Stellar Blade, the Nier: Auotmata-ish PS5 character action game, has a bunch of chests to unlock that give you all kinds of sweet rewards, from healing items to gold to crafting resources. Many of these chests require that you input a sequence of buttons in an allotted time limit, while others need a passcode to open. There’s one in Xion, the game’s main hub world, that’s like this, demanding a passcode before unlocking. It’s called Aaron’s Locker and, truth be told, you may already have what you need to get the chest opened. – Levi Winslow Read More
Fans of the original Dragon’s Dogma never dreamed the wonky fantasy RPG might get a sequel. Over a decade later, Capcom delivered a successor that improved on the flaws of the first without shaving off the sharp edges that earned it a cult following to begin with.
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Weeks after it launched, Dragon’s Dogma 2 hasn’t just sold well, it’s been the perfect breeding ground for fun discoveries and strange player tales. It’s also been a lightning rod for debate, despite being one of the highest rated games of 2024. Here are the ups, downs, and everything in-between since Dragon’s Dogma 2’s launched on March 22.
Fans freak out over Dragon’s Dogma 2’s microtransactions
Screenshot: Valve / Kotaku
The game’s Steam page displays all the things you can buy with real money, many of which are included in the Deluxe Edition. They include camping kits, Wakestones, Portcrystals, and other in-game items that save time and impact gameplay. Reviewers of the game point out that most of the resources are earned easily enough just by playing, but for some players the mere existence of the option to buy them feels like a corrupting influence. The paid item for changing characters’ appearances gets modded into the game on day one.
Steam reviews are a mess
While early reviews were glowing, the game gets slammed on Steam. With a less than 40 percent positive rating in its first day, PC players complain about poor optimization. Performance issues range from glacial framerates in some areas to occasional freezes and crashes. A Capcom rep tells IGN ahead of release that it’s aware of CPU issues and is looking into them.
Players discover the horrors of Dragonsplague
Dragon’s Dogma 2’s NPC companions, called Pawns, are vulnerable to a mysterious illness called Dragonsplague. If left untreated long enough, it triggers a deadly transformation that can wipe out cities. “One of the pawns nukes the entire village because of Dragonsplague and I had no inkling at all that they had caught it,” one player reports. “No voice lines, no comments of staying away from them, no glowing red eyes. My save is now just fucked because of this mechanic.”
One of the surest ways to spot the illness is if Pawns start acting rudely. Players listen carefully for any signs of bad manners, while some kill their companions before ever sleeping over at an Inn. The easiest way to do that is throwing Pawns into the bodies of water inhabited by Brine, misty creatures that kill everything they touch. As a result, players start hurling NPCs off cliffs en masse.
A Pawn pyramid scheme creates free money
Screenshot: Valve / Kotaku
Dragon’s Dogma 2’s economy is all over the place, with things like Ox cart rides between cities being relatively cheap, while haircuts cost hundreds, and rooms at Inns can cost thousands. Fortunately, players figure out an exploit for quick cash involving sending Pawns out on quests online for things like killing monsters.
By setting the quest rewards for 10,000, other players can hire the Pawn and collect the bounty. While the first player has to pay it out to send the Pawn on the quest in the first place, an endless number of other players can rent the Pawn to snag the reward. The result is that Dragon’s Dogma 2’s Rift dimension becomes flooded with free Pawn money.
Dragon’s Dogma 2’s first patch adds do-overs
One of the weirdest things about Capcom’s RPG ends up being the fact that there’s only one save file that constantly gets updated. Players can’t even start their game over from the beginning until Dragon’s Dogma 2’s first patch on March 29. The update also adds more graphics options for console, makes it easier to get a house earlier in the game, and changes the number of Art of Metamorphosises that can be purchased from 2 to 99.
Capcom takes pity on unwanted Pawns
A player by the name of MrFoxer on the Dragon’s Dogma subreddit notes that Capcom appears to be manufacturing artificial players to rent out Pawns if nobody real is doing it. “You can tell whether an actual player rented your pawn by attempting to view their profile while looking at your pawn’s report,” they write. “If the option is greyed out, it’s a ‘fake player.’” Some fans are crestfallen. “Well thats nice but also kinda sad since no one wants to actually use our Pawn,” one writes. “Oof, 99% of my rents are greyed out,” writes another. “Feels bad, but never mind.”
The server-hopping companions continue to be one of Dragon’s Dogma 2’s most fascinating playgrounds. Pawns who are rented out for real start returning to their players with rotten food as fans try to devise ways to warn one another about possible Dragonsplauge afflictions. Other players prank one another by sending Pawns back with forged Ferristones as gifts.
The worst NPC in the land
Image: Capcom / FX / Kotaku
Meet Martin, the human magistrate from Vernworth that everyone hates. He’s hard to find, breaks quests, and is just an all-around sack of griffon turds. Players can kill him after finding him in Melve yelling at Ulrika for treason and they do.
A one-hit kill “Unmaking Arrow” is a godsend
Survival can be tough in Dragon’s Dogma 2. Massive mythical creatures stalk you at every turn. But none of them can stand up to the Unmaking Arrow, an item so powerful Capcom autosaves the game after you use it. At least one player managed to circumvent this save-scumming safeguard using cheat engine tools and proceeded to kill everything they came across. Regular fans debate the best vocations in the game. Many believe it’s obviously Mystic Spearhand or Magick Archer while others claim the base Thief and Sorcerer roles remain superior.
Players debate the game’s friction
Dragon’s Dogma 2 limits fast travel, doesn’t let you fully restore health unless you’re in town or have camping equipment, and severely limits the amount of junk you can carry in your inventory. The consensus is that the fantasy RPG is friction-heavy compared to other open world games like modern Assassin’s Creed titles, but less unanimous is whether that’s always a good thing or occasionally masks genuine shortcomings. Theresultingconversationisinconclusivebut enlightening.
A second major patch nerfs Dragonsplague
After untold death and destruction, the development team decides to dial back Dragon’s Dogma 2’s Pawn disease. In addition to being more noticeable, the sickness is also less frequent. The April 25 update also reduces how much NPCs banter during quests and removes old treasure chests from players’ maps, in addition to other fixes. What it doesn’t do is markedly improve performance on PC.
Capcom shareholders get an unexpected payout
Dragon’s Dogma 2sells 2.5 million copies in its first 10 days where the first game took a whole month just to sell less than half that amount. That brings the franchise’s lifetime total sales up to 10 million, pushing it well past the cult status it had previously enjoyed for years. “Dragons Dogma 2 was released in the fourth quarter and has performed favorably,” Capcom announced in a revision to its earnings forecast. It increased its projected dividend per company share by $.03. Not enough to afford a night in Bakbattahl but enough that the company also increases salaries for new graduate hires.
Fallout 76, Bethesda’s MMORPG set in the Fallout universe, is probably more popular today than ever thanks to Amazon’s new TV series. So it makes sense that in a recent interview, Bethesda executive producer Todd Howard was asked aboutFallout 76and crossplay. And while the ability for PC and console players to mingle sounds off the table, Howard at least seemed more positive about cross-progression.
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Since the launch of the Fallout TV show earlier this month, all of the Fallout games have exploded in popularity. This includes the black sheep of the family, Fallout 76. The online-only spin-off is seeing more players than ever across all platforms. And as thousands of new players rush into the open-world post-apocalyptic MMORPG, they might expect—like most games in 2024—that Fallout 76 would support crossplay or, at least, cross-progression. However, if you play on Xbox you can’t play with PC players or PlayStation gamers, and all your progress is tied to that platform, too. And while crossplay seems unlikely, Todd Howard seems more open to a future where cross-progression is a thing in Fallout 76.
“We keep looking into it, but [Fallout 76] wasn’t designed that way from the beginning. So obviously we get into server and database silos,” said Howard.
When asked about crossplay or cross-progression, he offered Bethesda’s opinions on the features that have become standard in 2024.
“Here’s what I would say, which is for us the the more the important thing is cross-progression than cross-play—and we do separate them—we’d love to have it all, sure. It’s something we are looking at but I will say it’s quite—the way that [Fallout 76] architected from the beginning—a technical lift. Not saying we are or aren’t doing anything, we are looking at it and seeing where that’s going to impact people.”
He continued: “I think going forward in the world we want to be in, I think it’s it’s very important and something that you know in our future games that we’re going to be really, really mindful about to make sure—in particular the progression—that where you pick up a game you’re able no matter what screen you’re on you’re able to just keep going with your character and what you were doing.”
Funnily enough, Howard did suggest that if employees are annoyed by something in their games—like no crossplay—it becomes a higher priority for them and they fix it.
“When we can’t pick it up and [make progression,] it does move it up the stack internally.”
So we just need some folks at Bethesda to get annoyed about Fallout 76‘s lack of cross-saves, I guess!
I love destroying things. The physical destruction of objects can be funny and cathartic. Thankfully, Final Fantasy VII Rebirth lets me indulge my desires for destruction in a limited but fun way. While in Costa del Sol, you can hop on a “wheelie,” the game’s in-world equivalent of a Segway vehicle, and smash it into restaurant tables, seats, barrels, and other property. Fun! Better still, you can earn some neat items for riding around on a wheelie, and finding ways to weave some destruction into your travels can liven up the otherwise pretty boring process of gliding around on your own personal transporter device. – Claire Jackson Read More
When I started playing Fallout 76 in 2018 there were no backpacks. So I never thought about it. But when I learned from a random comment that backpacks had been added after that point and had been in the game for years, I felt stupid for never crafting one. And then I went to collect the recipe for a pack and felt even dumber. Let me help you avoid this situation.
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Yes, like many players, I’ve returned to the irradiated online wasteland ofFallout 76. I had started feeling the itch for my on-again-off-again MMO months before the Fallout show. But I resisted. However, after watching the entirety of Amazon’s excellent live-action series based on the post-apocalyptic RPG franchise, it was too hard to stop myself from re-installing Bethesda’s online version of Fallout. As is often the case, I spent a chunk of my time in Fallout 76 trying to figure out more ways to carry all the random junk needed to build structures and craft items in the game.
My annoying quest to get a backpack
During a random perusal of the Fallout 76 subreddit, I discovered that backpacks had been added to the game in a past update. And they let you carry more stuff. I was intrigued! I also felt like a dummy. A moment later, I did a quick Google search and found a Reddit post and a couple of guides explaining how to get a backpack. Seemed simple enough. So I booted up Fallout 76 and headed to the Morgantown Airport.
According to Reddit, the blueprint for crafting the useful pack was upstairs in the airport in an area you visit in the early hours of Fallout 76. I had been here years ago, but never came back since making my original character. During the 2019 Wild Appalachia update, Bethesda added the backpack blueprint in this early game area. Makes sense, as many new players will stumble upon it.
However, for players who have been journeying through the game for years already, you could easily miss it as you’d have no need to return to the airport. So back I went. I fought my way through the enemies inside and found the chest upstairs and discovered… no blueprint.
Screenshot: Bethesda
Why the backpack isn’t in the Morgantown Airport
At that moment I had a thought, the same one that I have many times in Fallout 76: “Hmmm, did I do something wrong or is the game just broken?”
So I booted up Fallout 76 again, joined a new world, quickly fought my way up through the airport and…no backpack in the chest. Again. This time I checked the web for anyone else experiencing this bug and many others were complaining that, yes, the backpack wasn’t in the airport.
Turns out Bethesda actually moved where the blueprint spawns to a different area a few months ago, a spot that new players will encounter even earlier in their opening hours of Fallout 76.
I felt dumber than ever. But now, let me help you get a backpack—which is very useful—and help you avoid this silly series of events.
How to unlock and craft the backpack in Fallout 76
To get a backpack now (in April 2024) you need to head to the Overseer’s Camp located south of Fallout 76 near the Wayward bar. It’s near a river just north of Green County Lodge and is located in a chest marked as the Overseer’s cache.
Screenshot: Bethesda / Fallout Wiki / Kotaku
Loot the plans and then check your inventory—you should be able to activate or “learn” the recipe. At that point, assuming you have the materials, you can now craft a backpack at an armor bench. You’ll need one piece of cloth, one piece of leather and a piece of steel. As you level up you can craft better versions of the pack that hold even more weight.
If you are a new player who started playing in the last few weeks, you likely already picked up the plans for the backpack after visiting the Overseer’s Camp.
If you can’t craft a pack, check the “Notes” section of your inventory and make sure you’ve activated the backpack plan. Just keep in mind you can’t use a backpack while wearing power armor in Fallout 76.
If you loved the Fallout TV series and want to dive into a game that’s like it, but not too like it, we curated a list for you. We’ve also got some hidden Nintendo Switch secrets to make the most of the handheld console, lingering Final Fantasy 7 Rebirth help, and yeah, we’re back into Destiny 2. Read on for the major tips of the week.
There’s a lot of video games set to get TV or film adaptations in the next few years, and even more that seem like they’d be ripe for the picking. Bungie’s Destiny franchise seemed like a viable candidate, especially after the studio was acquired by PlayStation in 2022, but it sounds like any plans to bring the games to a new medium are have currently been dashed.
Will the Fallout TV Series Radiate the Tone of the Video Games?
According to Forbes’ Paul Tassi earlier in the week, Bungie was reportedly “tossing around” ideas for an animated Destiny series on Netflix before things fell apart.. Allegedly, this was in development prior to the aforementioned PlayStation acquisition, during which Sony said it would help Bungie “nurture the IP they have in a multi-dimensional manner.” (For extra context, this statement was made a few weeks before the Uncharted movie released and became a decent box-office success.) In regards to why it didn’t go forward, Tassi wasn’t sure, though he did say it just may not have gone farther than the scripting phase.
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Before Sony bought Bungie, the developer brought on Derrick Tsai as its transmedia head. Tsai was a producer and director at Riot who helped pave the way for Arcane to get made and become a hit over at Netflix. He departed around this time last year, after which the studio hired Warner Bros. alum Gabriel VanHuss to serve as the Destiny’s head of linear media. VanHuss holds that position to this day, and his duties involve expanding the franchise in TV, comics (which it’s previously done), movies, and so on. It’s hard to know where this hypothetical show currently stands: Bungie’s currently focused on the Final Shape expansion dropping in June, its new Marathon game, and still reeling from its highly publicized layoffs (to say nothing of possibly working on Destiny 3). According to Tassi, if the hypothetical show isn’t fully dead, it’s not coming “anytime remotely soon.”
The idea of Destiny getting a TV show seemed like a cool idea two years ago, but it’s a little more dicey now. Bungie’s hoping to turn things around for both Destiny 2 and the company at large with Final Shape, and revealing a TV show weeks after the expansion drops could easily take things from “we’re so back” to “oh, it’s over” in a heartbeat. The series certainly has the potential to thrive in other mediums, but it’ll unfortunately have to be a waiting game until the smoke clears around The Final Shape.
Will the Fallout TV Series Radiate the Tone of the Video Games?
Variety, Deadline, and the Hollywood Reporter all shared the news, with THR including this statement from Amazon MGM Studios head Jennifer Salke: “Jonah [Nolan, co-producer], Lisa [Joy, co-producer], Geneva [Robertson-Dworet, co-showrunner and writer], and Graham [Wagner, co-showrunner and writer] have captivated the world with this ground-breaking, wild ride of a show. The bar was high for lovers of this iconic video game and so far we seem to have exceeded their expectations, while bringing in millions of new fans to the franchise … We are thrilled to announce season two after only one week out and take viewers even farther into the surreal world of Fallout.”
The renewal confirmation comes on the heels of reports in Variety and elsewhere that season two will film in California to take advantage of $25 million in tax credits—a shift that will definitely add fuel to speculation that the show could continue its adventures in New Vegas, as seen in the games.
THR also has a quote from Nolan and Joy, whose previous sci-fi projects include the prematurely cancelled Westworld: “Praise be to our insanely brilliant showrunners, Geneva and Graham, to our kick-ass cast, to Todd and James and all the legends at Bethesda, and to Jen, Vernon, and the amazing team at Amazon for their incredible support of this show. We can’t wait to blow up the world all over again.”
Immersive sims are traditionally thought of as single-player titles. They can be really dense and systems-heavy games in which having even one player introduces an incredible number of variables, as that one player uses the freedom they’re afforded to tackle situations in any number of ways. It takes no small amount of creative ingenuity and coding wizardry to allow for all those possibilities, and that would only be magnified by the presence of another player, or a whole set of other players. Think of titles like System Shockor Prey, for instance, and imagine how injecting another player into these games—which already encourage folks to bend the rules—might completely turn them on their heads, and potentially even break them. Imagine The Legend of Zelda: Tears of the Kingdom with a second Link capable of doing all the things the first could already do. It sounds unwieldy, but the grandfather of the immersive sim thinks this is the logical next step for the genre. I think he’s probably right.
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In an interview with Game Developer, Warren Spector, the acclaimed developer credited with the creation of the immersive sim and landmark titles in the genre like Deus Ex and System Shock, divulged some details about one of his studio’s upcoming games, Thick as Thieves, which aims to marry immersive sim gameplay with a competitive multiplayer angle to break new ground in the genre. The upcoming immersive sim would drop two thieves into a setting not unlike that of Thief: The Dark Project and task them with traipsing through the dark city streets trying to outthief one another. One might embark on a job to steal some highly prized loot while the other waits in the shadows trying to screw them over. Players are also afforded the opportunity to work together, or interact in any number of ways. Spector shared that players can outright avoid each other if they choose to, follow one another, take each other out, or even set aside their momentary differences to work together towards a mutual goal.
Spector’s studio, OtherSide Entertainment, is also working on making the game’s world react to the actions that players take in it. Accordingly, a large part of the loop of a Thick as Thieves session will include gathering intel from around the city, which can be gained by bribing guards, for example. This kind of interactivity with one another in a live and reactive environment is the “next logical step” for the genre, according to Spector. “Part of the simulation is the human interactions in the world…It’s really a simulation that we drop a set of thieves into.” As part of its live-service offerings, Thick as Thieves will likely release new neighborhoods of the city over time as well as new thieves to promote different play styles, according to OtherSide’s CEO Paul Nerath.
OtherSide’s design philosophy surrounding Thick as Thieves emerged from a Dungeons & Dragonsgame that Spector played a number of years ago. The team is trying to successfully recreate the feeling Spector felt playing D&D, specifically the novelty of player-driven storytelling, by empowering players of Thick as Thieves to chart their own story in a live environment. It’s an approach that’s not unlike the kind of stuff Larian Studios received acclaim for in its previous title, Divinity: Original Sin II, which was praised for the open-endedness of its story and how much the world reacted to the player’s actions by the end of the journey.
The multiplayer angle of Thick as Thieves might also ring familiar to folks who’ve played Arkane’s Deathloop, which allowed players to invade one another’s games as a pivotal character in the narrative. Though Deathloop’s experimentation with this format yielded mixed results, perhaps due to how restrictive the mechanic was, there’s reason to believe that there’s potential in the approach by looking at other titles. Baldur’s Gate 3’s fully functional multiplayer in an otherwise-complicated game suggests as much.
There might be a lot of roadblocks standing in the way of such a clearly ambitious project, and I’m definitely reserving judgment until I see the game in action, but the concept is promising. Not to suggest that single-player immersive sims have bottomed out, because they absolutely haven’t, but one of the most exciting things about modern games is how much players have been able to use them to tell their own stories. A studio making games that explicitly pick up on that thread and seeing what exciting new things it can yield for the medium is a net positive, in my eyes.
Throughout its first season, Fallout tees up what seemingly are a bunch of mysteries that are either not connected at all or by the loosest of threads—why is the Ghoul so fascinated when he learns Lucy’s full name? What’s going on with dwellers from Vault 31? How did Moldaver make her way from the pre-war days to lead the New California Republic, and just what did she need from Wilzig the Enclave defector? What really happened to Lucy’s mom, and will she be able to save her dad? Will Maximus be able to make his way back to Lucy—and away from the Brotherhood once and for all?
All this smashes together in the finale (appropriately called “The Beginning”) to reveal that actually everything is much messier, more personal, and interconnected than anyone thought. As Lucy comes face to face with what was always her goal from the moment she left Vault 33, we and she alike get to learn, thanks to a flashback to Cooper’s perspective, that it was Vault-Tec itself, spearheading a conglomerate of multiple pro-war companies, that fired the first bombs that set off the apocalypse, ensuring their products would be used. Also, along the way, Vault-Tec froze all of its managers—from the lowest assistants to the highest bosses—to control the world that came after the fallout and ensure that capital remains in their own hands. And not only that, we’ve met a bunch of those Vault-Tec staffers throughout the season, like Betty, and of course, Hank himself—revealed as the assistant to Cooper’s wife, Henry, in pre-war times.
It does a lot to make clear the way the show views Fallout’s world, while once again putting all three of the main characters together, if not ideologically or geographically, in just how related to all this mess they each are.
Okay so maybe don’t hit Kyle McLachlan with the CG-deaging-ray but still, in spite of that, it all works!
Destiny 2 is back on the menu thanks to a brilliant new horde mode called Onslaught. As players return to the sci-fi shooter MMO in droves following the free Into The Light update that’s been showering them with loot, a lot of you are no doubt behind on the latest top gear. Fortunately, Apex Predator is arguably the best legendary rocket launcher in the game and it’s really straightforward to get, making it the perfect piece of loot to grind for ahead of The Final Shape.
What Is Dragonsplague? Dragon’s Dogma 2’s Devastating Contagion Explained
A reprised version of Apex Predator arrived in Destiny 2’s Last Wish raid last year and remains the gold standard in high-damage rocket launchers thanks to brand new perks like Reconstruction and Bait and Switch.
The first slowly increases reload speed over time while the second provides a damage boost shortly after firing all weapons back to back. Bipod for more ammo and Explosive Light for higher damage and blast radius after picking up an orb of light are also decent perks.
While some of Destiny 2’s best guns are a pain to get, Apex Predator isn’t one of them. It can drop from any encounter in the Last Wish raid, making it easy to hop in, get to the first checkpoint, and then fight the first boss, Kalli, over and over until you finally get Apex Predator to drop. Here’s a quick guide from Destiny 2 YouTuber Datto on how to complete that encounter:
If you’re lucky, you’ll get one with some version of the above perks earlier on. If not, however, don’t worry: Apex Predator is also craftable. Unlocking the craftable frame for Apex Predator requires collecting five deepsight versions of the weapon (also known as red borders). That can take a lot longer but it will also allow you to level the solar rocket launcher up and equip enhanced versions of its perks to boost its stats even more. Players can also take part in the recently added Riven Wishes quests to unlock weekly tokens that let them automatically earn one randomly rolled Apex Predator.
Now, perhaps you’re just getting back into Destiny 2 and really want a great rocket launcher people won’t make fun of you for but all of this sounds like way more work than you were counting on. Good news: Hothead is another decent rocket launcher and it doesn’t require any raiding. You can get one directly from Zavala in The Tower. All you need in order to buy it is to give him three Vanguard Engrams and 25,000 Glimmer.
Hopefully you land one with Auto-Loading Holster, Explosive Light, Demolitionist, Clown Cartridge, Field Prep, or Vorpal Weapon. Still, if you plan on going hard once Destiny 2’s climactic The Final Shape expansion arrives on June 4, it’s probably worth chasing Apex Predator. It’ll be a great day-one raid weapon and will no doubt serve you well in the expansion’s challenging main campaign.
The Stellar Blade demo has been out since March 29, and if you manage to beat it, your save data will carry over to the full game when it launches as a PlayStation 5 exclusive on April 26. One thing I was curious about was the “Skin Suit,” an outfit for protagonist Eve that basically has her traversing the world in the nude and makes the game way more challenging. Surprisingly, at least in the demo, it’s an incredibly easy thing to unlock, so since I just learned how to get it, I figured I’d teach you how to get it, too. Sharing is caring, after all. – Levi Winslow Read More
Over 60 hours into Rise of the Ronin and I still haven’t discovered everything that Team Ninja’s latest open-world samurai adventure game has to offer. And now, outside of all the cats to collect and fugitives to kill, there’s another secret connected to Nioh that I only just came across. That’s right: William Adams, the protagonist of Nioh, is lurking in Rise of the Ronin. Here are the details, including where and how to find the “Blue-Eyed Samurai.”
What Is Dragonsplague? Dragon’s Dogma 2’s Devastating Contagion Explained
On March 31, the PlayStation UK X/Twitter account revealed something I suspected was in the game: William Adams, the protagonist of the first Nioh and the first non-Japanese samurai, is in Rise of the Ronin. Well, not exactly. Since Nioh takes place hundreds of years before the events of Rise of the Ronin, he’s called the “Blue-Eyed Samurai” here, reminiscent of the excellent Netflix anime with the very similar name. Anyway, William—I mean, the Blue-Eyed Samurai—plays a small role here, a mere sub-boss encounter as part of the open-world photography activities, but crossing swords with him is very much worth the effort.
You can find him in the Shiba Prefecture in Edo, which is the second major city in Rise of the Ronin. If you pop open your mini-map and head toward Shiba’s bay, you’ll notice a photo objective called “View of the Bay at Shiba.” You don’t have to complete this activity, but snapping a quick pic of the waterfront will give you silver coins to purchase extra Intellect skill points. Just left of where you’d take the picture is a little alcove with a dimly lit fire illuminating the entrance. Saunter in there.
Screenshot: Sony / Team Ninja / Kotaku
Screenshot: Sony / Team Ninja / Kotaku
The rest of the way is blocked by a poorly constructed wooden barricade, which you can destroy by blowing up the fire barrel just in front with either a bomb or a gun. Once you’re inside, take the only left at the end of the short, narrow pathway, and William—dammit, the Blue-Eyed Samurai—will be standing there, just waiting for you to try him. And try him you must, because this isn’t one of those encounters where there’s a bit of dialogue before the blades get inevitably soaked in blood. He aggros the moment he spots you, but it’s not a particularly difficult fight, especially if you’ve played Nioh. His moveset is identical to the standard attack pattern you see when wielding a katana in Team Ninja’s 2017 Japan-set Soulslike, so that familiarity should make the fight easier to manage. Anyway, go ahead and lay him out.
After the fight, you’ll earn some pretty sweet rewards. The first is a set of armor themed around Yasuke, the first Black samurai whose name is the title of another excellent Netflix anime. Then there’s the real prize, the Nioh-ryu combat style. It’s the same sword technique that the Blue-Eyed Samurai, and Nioh’s William Adams, use, and it’s great. See, there are four overarching combat style types that the myriad combat styles in Rise of the Ronin fall under: Ten, Chi, Jin, and Shinobi. Each of these four is strong against certain weapon types and weak against others, but Jin is the most well-rounded combat style of the bunch because it’s effective against sabers and other lightweight weapons. The Nioh-ryu is a Jin-based combat style, which means, since most enemies in Rise of the Ronin use either katanas or sabers, you’ll essentially always do more damage. Sure, there are a handful of enemies that use other combat styles which can effectively counter a Jin-based one, but even then, because Jin is a jack-of-all-trades, it can still cut through even the heaviest of weaponry, such as clubs and odachi.
I love little details like this, optional objectives that connect a studio’s games together in interesting and entirely missable ways if you don’t know where to look. The nice thing about Rise of the Ronin is that if you happen to miss anything in the game, there’s a feature that lets you replay whole areas and entire missions for totally different outcomes. So, if you wanted to see what would happen if you saved an anti-Shogunate official instead of killing them, you could bend time to see what happens. Unfortunately, once you murk the Blue-Eyed Samurai, he’s dead for good.
Screenshot: Blizzard Entertainment / Kotaku, Kotaku / Square Enix, Square Enix / Claire Jackson / Kotaku, Square Enix / Kotaku, Square Enix / Claire Jackson / Kotaku, Image: Epic Games / Kotaku, ConcernedApe, Pocketpair, Square Enix / Claire Jackson / Kotaku, Capcom / Kotaku
Whether you’re trying to deal with the obnoxious son of the late Shinra president and his pesky pet or just learn a cool new trick to help you tackle Final Fantasy VII Rebirth’s battles, we’ve got you covered this week. We’ve also got the lowdown on how to rank up your Fortnite Festival pass without playing the game, and lots more tips and guides for you in the pages ahead.
And if you’re new to the world of Cloud and co. and are curious about 2020’s Final Fantasy VII Remake and this year’s Rebirth, but haven’t played the original, you may be wondering if you have to play the 1997 classic before jumping in.
While Remake probably won’t leave FF7 newcomers out in the cold, both Remake and Rebirth are very much in dialogue with the original game—sometimes so directly that this current remake project really does feel like a giant meta exercise.
Here I’ll lay out some essential considerations to make when diving back into this essential epic of gaming history, whether it’s your first time or not.
Captured on Switch. Screenshot: Square Enix / Claire Jackson / Kotaku
Which version?
The original Final Fantasy VII isn’t terribly hard to source. If you have a modern console such as a Nintendo Switch, PS5, Xbox Series X/S or even last generation machines like the PS4 and Xbox One, you can easily grab a copy from each platform’s respective stores. This version has smoother-looking polygons than the original PlayStation release, but the pre-rendered backgrounds are largely untouched. It also features great quality-of-life features, such as a 3x speed toggle, the ability to avoid random encounters, and a setting that instantly heals characters to max health and raises their Limit Break status. And while the English translation was improved, it still features some of FF7’s awkward phrasing as a result of its famously rushed origins. It even defaults to naming Aerith “Aeris” like the original English version did in 1997.
Is it Aerith or Aeris?
In the Japanese version of FF7, the character we know as Aerith was named “Earisu,” which should translate to “Aerith.” FF7 had a notoriously rushed English translation, resulting in some bad grammar, odd turns of phrase, and the strange use of words like “wastrel” and “mosey.” One of these translation casualties was Aerith’s name, which appeared as “Aeris” in the 1997 version.
Modern versions of the original FF7, however, have kept this mistranslation. Since you can change every main character’s name in FF7, you are free to kill the S and add a TH if you’re so inclined. For me, as someone who played the game when it came out, seeing “Aeris” on the screen takes me back to those happy memories.
FF7 is also available on Steam. However, the Steam version, unlike the console iterations, does not include the aforementioned quality-of-life features such as the ability to avoid random encounters. The Steam version, however, can be modded. So if you want to change out the in-game character models, swap out the old music with the updated tracks from Remake, add FFVIII’s Triple Triad, and so much more, the PC version is very fun to tinker with—especially if you’ve played this game to death.
What about Ever Crisis?
In 2023, Square Enix released Final Fantasy VII: Ever Crisis for mobile platforms and Windows. It contains a colossal amount of lore from FF7’s expanded universe, including recreations of scenes from the original game with slightly more modern versions of the polygonal models from FF7. While you can experience the original narrative through this app, I highly recommend playing the original instead as Ever Crisis is loaded with microtransactions and very much wants you to spend lots of money. Check it out after finishing the original game, if you’re curious.
If you have an original copy of FF7, all PS3 models will play original PlayStation discs, so if you have one of those lying around, too, you’re good to go. That said, if you do have an original copy of Final Fantasy VII, do yourself a favor and hunt down an old PSX (and a CRT TV!) to enjoy this game like it’s 1997. Note that the original contains a bug that makes it impossible to raise your party’s magic defense. Modern re-releases of the game have fixed this.
Important ‘config’ settings
As a game from 1997, Final Fantasy VII has far fewer settings than most modern AAA games. That said, while in game, you can select “Config” from the menu to alter a few choice elements of the game.
Screenshot: Square Enix / Claire Jackson / Kotaku
One of the most fun is the ability to alter the color of the text boxes and menus. The default blue is a classic, but it can be fun to change up the color over the course of the game. I like to change it after each major story beat, but you can also change it across different game saves if you want.
There’s also a handy Cursor setting. This affects the behavior of your cursor during battles. When set to “Initial,” the cursor will reset to the top choice on each character’s turn. “Memory,” however, will return the cursor to the last combat option you selected per character. This is handy if you plan on using the same spell or item multiple turns in a row. And it’ll make combat a little faster for characters you’ll almost always use spells with, such as Aeris/th.
What’s going on with the ATB settings?
FF7 uses an active turn-based combat system called Active Time Battle. On “Active” setting, you’ll choose your attacks and actions on your turn once the time gauge fills up, but time never pauses. If you’re new to FF7, this can make boss fights in particular feel more stressful as combat won’t stop as you’re digging through menus for items or spells.
The “Recommended” setting is a little confusing. While characters are casting spells, using Limit Breaks, or using a summon, time will pause if you are looking through the spell or item list.
When set to “Wait,” time will pause anytime you’re looking through your spells or items.
Captured on Switch. Screenshot: Square Enix / Claire Jackson / Kotaku
Brand new players should try out Wait and Recommended. Active, however, can make the combat feel much speedier, especially if you increase the battle speed in the config menu.
General gameplay tips
FF7 is an old-school RPG from the ‘90s. Its story, characters, and soundtrack may be timeless, but many of its gameplay elements might seem cryptic or archaic by today’s standards. Here are a few things to keep in mind while saving the planet with your buddies.
Combat positioning and defending
While you can’t move your characters freely around the battlefield during combat, there are two non-obvious “rows” for combat positioning. If a character’s portrait in the menu screen is on the left-most side, they’re at the “Front,” where they’ll enjoy a boost in attack power at the cost of lower defense.
When a character portrait is on the right-most side, they’re in the “Rear,” where they’ll see lower melee attack damage but will enjoy a higher defense. Notably, however, some weapons, like Barret’s gun-arms, are “Long range weapons,” meaning they’ll do the same damage whether the character is in the Front or Rear. You can check a weapon’s range by hovering over it in the “Item” menu.
Don’t miss out on Yuffie and Vincent!
Unlike the other party members, our materia thief and mystery coffin-sleeper won’t just naturally join your party as you progress through the main story. To recruit Yuffie, you’ll need to venture into the forests outside of Junon and encounter her in a battle. Once you defeat her, you’ll have a cute dialogue exchange. Pick the following options to get Yuffie to join you: “Not Interested,” “…petrified,” “Wait a second!” “…that’s right,” and “…let’s hurry on.” Don’t use the save point in this area, as it will take you out of the field screen and Yuffie will vanish.
You’ll be able to recruit Vincent when you return to Nibelheim. You’ll find a safe on the second floor of the Shinra Manor. The code is Right 36, Left 10, Right 59, Right 97. Prepare for a tough fight after opening the safe. Then go down to the basement and enter the room on your left when heading toward the lab/study area where Sephiroth had his little revelatory meltdown.
You can either change order in the menu by selecting “Order,” or during combat by hitting left on the d-pad during a character’s turn and selecting “Change.”
Captured on Switch. Gif: Square Enix / Claire Jackson / Kotaku
You can also command a character to defend, thus mitigating damage by half, by hitting right on the d-pad during a character’s turn and selecting “Defend.”
Save as often as you possibly can
FF7 was released in the era before autosave became standard. Be sure to save, preferably in a new slot, every single time you see a save point or step out into the field. If you die, you’ll go back to your last save point so it’s very easy to lose hours of progress.
Field screen, battle screen, menu screen, over world: Learn the lingo
In FF7 you’ll cycle through four main screens. The “field screen” is any environment with a pre-rendered background where you’ll explore and chat with NPCs. The “battle screen” is where combat happens, a 3D environment signaled by a loud splash sound. The over world is a 3D-rendering of the planet where you’ll travel from town to town; you can save the game at any time while in the over world. Finally, there’s the menu screen, which you activate by pressing the top face button on a controller. You’ll manage all of your character’s equipment there.
Your health and MP won’t regenerate at these save points unless you use a Tent, which is only usable at save points or out in the world map.
Be strategic with Limit Breaks (but don’t be too shy with them)
You can actually hold on to Limit Breaks—powerful signature attacks and abilities each character possesses—across battles. Once the gauge fills up, it will remain available for that character until you use it. A filled Limit Break gauge, however, will lock you out of using your basic attack.
Captured on Switch. Gif: Square Enix / Claire Jackson / Kotaku
It’s not a bad idea to hold on to Limit Breaks if you know a boss fight is around the corner. Once you’re in combat, feel free to use those more powerful moves. The original FF7 doesn’t have a stagger system like Remake and Rebirth do, so there’s no point holding onto those Limit Breaks unless you’re saving them for a boss battle.
You can unlock new Limit Breaks early on
Each character has four levels of Limit Breaks, with each level offering two unique abilities. You’ll unlock each level’s second Limit Break ability by using the first one a certain number of times. For example, you’ll unlock Cloud’s Cross-Slash after using Braver eight times. Gaining a new Limit Break level requires you to defeat a certain number of enemies. Cloud’s level-two limit break, for example, requires you to defeat 120 enemies with him.
There’s a great opportunity early on in the game to get Cloud, Barret, and Tifa’s second level-one Limit Break abilities. While you’re heading to the Sector 5 reactor, after jumping off the train, run toward the screen. You’ll have to travel through a few screens but eventually you’ll arrive at a scene with two guards who’ll attack you when you approach.
Captured on Switch. Screenshot: Square Enix / Claire Jackson / Kotaku
From here you can engage in several battles by choosing “Stay here” after each battle. If you’re playing a modern version of the game with “God Mode” (activated by pushing both thumbsticks in on the controller), and 3x speed (activated by pushing the left thumbstick in), you can treat this series of battles as an XP farm and a Limit Break farm by spamming Limit Breaks in each battle.
Always check your inventory for new weapons, armor, accessories, and materia
FF7 was made in 1997, so it doesn’t have a menu that’ll badger you with flashing indicators whenever you pick up something new. While you’ll usually be notified of receiving a new item after picking it up in the field or as a reward after a battle, it’s very easy to forget you’ve done so. It’s a good idea to check your inventory frequently to make sure your characters are using the best possible equipment.
Always check shops for new materia and equipment
FF7 wants you to be on the lookout for new materia and items. You can get plenty of Gil from random encounters, so farming for cash isn’t too hard. But be sure to check in with anyone who’s selling things to see if they have something special that could give you an edge in the battles to come.
Don’t forget about the ‘Select Button’
Captured on Switch. Screenshot: Square Enix / Claire Jackson / Kotaku
While most modern controllers have long since done away with Start and Select buttons, modern versions of FF7 retain the “Select button” feature, bound to the “-” button on Switch, the “View” button on Xbox (the one with two squares), or the left side of the touchpad on a PS4/5 controller.
This will activate a pointer that hovers over your character while exploring the world, accompanied by red arrows to indicate doors and green arrows to indicate ladders. It’s a quick way to figure out what’s available to you if you’re lost. During combat, this will add a second menu that tells you the names of enemies when targeting them as well as relevant combat info if you’ve used the Sense materia on a target.
Modern versions of FF7 don’t totally make combat irrelevant
You might’ve heard that the modern versions of FF7 found on PS5, Xbox Series consoles, and Switch let you just focus on the story. Sadly, that’s only partially true.
If you just want to experience the story and not engage in any combat, you might be better off just watching a no-commentary Let’s Play or something. Current versions of FF7 still require you to engage in combat and do some character leveling and speccing. I don’t find this to be a bad thing as this is a game, after all.
However, the added features, such as speeding up the game, giving your characters max health instantly, and skipping random encounters, do make the experience of Final Fantasy VII a bit easier to manage. Here’s how these features work and how you can best make use of them:
God Mode doesn’t make you completely invincible
Captured on Switch. Screenshot: Square Enix / Claire Jackson / Kotaku
This tip concerns all versions of FF7 which allow you to speed up the game, turn off random encounters, and activate “God Mode” by pushing both thumbsticks in. While it usually works just fine for random encounters, it’s not going to save you from bosses you’re not appropriately leveled and equipped for.
Although this mode will instantly regenerate your HP back to its highest value after every hit you take, if you get hit with damage that’s higher than your maximum HP, you will still die. When you consider that many bosses have attacks that hit all party members for large amounts of damage, that means you very much can reach a game over screen even with “God Mode” turned on.
So what should you use this mode for? It’s great for grinding random encounters as low-level monsters are unlikely to kill you with this mode on. It’s also an easy way to reset your health and MP like the blue benches do in FF7 Rebirth. Also, if you just unlocked a new Limit Break and want to try it out right away, it’s very handy for that as well.
Captured on Switch. Screenshot: Square Enix / Claire Jackson / Kotaku
Skipping too many random encounters will leave you dramatically underleveled
Pressing in the right thumbstick on modern versions of FF7 will cancel out all random encounters. Sometimes this is a nice change of pace, but you should use it intentionally. Don’t leave it on all the time. FF7’s bosses were designed with the understanding that players would go through multiple random encounters, hence upping their level over the course of the game, not just from pivotal fights. Random encounters are also a solid way to slowly build up enough Gil to buy items, weapons, armor, and materia.
Sometimes it’s nice to give yourself a break and avoid random encounters, but be sure to dedicate time to engaging in them to make sure you’re properly leveled.
Speeding up the game can make it harder
Sequences like this one are much harder when the game is running at 3x speed. Screenshot: Square Enix / Claire Jackson / Kotaku
I like to treat the 3x speed option as a kind of sprint button. It’s even bound to the left thumbstick like most sprint commands in modern games. 3x speed is a great way to speed up complex fight animations, climbing ladders, or traversing the open world. That said, certain mini-games and sequences like capturing a chocobo during a battle are made much harder when you have to keep up with the game running at three times its intended pace.
Captured on Switch. Screenshot: Square Enix / Claire Jackson / Kotaku
FF7 is a classic video game. It’s an excellent RPG featuring a wonderful and dynamic tale, set in a vivid world that fuses science fiction and fantasy, brought to life by genuinely interesting combinations of 2D and 3D graphics, and set to one of the greatest soundtracks of all time—and not just in video games, I genuinely mean of all time. It’s a game that should be on your list to play whether it’s your first time, seventh time, or 777th time.
Dragon’s Dogma 2, Capcom’s latest high-fantasy action role-playing game, lets you romance all sorts of non-player characters. From a city leader to a town fool, a brothel host to a young blacksmith, there’s plenty of love in the air between you as the Arisen and the game’s many NPCs. You can’t romance the Pawns, though, a disappointing fact for the many players begging to date their loyal servants.
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In Dragon’s Dogma 2, you can raise your affinity level with just about everyone you come in contact with. Doing things for the characters you meet makes them like you more, which raises their bond with you for the game’s romance system. Save an elf’s sister from a rampaging ogre? That elf will become smitten with you and may ask you out on a date—eventually. Give an herbalist a bouquet of flowers? Similarly, that herbalist will grow an affection toward you. Unfortunately, Pawns, the game’s (mostly) obedient retainers that you create or hire, aren’t part of this love equation. No matter what you do, traveling with them far and wide or showering them with gifts, they will never be romanceable. Though such actions do raise their affinity level with you, some players still want a fling with their faithful retainers.
“Why can’t we romance our pawns,” asked redditor floopydoop90 in a post on r/DragonsDogma that’s slowly gaining some traction. “We spent every second together. They greet us after a rest in our beds. We create them with an incredible robust character creator. There can be beneficial combat or support buffs from having romanced your pawn. Bigger heals, stronger attacks when done together.”
“Are pawns romanceable now?” asked redditor Talia_Rosethorn in r/DragonsDogma with a video of their main Pawn blushing when they speak. “My girl is showing symptoms of max affinity and there are barely any posts about it so far.”
“Spent 50k changing hairstyles and hair colours and now my main pawn blushes when we talk,” said redditor Infamous_Touch2339 with an image of their main Pawn blushing just like Talia_Rosethorn’s did. “Is there a hidden romance with pawns?”
Much like in the 2012 game, you can’t romance Pawns in Dragon’s Dogma 2. There isn’t an explicit reason, though the theory is you can’t date them because their only goal is to help you, the Arisen, reclaim what is rightfully yours, and it would maybe be a bit weird for the game to let you date someone who lacks any soul or will of their own. Still, that hasn’t stopped one redditor from arguing there are hints that the Arisen and their Pawns aren’t keeping things strictly platonic.
“Players are always alone with their main pawns at their own houses, sleep at the same time, and most likely sleep on the same bed, plus main pawns sometimes blush before and after sleep,” theorized redditor TianAnMen_8964 in a lengthy post on r/Dragons Dogma. “I think the hinting here is crystal clear. Of course you can still think the opposite in your head canon, but I don’t think you can [deny] the hints. And yes, I would like a pawn romance update, how did you know?”
I wondered this same thing when I awoke to my main Pawn hovering over me in bed one time, his cheeks flushed as he talked about loving the “quiet moments” he shared with me. It’s kinda weird, though, because my Pawn is modeled after my cat, and I certainly wouldn’t wanna date or sleep with my cat no matter how much he saves my ass from dragon griffin attacks. We’re just monster-slaying partners. Nothing more. I’m merely The Arisen, after all, not The Bachelor.
I’m filling in some gaps in my RPG history. I’ve been playing series like Final Fantasy since I was a kid, but there are countless other landmark RPGs I’ve rarely touched, including the fantasy RPG Mana series, which splintered off of Final Fantasy Adventure in 1991. The only installment in the long-running franchise I’ve played, in fact, is Children of Mana on the Nintendo DS, which I loved! Nonetheless, I’m on a journey to right my wrongs, so when I was presented with the chance to see the first mainline Mana game since 2006 at PAX East last week, I had to check it out for myself. – Moises Taveras Read More
Late last year, it was reported that Destiny 2’s upcoming expansion, The Final Shape, was getting delayed amidst struggles and layoffs at Bungie. The expansion, which was initially supposed to release by February, was then officially pushed back to June, leaving a tremendous gap of time between what was supposed to be the end of last year’s expansion and the eventual conclusion of Destiny 2’s ongoing saga. In light of this gap, Bungie has planned a pseudo-season of content, billed as Destiny 2: Into the Light, which is bringing new maps, modes, and weapons when it launches on April 9.
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Into the Light’s weapons are of particular note, as they make up what Bungie has dubbed the “BRAVE arsenal,” a collection of beloved older weapons that have been renewed and enhanced for the current state of the game. When they were first unveiled in the second of three planned developer streams earlier this week, however, they were met with both excitement and a hint of hesitation. The latter was due to the fact that Bungie announced it would release half of the BRAVE arsenal at launch, followed by a protracted weekly rollout for the other half of the armory. Per the initial plan, players who started playing Into the Light at launch wouldn’t be able to get their hands on the full arsenal for a full six weeks.
If there’s one thing I’ve learned from being in and around the Destiny 2 community for years now, it’s that you should do as little as possible to stand in the way of players and their loot. Fans of the game were none too pleased about the drip feed of weapons, especially considering how many of those weapons are fan favorites whose value deprecated over the years. Crucially, earlier access to the full arsenal would grant players more time to grind them in Into the Light’s new PvE Onslaught mode and earn special variants that are only available for a limited time. On Bungie’s originally intended schedule, this time would be cut dramatically short for the weapons releasing later. Countless players made their concerns and complaints known to Bungie, which despite its missteps is often open to feedback and fairly quick to respond to it, and the team is now (sort of) reversing course.
A thread on the Destiny 2 Team Twitter account (which shares insights and feedback directly from the developers) responded to fans’ concerns yesterday and announced that Bungie would be tweaking the planned weapon rollout. Rather than six weeks, the schedule has now been cut to three weeks, meaning the team will be dropping two weapons a week after launch. On this timeline, players will now be able to get the entire BRAVE arsenal by the end of April, rather than late May. Though it doesn’t completely eliminate the “timegating” that many players are calling out, the decision is largely a step in the right direction.
Further down the thread, Bungie outlines many of the ways in which it is making sure that players can get guaranteed god rolls and limited variants of the BRAVE arsenal. According to Bungie, “weapon drop rates during Destiny 2: Into the Light will be among our highest in Destiny’s history, even harkening back to the days of Season of Opulence,” ensuring that folks who spend any time playing Destiny 2 during the next few months will be able to get their hands on the much-desired weapons.
The entirety of the thread is worth a read if you’re curious about the various pathways to earn loot throughout Into the Light, but the message is clear: you will be able to get the BRAVE weapons no matter what.
Of all the creatures and enemies you expect to encounter in Unicorn Overlord, a goat isn’t on that list. Yet goats abound in Vanillaware’s tactics RPG, at least on Albion, an island kingdom that players reach late in the game. These goats are friendly, and produce milk. But befriending these animals and actually getting them to produce Goat Milk is a task that Unicorn Overlord doesn’t explain to you. So, if you are pursuing certain quests, you’ll need some sooner or later. So, here’s exactly how you can get Goat Milk in Unicorn Overlord. – Willa Rowe Read More
I can’t even believe the first Dragon’s Dogma exists. The game was already out of step with best practices for open-world RPG design when it released back in 2012, and its choices feel only more radical with age: oblique fast-travel mechanics, circuitous questlines that are almost as easy to fail as they are to miss entirely, staunch insistence on not allowing players direct control over the majority of their adventuring party.
It bore all the hallmarks of a passion project, and it was. Director Hideaki Itsuno, having helmed three entries in the Devil May Cry series (which completely upended and revolutionized action game paradigms), had finally been given the green light—and the requisite technology—to direct the sprawling, systems-heavy action RPG he’d been conceptualizing since the turn of the millennium. The final result was uneven, occasionally overwhelming, and replete with concepts clearly intended for a project with a larger scope. It was also—in spite of and often because of its jaggedness—astonishingly rich. Acclimating myself to the singular rhythms of Dragon’s Dogma, unspooling its structure and glimpsing the inventiveness of its byzantine design, is one of the most rewarding experiences I’ve ever had with a game.
Twelve years later, the existence of Dragon’s Dogma 2 provokes a simple question: can you make Dragon’s Dogma now? Much ado has been made about Capcom’s latest supposedly being a truer realization of Itsuno’s original vision. What does that vision look like, in an era where open-world games are still largely defined by painless fast travel and quests structured like tax return forms? How do you “modernize” a design that, by its very nature, resists modern design?
In short, you don’t. My impression coming away from Dragon’s Dogma 2 is that, throughout the past decade of seismic triple-A releases, Itsuno has been holed up in an underground bunker somewhere, scrupulously taking notes–not on his contemporaries, but on Dragon’s Dogma. Dragon’s Dogma 2 is a game unburdened by any influence save that of its own predecessor; it is, on every level, a supremely confident melding of ideas; it contains at least a little bit of everything I’ve ever loved about video games.
Screenshot: Capcom
Pawn Stars
The premise here is wonderfully straightforward (and immediately recognizable to anyone familiar with the first Dragon’s Dogma): since time immemorial, a vicious dragon has wreaked devastation on the land of Vermund, personally choosing one warrior per generation to oppose it. This warrior, dubbed the “Arisen,” is able to command “pawns,” humanoid beings with no wills of their own whose only purpose is to aid the Arisen’s dragonslaying efforts by whatever means possible. Much of the game’s drama is derived from its decrypting of these roles, and of the hierarchies of power—both political and cosmic—separating them.
The pawn system is why Dragon’s Dogma was made. When Itsuno first pitched the project, it was under the working title “BBS RPG”—a reference to bulletin board systems, pre-World Wide Web servers that facilitated software exchange and personal communication between users. In essence, he wanted to bottle the strange, murky sensation of early Internet forum browsing, of forging relationships with people who you can only perceive as text on a screen. So he created the pawns.
Players can have up to three pawns in their party at a time, though one of these slots will always be occupied by their “main pawn,” one they design and assign a role to themselves. The remaining two are “hired” from other players via an asynchronous online system (not unlike a modern BBS). Pawns can be influenced, but they cannot be directly controlled, by yourself or anyone else.
Dragon’s Dogma 2 is, very purposefully, single-player. Forging connections with your pawns despite your inherent distance from them is key to everything the game is doing. These video game characters in the truest sense, narratively and metanarratively stripped of agency and existing in a state of constant, near-total deference to the player. Every facet of their implementation underscores this tension: the more attached to them you become (and the more they learn from your behavior and begin acting on their own), the more ambiguous your sway over them feels. Are you their commander, or their equal?
When I made my main pawn in the first Dragon’s Dogma—a nasty, sullen, five-foot-nothing goblin man named Skroat—it was as a joke. I wasn’t too sure how pawns were supposed to work, and figured it would be pretty funny to have a hideous little butler following me around everywhere. When I remade Skroat in Dragon’s Dogma 2, it was with barely a shred of irony. Watching him emerge from the aether in crisp 4K, weathered green skin glistening in the sunlight, was like meeting a childhood friend at the airport. Something had shifted almost imperceptibly in the thirty-odd hours I spent on my first playthrough of Dragon’s Dogma, and I finished the game accompanied not by a manservant, but a trusted ally.
OG Skroat and Skroat reforged.Screenshot: Capcom / Kotaku
Such is the magic of the pawn system: the game recognizes that your investment in your pawns is predicated on a delicate balance between how much they do and don’t obey you. When they follow your orders in battle, retrieve treasure for you, and help guide you toward quest destinations (often utilizing knowledge gleaned from their own Arisen’s travels), they feel like teammates. When they run off on their own into packs of wolves, pick so many berries that they become overburdened, and spout phrases as thuddingly obvious as “Different combinations of materials result in different creations!”, they feel like people. In Dragon’s Dogma 2, there’s a far greater emphasis on them conversing amongst themselves, enhancing the illusion (and the tension) even further. This is a world that decenters you, even when it’s supposedly meant to serve you.
Sweet Surrender
Dragon’s Dogma 2’s key ingredient is that it resists you at nearly every turn. Not because it’s challenging (it is, though that’s never the point), but because it insists that you meet it on its own terms. Navigating Dragon’s Dogma 2 takes effort more often than it takes skill. The game applies an intuitive and consistent logic to its world, eases you into understanding it, and then sets you free, trusting that when you do encounter resistance, you’ll rise to the occasion.
The most conspicuous (and publicized) example is its limited pool of traversal options. As in the first game, the (exceedingly few) fast travel points on the map can only be warped to via the use of “ferrystones,” single-use consumables that are very rare and expensive. Even rarer are “portcrystals,” which let players create fast-travel points of their own. Across my entire playthrough, I found three.
When setting out for the day, you have several choices. Often, you’ll opt for the most obvious one, and huff it on foot. There’s a lot of walking in Dragon’s Dogma 2, and usually, after reaching your destination, you’ll need to walk back. It’s a deliberate, time-consuming process, and I wouldn’t change a thing about it. Both Dragon’s Dogma games are, for me, perhaps the closest this medium has ever come to palpating the feeling of being on a hike. Environments are rarely wide open, and there’s a strong emphasis here on dense, tiered level design. The game is epic not necessarily in scale but in sheer volume; it plots its sinuous mountain roads with subatomic care, seeding a little more familiarity each time you cross them. Even now, having played Dragon’s Dogma 2 only one (and a half) time(s), I can close my eyes and picture the routes between several of its landmarks with almost perfect clarity.
Welcome to Dragon’s Dogma 2 – Presented by Ian McShane
Sometimes, you’ll have other options. If (and that’s a big if) there’s a portcrystal at your destination, you can warp there, provided you have a ferrystone. If (another big if) your destination is along an oxcart route, you can toss the driver a few gold to hitch a ride, and once aboard, either doze off (which, after a fade to black, skips you straight to the end of the journey) or just watch the wilderness roll by. (Staying awake makes oxcart trips excruciatingly slow. I can’t believe it’s even an option. I love it so much.)
Each method carries its own set of risks, and every decision you make cascades into a series of progressively more interesting decisions. For instance, if you walk, you’ll need to bear equipment load in mind, and potentially pack camping kits (which are very heavy) in case you don’t reach your destination before sunset (nighttime is pitch-dark and extremely difficult to navigate; additionally, your maximum health depletes the longer you stay awake). Oxcarts may seem like the obvious choice, but there’s always a chance that you’ll be ambushed along the road–sometimes by monsters ferocious enough to destroy the cart entirely, leaving you stranded in the middle of potentially unmapped territory.
None of this is guaranteed to happen, but there’s always a chance it could. Occasionally, it can be frustrating, not because it’s unfair, but because you understand that you should have known better. The game is frictive in ways that warrant consideration instead of force. As limited (and generally meaningless) as “immersion” is as a barometer for a game’s quality, it feels apt here: Dragon’s Dogma 2’s mechanical tapestry organically, almost invisibly places you in a gameplay loop encompassing every possible stage of adventure. Preparation, navigation, combat, resource management, and, most vitally, rest.
Sidewinding
I adore the combat system in Dragon’s Dogma 2, which is designed by one of the most talented action-game development teams in the world. Each of its classes (“vocations”) wields a different weapon, and each weapon is a precision-tuned character action moveset in its own right. I love that the weapons all have wholly distinct “shapes” to their movements, so striking and memorable that they could easily be drawn on paper. Thief is a rough, acutely-angled zigzag. Warrior is a hard press of the pen, and then a bold, arcing stroke upward just as the ink is about to bleed through the page. Mystic Spearhand is a series of sweeping loops with a perfectly straight line puncturing their center. Magick Archer is a spiral, starting from the outside and honing into a gradually shrinking field of fixed points. And so on.
Combat is also, somehow, the least important part of the game. It’s far from the least interesting part of the game, and you’ll certainly be doing a lot of it, but the developers clearly didn’t want it to be your primary mode of engagement with their world. Where elsewhere Dragon’s Dogma 2’s systems are granular and unpredictable, combat is extremely straightforward. There are health bars, but no visible numbers outside of menus. Weapon skills, magic(k), and sprinting all draw from the same resource. Changing vocations is breezy and automatically reallocates stats. The game’s closest cousins aren’t contemporary RPGs, but Capcom arcade beat ’em ups: I was reminded at turns of Black Tiger, Dungeons & Dragons: Shadow over Mystara, and especially Magic Sword. The action is razor-sharp, responsive, malleable, and perfect. It’s the work of someone who, by his own admission, played turn-based games as a student and wished that all the battles could be replaced by Street Fighter II. But it’s not what Dragon’s Dogma 2 is about.
Screenshot: Capcom
Dragon’s Dogma 2 is about quests. Specifically, it’s about quest design. It’s about talking to dozens of characters and, over time, intuiting how the lattices of their stories connect and overlap. A choice in one corner of the world might somehow trickle down to another. One of the first suggestions you’re given upon arriving in Vernworth—Vermund’s royal capital, and the game’s central hub—is to ingratiate yourself to the city’s citizens and help them with their problems.
I remember the precise moment I began to comprehend the (frankly paralyzing) complexity of the original Dragon’s Dogma’s quest design. As a result of cramming a lot of big ideas into a comparatively small space, the game frontloads a tsunami of sidequests in its opening half hour. “Okay,” I thought, “I’ve played RPGs before. I know how this works. I’ll save these for later.” So I ignored most of them and progressed the campaign. As soon as I hit the next major beat, I got a string of notifications indicating that I’d failed about five quests. Apparently, the game was already hard at work shuffling pieces around in the background, and now there were vast portions of it I’d never get to see. I was baffled, and expressed as much to the friend I was on call with at the time, a longtime fan of Dragon’s Dogma who had been watching me play. “Yeah,” they responded. “What, did you think this was some sort of video game?”
There’s no directly equivalent moment in Dragon’s Dogma 2—the game has far more space to acclimate players to its structure—but its design philosophy is largely identical. This is not, in fact, just some sort of video game. It demands that you recalibrate your comfort level almost immediately.
Screenshot: Capcom
There are no NPC quest indicators, for one. You won’t know if a character—any character, of the hundreds wandering around the game’s world—has work for you until either you speak with them or they flag you down. Quests in Dragon’s Dogma 2 are always very specifically requests—NPCs may inform you of rumors they’ve heard or mysterious places they’ve discovered. But unless they’re explicitly asking for your help, you’ll have to remember the information yourself. Quest waypoints follow the same logic (again, that logic, that crystalline, airtight logic that girds every inch of this wonderful game): if a questgiver doesn’t know the location of the item they’re asking you to retrieve, they won’t mark it on your map for you, because how could they? One quest, a personal favorite, involved an NPC running up to me and asking me if I could help him find his lost orb. Okay man, no problem. I’ll find your orb. QUEST ACCEPTED: Find The Orb. I opened the map; no markers. Good luck!
There’s always, always a wrinkle, always something complicating a task that initially seems straightforward. Even the simplest quests have some lasting, tangible effect—maybe a shopkeeper you helped out gives you a permanent discount, or maybe a monster-culling quest ends with someone being banished from their village for their failure to protect it. The world constantly shifts under your feet, changing around you (but not always for you). Frequently, quests string directly into one another. Sometimes, the completion of one makes another possible, but you won’t realize how for ten or twenty more hours. On multiple occasions in my playthroughs, sidequests directly affected how events unfolded in the main quest (on that note, there are no clear demarcations between the two in the quest log; they are, as far as the game is concerned, equally important).
And so often, there’s an element of patience. Of rest. That town is safe for now, but follow up on it “later.” You helped the little girl put together a bouquet of flowers, check in on her in “a few days.” Royal masquerades are held “sometimes,” and you need to attend one of them. When Dragon’s Dogma 2 asks you to wait, it means it. Each in-game day feels impactful, even when it’s only because there’s less time between you and your next objective. Every decision matters, even and especially when that decision is just being. Buying townsfolk a round of ale at the tavern. Warming yourself by a campfire with your pawns. Standing silently atop a griffin’s back as it soars through the air, granting you both a brief reprieve from battle.
Watching Dragon’s Dogma 2 spin its web is immensely rewarding. I won’t pretend all of its systems are novel, but its greatest strength is its resolute belief that every decision it’s making is the correct one. It is a shockingly confident, personal work. I’d call it a contender for game of the generation, but what would be the point? Dragon’s Dogma 2 doesn’t demand comparison. It merely shows up, works its magic, and takes a bow.
Crucially, my experience with the game is incomplete, and everyone else’s will be, too. It’s built for replayability, but it’s also built for collective mapping and interpretation. I can’t begin to comprehend on my own how many variables and alternative outcomes are at play here, especially given the game’s intentionally restrictive save options (one save slot, limited manual saving; when you make a decision, you need to stand by it). One particular mechanic I don’t believe I saw at all: “dragonsplague,” a disease pawns can contract as they pass through various game worlds that, supposedly, has cataclysmic effects if left unattended. I still don’t know what dragonsplague does, because I played Dragon’s Dogma 2 pre-release, and not many of the available pawns were player-made. (Big ups, though, to the few people who did hire Skroat. He and I both appreciated it.)
A couple days from now, the game will release, the floodgates will open, and the bulletin board system will begin firing on all cylinders. The Dragon’s Dogma 2 I played will not be the Dragon’s Dogma 2 you play. Let’s talk about it.