) routes that you're funneled along, with specific obstacles that must be dealt with each time (arguably, said obstacles, and the necessity of carefully overcoming them, actually being one of the biggest hooks in terms of gameplay). If Dragon's Dogma is more in the vein of an Elder Scrolls, with big open wilderness and such, is the lack of a quick-travel function something that only brings tedium and needless padding, or does it actually feel somewhat natural and deliberate?
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# ¿ May 24, 2012 10:18 |