Dragon’s Dogma 2

Since I shared my great love of the first game in this series, I thought I’d write a few words about the sequel, which released a few months ago. 

My sorcerer pawn and my toon, a Beastren (a cat person).

At level 86 on my second build (level 56 on my first) I can say I played a lot. It’s a fine game. The fight mechanics are good.

Lol, it’s obvious I’m disappointed. The story, which again centers on reincarnation, is not as complete or logical as the first game’s. The end game, the Unmoored World, is overly complicated and unsatisfying. Who thought a pus-dripping dragon fight was a good idea?? I’ve seen reviews that extol the variation available; that wasn’t my experience. The game became repetitive and the replay value dropped for me.

Perhaps, like DD1’s Dark Arisen, a DLC will release that takes the game to a whole new level. 

It’s no surprise that playing DD2 only led me back to replaying DD1. The battles are more varied. The outfit options are more flattering. (Don’t underestimate the value of a cute avatar.) And the bread and butter — climbing on monsters and whaling on them — is more consistently designed. 

This post is here to relive the glory of a fabulous gaming experience and to promote my Enneagram breakdown of it.

Also, my old lady witch pawn is totally cool.

The Enneagram of Dragon’s Dogma

The gameplay is concluded, and now I want to look back at all my posts and try to assemble an Enneagram from the plot.

Caveat One: This is a videogame, and a rudimentary story has proven sufficient for the genre. Will Dogma show itself to have more?

Caveat Two: This story never ends. For me, that’s what makes this one of the best games. A cycle of reincarnation, not just “New Game” mechanics, is so unique. The Nine will always come back to the One, spiralling in place. And yet, we also spiral upward, not restarting but building from the last run, experiencing the same story but interacting with more experience, skill, and gear.

Let’s play.

ONE

From nowhere and with no warning, a humongous dragon lands on the beach of a fishing village and destroys things. We, the untested Arisen, pick up a sword and battle something so large, we’re the size of its toe.

As we lie in the surf, knocked aside, the dragon plucks our heart from our chest. It balances on his talon, beating. Then he swallows it and flies away.

We awaken in a hut. Our chest is brutally scarred and we have no heartbeat. Quina wants to help us, but at this point none of us knows anything.

On the way out the gate we’re greeted by a Pawn, our first. He explains to us about Riftstones and helps us prove ourselves. Afterward, a voice from the Rift offers us our own Pawn and allows us to now hire two others for adventuring.

TWO

A foreign warrior, Mercedes, invites us to rest. We are awakened by an attacking hydra. After we cleave off a head, it slides away. (To where? From where? Shh.) Mercedes, impressed, arranges for us to join her on a trip to the capital city, Gran Soren. We will show the Duke this beast head.

Meanwhile, Quina has gone missing. We track her down in the Witchwood. Hoping to learn more about the dragon, she seeks the local witch there. Instead we find the granddaughter, a young woman who hasn’t been taught wyrm lore. She does mention, though, that the Church knows about such things. Quina now has a plan.

We escort the hydra head to Gran Soren. While Mercedes leaves to inform the Duke, the Pawn Guild is suggested to us. We find the room and the guildmaster, who asks us to investigate a strange occurrence in the caverns beneath the guild. 

THREE

We descend into the Everfall, spiraling downward until we arrive at the bottom. There, we see an unearthly glow. When we touch the ground, snaky worms erupt and attack us. We run back up, worms emerging and chasing us. 

Continue reading “The Enneagram of Dragon’s Dogma”

Wakestones

They can summon a rift of considerable power. Am I ready?

I leave behind my two friend Pawns. They can’t follow. Only my own Pawn goes over the edge with me. We land in the Seneschal’s Chamber.

In this void land, the Seneschal glows white. He drops a lot of information as we battle. I command all life into existence, he says.

But expect none of the mercy men seek in their gods. The unbending reality of a world without compassion. The world and all its denizens are but empty vessels. In that regard, no different than the pawns. Without volition, there is no true life. That volition is tempered by the struggle for survival. Just as the pawns need a master’s command, so the world thirsts for the will to live. Turn back now and I will grant you a merciful death. Step forward, or retreat.”

Of course I step forward.

The Seneschal reveals himself. It’s the avatar from the opening tutorial. We played as him once. Now he and his pawn battle me and mine until we defeat them.

Then he monologues again. “You and I are swept up in the current, same as the rest. And so, until the coming of a new soul fit to craft the will to live — until that day, may you guide the world ever justly.”

From his chest he pulls a sword, the godsbane blade. 

Those who arise to oversee this world are undying, save by this brand’s kiss. I ask that you, as the world’s new seneschal, use it now to vouchsafe freedom to your weary servant. Mourn me not, for I welcome the release. At long last, I am free of eternity . . . of infinity . . . free of the cruel, unending ring!

Granting his request, I kill him. And then I, once he’s gone, also wield the godsbane blade. I’m dead.

My Pawn and I fall. As we drop, she becomes me and I disappear. When the transformed me awakens on the beach, my beloved greets me, recognizing me in some way. Together we walk into whatever life brings.

Credits.

Beautifully done, sir.

And we begin again.

Down the Everfall

We fall. It’s kind of wonderful, actually, because if I miss a ledge, I just come out the bottom and start over at the top, falling forever. The Everfall, the place under the city we visited early on, spiraling downward, has broken away. Pieces of the walkway still exist, and these are what we grab.

It’s really a brilliant piece of game design.

Wherever I grab on my first fall will go to an explanation. “If you would heed my call, prove now your worth. Show that you’ve the strength to break the yoke that binds you.” I’m not sure who’s speaking, but a Pawn awaits us. She, like the other pawns who wander the Everfall, have been abandoned here when their masters died on quest. I think. 

On every level is a room with a battle in it. (Some, like the hydra, are more challenging than others.) Dead monsters drop wakestones, and when I’ve collected 20 of them, this Pawn will send me onto the next task.

Pawns climb the neck. Mage lights the heads on fire. I stay waaay over here and go pew pew.

Back to Gran Soren

… the beginning of the fall …

Immediately, the endless pit in the heart of the city catches our eye. Merchants still conduct business and people meander, but the hole dominates.

We’re not allowed to wander, though, without guards insisting we see the Duke. The nobles’ district is unchanged, and I enter the castle grounds and go up to the royal solar. I’m immediately confronted. “You met with the dragon! You conspired with it to wither me and usurp my seat as duke!”

Finally I get a good look at him. Yikes, buddy.

Notice that the Duke assumes I did as he did. I abandoned my love in order to rule, he believes. That I killed the dragon is not something he can accept.

And then the crazy old man raises his sword and attacks me. He’s pretty easy to defeat, although we’re both knocked through the window and out onto the balcony.

Run. The guards don’t do much damage, and the Pawns fight them all, but it’s constant harassment through the city. Eventually they back us up against the edge of the pit. A cloud of harpies come from within, and I lose my balance and topple over the lip.

Grigori Battle

Here we go. We pass through the Greatfort and climb the mountain path, the same one we traversed in the opening tutorial. New beasts — succubi, hellhounds, geo-saurians — confront us. At the place, the courtyard, where we fought the first chimera, we now face an enhanced version, a gorechimera. This is the point when the tutorial ended and we built our avatar. Now we continue on to face the dragon.

First, he tests us. Goblins harass our beloved while the dragon looms. By completing the Quina quest, and Valmiro’s, either one had a good chance to be selected by the algorithm as our dear one. I’m pretty sure, though, that by doing the Aelinore quest, I cancel out any other option.

The choice is: kill the dragon, or . . . sacrifice love. Let her die, and the kingdom will praise me. I will be granted the duchy. That’s how the current duke ended up on the throne. (The scene where the duke chokes Aelinore, apologizes, and calls her by another name makes a lot more sense now.) “Wealth and power are sweet anodyne for heartache,” Grigori says.

Of course I shoot him with an arrow. Now we battle.

Continue reading “Grigori Battle”

Salvation’s End

We’re to stop Salvation’s terrorism at the Greatwall, so we fight our way up the tower. Skeletons, cultist sorcerers, a chimera. At the top, the leader Elysion turns two dudes into wights. After we defeat them, he stands on the parapet and monologues. “Don’t you feel it? The very air dances around us! The dragon’s reign at last begins! Merciful winged death! All-powerful and merciless Grigori! Behold, you unrepentant blasphemers!”

Then the dragon flies in and eats him.

So, that’s it for the creepy guy who’s tailed us throughout. Hunh. He corrupted some people, thought he had something important to say, and ended up a boat snack. The dragon will now do what it always intended to do, and Elysion’s impact on it all was nothing.

Frankly, I’m intimidated. But I keep it all inside.

It was basically busywork for us. The only surprise, or relevant information, is the reference to the Dragonforged, that old guy who lives with his doppelgänger in a cave. Apparently, the Dragonforged never did confront the dragon, or he was unable to defeat the dragon and went away a failure. Interesting. I don’t think I put it together that the guy with a chest scar, someone who lost his heart to the dragon, was still here because he was a loser.

Rescue Aelinore

As I’m leaving the castle, fired up to fight Salvation for the Duke (not really), Mirabelle, Aelinore’s maid, stops me. The Duke banished milady to the lonely northern manse where he’ll probably have her killed. She plans to flee, and seek refuge in her native Meloire if someone could just sneak into the fortified outpost and break her out.

Here’s a guard’s uniform to help you, Mirabelle says.

… really?

At the top of the manse is a lonely room with Aelinore locked in it. When I enter, she kisses me and pulls me onto the bed. (Dude, we’re in a hostile castle!) After, she’s ready to escape. Now I must lead her to the cellar all by myself and keep her alive. My Pawns will meet me at a certain point in the lower level, but it can be tricky to get there in one piece.

Also, Aelinore has a tendency to say this: “I’m sorry, I … I cannot possibly cross here. Might you … carry me across?”

Luckily, she’s petite.

Her people wait for her outside the back door. Mirabelle says they must leave immediately, and her guards shake their heads at me, threatening, if I try to follow.

Thus ends the duchess quest.

Saving Gran Soren

We’re sent on a goose chase. Some message awaits us at the Waycastle gate but when we get there we’re immediately sent back to the city. In the distance, we can see why.

Fire and smoke come from the agrarian district of the keep.

Remember that “dead” cockatrice? It was taken into the castle grounds as a trophy. Salvation (somehow) reawakened it so it would rampage and destroy. Of course we get there in time to stop it. (And kill it! Often it flies away before the final blow, so yay!)

Immediately after, we’re called to the castle for thanks, and also to accept a mission from the Duke. A very long, slow follow walk happens, first behind Aldous, and then back again behind the Duke. At the end of it all, though, is a treasure room. Sadly, the Duke can’t open the really shiny chest because it requires Salomet’s ring and I swapped it out for that forgery. Heh. (It’s a cape in the chest, not a big loss.) As I’m collecting my money bags, a soldier comes in.

Mission change. Salvation has taken captives at the Greatwall and threatens to offer up a grand sacrifice to see the land cleansed. We’re to go on up there and stop them.

The Wyrmking’s Ring

It’s been three months of me trying to manage my tendonitis. As it seems to be chronic now, and as I don’t want to stop gaming, I’ll move forward with the Dogma story. My current regimen: Try to keep a light touch on the controller, and if a hardcore battle comes take a break afterward and stretch the thumbs. Also, ibuprofen.

Remember when I accidentally killed the griffin and I said I missed a quest and an entire corner of the map? Well, now it’s time to visit the Blue Moon Tower. Salomet’s gone to ground there. If I’d fought the griffin I would’ve dropped a portcrystal for later, but no matter. We trudge out there and fight Salomet’s outlaws on our way to the top.

It’s easy to lose a Pawn here off the edge of a broken staircase and into the aether, but we all make it to the final battle. Salomet challenges us and attacks. He doesn’t fight well and he doesn’t say much of interest. I really don’t understand his purpose, but . . .

No worries, I can see fine from back here.

He falls off the edge, leaving behind his magical ring.

I’m to deliver it to the Duke, but I take it to the Black Cat and pay for a forgery to be made. Anyone who carries the original ring has their magical powers augmented. We wants it, precious.