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The Baffling Design Decisions of Dragons Dogma 2 | Design Delve 

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In this episode of Design Delve, J & Ludo try to understand the appeal of Dragons Dogma 2's design decisions.
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Music used in order of appearance:
Intruder - Stray OST
The Abyss - Hyper Light Drifter OST
Checking in - Celeste OST
The Notebooks - Stray OST
Secret Lab - Stray OST

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11 апр 2024

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Комментарии : 1,5 тыс.   
@DesignDelve
@DesignDelve 2 месяца назад
Excuse my recent rants we shall be backed to our scheduled teachings soon enough! Let me know what topics/games you'd like to see me and Ludo cover down below! If you enjoy our content and want to help support it check out our patreon! www.patreon.com/SecondWindGroup
@nicklager1666
@nicklager1666 2 месяца назад
Dont worry DD, as long as the rants are somewhat informative its interesting. I mean most of us are here because we are curious about what others feel and think about the games we play. As a dev you have a different look at it aswell.
@Dan-zc3ou
@Dan-zc3ou 2 месяца назад
Hey, Love your videos!! those rants are hella funny and entertaining, you are clearly pretty passionate about those topics so it's interesting to watch
@yavorvlaskov5404
@yavorvlaskov5404 2 месяца назад
This rant was actually quite entertaining. The channel that is not to be mentioned got built up by nitpicking game design. Deeper technical nitpicking is very much on point.
@ligstig
@ligstig 2 месяца назад
I Love Your Rants... But... 😭😭 Dragons Dogma Balls 😞😭😭
@endarkculi
@endarkculi 2 месяца назад
I'm looking forward to Ludo's Estus Flask rant, as someone that has never played Dark Souls but instead played a bunch of older RPGs where I would rather backtrack a whole route to the last Pokémon Center or Inn than spend my money on potions.
@robertlinke2666
@robertlinke2666 2 месяца назад
the fact he and yathz had the same experience with the save system, and both had the same reaction, basically sums it up for me
@WhoIsRyanFox
@WhoIsRyanFox 2 месяца назад
I noticed that too. I assume the team just pooled their experiences to produce the funniest possible Fully Ramblomatic. But it's weird to see the curtain get drawn back like this.
@excalibur183
@excalibur183 2 месяца назад
It is a pretty garbage save system. I had to use the save manager on PC just to stop myself from accidentally getting kicked into an endgame area I didn't realize was an endgame area.
@Bjango
@Bjango 2 месяца назад
​@@WhoIsRyanFoxpooled the same experiences together? What lmao
@BrotherAlpha
@BrotherAlpha 2 месяца назад
I was really excited to play the game, but I never buy games like this for the first six months, minimum. As soon as I heard about the same system, I took it off my wishlist.
@tonysladky8925
@tonysladky8925 2 месяца назад
Not exactly. Didn't Yahtzee say he lost like, twice as much progress as Design Delve did?
@weeblewonder
@weeblewonder 2 месяца назад
The fact every single youtube/twitch personality I've seen play this game, encountered the exact same "oh the last inn option loses hours of progress", makes me wonder what kind of QA progress they had for this game.
@MrLego3160
@MrLego3160 2 месяца назад
probably they had people who knew what an inn was. and could comprehend the idea that "oh, i haven't saved at an inn in a few hours, loading my inn save will take me back that far"
@neobahumuth6
@neobahumuth6 2 месяца назад
Probably QA that could read considering you are given a warning
@pramitpratimdas8198
@pramitpratimdas8198 2 месяца назад
Then they probably had a bad sample size for QA. A lot of UI/UX design involve accounting for players not reading stuff or comprehending what theyve read. A well designed UI can even let someone interact with it without even knowing the language ​@@neobahumuth6
@thepbrit
@thepbrit 2 месяца назад
@@pramitpratimdas8198 yeah, if an option has the chance of erasing hours of progress you should at least get an "are you sure?" prompt and probably a message saying either where your last save was or how long ago it was. I can't delete a kirby save without confirming 3 times, getting bombarded with a siren and being told I'll make Kirby sad, and those games give multiple save slots!
@jadetarem
@jadetarem 2 месяца назад
@@MrLego3160 RTFM has its place, and gaming is not it. Some gamers want to encounter things diegetically and it's quite easy to lose track of exactly when your last save was and when your last *inn* save was. I don't even own this game, but restricting the save system like this game does is practically guaranteed to cause issues for some people - and a major interruption in the flow coupled with a massive progress loss forces the kind of introspection that causes a player to realize that they weren't really having that much fun to begin with. Even Soulslike games only usually yoink your xp nuggets on death - you keep any items or gear and exploration progress you made along the way, plus unlocked fast travel points. And even then you have a chance to get it back, so the game never just completely deletes four hours of your life with absolutely nothing to show for it.
@eclipserepeater2466
@eclipserepeater2466 2 месяца назад
It seems like what they actually need to do is put a counter next to the "load inn save" button saying how many minutes or hours it's been since that save, so that people are less likely to load it without realizing they'd lose a bunch of progress and then quite reasonably put the game down.
@0Rookie0
@0Rookie0 2 месяца назад
Plenty of games do this and seeing as they only give you a couple options, it would be a huge QoL improvement. It literally was the straw that broke the camels back for some people.
@grimgle
@grimgle 2 месяца назад
I absolutely agree, but the game uses a clear disclaimer that you will lose all progress since the last inn rest if you load that save. Ignoring it and going "fuck this game for wasting my time" like this video creator as well as Yahtzee did is kind of crazy.
@umarthdc
@umarthdc 2 месяца назад
@@grimgle obviously bc they made a choice with insufficient information and couldn't go back on it.
@BrunoHenrique-gi1wd
@BrunoHenrique-gi1wd 2 месяца назад
Or you know, just have more than ONE FUCKING SAVE SLOT. 50 autosaves and 50 quicksaves were not enough for BG3, i lost half the saves from my first play through.
@eclipserepeater2466
@eclipserepeater2466 2 месяца назад
@@BrunoHenrique-gi1wd Apparently they didn't want to do that. Putting a timer since the last inn save would preserve whatever the heck they were trying to do with the design while providing more information. They could patch it in and not have to change a thing about how the game is balanced.
@FireFox64000000
@FireFox64000000 2 месяца назад
There's a reason why Pokemon and Dark Souls use the exact same system for punishing players for losing. Taking my money makes me want to beat you up harder, Taking my max health makes me want to leave and never return.
@jerredjones9900
@jerredjones9900 2 месяца назад
It was the core issue I had with boss fights in Bloodborne. Amazing game, but dont make me grind blood vials just to fight the boss again. (I have heard I just had very bad rng with the blood vial spawns, but that still seems like a problem lol)
@GeraltOfNivea
@GeraltOfNivea 2 месяца назад
​@@jerredjones9900 Bloodborne definitely expects you to purchase blood vials from vendors but it doesn't communicate that well and--to most new players who desperately want to level up--just feels awful. I think a retrospective on the game would see it starting you out with 5 - 10 blood vials if you had none left.
@mandradon
@mandradon 2 месяца назад
@@GeraltOfNivea It took a few times but once i realized the goopy goobers in the graduation caps gave enough souls to buy like 20 vials at a time at their most expensive, I figured that had to be have been on purpose. So I killed them a bunch just to fill my vial storage.
@Mecha_mage
@Mecha_mage 2 месяца назад
@@mandradon Yeah attending some lectures is one of the easiest ways to chill out and farm. By the end of the game I never really ran out of them.
@shytendeakatamanoir9740
@shytendeakatamanoir9740 2 месяца назад
It's a system at least as old as the original Dragon Quest game, but it is a good system
@speedracer2please
@speedracer2please 2 месяца назад
This is the most sudden increase in spiciness since I confused the hot sauce and ketchup packets
@ArtflPhenix
@ArtflPhenix 2 месяца назад
the subtitles uses porn instead of pawn
@drakkondarkspell
@drakkondarkspell 2 месяца назад
Autogenerated subtitles, like RU-vid's, do not handle thick accents like our poor J's here. I always find it amusing to see how the system will misinterpret the most simple of words when someone with a thick accent is speaking. I get the same problems with Belular, too. Heavy Irish accent there. They get misquoted all the time. And Lawrence from Lost in the Pond.
@ArtflPhenix
@ArtflPhenix 2 месяца назад
@@drakkondarkspell i was a bit surprised that it did not do [ ] or what ever it uses to replace profanity/banned words
@ratoh1710
@ratoh1710 2 месяца назад
@@drakkondarkspell Accents are such funny things often. The worst example I can think of isn't an online one but one in my hometown Odense, Denmark. There is a street there called 'Nedergade' literally nether street aka lower street, but in the local accent the d in 'neder' is fully reduced so it is pronounced 'ne'er' which just so happens to be the Danish pronunciation of the N-word
@nuodso
@nuodso 2 месяца назад
We need to ban non-rhotic English once and for all
@Dr.Death8520
@Dr.Death8520 2 месяца назад
I'd have thought that it would do the autocorrect method of choosing the less bad word :D
@bigblue344
@bigblue344 2 месяца назад
7:45 I thought this was called a failure cascade, where one failure leads to more failure.
@Crocogator
@Crocogator 2 месяца назад
story of my life haha gottem.
@Roccondil
@Roccondil 2 месяца назад
The failure cascade is probably just another term for that direction of reinforcement loop.
@SparkSovereign
@SparkSovereign 2 месяца назад
Failure cascade is a special case of reinforcement loop, which also includes snowballing runaway success, or strict filters like DPS checks or skill thresholds that force you into specializing rather than engaging with multiple types of play. All kinds of reinforcement loops are generally problematic unless used with great care (like forcing a competitive game to end rather than drag on indefinitely).
@jamesrosenbaum8770
@jamesrosenbaum8770 2 месяца назад
@@Crocogator hang in there!!
@casualbird7671
@casualbird7671 2 месяца назад
In the Yahtzee zone it's cock-up cascade
@Zayl1016
@Zayl1016 2 месяца назад
What is simultaneously baffling and interesting is the sharp divide of people who absolutely love DD2 and those that absolutely despise it. I think exploring that would make an interesting video.
@dc8836
@dc8836 2 месяца назад
Better question is, of those who despise it, how many have *actually fucking played it?*
@thosebloodybadgers8499
@thosebloodybadgers8499 2 месяца назад
​@@dc8836 how can you get emotionally invested in something enough to despise it if you haven't actually experienced that thing? Or do you think everybody just loves talking shit about some random Capcom Action RPG which will disappear from greater public consciousness within a month or so like it happened with DD1?
@weebnerdgaming4908
@weebnerdgaming4908 2 месяца назад
To me, it’s because people have different tolerances to things. Things that are considered bad are usually because people don’t accept it as good. Some like the game’s dedication to not allow save scumming as much as possible by essentially limiting the save slots to 2, others just must have that 100 save slots to use because they can, which in turn makes consequences moot. Lock on is much more ideal when the enemies are around the same size or smaller, but some don’t care about lock on when big monsters are around; try find people that use lock on 24/7 when playing Monster Hunter. They’ll learn not turning off lock on in Monster Hunter for too long will give them motion sickness sooner or later. Some praise Morrowind’s transport system while others just complain Morrowind doesn’t have fast travel because either they don’t consider (fast) transport systems like this as fast travel or the kind of fast travel they actually want is the instant, riskless, and boundless one like in Elder Scrolls Arena or Zelda TotK. To me, DD2 absolutely knows what it is doing and rolls with it. The most memorable of games are the ones that sparks discussions like this. These days even the best of games don’t demand you to prepare much when exploring resource-wise.
@siegfread9683
@siegfread9683 2 месяца назад
​@@thosebloodybadgers8499there's a lot of online stink about the micro transactions from people who clearly never played the game. Everything for sale for real money can be had within 2 hours of normal playtime less if you aren't going in blind. Yet one of the biggest complaints is "they cut fast travel just to sell it back to you" which is like... A third true at best cause while yes they do sell ferry stones as mtx... You can pretty easily get 5 or 6 by the time you even unlock your first fast travel point. Dispite the game claiming they are rare I often just give them out as gifts to pawns cause I'm swimming in the things after around 10 hours. Same stories for the other mtx with the arguable exception of the port stone which let's you make your own fast travel slot. But even that is off as you are limited to 9 of those being active on the map at any given time and there are more than 9 in the game for free. The only reason it's arguable is cause you could get it far earlier than you normally would.
@Tatwinus
@Tatwinus 2 месяца назад
Just look at the steam achievs. People who are speedrunning it hate it.
@gloweye
@gloweye 2 месяца назад
> Like butter, spread over too much bread Oh, cultured. Them LotR quotes.
@mrheisenberg83
@mrheisenberg83 2 месяца назад
"bu'er" :D
@Bloodfencer1990
@Bloodfencer1990 2 месяца назад
Funny enough, I think that was the third time today I heard that quote.
@jirue
@jirue 2 месяца назад
Ah right! That's where it's from! The line was tickling the back of my brain, and I was trying to recall where I'd heard that line from before.
@danieljames1868
@danieljames1868 2 месяца назад
​"Like chocolate pudding, scraped across too much ham."
@Buckley22uk
@Buckley22uk 2 месяца назад
My hot take on why DD2 is very divisive is that so few of it's systems work together. Over and over I kept getting the sensation that I'd ordered a delicious French Onion Soup, and to dip in it I got a well cooked Fillet steak instead of some fresh bread - yeah, they're both great but they don't complement each other. This is inevitably going to annoy some people, and not others. A prime example is what I think is DD2s greatest strength - the adventure out in the wild. The exploration elements are great, it's stunning to look at, you "want to go over there" all the time to see what that thing is. It has a draw to it, and one where I think the lack of fast travel and how the day-night cycle dynamically changes the game and incentivises camping work brilliantly. But then the carry capacity system, enemy repetition and density, lack of exploration rewards, loss meter, and poor quest design get involved.......all these systems work directly against the liberating feeling of an open world RPG turning it into a tedious, finickity, disjointed mess of wonder and annoyance. And it happens all the time - the combat is varied and thrilling and unique, and then you get knocked over and have to wait 15 seconds to get off the floor. The quests require deeper investigation rather than relying of quest markers, but the world and NPCs are bland, dull, and poorly programmed. The pawn system is unique and interesting, but can you get a mage to levitate to that chest when you need it to? Hell no! The save system is supposed to make you weigh your choices, but the chaotic randomness of all these systems intereacting can just make choices for you. It's all fighting against itself. That's why I think there's a lot of admiration out there for it, but final impressions vary so wildly - if you can ignore, mitigate, or tolerate the jank systems you can love the ones that appeal to you the most. It's just a shame mostly that I didn't like the game as much as I could've done, and as much as others clearly do.
@evanfenwick8865
@evanfenwick8865 2 месяца назад
Also to add to the "getting knocked over and waiting 15 seconds" part. I'm currently doing my second playthrough of this using a mage/sorc character, and it became really obvious that the enemy AI in this is basically just unfair and cheats like hell. Especially when your only "ressurection" option is a wakestone, that gives you 0 I frames after using, and it's entirely possible if the games just decides to be a shit, to 100-0 again before you've even had the chance to stand up after using it, or just lock you in another 100-0 stagger lock. I kind of noticed on my first playthrough but really felt it as a caster where I'd see enemies that would just B line to my character for no reason, even with all of my pawns wailing on them, just to hit me because of how the game locks you into casting animations and even when I cancel them it still takes ages, and I'm already getting hit for half my health. Add to this the enemies that also just do essentially a teleport hit on your character that staggers you for what feels like 10 minutes, and usually results in getting hit multiple times even though their was nothing I could do about it. Combine this with the enemies in this having completely random stagger thresholds because "reasons". Mainly High Levin staggering the enemy 100% of the time, unless it's running over to punch you in the face and then it has 0 stagger effect on them. This is also notwithstanding the amount of times I get blindsided by an enemy that I had 0 warning of, or later on had absolutely no chance of knowing was there and had no real "answer" to simply because I couldn't see it around a sheer wall the camera wouldnt go around, and as fast as I can react to it, it's already hitting me, usually off a cliff, and 100-0ing me meaning I either burn wakestone, or take a 10% hp loss because "fuck you". This system works in DS games because your time between bonfires is extremely short, and the actual penalty isn't huge as well as actually giving you meaningful tools to deal with the situation the next time it happens. But this really doesn't, even trying to send other pawns past it the enemies don't react and will strategically wait for you before they activate, and since the patch my pawns have been spending way more time just standing around ignoring enemies, even in active combat, especially these ones meaning its kind of a crap shoot to actually deal with them. After a lot of thought my simplest analogy I can have of this games combat and enemy placement and behavior this really just seems like a DnD game run by a terrible DM that's prioritizing killing the player rather than giving them an actually good and engaging experience. Kind of thr linchpin of this being the wolves that B line to the arisen ignoring all other pawns actively fighting them, and any semblance of common sense, simply to try their damndest to stagger the player, and then drag them 500 feet away from the combat encounter where they have no meaningful way of getting out of the "grab" besides relying on the jank pawn AI to come save them, and even if you get out you're still likely to just be stagger locked to death or until you've accumulated a shit load of lost life and now have to go camp because the game just decided "fuck you in particular"
@matthewmuir8884
@matthewmuir8884 2 месяца назад
So, in other words, Dragon's Dogma 2 is less than the sum of its parts?
@Buckley22uk
@Buckley22uk 2 месяца назад
​@@DenMedSvartNosjust about the Roberant thing - it's a valid point, there are potions for a few stunlocks I believe, but is having to dip into a menu and find an item to chug much better than a 10 second nap? It's all just so clunky after what might've been a good 5 mins of combat fun! And your other point about the loss system is really important too - I think it has good merit on its own...in another game. Those sorts of systems, designed around attrition and safety and resources, work great in survival games. But it feels weird in my exploration combat game that I have to punctuate that part regularly with resource admin so I'm more likely to succeed at the thing I was doing in the first place. Again, I don't dislike it - having a camping mechanic around dynamic day/night environments is kinda charming - but it feels like it's in conflict with other systems. Like it's grabbing your sleeve and shouting "hey, hey, play with my survival loop now! It's my turn." Honestly, I'd play the shit out of a game similar to Dragon's Dogma that binned the heroic rpg half of it and doubled down on being a survival/exploration game.
@Buckley22uk
@Buckley22uk 2 месяца назад
​@@matthewmuir8884 Hehe....yeah, that's exactly my feelings, but much more succinct and impactful than my waffle. But many of those parts are really, really great - so I can definitely see the flip side.
@Buckley22uk
@Buckley22uk 2 месяца назад
​@@evanfenwick8865I do think the combat is such a weird mesh of good and bad you could do a whole video essay on the contradictions it contains. The visceral heft of some of the big, bold power moves vs the vague waft of basic attacks; the variety and intentionality of the classes and moves vs the almost comical lack of feedback to the player and the garbage camera; the chaotic, madcap thrill of the spectacle vs the severe and punishing consequences that might randomly occur. I think your DM analogy is a good one, not least because another bad DM practise is trying to insert yourself into the player's fun, which DD2 does everywhere with it's opposing systems.
@MoonlightSkye
@MoonlightSkye 2 месяца назад
Just FYI, there is an alt control scheme in settings that unbinds run from B.
@ExileTwilight
@ExileTwilight 2 месяца назад
I definitely did this. I got so annoyed having my character start to dash whenever I wanted to pick up loot xD
@me5969
@me5969 2 месяца назад
That's the biggest issue I think. The control system was clearly designed by someone who's never even heard of a video game, let alone played one. That or it was the same sadistic sociopath that clearly worked for CDPR who decided to take his years of torment in school out in the unsuspecting public by making the dodge button the same as the crouch. Luckily someone who isn't a complete lunatic at Capcom gave us all a way out and tbh the games a piece of piss once you change the buttons. I honestly think that's why some people are complaining about the difficulty. Because it's not a hard game by any measure of skill. Even this health thing is of no consequence. Take run off B and move at least the light attack to a shoulder or trigger button and it's impossible to die unless you fall off something
@glyphseeker
@glyphseeker 2 месяца назад
I personally did this as well, divorced the B button from both dash and examine, put dash on left trigger and put sheathe on left stick press. It wasn't perfects but it's what worked for me.
@UnNuclear
@UnNuclear 2 месяца назад
@@me5969 This is one of the things that baffles me. Hideaki Itsuno is the game director for Dragon's Dogma and Devil May Cry 5. I don't understand how one goes from having a super slick control scheme with an insane amount of combo potential (DMC5) to a janky mess of a control scheme (DD2).
@mrblooper1994
@mrblooper1994 2 месяца назад
​@@UnNuclear the controls for Nero are really jank in 5/4 the game expects you to charge your gun on a face button while also attacking with a face button which is very inhuman lol, the whole of V as a character is arthritis simulator too. This is coming for a huge fan of DMC 5 and 4 especially
@22Mathers
@22Mathers 2 месяца назад
To change vocations you have to be at a pawn guild, which are always in a settlement with access to your item storage. So when you unlock a new vocation and get the starting gear you can immediately deposit your old gear.
@lukegrenfell8228
@lukegrenfell8228 2 месяца назад
To be fair, he was probably holding onto it to save time when he switches back.
@ExileTwilight
@ExileTwilight 2 месяца назад
@@lukegrenfell8228 With how weight affects things in this game, that's a very poor decision if you're doing any combat.. Of course, this is one thing where I will not defend DD2's design decisions, being unable to access your storage when equipping a new vocation right away, or link gear to your vocations would have saved a lot of time.
@mycalamarewok
@mycalamarewok 2 месяца назад
@@ExileTwilight yeah would definitely be better if every vocation guild had a storage option too instead of it being strictly in homes/inns. that being said it seems like the npc he was talking to was the one in the first town and he is also the innkeeper. so if he got over encumbered, then wandered out into the open world when the option to store his excess gear was right there, that's a player issue, not an issue with the game's design
@ExileTwilight
@ExileTwilight 2 месяца назад
@@mycalamarewok It's still a clunky system that could have been made a lot simpler with a bit more dev time. Though I agree that in this instance it was a big player issue
@browal14
@browal14 2 месяца назад
@@mycalamarewok simple fix store non compatible worn gear in storage automatically
@kylewestbay9571
@kylewestbay9571 2 месяца назад
I adapted to the save issue by quitting if things are going badly or running away the fact that you can heal while at 0 hp helps too.
@SaiyanHeretic
@SaiyanHeretic 2 месяца назад
DD1 is one of my favorite games, but I'll probably wait until DD2 gets its Dark Arisen equivalent. That's sure to come with some necessary system updates.
@perryborn2777
@perryborn2777 2 месяца назад
I loved my time with DD2, but as soon as I got to the real end, I had no desire to play the game anymore, and my complaints started to pile rapidly. DD1 is one of my favorites as well, and I definitely still enjoy it more than the sequel. I really can't understand why they changed strider into archer and thief. One of my favorite things about dd1 was the strider/assassin class, and just how neat it was to see my bow and daggers, or bow and sword on at the same time, and swap so cleanly between them. Warfarer doesn't do it justice Archer kicks are pretty sick though
@TheLethargicWeirdo985
@TheLethargicWeirdo985 2 месяца назад
Can't believe you love darkest dungeon so much
@emersonwright972
@emersonwright972 2 месяца назад
I desperately hope you're right.
@ShjadeNexayre
@ShjadeNexayre 2 месяца назад
@@perryborn2777 So I wasn't imagining that those used to be combined, I couldn't quite put my finger on why the starting class array seemed "wrong" in 2 xD
@gwen9939
@gwen9939 2 месяца назад
The save system was still an issue in the DA version, but it's like one of those things that yeah, it's frustrating, but you get used to using the inn system, even if it should've been done smarter. It persisting into DD2 makes it kind of a skill issue when it screws you over, but not one that's justified being there. If it had a hard rule that you can only save at inns that would be a game design choice that would be somewhat justified, but then the game would also have to be more built around that, making traversal less tedious and time consuming for instance. But yeah, still not through the first one so I'll stick with that for a while. Still got BG3, AC6, and Cyberpunk in the backlog, so when I finally get around to those hopefully a lot of these pain points have been addressed.
@Unf0rget
@Unf0rget 2 месяца назад
One of the weirdest decisions is sticking with almost entirely the old line up of the game. And excluding some of the cooler monsters from the original at the same time. If we do get a dlc, which I sure hope for, I half expect it to be the BBI line up of baddies with 2-3 new monsters. Also it seems he had the same issue the first game did, which is the barrier to entry. Sorcery is not spammy. You really shouldnt use the basic attack for much of anything. Yet players wont know that. Players wont understand that a boss with more health bars also has an additive armor system that makes their attacks do less damage, down to doing barely any. DD1 didn't explain it and neither does dd2. Loved the first game but genuinely, these devs did nothing to help players understand the math behind the game or what works in combat.
@N0sdrinker
@N0sdrinker 2 месяца назад
Also REMOVED cool spells?? Like huh
@lucasLSD
@lucasLSD Месяц назад
They also removed mystic knight and didn't bring a single cool class from the online, trickster and the lance dude is not enough for a sequel, like someboy else said in the comments here, DD2 feels like a sidegrade at best and a downgrade at worse with it's missing monsters from DDDA.
@polyhymnea1426
@polyhymnea1426 2 месяца назад
One thing stuck out to me about my relation to my pawns: One the one hand they are so annoying when they repeat their few lines time and time again but then after you travelled a lot of time with them one said that we kinda felt like family and I Noticed: yea, actually they do. I am genuinely sad when someone dies, they feel so alive and then the next minute they don't and I cant really put my finger on it
@mumakurau873
@mumakurau873 2 месяца назад
i like dd2-- currently have over 200 hours into it, but it's one of those games that if i recommend it i'd have to add so many caveats. part of my play experience being enjoyable is being familiar with dd1's quirks. that's not something that many current players of dd2 will have, of course. and quirks from a game 12 years ago will be much more polarizing in a modern title
@RobertStoll
@RobertStoll 2 месяца назад
I just would love it if it didn't treat my CPU like an all-you-can-eat buffet. Like most of the sins I can forgive. But 70$ for a game they want you to pay even more for to skip and chews through your hardware for an experience you can get faster/sleeker in other titles is a high asking cost.
@pramitpratimdas8198
@pramitpratimdas8198 2 месяца назад
This is a recent trend I've noticed. With the availability of better hardware, game devs have ignored optimisation for less powerful pcs that would still be capable of running the game.
@ScarfKat
@ScarfKat 2 месяца назад
This is an issue with the majority of recent AAA games, and it's also a big reason I never play games on the highest settings unless they are fairly old. Most highest settings, and AAA games in general lately, are just killing your PC super fast with how unoptimized they are. Especially those that require an SSD, which is never a reasonable requirement considering how many other massive games run fine on a normal HDD. This is also a large reason why stuff like DLSS and FSR are a big issue, since they only allow AAA studios to optimize even *less* because they just assume you'll use the upscaling options anyway. The original pitch for that tech was that it would allow slower PC's to manage to play newer games, but instead it's just become the all-around standard. Simply put, AAA is a dumpster fire. Indies are where it's at, as usual.
@RobertStoll
@RobertStoll 2 месяца назад
@@ScarfKat I certainly am not upgrading my rig (and, in fact, would have to rebuild my entire rig) for something like Yanderedev level programming all for a "revolutionary" reputation system done cheaper and more efficient in even Fallout. "pre baked" has never sounded so sexy in terms of a sales pitch.
@gwen9939
@gwen9939 2 месяца назад
And it's even weirder when their RE engine has been performing admirably especially when it comes to being able to run modern games on older systems. Street Fighter 6, Monster Hunter Rise, and the newer Resident Evil games have all been extremely easy to get 60+ FPS without hurting how they look too much on my couple years old entry level PC.
@RobertStoll
@RobertStoll 2 месяца назад
@@gwen9939 RE4 and monster Hunter aren't calculating every single zombie or monster's reputation with you. DD2 is pulling a Yanderedev and in order to "simulate" it better, needs to not only do ray tracing and environmental generation but also what each NPC thinks of your character. It's quickly becoming just like what the Creation Engine is to Bethesda, only somehow worse.
@Yogmir
@Yogmir 2 месяца назад
There have been in plenty of fights that I couldn't have won but I have never used the return to inn option. Running is a perfectly valid option and should be used. It create a sense of fear of the world (especially at night) and plays with disempowerment to give you a taste of the challenge and stops you from just ramming your head against the wall until either you or the wall breaks. I do agree that the "load at last inn" is way to punishing and should be more like "load at last settlement" or safe-zone.
@TheStrangeSandwich
@TheStrangeSandwich 2 месяца назад
I like how the exact same thing caused both J and Yahtzee to just quit the game and their video. And yeah, getting sent back hours of progress, especially slow/grind progress sucks hard. Really just makes you question why. I had the same thing happen near the end of Subnautica with one of my expensive endgame gear glitching into the floor and my last save being hours old. So I used cheats to spawn new stuff in and that just sorta soured the ending. Also meant I just wanted the game over with, rather than carrying out my base building plan.
@internisla
@internisla 2 месяца назад
I can definitely see why people are frustrated with the save system - I spent my first dozen or so hours in the game quietly wondering "does camping count as an inn save?" Fortunately, I never had to find out myself, but the game could definitely stand to make it clearer how the save system works, and maybe add a third option somewhere between autosaves and inn saves that's less punishing for players who get stuck in bad situations, but haven't been keeping up on their manual saves.
@melephs_cap
@melephs_cap 2 месяца назад
Funny, I quit Subnautica Below Zero for good because a memory leak made it start crashing every 15 minutes on switch. Good games when they work, but damn do they sometimes not work.
@TheStrangeSandwich
@TheStrangeSandwich 2 месяца назад
@@melephs_cap Yeah crashes and saves are just something you don't appreciate when it works, but the game is just ruined if they don't.
@archeryguy1701
@archeryguy1701 2 месяца назад
@@internisla Yeah, I learned that lesson the hard way. I didn't reload and go all the way back to the beginning of the game, but I got stuck in a death loop and googled before I used the inn reload. If I had reloaded all the way back to the opening inn, or if I failed to escape the death loop (after about an hour of trying), I would have just quit the game right there. I'm still not sure how much farther I'm going to go, haha.
@Relhio
@Relhio 2 месяца назад
There's one absolute reason they made it this way, so people don't save scum. Imagine if BG3 didn't let you save scum and forced you play with how the dice turned out, they didn't, because they didn't want to force people to play how they thought was right, they gave you the freedom to do whatever the hell you wanted; Capcom didn't, they want you to play their game how they see fit.
@johnsnow5125
@johnsnow5125 2 месяца назад
I feel like the only person that didn't walk into the Load at last Inn save trap. I outwitted Dragon's Dogma 2
@jamois
@jamois 2 месяца назад
You’re definitely not. I’ve not heard anyone but Yahtzee and JM8 say that 🤔
@markclifford5712
@markclifford5712 2 месяца назад
it happened to me but I only lost an hour or two, then I knew not to do it again. I can see how losing more progress could sour you on the rest of the game
@Whelp140
@Whelp140 2 месяца назад
Yeah most of the people I've heard that have done this are game journalists or RU-vidrs go figure
@randomaj237
@randomaj237 2 месяца назад
same here, i mean it’s literally titled “last inn save” i’ve even used to my advantage multiple times like for the sphinx and stuff
@jamois
@jamois 2 месяца назад
@@randomaj237 Hmm…I never thought about using that to save scum the Sphinx….
@inuendo6365
@inuendo6365 2 месяца назад
Bro's so mad he made Cyclops into Trolls I like the combat because it rewards well placed agression, similarly to how I much prefer Bloodborne to any other Souls. That being said, I think DDDA and the MMO were better games than DD2 and it's baffling why they didn't include the quality of life improvements from Dark Arisen or more enemy variety from the MMO
@barfallamewshmecklehymer5028
@barfallamewshmecklehymer5028 2 месяца назад
I mean I guess they don’t spell it out for you but you could always run away it’s a game where you choose your own fights (most of the time)
@Spleen2ween
@Spleen2ween 2 месяца назад
I kinda love the emphasis on the journey through the health loss mechanics and lack of fast travel items (I have like 30 now, having used maybe 10, but I still choose to travel by foot or oxcart cuz I gotta get those seeker’s tokens!) and the interaction of that with camping, which has high weight and cash requirements and apparently were unknown to Yahtz and Ludo. Those incentives combined with the content density+amount of hidden stuff of virtually the entire map - on par with Skyrim or Elden ring and more than BOTW if memory serves - for me improved on the experience of those games qua “set off on a fantasy adventure” type games. As for combat, there is something unshakeably janky and unintuitive about it, and pretty gross amounts of input lag are a big part of the problem, but the underlying mechanics plus the pawn team come together in a super satisfying way that no other game can replicate.
@b130610
@b130610 2 месяца назад
I can sympathize with your experience with this game, because I've had really frustrating experiences with games that had unintuitive mechanics in the past. Notable, when I first played dark souls 1, I was just baffled by how everything was clunky, and confusing, and poorly explained, and I didn't understand why it was so beloved until years later when I came back to it with a bit more background knowledge. Maybe I just got lucky with this game, but for every complaint you list here - the inventory system, the combat feel, the punishing save system, and the dialogue - I actually found them to be positives - they aligned with my expectations, and I enjoyed them. The save system lead to some really cool moments where I had to buckle in and really try my hardest to get out of some dungeons with my new loot so I didn't have to go back to the last inn save. I realized early on that the inn saves were kind of like the bonfires of dark souls, and treated them as such - checkpoints between adventures that raised the stakes of each adventure by giving me something to lose. The dialogue system I really appreciate despite its clunkyness because it makes replaying the game a lot more seamless (easy and fast to skip through all dialouge) - I can see wanting the lines to auto advance, but it doesn't really bother me personally. The inventory system was also really interesting to me. It reminds me of the best parts of Fallout 4's inventory and loot where you had to be really discerning about your loadout, and which loot was actually worth picking up. I will admit that it isn't very intuitive that you talk to the innkeeper to manage your storage, but tbf it is literally listed as the second option when you talk to them. As for the controller issues, I was playing on kbm so I can't comment - I will say the mouse odditites in this game really suck though. Fortunately aiming isn't really important for most vocations, and the hitboxes were very forgiving when I played ranger. I'm hoping they fix that sooner rather than later. The combat in this game is also a real high point for me. At first I was confused by the low damage of the basic attacks, but it was extremely satisfying for me to learn which skills worked well against certain enemies. I wasn't just always spamming my highest dps attack because the combat is so focused on exploiting each enemies individual design. It gives a really great sense of mastery in my opinion when you learn how to annihilate enemies in seconds that would take a minute or more to kill if you just spammed basic attacks. Some vocations seemed less balanced than others, but of the ones I've tried all of them feel like really capable fighters, though some are more dependent on your pawns behaving and drawing aggro. I'll acknowledge that public opinion on this one seems to be really mixed, but it's interesting to me just how different people's experiences of this game are.
@SirGiff
@SirGiff 2 месяца назад
Only major point of disagreement is on the "rarity" of "cinematic events" needing to be more common. The key to making a truly good and memorable open world game (or really any game at all) is having the courage to not care if players miss stuff. Exploration is only rewarding if you're genuinely missing out by not doing it (and it's only exciting if it's not constantly, predictably rewarding). This is a huge part of why people love Fromsoft's games.
@Invus1
@Invus1 2 месяца назад
The point is more that there should be more and more variety, so encountering things organically is a common player experience. Dragon's Dogma 2 only has a few of those cool "natural" events so its very easy to never see any.
@bartoszkrawczyk5921
@bartoszkrawczyk5921 2 месяца назад
Game seriously doesn't care. There are so, so many sidequests that are so easy to miss it isn't even funny.
@lred1383
@lred1383 Месяц назад
funny you would bring up Fromsoft, because ER had easily the least rewarding exploration of any game i have ever played in my entire life. "Oh boy, another copypaste dungeon! Can't wait to fight watchdog #5 or red wolf of Radagon #4, and get my reward of 3 flowers, or a spirit ash that has zero justifiable practical uses!" Even the Ubislop marker collectathon is less painful
@emwZEEK
@emwZEEK 2 месяца назад
The odd design decisions in DD2 worked out so much better in DD1. The main problem for me is that they didnt even try to improve a single thing outside of combat/controls and in some ways went backwards. The limited fast travel system for example could be brilliant, but there are a few things i think held it back. 1) too easy to circumvent, just making it feel like a clunky tax rather than a core feature. 2) the physical world layout and balance feels off. its hard to explain but an example of what i mean is static port crystals locations or lack there of. 3) a lack of a living and changing world. Its 2024 we can do better than manufactured ludonarrative. We can have random (or logic based) boss spawns with roaming fauna that migrate and interact with eachother. A bandit base should be a bandit base until murdered then next time you go there its undead. A goblin cave should get overrun by scavenger animals eating their corpses. You should be able to find more random chimeras than like 2 in the entire overworld. stuff like that. Its needs a real ecosystem for itsunos "vision" of having a world where you dont want to fast travel to come to fruition.
@blahthebiste7924
@blahthebiste7924 2 месяца назад
Didn't Skyrim do number 2 and 3 near-perfectly all the way back in 2010?
@perryborn2777
@perryborn2777 2 месяца назад
​@@blahthebiste7924Skyrim did not do 3 perfectly. Dungeons just eventually respawn with the same sort of thing that was in it before. It certainly did 2 better though.
@emwZEEK
@emwZEEK 2 месяца назад
@@blahthebiste7924 I agree with Perry. I can't think of a game that really does number 3 perfectly. Maybe something like vampyr or monster hunter world would be the closest to hitting something like that. Don't get me wrong though Bethesda is really good at random encounters buy they are typically a bit forced, like manufactured ludonarrative.
@charzard7
@charzard7 2 месяца назад
@@emwZEEK Perhaps the Nemesis system from Shadow of Mordor is the closest I can think of offhand. Otherwise, it requires a whole mess of work on the developers' parts to make it feel natural without running into a mess of bugs. It's theoretically possible, but I'm pretty sure with our current level of tech, something as advanced and nuanced as item 3 on this list would be even more janky than Skyrim and not in the fun Bethesda way. Objectives etc. would crash because they weren't sufficiently tested or there were too many variables that the devs couldn't predict. Either that or it would feel just like set dressing, where there are scavengers nominally eating the bodies etc., but there's no purpose for the player to go an interact with them. Just a hot take off the top of my head.
@emwZEEK
@emwZEEK 2 месяца назад
@@charzard7 Ya that could be another flavor of creating a living ecosystem. But at least in monster hunter the bosses roam the map and the various little creatures attempt to act like they are part of a food chain. MH Wilds might end up being more of an open world game so here's to hoping that game becomes a more clear example of what's in my head. Its a spectrum and at a bare minimum from a tech perspective today, DD2 could have made the bosses roam rather than literally sitting in the exact spot waiting for you to show up. Instead of needing to go to a very specific road intersection where a cyclops likes to nap you should be able to go to an area and be ambushed by that same cyclops in 10 different locations. Actually another game that came to mind that does this sort of thing well is Amnesia, the bunker with how the monster just exists in the bunker with you, doing its own thing until you draw its attention in one way or another. Hell thinking about it even more griffins in DD2 almost get this right. Its like so close to greatness.
@JamesTM
@JamesTM 2 месяца назад
The punishment for loading a save is a hard deal-breaker for me. I don't care how cool the rest of it is, I won't play a game with the stress of it getting harder if I fail.
@ExileTwilight
@ExileTwilight 2 месяца назад
Honestly I never even noticed this to the point I thought people were making it up as another made-up complaint.. I think in a situation like this, if you don't think you're ready for a fight then do the smart thing and avoid/run? It's not like you're locked into an arena when a cyclops shows up. I dunno what it is with Yahtzee and J doggedly trying to kill things they were not ready for (though saying that, Cyclops' aren't that difficult..) Edit: to give a personal example, about 15~ hours into the game I ran into my first Drake. Tried to fight it straight up, got my ass handed to me, and so decided to avoid it.. Finding balistas nearby, I decided to try to see if I could stunlock or soften it up at least, didn't work (though some have reported success with this) so I gave up and kept avoiding and running from the Drakes I encountered until I felt ready to tackle them. They are one of the toughest enemies in the game for a reason.
@Highlander77
@Highlander77 2 месяца назад
It's really not that serious. Dying in combat is easily avoidable, and if you run into an enemy that's too strong...just don't fight it. Your pawns will even tell you to run away if you're getting spanked.
@jamois
@jamois 2 месяца назад
@@ExileTwilight The ballistas are baffling. If you were able to order your pawns to man three others they’d be useful, but they take so long to reload it’s one hit and then the drake is burning you alive while you crank the mechanism lol
@NYKevin100
@NYKevin100 2 месяца назад
@@ExileTwilight The video *literally describes* getting locked in an arena with a boss via autosave when the battle begins.
@ArloKnox
@ArloKnox 2 месяца назад
@@NYKevin100no it doesn't. It says the save would load at the start of the fight, not that he couldn't then run away.
@mayac69
@mayac69 2 месяца назад
It's a mess, just like Dragon's Dogma 1 baby! We're so fucking back.
@richardclegg8027
@richardclegg8027 2 месяца назад
I felt that. The weirdness was the charm.
@sloprano
@sloprano 2 месяца назад
I think I've noticed a trend seeing this, the FR review and others where everyone only followed the main quests and the markers. And when encountering a monster, keep on trying and dying, relying on the auto saves and losing progress with loading the Last Inn before qutting. Meanwhile I ignored the main quest, ran straight out in the wilderness, met tough monsters and fled further into the dark night. Ended up on the other side of the world, kept changing vocations, spent money on gear, hired new pawns. Ninety hours later I have yet to meet Brant in the pub while the exploration, layout and connectivity of the world and dungeons and how fun Warrior is to send enemies flying has made DD2 one of my favorites games of all time.
@clockwork8968
@clockwork8968 Месяц назад
You're correct. It's kinda a failure of the design though if following the path that is laid out before you makes the game a miserable experience isn't it? Why have a main quest in that case at all?
@GeorgesHolyMountain
@GeorgesHolyMountain 2 месяца назад
Absolutely love DD2 and don't have an issue with most of these critiques - in fact I think they add a lot. Choosing between saves and actually having to pay attention to resting, and being careful about what challenges you're ready for, is something I find very rewarding. Most games now resort to the Bethesda approach which is obsessed with everything being seamless, basically allowing you to go anywhere and do anything at any point, or the newer Assassin's Creed approach where arbitrary numbers block certain areas off. I like Bethesda games a lot, but I don't want that experience in every game. DD2 (and DD1) offers something different, and (to me) clunky in an endearing way. It's as if the developers spent a decade playing nothing but their own game, it's so resistant to modern design tropes and I love that
@Oh_Nanners
@Oh_Nanners 2 месяца назад
I'm baffled, because I've played about 20 hours of Dragon's Dogma 2 and I never lost health by reloading a save during a fight I was losing/dying. You do lose max health when you take heavy damage, so what I think happened is that their game somehow saved mid-combat, didn't save the enemy health which is fine since saves are not supposed to happen mid-killing someone, so respawned them with their mid-combat stade and the enemy fresh.
@jamois
@jamois 2 месяца назад
It’s different if you stop the fight and reload as you’ve done. If your character dies and you don’t use a wakestone, the game hits you with the “load last save” penalty.
@Oh_Nanners
@Oh_Nanners 2 месяца назад
@@jamois huh. I did that once or twice, and clearly never noticed... thanks for clarifying
@jamois
@jamois 2 месяца назад
@@Oh_Nanners It’s really not that big of a deal when it does happen. It’s such a minor reduction in max health I never noticed it either. I thought they were nuts, but the tutorial entry confirms it.
@changyang1498
@changyang1498 2 месяца назад
Yeah I only noticed it at 50 hours in when I faced my first drake and got my ass handed to me. I was like, “wait I just got one shotted is my health lower?” After that I just used an all heal potion and beat the drake shortly after.
@ashmarten2884
@ashmarten2884 2 месяца назад
Yes, but it doesn’t normally effect how many hits it takes to kill you in a boss fight.
@platypusfox73
@platypusfox73 2 месяца назад
I've been enjoying my time with the game so far, but yeah, the save system and not having a lock on during combat are two of the gripes I have with it. In fact I actually chose to quit the game and reload myself when fighting a dragon just so I wouldn't lose health when coming back to try agian.
@auno94
@auno94 2 месяца назад
Tbh. I like the save system. It stops one from save scumming, while it auto saves before a battle you always have the option to disengage an enemy. It makes the world feel dangerous and combat, while chaotic, rewarding as slaying a drake etc. Is a task that you are not able brute force
@SamHardie
@SamHardie 2 месяца назад
The combat carried it for me. All the things you said are true, but the combat and classes really made me stick through it. Just very cool and well done (if you ignore the step backs from the first game)
@Invus1
@Invus1 2 месяца назад
It has cool/flashy stuff and that's about it, unfortunately. The pieces dont come together well and the moment things start to, the game becomes incredibly easy because it lacks true depth.
@Windmelodie
@Windmelodie 2 месяца назад
I played the original Dragon's Dogma back in 2013 on the PS3, then got the Dark Arisen expansion... and I adored it, still do. Despite its janky features, something about it was so addictive to me. Now, while many things in the game are not explained at all (which sucks), once you've informed yourself or figured it out, things work really well. Dragon's Dogma 2 is, I would say, about 80% the exact same, maybe with some improvements (I mean, even the sounds are exactly the same as in DD1). Especially regarding the Pawns, how they interact with the world, you, enemies and eachother has been improved a LOT. While they still comment on everything thousands of times ("'Tis a Portcrystal!" became "Look Arisen, a ladder!"), you don't have to constantly drag them into a chair and tell them to stfu. Inclinations have also been made easier to comprehend. The combat is still fun (preventing a Griffin from flying by setting it on fire, stabbing out a Cyclops' eye, bringing in a female to attract the attention of the ogre, cutting off a Medusa's head to later use it to petrify enemies... it's so much fun!) But the amount of enemies is ridiculous. In DD, you could run away from an encounter and be fine. In DD2, you run from combat and by the time the combat music ends, you find yourself in another battle, mainly against the same small mob enemies (goblins, wolves, harpies, saurians, bandits and their respective alternative versions). And the world has been made even larger, with sidequests that almost never get resolved in the same location. Every quest usually makes you travel halfway across the map and back (sometimes, it makes you travel half the world just to let someone know you did the job). The original DD also had 2 permanent Portcrystals, but they were sufficiently far away. In DD2, the 2 permanent ones are so close to one another... and then the rest of the world is so open. It's hard to get Portcrystals because you can't just purchase them and the Ferrystones cost an immense amount of gold, even with merchant discounts. All that does is make me not want to explore anywhere until I have a proper reason to go there (at least 1 or more quest objectives). The camping feature is nice, so you're not screwed whenever you're out of town, getting dragonforged items is no longer based on RNGesus and there are different upgrading styles depending on whether you want to balance or specialise. The new vocations are pretty fun, though I'm sad we had to give up Mystic Knight and Assassin in return. Also, I (personally) hate that the Strider class got split up between Thief (melee) and Archer (range), especially because you can't just go to your Pawn and issue a direct command such as "Shoot this boulder over there with your bow and arrow so it starts rolling down and squishing the enemies". A lot of strategising has been taken away for the sake of simplifying things. Welcome for some, more frustrating for others. The worst part though, for me, is the Affinity system, which was awful even back in DD and DD:DA. Not to mention the fact that despite being able to "romance" everyone (aka increase their affinity to max), only 2 NPCs are actual true romance options with scenes reflecting that (kissing etc.)... and those scenes are forced on the player after completing their quests (I, a straight woman playing a straight female character, was VERY confused when I helped this one lady in her quest and our characters then kissed and banged without me getting a say in it). And both of those romanceable characters are female. There are no true male romance options, despite very interesting and story relevant male NPCs existing (Brant, Sven, Glyndwr etc.). Even back in DD, male romance was ignored (only the female "main" romance options got a special scene at the end, not the males. Even the "main" males like Julien, Valmiro and Reynard jsut got treated like regular NPCs). Everything in DD1 and DD2 still feels as if they're assuming every player is a straight male. The thing is, there is nothing wrong with having no romance. Or having the main character be male with only female romance options (like in the Witcher 3). But don't give us the options of choosing who we are and look like, only to then go "oh but btw, if you want the good outcome for this questline, you're going to have to bang this woman here - we assume you don't mind!" And then, even if a player wants to romance one of those 2 options, chances are, their final "beloved" in the end, for whom they care for so dearly, lorewise..... chances are, their beloved is just some random merchant, or some old guy they helped out. Or any other random NPC. Because the game is not clear on how the system works. It can absolutely ruin a story jsut by breaking someone's immersion or roleplay. Like a Dungeonmaster wrestling control from your character to do something you didn't want them doing. ... Still, despite ranting, I still love this game. I don't know why, but despite the frustrating world/travel mechanics, hordes of enemies and horrible romance, I somehow can't stop playing it, just like the first one. Something pulls me in and makes me just... have fun. I love Dragon's Dogma 2 in this weird, toxic relationship sort of way and after waiting for over 10 years to get another game like it, I'm glad that it is out and I'm having fun. If anyone reading this wishes to travel with my PS5 Pawn (Konishi (Konnor) Straightforward Warrior, lvl 50 as of writing), his Pawn ID is G75T9KEYVMAB), you are more than welcome to bring him along :) Just look out for symptoms of the Dragonplague (which is another interesting addition into the game). Now if you'll excuse me, I have some Golems to kill while complaining about having to kill Golems, only to seek out more Golems.
@Mysterynovus
@Mysterynovus 2 месяца назад
It's odd that you didn't deposit your excess gear into storage upon changing vocations. Most, if not all, vocation guilds are within spitting distance of an inn to access your storage. That would have avoided the situation of your Hawker pawn from selling your equipment.
@lukegrenfell8228
@lukegrenfell8228 2 месяца назад
To be fair, who would guess the pawn would sell your equipment in the first place?
@Mysterynovus
@Mysterynovus 2 месяца назад
​@@lukegrenfell8228 The game informs you that pawns with the Hawker specialization will sell your stuff based on their own choices.
@lukegrenfell8228
@lukegrenfell8228 2 месяца назад
@@Mysterynovus Again, I doubt that would translate to 'sell almost everything' on a first read. Either way, why not have it sell every item that you mark as trash instead? That way, you'd avoid the issue altogether?
@Mysterynovus
@Mysterynovus 2 месяца назад
​@@lukegrenfell8228 If only. If I had to guess, I'd say it was intentional to give pawns a sense of agency, that they could make these decisions on their own. I personally don't hire pawns with that specialization for that reason (Logicistian and Forager have proved far more valuable), but the game gives ample warning before you choose to make your pawn a Hawker.
@arturoaguilar6002
@arturoaguilar6002 2 месяца назад
@@lukegrenfell8228 Why wouldn't they? If the equipment is useless for your class, you'll probably want to get rid of it (unless you are planning to change to that class later or you are a hoarder, but those are exceptions).
@Evanz111
@Evanz111 2 месяца назад
I know you joked about the game doing it for the sake of being “different I guess” - but that’s actually what I love about it. The game handles and has such a different feel, that it’s just hard to think of another game that scratches the same itch. I’d rather play a mediocre but memorable game, than an impressive but forgettable one. As odd as that sounds.
@velnard8540
@velnard8540 2 месяца назад
If I had a nickel for every video in the second wind channel where they complain about the respawn mechanics of dragons dogma 2 id have 2 nickels, which isnt a lot but its weird that it happened twice
@SecondWindGroup
@SecondWindGroup 2 месяца назад
I will be the counter to them that I don't think they understood how the rest mechanics works via campsites. THAT SAID, it's an extremely tedious mechanic and I think could have been handled better.
@internisla
@internisla 2 месяца назад
@@SecondWindGroup Definitely. The game never really clarifies the specifics of how the save system works, and the fact that resting at a camp doesn't save, while resting at an inn does, is something that would be counterintuitive for most players. It's really easy to interpret 'last inn save' as "that's the last time I rested, right?" when the game is actually being very literal.
@Highlander77
@Highlander77 2 месяца назад
​@@internislaI was a little unclear about that as well when I first started playing. While it was easy enough for me to Google and find the answer, the game could do a better job explaining it, so that's fair.
@pyrrhos8175
@pyrrhos8175 2 месяца назад
​​@SecondWindGroup this is a pretty good TLDR for most of Dogma tbh, both the original and the "sequel." Clunky, obtuse, lacking modern design evolution even in 2012, hidden romance meters without a notion of player consent, a narrative that goes way off the rails into a cliffside plummet, which your pawns will immediately follow in its likeness to a rocky landing. At first, it sounds inspiring but also batshit insane. But as you progress and learn more of the world with your pawns, a lot more begins to make sense. NPC dialogue needing manual acknowledging is because a fair number of later quests have strong hints in the NPCs words, monster fights don't always do the cool unique things they are coded to be able to do to make the moment it does happen more memorable, stamina, encumbrance, and the loss gauge have methods of mitigating them (although will say this game's frequent saves do have a bad habit of inadvertent death spirals if you wandered to a place you may not be ready for yet). Hell even the microtransactions you quickly realize the most pay to win option...is the old music LOL. Dogma to me isn't "Shadow of the Colossus meets Monster Hunter" like many describe it to be nor is it a Souls offshoot. To me it's D&D for the person who hates waiting in tabletop. But not Baldur's Gate 3 or Critical Role storytelling. Rather it's a home D&D game with your overenthused DM friend who really knows how to fine tune and well balance combat. They wrote a sick premise of the story they want to tell, but accidentally threw out the continuity for rule of cool partway through. It may make little sense even with its greater narrative, it may be a clunky, convoluted and tilting mess, but damn at the same time it is satisfying and with plenty of moments to say, "you won't believe what just happened last night."
@GeraltOfNivea
@GeraltOfNivea 2 месяца назад
@@SecondWindGroup Admittedly its a very confusing design decision on Capcom's part for multiple reasons. While playing, I'd intentionally avoid sleeping at an Inn in order to avoid my pawn's quest "completing" for other players and me having to cough up another reward for them. A personal choice but one "encouraged by the systems of the game" so to speak which also led to me playing on "sudden death" mode in the event I ever received an auto-save at a bad time.
@Pr00ch
@Pr00ch Месяц назад
I thought that this video was of much poorer quality than usual… and the he mentioned the save game issue. Fair, it’s a bad system, but it’s pretty clear that one incident poised him against the rest of the game and overwrote any good judgement and interesting insight.
@calenthebard2051
@calenthebard2051 2 месяца назад
I wanted to hear you rant more! I was just getting into it. Please rant more in future videos.
@Wintergreen_
@Wintergreen_ Месяц назад
ngl the shot of the absolutely JACKED wizard shooting glintstone pebbles might have been the funniest thing I've seen in a while
@TheObviousAlias
@TheObviousAlias 2 месяца назад
I mean, a lot of this feels like a confluence of two complaints that, while not unique to your situation, feel like they aren't as universal as might be expected. The first is that you expect a game made for someone who plays video games serially and professionally, where you can't afford to spend much time on any given game and so need it to get to the meat and potatoes. I call this the 'Ebert effect', after the movie critic who famously panned any movie requiring that you get invested in a setting or situation that doesn't map 1-to-1 with the 'real world' - fantasy films, science fiction movies, speculative fiction movies, etc. Obviously, for video games, this is a little different, but it means that where you see the lack of easy fast travel as a form of disrespect because you've got six other games you're expected to have something interesting to say about, I see it as a way for me to enjoy exploring and leisurely making my way through the game world. Another way to think of it is: it's not an epic adventure story a la Lord of the Rings, it's a picaresque about me examining the nooks and crannies of the game world. The game isn't ABOUT the epic boss fight moments and shareable Twitter clips, it's about me wandering into a goblin cave that turns out to have a manticore in the back surrounded by goblin skeletons. The epic boss fight moments are just my excuse for going THIS way instead of THAT way. Of course, I'll agree that the fact that it sells itself as the former rather than the latter IS a failing, but it's a failing of the sales campaign and advertising, rather than game design. The second is that you seem to have not played the first one, and the impression I got very strongly from the sales/advertising was that DD2 was meant to be 'the first one, but even more of it'. Most of your complaints about it were complaints that could easily apply to the first, and while there's a strong argument to be made that the second one should have changed some of these - why? It's not a From Software soulsbourne, and expecting it to be isn't a flaw of the game itself, but a flaw of your expectations of it. (Now, as I alluded to above, this could easily be a failure of the sales and advertising campaigns, but your show isn't called "Advert Delve", it's called "Design Delve".) I didn't find combat especially 'spammy' once I bought and upgraded new equipment (and my main pawn's equipment) - unless you think 'it takes two hits instead of one to kill things' is 'spammy' - but if you're expecting the Soulsborne "you can complete the game with just your starting gear" model of gearing, then you will be disappointed - but again, that's not because of the actual design flaws, it's because you're expecting the game to be something it isn't, and never was supposed to be. No argument that the save system is UTTER bullshit, though I'd like to point out that your 'counterexample' - Dark Souls - did literally the same thing, except it only gave you the 'inn rest' option. That was bullshit then, and it's bullshit now - however, there is one important tactic that allows you to both advance the game, and work around this issue, and that is running away. There are comparatively fewer 'you must win this fight' moments in DD2, and especially early on, I found that simply running around and past massive enemies often worked just as well as standing and fighting.
@MichaelSmithSkater901
@MichaelSmithSkater901 Месяц назад
"No argument that the save system is UTTER bullshit, though I'd like to point out that your 'counterexample' - Dark Souls - did literally the same thing, except it only gave you the 'inn rest' option." How? I haven't played DD2, so maybe it does work the same way as Dark Souls, but Dark Souls saves all the time. If you quit and come back in, you'll be in the same place you were when you quit. If you looted an item, that item will stay looted. If you killed a boss or unique enemy, they stay dead. If you've progress in an NPC's quest line, that progression is saved. Dying in Dark Souls is the same as fast traveling in Dark Souls (except you lose your souls as well); it resets the area, which brings all the enemies back to life. But you don't actually lose any game progression other than your souls (if you fail to recover them) and your literal physical progression through the level. I'm assuming that DD2 is much more like a Skyrim or Zelda: Breath of the Wild (and Tears of the Kingdom) where it's a very complicated world with a lot of things you can do; looting items, buying stuff, killing people, and when you die, you literally load a PREVIOUS save file. You don't just respawn with the world remaining in the same state it was in before you died. You actually lose all the things you've done since your last save.
@Nurzuth
@Nurzuth 2 месяца назад
I feel for your progress loss. It auto saving before the troll isn't ideal but you can just turn and run away? Call your pawns to you. As long as it's not a dragon throwing magic, running works pretty fine for me so far.
@Invus1
@Invus1 2 месяца назад
You can even run from a drake slinging magic. None of their spells track you in a way that isnt solved by walking in a straight line.
@Gamer3427
@Gamer3427 2 месяца назад
Yea, I think running away is meant to be the intended option in that sort of situation. The worst that would happen is if you're in an area with NPCs, they might get killed trying to fight it, but that's the choice you have to make. Also, it kind of baffles me that people seem to struggle with the concept of "inn saves are the actual saves" when the game has a tutorial pop up at your first inn rest that almost flat out tells you that you should treat inn saves as your manual save, and treat the auto save as an unreliable checkpoint.
@bilateralrope8643
@bilateralrope8643 2 месяца назад
After running away from this troll, how long would it take to reach a point where you could restore your max HP to full ?
@koheikyouji
@koheikyouji 2 месяца назад
@@bilateralrope8643 Depends how far from a camp you are, and if its night For me it was a half hour walk from the nearest town There mightve been camps nearer, but I hadnt found them yet, and it was pitch black out
@siegfread9683
@siegfread9683 2 месяца назад
​@@bilateralrope8643 typically? 3 or 4 minutes. Except in some areas that are basically difficulty gates (long winding path with stronger enemies than the area before it) you never seem to be more than a couple minutes away from a campsite. You just may need to steer off the main road to find it.
@tserrofz9
@tserrofz9 2 месяца назад
im excited for the Estus flasks. I've always thought being locked to 5/10 or the empowered later led to super tight balancing because you can directly control how many resources a player is likely to have allowing you to have a hidden progression loop (i used less resorces) an incentive to explore (once you know shortcuts are a thing you want more because less resources being used) and good level desgin because you can appropriately space your checkpoints. Elden ring's brilliant evolution was allowing for refils based on clearing packs to adapt that system to an open world. Im excited to hear more but the flask was one of the best desgin decisions Souls had IMO
@Scow2
@Scow2 2 месяца назад
Having sprint on both Normal and The Dark Souls Button is certainly a weird choice, but at least you can make the Interact button only interact instead of interact/sprint.
@MetalGamer666
@MetalGamer666 2 месяца назад
The game has some issues, but most of the issues he brought up in the video are either very minor, or actually positives. Like reverting to an inn-save instead of just running away from the enemy. Early on I had a similar issue with a chimera, which is very tough at low level. So... I ran away. And if he has issues with the control layout, just change it to another layout? With videos like these people that haven't played the game yet may avoid it with people complaining about non-issues like these. And regarding the microtransaction. What makes the microtransactions in this game any worse than what we get in other games? I mean, having microtransactions in games is bad, but it's something we have to live with in this day and age apparently. So when the things you can buy for microtransactions are as pointless as they are in this game, and doesn't affect the game at all for most people, that's a good thing. The ones you find in Ubisoft games are MUCH MUCH worse.
@ShadowDaPk
@ShadowDaPk 2 месяца назад
There are teleports between towns, they're disguised as ox carts. There's even limited use items to teleport back to town from the overworld. You can set it so Circle (or B) is Interact only, leaving Left Stick click as the Run toggle. The unsheathe and sheathe weapon is a mechanic for interacting with the many many many NPCs in population centers versus out in the wilds.
@FireFox64000000
@FireFox64000000 2 месяца назад
My brother these are things that should be available by default.
@MisterMixxy
@MisterMixxy 2 месяца назад
90% of the time I take an ox cart, it gets raided exactly half of the way towards the destination. And 50% of the time it gets raided, I haven't even managed to draw my weapon before the cart is destroyed or the ox is killed or the driver is killed.
@jamois
@jamois 2 месяца назад
The manual unsheathe complaint is baffling. If it was only automatic when combat is triggered, you’d never be able to get the jump on an enemy. You’d have to wait for them to spot you and start to attack. The sleeping ones would just lie there forever because you’d be unable to initiate combat yourself LOL
@destroyerofnirn3537
@destroyerofnirn3537 2 месяца назад
@@MisterMixxy literal skill issue
@Mordy.
@Mordy. 2 месяца назад
@@MisterMixxy Well it means that 55% of the time you do manage to reach your destination fine, and the other 45% you saved half the trip. Still a win-win situation if you ask me.
@Er404ChannelNotFound
@Er404ChannelNotFound 2 месяца назад
Manufactured Ludonarrative reminds me of Half Life 2's ragdoll magnets designed to make enemies fall over railings to make the player feel satisfied with a totally mundane kill that the game conspires to turn into a hilarious spectacle.
@FirstLast-cg2nk
@FirstLast-cg2nk 2 месяца назад
I've... actually had a good time with the game, personally. It was definitely an adjustment getting used to the game's save system, but if you just save at an inn before you leave town, you're typically fine. I strongly recommend to everyone playing that before heading out, you do all the main plotline quests up until "Feast Of Deception", the game's first major "softlock". Don't start it, just head out These easy early quests give plenty of exp and gold so you can give your character decent gear and exp. The thing about the combat that I've experienced is that you need to understand your character class' role if you want to succeed. A mage is meant to be a support caster. If you want to use big damage spells, you need to be a sorcerer. A fighter is meant to draw aggro and use parries and counters to deal high damage. If you just want to deal large amounts of physical damage, you need to be a warrior. A thief is meant to use their skills to take enemies off balance and then going in for high damage. If you want to specifically target enemy weak points for high damage, you need to be an archer. The other classes, Magick Archer, Mystic Spearhand, and Warfarer, are a lot more complex, but also have their intended uses in combat. Knowing how your skills work and how to use them is critical to mastering combat. Combat is extremely strategic in this game, and it isn't simply about hitting enemies until they die. Knockdown is king, and learning when and how to strike so that an enemy will fall down is critical. A jumping grab lets you tackle smaller enemies like goblins, pinning them so you can just stab them to death. This works for all melee classes, from fighter to warrior to thief. Hitting large enemy legs and heads will off-balance them, then grabbing their legs and pushing or pulling will often make them fall. Once a big enemy is downed, using a strong attack against their weak point will often melt an entire health bar. This can be an excellent game, once you understand how to play it. I can see why he had a hard time with this: Thief is meant for taking enemies off balance for damaging critical attacks and not just spamming normal hits, and a mage is for supporting other characters and not dropping big damage bombs. He played a thief like it was a warrior and a mage like it was a sorcerer, so he had a bad time. The game is eccentric. We've all complained about how AAA games are "All the same" and if you've played one Ubisoft game you've played them all. This game is different, but people are trying to play it like they've played other games and are complaining when that doesn't work. We've been ruined by formulaic games to the point that, despite all our begging for a game that breaks the mold, when a game comes along that does break the mold we complain because it doesn't conform to the mold we we've become accustomed to.
@solanceDarkMOW
@solanceDarkMOW 2 месяца назад
Haven't played the game, probably never will, but to everyone saying "just leave" when you hit that failure cascade, is it possible to get in a situation where you can't "just leave"? Like, is fucking off **always** an option? Also, is there always something to do otherwise?
@kaargen
@kaargen 2 месяца назад
Yes, you can always just leave, save for a few fights at the end game.
@MrLego3160
@MrLego3160 2 месяца назад
The times it isn't an option to leave, you're warned. random boss out in the field? you can absolutely run away. even from the flying ones.
@JMobster9
@JMobster9 2 месяца назад
Yes, it is almost always an option. The only time it's not an option is for the main Dragon fight if I recall. Could be others but that one you can't run away because it takes you to an arena off the map.
@ashmarten2884
@ashmarten2884 2 месяца назад
Most of the time; but I’ve come onto a few fights where if you leave, an important npc won’t be able to handle themselves and will die. Thankfully when that happened, I was able to get the boss to fall into the water and die.
@MrLego3160
@MrLego3160 2 месяца назад
@@ashmarten2884 an npc dying is hardly a major issue. even an important one. especially a truly important one.
@HelixSnake
@HelixSnake 2 месяца назад
"insane microtransactions" did you assume that they sold ferrystones on the store without even taking 5 minutes to check like Yahtzee did? All that aside, all these "bad" mechanics (aside from the combat, your complaints there are valid) aren't by accident and the purpose of them is actually incredibly intentional and it's to create stress. Not moment to moment stress or "tighten and release" stress like Dark Souls, real, actually weighty stress. The way the inn save works, losing max health on reloading autosaves, fucking Dragonblight, even how you can lose items if you're not careful with pawns. This is something all conventional game design would tell you that you're supposed to avoid at all costs - in that way, Dragon's Dogma 2 is a sort of postmodernist game design, intentionally breaking these rules with intent. The lack of fast travel is part of this intent - you are going out on outings and they're supposed to be an adventure, and adventures come with stakes - if you aren't careful you can fuck up and have to return to an inn save and lose a bunch of progress, but this threat is there existentially as a risk, even if it can be avoided by being careful. To give a quick example of the benefits of this, there was a quest where I needed to thwart an assassin which means I needed to pick someone out of the crowd and tackle them based on just two indicators. In a constantly autosaving game like Dark Souls this would be too punishing as quest to create, and in a game like Skyrim this quest would be boring an unmemorable because you can just quicksave your way out of it. However, due to the generous autosaves combined with a reliable (usually - be wary of dragonblight) but punishing backup if you REALLY need to un-fuck-up, when the quest giver stresses you not to tackle an innocent, you REALLY feel the stakes and the pressure of what would normally be a simple and un-memorable sidequest in any other game, and I can not tell you how much more satisfying and relieving it was when I finally committed and tackled the person who turned out to be the right guy. I definitely think this type of thing is not for everyone. Hell, before I played the game, I'd have thought it wasn't for me either. But the amount of weighty stress this game creates in how its gameplay mechanics work is why I am so incredibly addicted despite its meh combat, and all of this "bad game design" is the reason. If I had to compare it to another game it would probably be Rainworld.
@tornadoawe
@tornadoawe 2 месяца назад
maybe by "insane microtransactions", what was meant was "why does this single-player, AAA-priced game have mtx equaling about 60% of it's price" ? (in AUD, $108 for the game, $63 in total mtx)
@daeamiralis
@daeamiralis 2 месяца назад
I like to think of Ludo as us, the audience, who when asked for input always say "talk about dark souls more"
@milesshelley1464
@milesshelley1464 2 месяца назад
I'm having fun but I hate the feeling that I could screw up things with the save system at any time. My main issue is hard to describe, but there's this constant feeling of jankiness in everything. Like sliding off something I thought I could walk on, totally losing control, and failing to my death.
@MrLego3160
@MrLego3160 2 месяца назад
carry a wakestone or two on you, that'll make any tall cliff a one way shortcut. you can also ride harpies down. (this is the intended purpose of the harpy beacon) and of course, make sure to stay at an inn or your bed before venturing out so you know you have that save ready.
@skoomatroll
@skoomatroll 2 месяца назад
its interesting to hear how different people playthoughs are, i played thief and the dodge button lets you i-frame all dmg i don't think i ever had to reload outside of a drake killing my pawn ( i didnt know i could get him from town)
@ThePianistDragon
@ThePianistDragon 2 месяца назад
I feel like the reason I wasn’t bothered by Dragon’s Dogma 2’s issues is because: they’re mostly the same issues the first game had and I just learned to accept them as part of the experience. The save system is archaic, but not too different from Dark Souls (or any other game that has just auto save and nothing else). I recognized early that losing progress was going to be an issue, so I kept close mental tabs of my last inn save, and opted to simply walk away from bad encounters. If something happened late into a quest I didn’t like, I just simply said “welp, it is what it is.” That’s how it was in the first game. Frustrating to be sure, but I think that’s something people are missing. People are seeing the “two saves” and thinking “I have two saves.” And the thing is, this confusion can’t be placed entirely on the devs because they make it clear that this is how the game is supposed to function. But somehow people are getting repeatedly confused and frustrated as if they’re being lied to. It’d be a different story if it was simply “I don’t like the system the devs made.” But it seems more often “I don’t like the system because I didn’t understand it.” I don’t like the health loss system. It feels like the hollowing mechanic in Dark Souls 2 which feels more punishing than anything else. The last game had recoverable health that could be reduced below your max health, but it also had items that restored your max health. If the game had more max health restoring items this wouldn’t be an issue. (There’s one item I know of and it’s even rarer than the fast travel items). And on that topic: I don’t mind the fast travel system. Dragons Dogma Dark Arisen had the same system of limited port crystals so I just learned to plan my quest routes and carry ferry stones with me. Ferry stones aren’t rare. They aren’t common, but there’s at least one at every town merchant, and they’re semi-common rewards in quests and chests. Players (if they’re actually playing the game and not sprinting through it) should have a healthy pool of them at any given time. I do wish portcrystal locations were more common, I’ll admit. They’re sparse and it takes a long time before you can obtain more that you can place yourself. And I don’t think this is designed to push people to buy fast travel with real money. The devs want people to actually *play* the game rather than teleporting everywhere. So just like in Dragon’s Dogma 1 I learned to enjoy taking strolls. It makes it so nice that there are little camps everywhere to serve as rest stops. And I carry a ferry stone in case things get overcumbered or hectic. If I had to guess the micro transactions were put there because someone from capcom thought it would be a good idea in case people didn’t jive with the lack of fast travel and wanted to make it easier. So they took the DMC5 approach, and that’s backfiring on them. I think people are going into Dragon’s Dogma with skewed expectations and getting upset when the game doesn’t fulfill them. The game is designed to be played slower and more methodically, and while it’s a gross oversimplification of player feelings: I think people are just too impatient. Does that mean the game doesn’t have its issues? No; a better fast travel and save system in 2024 would be greatly appreciated. And dragonsplague is a terrible idea; that shit needs to go. Otherwise I’ve been enjoying the combat and going around exploring this game’s world. But as someone in another comment said, I’m hoping there’s a “Dark Arisen” version of the game that addresses some of the issues players are having. But considering how divisive this game has been for general players, there might not be one unfortunately.
@av3stube480
@av3stube480 Месяц назад
"The b*tch sold my shoes!" killed me. Laughed harder than I did at Yahtz' review XD
@LGreymark
@LGreymark 2 месяца назад
I've got about 25 hours as a warrior now (the two hander build) and I find the fluid soft lock on system pretty flawless, I gesture my mouse at whatever enemy I want to hit next and input an attack and the character just kind of hits them, even if they're not the closes thing to me. I was shocked by how easy it was to move through a fight, barging and swiping different enemies to manage a large group with the ease I wouldn't expect from such a slow build. The save system has been kind of a nothing burger for me, I've died twice, once to jumping off a cliff I shouldn't have and once to getting drop kicked into water by an ogre (hilarious), and I returned to the last autosave and camped before reattempting the challenge. I can see how it'd be a problem especially with the timed quests and the reportedly buggy inn saves. but I really haven't experienced it yet. My mage Pawn gets smacked around quite a lot, but only if I'm not doing my job keeping them safe. i can definitely see how it'd be a pain to be a mage player, but i didn't really like the magic in the original either so... warrior life I guess. Overall it's been a pretty enjoyable experience, if a bit mentally exhausting because of how long some of the monster fights can be (I'm looking at you drakes that refuse to land)
@stevejakab274
@stevejakab274 2 месяца назад
I haven't played the game myself, but an alternative view is on the "writing on games" channel, where in the "why perfect games are boring" video he argues that "wasting a player's time" is a contradiction for what is supposed to be a leisure activity.
@arturoaguilar6002
@arturoaguilar6002 2 месяца назад
That's a good point, in theory. In practice it depends on what the players prefer to do during their leisure activity.
@danvzare6201
@danvzare6201 2 месяца назад
Thank you! I was just thinking about how the phrase "wasting the player's time" is a sign of a lazy reviewer. As I've heard it several times, and I've only just realized that they only used it for games that they didn't like, regardless of whether or not it does or doesn't "waste their time". Heck, there's only ever been a small handful of games I've played which didn't "waste my time", such as Super Meat Boy. Meanwhile, I've found that some of the best gaming experiences I've ever had, did nothing but "waste my time".
@IEEEE50
@IEEEE50 2 месяца назад
if you keep losing to an enemy, RUN AWAY YOU GIBBON.
@armorhide406
@armorhide406 2 месяца назад
That's not optimal design though. What do people typically want to do? Get revenge. He's right, the game doesn't respect your time
@destroyerofnirn3537
@destroyerofnirn3537 2 месяца назад
@@armorhide406 so go play other games and quit whining
@IEEEE50
@IEEEE50 2 месяца назад
@@armorhide406 Get revenge later when you have actually prepared to engage the threat properly. Thats more rewarding than slamming your head into a wall untill it breaks.
@HoodyC17
@HoodyC17 2 месяца назад
@@armorhide406 Have you played Elden Ring? Literally the first two actual bosses: The Tree Sentinel and Margit.
@null5489
@null5489 2 месяца назад
I completed almost all the content available in the game, and my biggest issue was how braindead easy the combat becomes relatively quickly. That, and how the save system can screw you with some of the bugs and jank flubbing the intended outcomes of some quests. Oh, and the main quest should be a lot longer, and just overall executed better. And, the enemy variety is not good. If only they could have delivered on something that built upon and enhanced the strong points of Dark Arisen.
@Cluesman
@Cluesman Месяц назад
jumping when talking to an npc that doesn't have that press-next-mechanic
@libertylemonz7145
@libertylemonz7145 2 месяца назад
3:23 "Troll". The fact that J doesn't even know to call the cyclops a cyclops makes me wonder how much of this game he's actually played, if any. Especially given the fact that pawns will constantly call out the name of a monster, and the game constantly names the monsters you fight. Every time you fight a cyclops (and you fight one in the literal tutorial) you'll hear or see the name "cyclops" at least 4 times. Not a good look honestly.
@nhobbs6504
@nhobbs6504 Месяц назад
Your mastery of the absolute pedantic is noted. Not a good look honestly.
@libertylemonz7145
@libertylemonz7145 Месяц назад
@@nhobbs6504 Is it pedantic when it indicates J's complete lack of knowledge about even basic enemies? It seriously makes me think he didn't actually play the game. At best, he did play it and remembered so little that he's unreliable as a reviewer.
@nhobbs6504
@nhobbs6504 Месяц назад
@@libertylemonz7145 Or, more likely the game design was so shallow and forgettable that it blurred in our memories. Troll? Cyclops? who cares it was reductive, forgettable and the only notable part about it was its poor mechanical design which the video rightly called out. What the creature was is irrelevant because it was designed badly and doesn't deserve to be remembered.
@blackdragoncyrus
@blackdragoncyrus 2 месяца назад
8:10 - Why not just run away from the encounter?
@Tks525
@Tks525 2 месяца назад
As someone that enjoyed DD1, DD2 was an enjoyable upgrade... with some odd steps backwards. The positives: A much grander open world which rewards thorough exploration and very memorable encounters resulting from the various systems working together, or sometimes against each other. The negatives: On top of the things mentioned here and in Fully Ramblomatic, traversal abilities needed to explore are tied to certain vocations and many quests provide so little guidance (to encourage the players to rely on their pawns) that they make the player doubt their approach and/or the game working properly (one example being a quest to shadow someone for an entire in-game day without anything interesting happening and requiring the player to patiently wait in front of a locked door for several minutes for it to eventually open). Edit: Forgot to mention Dragon Plague which turns random pawns into ticking time bombs that can wipe out entire cities, including main quest NPCs.
@mattparkent440
@mattparkent440 2 месяца назад
For every single thing that I love about DD2, there is also a thing that I absolutely hate.
@KrazyTed113
@KrazyTed113 2 месяца назад
While there are definitely some good points here I can't say I really sympathize with a lot of the gripes listed here, which is a first for this series. I'm having a blast in the game and it's odd to me seeing complaints about the fast travel and the largely ignorable microtransactions, especially considering I think the former is a great design decision. The world is fun to explore and it emphasizes planning and the journey to the destination. The first time the player decides to go to bakbattahl is an adventure, where you have to plan and trudge your way to a far-off place and when you finally get there it's very satisfying. No auto-lock targeting wasn't an issue in monster hunter, which shares a lot of DNA with this game, so I don't find it an issue here. The health system is similar to Demon's Souls and it didn't seem to be an issue there. I agree the Inn saves destroying progress 100% needs to be resolved and I think it's unfortunate that seemed to stop the Second Wind team in their tracks.
@MisterMixxy
@MisterMixxy 2 месяца назад
If the world is fun to explore, it doesn't need to hold fast-travel hostage to make players explore it. Players will do what is fun. They will resent being forced to do what isn't. And even WITH good fast travel, you would still need to go on your "adventure" to get to Bakbattahl, since no game in the world lets you fast-travel to locations that you haven't been yet.
@graememathieu575
@graememathieu575 2 месяца назад
You made some good points, I just wanted to complain about one of them. Did you consider that if an enemy was too tough for you that you could just walk away? Some games reward retrying until it works out, and some ask you to be tactical. For perspective, if this was a game that displayed levels and you could see the cyclops was many levels higher then most people would reason that you should try it later. Instead you decided it wasn't fair that you couldn't beat it with a dwindling health pool. You could've ran past or back and returned with better gear and a higher level/vocation rank or taken the time to learn how it attacks and its weaknesses. Lesson for all open exploration games, not just this one. It isn't everyone's cup of tea though. However it also isn't bad design because there is 100% a player base that likes to find and overcome these challenging situations or to feel like the world isn't just a field of weaklings to mow down.
@MrLego3160
@MrLego3160 2 месяца назад
your pawns will actively call out to run away if you're getting your ass kicked.
@TimSenna
@TimSenna Месяц назад
Love the fact that this is the first DD video where I've realised Ludo's name is a ludonarrative dissonance reference
@FromMyXP
@FromMyXP 12 дней назад
I feel it's more a reference to just ludo/ludus (Latin for "to play"/"game") rather than "ludo-narrative dissonance" specifically. Then again it might be because in French we also have "ludothèque" (toy/game library) and "ludique" (entertaining) so ludo by itself makes sense, and I don't know what J was thinking exactly.
@Foll-uh7oo
@Foll-uh7oo Месяц назад
Huh what to say i think the main issue on some points is, At once the difference in the saving system, since this seems to be designed to have you " take the decisions you made, and to live with them, and if u really want to redo it.... You have to reload either you quicksave if it didnt save on time or sacrifice everything you did until your last fixed savepoint. And thats something that will have a big impact on your few of the game, positive or negative. The second thing is the restricted fast travel, ...travel is an adventure , the game forces you to interact with the world, and makes you, have to plan your trips etc. and i think thats one main aspect of the game. And if u hate that or love it, in that case the expierience can vastly differ.Also depending on the point if u think they did a good job for the world or not. The story is very flat but improved to the first part id say at least.(and i think if u want to play it solely for the story.. eh, not the best choice for this game) xD The battle system can variable throughout the classes, but at the beginning it is really repetetive. leveling up unlocks skills and also core- and passive skills. while core skills are a fixed part of the class, which advances their basic battle gameplay. skills on the other hand can be selected in limited slots fitting for the build you wanna play. Passive skills can also be selected and used in a limited amount of slots, but once received, can be used throughout all classes. which gives you a complete new spectrum of making builds with different classes, while rewarding you for trying out different classes. In that way also motivating you to test out which class suits your play style the most. In a way you can really say its unconfortable by designchoice, to deliver a certain Experience ( if it does good job in that depends on your taste, like actually most games lol) Also you can say it triesb to be believable, by making real aspects of traveling etc. into game mechanics (and thats one thing that can really hurt or hype a game) in short the Main Aspects of this game are: - a save system that forces you to live with ur choices - A world that forces you to interakt with it by traveling through it, wiht uncofortable mechanics to make it belivable. - A Battlesystem that can be repeatetive, but also variable through its classes Also in point of Capcoms Microtransactionspolitik. This one shot DD2 really in the foot, espically in that kind of game design, which can make you really feel scammed if you dont know thats intended. In my case I played the first game so i knew, nothing in my expierience was withhold from me." Confortable-items" a rare you, have to find them and decide if u wanna sacrifice them because of a situation or not. This Game can be a Real Pain if u dont like that kind of stuff or dont want to deal with it, for the sake of other aspects of the game. On the other Hand a Game cant be liked by everyone. The first was a niche and this time it reached a greater audience. So also more people with other tastes. On the other Hand i like that it tries to make something different even if it fails.( i think you can guess by know that i had a positive expierience , and that stuff suits my taste.) Despite that its definitly NOT perfect really! But i can see the improvments in the vision from the first Game. And i think the next One (if happening) can improve it as well, there is still a lot of room for it xD (For example- npc social interacting and dialog parts.) And also i think that your max hp is also reduced when you got beaten up by a monster and not using a wakestone but reloading save should be fixed for example. Also for me at least in terms of pawns, other than in the first game, the ones i summoned started growing on me while traveling, so i tried to resummonen the same often if i could( they dont level up so i have to actuallize them). I think thats what is one of the visions on this. Which i had not in the first game. BUt they can also get totally on your nerves, depending on the flexebility of your nerves xD. So thats it for my experience and perspective, it can be a thrilling experience or total disaster. Funny so far from others i saw nothing in between those two. Also sorry for my grammar mistakes etc. i tried to find my words in english, but like the game its not perfect.
@yesac100
@yesac100 2 месяца назад
See, I've had the opposite problem with the save system. Most of my deaths have been to griffins I almost had down, so I reload to right before the griffin fight, ready for round two and... the griffin is gone... As for the fast travel thing, I actually like that design choice. Fast travel isn't too hard to get access to, but it's just hard enough to encourage you to explore the world on foot instead of just bamf-ing around everywhere. I also totally understand why this would be a negative for others, but I feel like it's a more nuanced discussion than simply saying it doesn't respect player time.
@browal14
@browal14 2 месяца назад
Dark souls 1 did fast travel well it was something blocked off until mid way through the game where it felt most inter connected then it was made available without any item needed but you had to be at a bonfire and could only go to other bonfires and bonfires were major area checkpoints with sometimes only 1 or 2 in an area. A system like that where you could only fast travel from an active way stone to an active way stone. Still forces foot travel to find waystones still requires you to get to the nearest waystone to use they system but is much more convenient then walking the same trail back and forth while letting you do that anyway if you wish.
@DemonEyes23
@DemonEyes23 2 месяца назад
There’s a toggle in the settings to make O only interact. No idea why even have run and interact mapped that way by default
@themarkktv
@themarkktv 2 месяца назад
4:11 you sounded uncannily close to Zach Hadel with that voice, I loved it.
@benedictrogers1478
@benedictrogers1478 2 месяца назад
Some of the decisions seem to be attempts to correct things in the first game, some of which needed fixing (you could blow DP on a vocation switch and end up without the gold for equipment), some of which didn't (the dialogue system in DD1 was actually more functional due to the text boxes).
@IEEEE50
@IEEEE50 2 месяца назад
ARISEN, YOU ARE CARRYING TOO MUCH SELL OR STORE YOUR ITEMS! ARISEN, IT IS NIGHT TIME WE SHOULD REST AT AN INN! ARISEN, THE FOREST COULD HIDE MANY DANGERS! ARISEN, THIS FOE IS BEYOND OUR STRENGTH! Reviewer: "omg shut up"
@sator_project
@sator_project 2 месяца назад
When you play DD1 you think, 'wow this is such a weird game, they're going to fix like half of it in the sequel.' Then DD2 does all that nonsense again. It's all intentional! I can only assume Dragons Dogma exists in a Lynchian space of pure auteur expression. I could be mad, or give it a bad score, but frankly I don't think Dragon's Dogma cares. And that's why I love it.
@Zquirrelthing
@Zquirrelthing 2 месяца назад
you're right about tit being auteur. if you go on the subreddit and complain about any of the ridiclous game decisions, you're gonna get shit on because it's part of the "vision" of the creator, and that somehow makes it good
@sepersellchadwick2325
@sepersellchadwick2325 2 месяца назад
It even got rid of good stuff from the last game, like the armor and accessing equipment from storage and inventory at inns so you don't haveta shuffle equipment ta figure out what goes with what best.
@julianleverton7045
@julianleverton7045 Месяц назад
I remember playing OG Dragons Dogma vaguely. Still has my favourite character creation of all time, but man, combat was rough. And I still sometimes hear, "wolves hunt in packs!" in my dreams.
@AluinKali
@AluinKali 2 месяца назад
To be honest I think you just want this to be a different game. I played way over 100 hours of this game and I love the dynamism of the combat system. I love the limited fast travel and the adventures I go on because I walk most of the time. I feel like the developers had very specific intensions with their design. I agree that there is plenty to criticise in Dragons Dogma 2 but implementing more features that are considered best practices would rob it of what makes it special. We have so many polished open world games with all the conveniences a player could want but we only get a Dragons Dogma a decade.
@superbnns
@superbnns 2 месяца назад
The game loop is "outings." That's why the save system is like that, that's why the health penalty is like that, and that's why carry weight fairly low. The game tells you to rest at an inn often because your inn rest is your hard save and everything revolves around that. Guild halls where you change your vocation are generally near inns, shops are generally near inns, item storage is handled through inn, Riftstones are generally near inns, and inns are one of the only ways you can restore your health penalty from damage/respawns. You are meant to prepare yourself, your main pawn, and pick 2 other pawns to round out your party before going on an "outing" with your team. You can generally recover from an "outing" going sour, but if all else fails and you truly feel you can't recover, you bite the bullet and reload your inn save. Some of the best moments I had with this game were just from being able to see a town in the distance and limping back to to it with my max HP ad just 20% normal after just barely surviving a surprise griffin attack. It's truly something I haven't experienced in another game. These things are here purposely to impose friction. For example, Itsuno has stated he thinks it's too easy to fast travel in games and that it trivializes them, something that a decent chunk of Skyrim players also agree with based on the fact there are multiple mods that remove the function, each with tens of thousands of downloads. That's why fast travel is restricted to oxcarts and Ferrystones, and that's why your save slots are so limited. I simply wouldn't have had the same tension fighting that griffin and fearing a goblin ambush in the aftermath if I could just, at any time, press pause and fast travel to Harve. The systems that enabled that experience rely on me not being able to do that. I never played DD1 and didn't expect to play DD2 until these design choices were explained on a podcast I listen to by someone who really loves DD1. I went in knowing what to expect from them, knowing they'd be different from typical game design, and I loved my 110 hour playthrough enough to immediately hit new game plus after the credits rolled. If I hadn't I might have had a similar experience to what you and Yahtzee did. Unfortunately, the stink of the MTX did nothing to help the perception of this game's design. A lot of discourse has posited that the game was designed like this in order to sell these items to you but that's not the case. The first game was the same way (as described by the podcast I mentioned), and didn't have any MTX other than the expansion DLC. Capcom has been putting in this style of MTX for the better part of a decade (DMC5 had similar ones, as do the RE remakes) and it's stupid every time. It must be some sort of mandate from the marketing/publishing branch of Capcom, and it's a real shame they keep insisting on it.
@gwen9939
@gwen9939 2 месяца назад
Yeah DD1 teaches you all these things. There's lots of inventory management that keeps you from abusing the game's systems and making it too easy. It heavily frontloads the frustration of the early game, so that as your character grows in strength it just feels _really_ good. Not a perfect game by any means still. Increasing carry load and stamina for sprinting are the most downloaded mods for good reasons. You do get portcrystals relatively early, which lets you fast travel to locations you've placed them at, and it's sort of a nice balance between avoiding excessive tedium while not having fast travel to every location you've visited. I feel like they'll change some stuff around eventually. Capcom's been pretty good at continuing to support their games post-launch recently. But yeah, this style of MTX has been pretty par for the course for them for a long time now. It was even present in DD1.
@superbnns
@superbnns 2 месяца назад
@gwen9939 oh was it? I checked the Steam page for DD:DA and didn't see them there
@LikeTheBuffalo
@LikeTheBuffalo 2 месяца назад
JM8 made a character that looks like Dabarella's runty little brother
@loukitmyname
@loukitmyname 2 месяца назад
Yeah, I feel like your criticisms are pretty valid. Yesterday, I was playing the game, I got an escort quest to half way across the map and there was no way I could fast travel to it. How could that have been fun, I have no idea. I feel like the save system, combined with the lack of good fast travel options really hampers the exploration in this game. I am always scared to explore because everything could potentially setback the progress by an hour or two, at the very least. Personally, having an eternal ferrystone(instead of consumable ferrystone), with more portcrystals, giving us a choices of setting up our own fast travel point. Furthermore, saving whenever the party camps, will go a long way to alleviate these problems. Personally, I enjoyed the combat a lot, but that is perhaps because I am used to it from my Dragon's Dogma Dark Arisen playthrough.
@weebnerdgaming4908
@weebnerdgaming4908 2 месяца назад
The lack of lock on is an understandable gripe, but as a Monster Hunter veteran, when you need precise part targetting and you fight big monsters often, lock on can be a detriment since the camera will swing too much, too quickly. Even when Monster Hunter implemented a lock on, many people just don’t use it. Either since it’s too stiff because it strictly locks at the main body and not the appendages, or it’s just easier to precisely target tails without the lock on. But Dragon’s Dogma 2 does feature a lot of small-sized enemies, so lock on is still beneficial either way. When they do implement one, though, they need to remember how should it work with the big monsters.
@EOCHiduh
@EOCHiduh 2 месяца назад
The past two Dragon's Dogma videos on the channel have felt weird for me, since both you and Yahtzee both had the experience of reloading at the inn save after finding a hard fight. Maybe I already had the conditioning from playing the original DD a lot, but when I found a hard fight I couldn't do at the moment I just ran away. Sometimes finding a camp site to get my HP back to max and take another go at the fight that I ran from. DD2 100% has it's flaws but I never had much gripes when it came to it's design decisions, honestly it was the opposite for the most part. Either way still always interesting to hear people's takes on things!
@TristanB4
@TristanB4 2 месяца назад
I do feel like many of their criticisms were based on the way they approached the game... Which is valid! But also, many of the issues they had are very avoidable, this game just has fewer guardrails in place. I really enjoy that you *can* get yourself into hard spots, you *can* fail and waste your time, you *can* be out of your depth. It doesn't mean that experience of failing is fun, but the presence of those stakes made the game more fun for me- and by respecting its unforgiving nature and listening to what the game was telling me, I also found it pretty easy to avoid those situations. It feels like if you approach this game like other games with a sort of cavalier attitude as if its going to hold your hand and ensure nothing bad or frustrating can possibly happen... You are gonna have a bad time! It's definitely not for everyone.
@theevilnarwhale
@theevilnarwhale 2 месяца назад
Every time you come back from out in the wilds you should go to the inn or your house to deposit everything you picked up and save by sleeping. Once you get that habit down dragons dogma 2 gets easy.
@devranyilmaz9806
@devranyilmaz9806 2 месяца назад
My guy, it has one eye. That’s a cyclops, not a troll.
@janushyde86
@janushyde86 2 месяца назад
I think "Patchwork" or "Patchy" might have been the better choice for the antonym of "Seamless."
@DEADLYRAT34
@DEADLYRAT34 2 месяца назад
I do enjoy this show, but this is the first time I have some real criticism of the observations here. Some of these complaints are perfectly valid; the controls are a bit wonky, the pawn selling equipment is a bit silly (although it looked like they only sold the starter crap that isn't worth having anyway), and things like the CYCLOPS falling and making bridges or other set pieces are certainly too sparse (why is there only one medusa in the whole map?). The game really needs some clean up, and should be more upfront about how serious the consequences of your actions can be, on many levels. All of that said, some of the combat complaints are... a bit opinionated feeling. Classes don't have a universal defensive option because they are VASTLY different, and certain classes lack of defense is purposeful, to make team building and positioning an important consideration. Magic and arrows are powerful tools, but you actually feel the threat of enemies when they approach and you realize "oh crap, I'm about to be bullied because I didn't create space and I am not a melee character." Conversely, melee characters can struggle against flying enemies, requiring the aid of their pawns to bring them down or having to use their skills and items to make openings. Dark souls needs a universal option because the game is mostly designed around a solo player character with a lot of options. They HAVE to be able to overcome by themselves, and thus need a tool for everything, especially defense. DD2 wants you to make a party and go adventuring, which means each member should have recognizable and exploitable weaknesses, or else you would just bring 4 of the best class available (the most boring tabletop party makeup ever, and the sign of a flawed system). The reinforcement loop against large enemies is also overblown. Yes you take a health penalty, its incentivizing you to stop trying to brute force an enemy. If it was a close fight, then by all means, fight them again with your new found knowledge about the fight and avoid taking that damage. If the enemy is so overwhelming that 10% hp difference cripples you, then it wasn't an enemy you were prepared to face anyway. Discretion is the better part of valor, and DD2 does not shame or punish you for running from foes you are no match for yet. Resting at a camp site refills your missing health, and campsites are plentiful, only being a precious resource if your caught wandering around in the dark at night with no idea where you are (which is your own fault). The game says "last inn save," which is pretty obviously, if your out and about adventuring, a long time ago. I don't really feel bad for people who pick that option and are then bummed about losing progress. It says what it is exactly on the tin, why would you not expect to lose all the progress in between? Yes, its gives you less of an option than Skyrim or other multisave games, and yes I agree DD2 should have multiple character slots. But I don't mind that I can't just rotate my saves and never face adversity. Being far from town, in a new area, at night, with a dwindling health pool, can make for some of the tensest encounters possible, and its entirely THE PLAYERS FAULT if they find themselves in that predicament. If I could just reset to 30 minutes ago and decide to head back to town now knowing what lies ahead... then what risk was there in forging ahead? I ventured nothing and gained everything. That's not necessarily bad, but its not the kind of adventure DD2 wants you to have. Commit to and learn from your choices and mistakes, they are the result of your own will and nothing else, that is one of the main themes of the game. DD2 is by no means perfect, maybe not even great, but I feel like its a very unique experience, and that it problems are mostly systematic, not with the moment to moment gameplay or options presented to the player. DD2 does respect your time (usually), it just wants you to respect your own time and commit to what you are using it for. Still, a fine video as always, even if I disagree with the points made.
@ihappy1
@ihappy1 2 месяца назад
Well said, this was a swing and a miss from design delve. Instead of understanding what the game was asking of him, he just insisted on a 'one size fits all' of game design
@Ashtarte3D
@Ashtarte3D 2 месяца назад
I don't agree at all with the "find a game that respects your time" when Dragon's Dogma 2 respects you more than most games. It doesn't hold your hand. It's like trying to argue roguelikes are bad because they "don't respect your intelligence" when it's the exact opposite. Is DD2 flawless? Not by any means. But the game definitely does go "okay, you better learn how this works or you're gonna have a bad time." If you don't reciprocate that respect you are going to have said bad time. Games don't need to be designed for all players, or even welcoming to them all. It is up to you to decide where your line is.
@demondownunder3301
@demondownunder3301 2 месяца назад
There’s a difference between respecting skill and respecting time
@Hammerlord31
@Hammerlord31 2 месяца назад
There's a very simple check you should do whenever you load an inn save. Ask yourself if you remember when exactly you last rested at an inn, and if you don't, then don't load it! Sure the system sucks, but it's not that complicated to at least not get fucked over by it!
@monkeylungs3479
@monkeylungs3479 Месяц назад
You can save your game at basically any time outside of combat.
@V.V.2.0
@V.V.2.0 2 месяца назад
As a person who played dragons dogma 1 I was expecting the single save system and limited teleportation and never questioned it dragons dogma 2 doesn't expect you to win every combat off the bat if you die and reload you still always have the option to run (it tried to save before the monster sees you even) and you can yell at your pawns to follow you so they don't bash there head against a troll for an hour. every microtransaction item is obtainable in game and while not good feels like an obligation to CEO decision makeing (you can look at many recent capcom titles to see similar trends) I just ignore the existence of them. I see a lot of people upset about this as a departure of modern day gaming when it's more the challenge of older games (i personally like limiting of fast travel making it so you need to pick and choose what you do). I love the combat as well many of the classes feel great and I am playing through new game plus without pawns and having a great time! infact the thing I think that is the most antethetical is the end game having limited time (since it's the only place to get some resources) and dragon blight which is a mechanic that suprised many people locking them out of many quests.
@thiefswipe
@thiefswipe 2 месяца назад
The intent is to run away from monsters too powerful to fight. A quick tactical retreat has led to some of my best moments: navigating the wilderness on a desperate, wounded trek to civilization is a unique experience. I don't blame anyone for not realizing this, though. Games have conditioned us for years that combat to the death of either side is the only viable outcome.
@Yentz4
@Yentz4 2 месяца назад
I never had to many issues with the save system, mainly because once you get farther into the game, it just becomes piss poor easy and you will never need to reload from inn. Which uh... Was an issue in itself. That said, the games travel system really, REALLY disrespects your time. Portcrystals are incredibly rare, as so are the consumables needed to use them. This leads to you having to run everywhere, and just the smallest, most dull quests take forever. I didn't want to explore anywhere because I knew it would take so long to run back to where I needed to go.
@MrLego3160
@MrLego3160 2 месяца назад
ferristones aren't rare. go to a shop and buy one.
@alsaiduq4363
@alsaiduq4363 2 месяца назад
5:20 There's no universal dodge system because each class has their flavor and identity. If every game has a dodge roll, the need for skill that keep aggro on Warrior and Fighter doesn't really matter or augments that lower your aggro lose their purpose. If a Mage or Sorcerer can simply dodge out of any attack, their Maelstorm and Bolides are spell have reason consequences and that make Thief less unique as a clas being the nimble fighter. If Warrior could just block or roll, you wouldn't need to learn I-frame from Barge or the Guard point that they gain via a augment that give you hyper armor during their charge attacks. There's a clearly intention in making you rely on party. This isn't Dark Souls where you're lonely Husk fighting Gods, this Adventure party based game where you have pawns that learn and become more human because you teach them via your actions.
@matthewmuir8884
@matthewmuir8884 2 месяца назад
I dislike dodge-rolling and even I think that every class should have a defense system. Look at Monster Hunter for example: each weapon type has a different defense system: some have a dodge, some have a block, etc., but they all have at least one reliable method of defense.
@alsaiduq4363
@alsaiduq4363 2 месяца назад
@matthewmuir8884 All classes from MH have a dodge roll tho.
@matthewmuir8884
@matthewmuir8884 2 месяца назад
@@alsaiduq4363 Really? I could have sworn that only sword-&-shield has both a block and a dodge roll, with Lance, for example, having a block and a small side-step.
@danny123451
@danny123451 2 месяца назад
I love the combat myself but i'm a huge fan of the DD1. However i do feel that the magic classes are not as good as the first game. And while i cannot defend the save system i don't think the things you don't like is the game doing things just to be different but rather because its what the first game did and they didn't want to change ti for what ever reason. I would have recommended doing a bit of research on DD1 before making this video to see whats actually a unique thing to DD2 and whats from DD1.
@Whelp140
@Whelp140 2 месяца назад
Yeah but I also feel like having to press the button to go to the next dialogue option was only added because let's face it how many people spam through games text options and then get pissed when they don't remember or accuse the game of not giving them information
@browal14
@browal14 2 месяца назад
then create a auto advance or press to advance dialog option no need to punish everyone I'm sure that task would not be beyond them
@ddog042
@ddog042 2 месяца назад
I was wondering if he would talk about this when he mentioned it on the gigantic stream! Hope this means we get a few “how to play” episodes as well
@rodlimadiniz
@rodlimadiniz 2 месяца назад
Many design choices in DD2 were based on it being a slow burn game. You're supposed to take longer, to stop and think. The story takes a back-seat to organic exploration. Of course, that's not to say it works 100%. I agree with your criticism, although I'm loving the game. Maybe, just maybe, the idea behind chipping away your max HP on every reload was to make you more afraid of combat and better pick your fights... but the combat gets easier with higher levels anyway, so what's the point in bullying new players?
@juicedgoose
@juicedgoose Месяц назад
You weren't stuck in a loop with that ogre. You could have ran away. Also, the fact you tried to climb it shows you didn't grasp the role of a mage at all.
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