The conclusion I'm tacking towards with Dragon's Dogma 2 is that like... it is well and good to make one for the sickos. I appreciate and love all sickos and I believe in the realness of sicko love or whatever. I would say I am a sicko and I feel my sicko credentials are very, very well established.
But you gotta give me more than that. There's gotta be more to it than just being a sicko. I need to get something more than just capital-S Systems awkwardly making out with one another.
I just keep thinking about Tears of the Kingdom – a sicko game if ever there was one – and how yeah, sure, all the resources and enemy behavior and the contraptions and the physics and the layered map and everything, all that made for an incredible experience. But the memorable moment in that game, the thing that really stays with me, is the moment you figure out (to avoid spoilers) what's going on with the light dragon. It's the character designs. It's getting to meet all the characters and places from Breath of the Wild again. It's seeing Tarrytown again.
Right? I think DD2 feels a lot like all crunchy exterior and no creamy center.
Having wrapped it recently (though I think I'm going to start a new game, because the moment-to-moment (especailly in the first 3/4ths of the game) is just an absolute blanket for me in a time when I am fucking freezing), I have to say it is it is the most I've felt like playing an overambitious PS1 game in years.
Without getting into it, the post-game and final moments give you a sort of classic opportunity to go 'hey, remember these folks!' (in a way that, frankly, I wish BotW and TotK did!) but the people they are giving you a chance to remember are very thinly drawn!
And so it's a little like seeing a Soul Blade ending--hell yeah, Mitsurugi is getting revenge on that dude whose name I couldn't possibly know because he isn't even a character in this game, he's just mentioned in the instruction manual.
(It's SO easy to imagine DD2 PS1-era instruction manual. Little entries for characters like Brant (THE NOBLE KNIGHT) and Hugo (THE GOOD-HEARTED BANDIT), strangely localized lore making its way into a page 3 summary that has vague spoilers in it (ARISEN: CHAMPION OF THE WILL), little vocation summaries, a whole page on Melve even though basically 1/50th of the game takes place there.)
Of course, because this is the type of Sicko I Am, that basically still works for me, especially in relation to the game's metatextual swing at "the reader" who is squeezing content out of their toys. But even if you can slurp up that stuff like me, it is very clunky in comparison to the first game's deft and surprising back act.
In fact, I've been wondering if DD2's final act even hits on the story front if you were not recite-the-inner-workings-of-the-cosmology familiar with DD1. There's big spectacle here, I love how the gameplay shifts, but does any of what happens (and where it happens) even land if you aren't specifcally a Dragon's Dogma Sicko? Because I can't imagine anyone getting chills in the places I got chills unless they have some things etched into them coming into this experience.
That raises some interesting questions re: who games (especially big games) are best aimed at, how to onramp new players to complex setting elements without retreading old beats, etc.
Because narratively, DD2 is not just "in conversation" with DD1 in the way that the Zelda games all bounce around some core ideas that can link up, or in the way that Dark Souls 1-3 are presenting, echoing, twisting, and returning (sometimes flatly) to the same elements. DD2 is in conversation with DD1 the way the second act is in conversation with the first act of a play, or the way the Fool is in conversation with Lear.
"All thy other titles thou hast given away," he tells the not-yet-mad king. Which is relevant here, truly, except if you haven't played the first game, you might not know that.
