dreamcastaway
@dreamcastaway

I've been playing Dragon's Dogma 2 and while I'd love to talk about gameplay or interesting moments, the game's found itself something of a cultural lightning rod. It is a game with many friction points arising in a cultural moment where gamers are, perhaps more than ever, convinced that "consumers" are kings.

Dragon's Dogma 2 is not readily "solvable" and you can't min-max it. You will make mistakes. You will be scraped and bruised and scarred. Pain is sometimes the only bridge that can take us wher ewe need to go. And gaming culture, fed the lie of mastery and player importance, does not understand that scars can be beautiful. I love this game. I think it's a miracle it came out at all.

I also think in spite of the success it's found... that 2024 might be the worst possible year for it to have released.

Let's ramble about it..


It's easy to feel like Hideaki Itsuno and his team miscalculated the amount of friction that players are willing to endure and while I don't think that's true (he didn't miscalculate moreso stick to his particular vision) it certainly appears that we've reached a point in gaming where players, glutted on convenience, don't really know what to do when robbed of it. I've heard folks complain that they can't sprint everywhere or else balk learning that ferrystones required for fast travel cost 10,000 gold as if these shatter DD2 into pieces. I'm vaguely sympathetic to these concerns but at the same time they seem to spring entirely from a lack of understanding of the game's design goals. Much like how folks demanding a traditionally structured RPG narrative from an Octopath game misunderstand what that team is trying to do, players asking to sprint through the world or teleport with ease fundamentally misunderstand what Dragon's Dogma wants. The world is not a wrapper for a story. It is the story. Dragon's Dogma is a story factory whose various textures create unprecedented triumphs and memorable failure.

It is crucial to the experience to allow both of those to occur and live with whatever follows.

I'm always cautious of talking like this because it can come off as smug or superior but I think ultimately that's the truth of the matter here. This was not a well-played franchise before now and even if it's a AAA title, there's a way in which this game is meant to elide most AAA open world trends. You are expected to traverse. If you want relatively cheap and faster travel, you're meant to find an oxcart and pay the (quite modest) fee to move between trade hubs much like you would pay for a silt strider in Morrowind. Even if you do this, you could be ambushed on the road and in the worst case the ox pulling the cart can be killed. Something being "possible" in a game doesn't always mean it is intentional but Dragon's Dogma continually undercuts the player's ability to avoid long treks. Portcrystals, which act as fast travel destinations, are limited and ferry stones (while not prohibitively expensive compared to weapons and armor) are juuust expensive enough that you need to consider if the expense is worthwhile. Once is happenstance. Multiple times is a pattern. And the pattern in Dragon's Dogma is to disincentivize easy travel. It screams of intent.

Something I could not have imagined playing games growing up is the ways in which even a decade (or two) could lead to radically different attitudes on what games should provide. That's an audience issue to an extent but it's also something games have brought upon themselves. The "language" of an open world game has been solidified through years climbable towers, mini-map marked caves, and options to zip around worlds. When a game deviates from that language, the change is more noticeable than ever.

Hell, even Elden Ring (perhaps the closest modern relative to Dragon's Dogma) allows you to warp between bonfires and gives you a steed to ride. But that's also a much larger game! DD2 is not a large game and the story is not long. Yes, you can spend untold hours wandering about into nooks and crannies but a trek from one end of the world to another is still significantly shorter than bounding through most open worlds and a run through the critical path reveals a speedy game. Not as speedy as the first but brisk by genre standards.

exploration is the glue that binds the combat and progression system in place. Upgrading armor and weapons requires seeking out specific materials and fighting certain monsters. Gathering the funds for big purchases in shops mostly comes from selling your excess monster parts. The entire game hinges on the idea of long expeditions where you accrue materials and supplies on the road and then invest that horde one way or another once you return to town. It's not simply a matter of mood and tone for you to trek throughout the world without ease. The gameplay loop is built around it.

There's another complicating factor that I'm less interested in diving into and it's the presence of certain microtransactions at launch. Principally I'm against MTX in single players games, particularly conveniences of which most of DD2's microtransactions are. But I also think there's been a fundamental misunderstanding of what many of these are. Among the biggest things I've heard (repeatedly!) is that you can pay real life money for fast travel but that's not true. You can buy a single portcrystal offering you one more potential location to warp to. It's a one-time purchase and the only travel convenience offered. This has transformed, partly because of people's lack of familiarity with Dragon's Dogma's mechanics, into a claim that you can pay over and over to teleport around. I think that assumption reveals more about the general audience than anything else.

I think it is worth entertaining a question: does the existence of this extra port crystal signify a compromising of the game's goals regarding travel? That's not a discussion that folks seem to be interested in having—instead opting for more emotional and reactionary panicking—but it is the most interesting question. On face the answer is yes and that raises the follow up question of whether or not the developers had knowledge this convenience (though one-off) would be offered to players. If so, did that knowledge affect how they designed the game? Even slightly? It seems rather clear to me that these purchases are a publisher decision; there's nothing in the game's design that suggest the dev team wants players to have access to an extra portcrystal. As we've established it's quite the opposite!

They want you to haul your fucking ass around and get jumped by goblins, buddy.

Which is many words to say that as much as I care about microtransactions from a consumer standpoint, the way in which they undermine Dragon's Dogma 2's goals is a fair reminder of the ways in which they hurt developers. Ultimately, I do think that these purchases are ignorable and in that sense (combined with the misinformation surrounding them) I'm a little burned by the consumer-minded discussion. Doubly so because of the way it feels, at least in part, tied into a certain kind of rhetoric that's been on the rise lately. Instead, I find myself drawn to the question of the damage they do the devs and if more onerous plans actually would force their hands into undercutting portions of their own designs. The shift of many series into live-service chasing suggest so but even as I entertain these thoughts I don't get the sense that Itsuno and his team were forced to reshape their game world to encourage these microtransactions. The world is as they want.

If it wasn't, they wouldn't make it so failing to act quickly in a quest to find a missing kid stolen by wolves could end with you being too late. They wouldn't make it so buying goods from an Elven shop without an interpreter was a hassle. It's present in Every Damn Thing!

More interesting to consider is why this particular game became such a lightning rod of passion when I'm going to assume that most people caught up in the discussion have no particular fealty to the series. The answer is a combination of factors but there's something about the genre that ignites the panic we're seeing as much as the culture moment we're in. When people try to explain that these MTX purchases are not needed, it's confused for approval of their inclusion but that's not something we need to grant. I don't think anyone wants these things here and when they say "you don't need them" they are referring to the more complex thought that the game is better played without them. But this is not heard because the idea that you'd want to opt into friction and discomfort is not something that the general audience is likely to understand. They're wired against it. They crave ease.

not everyone, mind you. DD2's enjoyed a lot of excited reactions (there's tons of folks who like this game as it is and are happily playing it) but it has faced plenty of folks railing against "bad" design choices but the fact remains that those "bad" choices were intentional.

I'm writing about this stuff instead of, say, the wild journey I took solving one of the Sphinx's riddles because the immediately interesting thing about Dragon's Dogma 2 has been what it's become as a cultural object. It is a game suffering from success. Never designed for a general audience or modern standards but thrust into their hands due to Capcom's ongoing renaissance. Dragon's Dogma is a fine game whose cult status is well earned but the reason DD2 garnered this attention (and therefore becomes a hot-topic game) has as much to do with Capcom's ongoing success rate as anything else. In some ways, it actually IS a good time to release a game like Dragon's Dogma 2. There's certainly a curiousity in place. Partly borne of goodwill and also from folks' genuine desire to try something new.

and yet, we're in a odd moment in games. consumer rights lanaguge, having been fundamentally misunderstood and reconfigured by gamers as a rhetoric for justifying their purchase habits (I'm paying the money! why can't the game do exactly as I demand!?) has stifled many people's ability to have imaginative interpretations of gameplay mechanics. they don't ask "what is this thing doing as a storytelling device" (which mechanics are!) and rather default to "what is this thing doing to me and my FUN and my TIME". which are not bad questions but they also misunderstand the possibility space games have to offer. While we can attribute some of the objections that has arisen to players' thoughts about genre itself and the way in which Dragon's Dogma positions friction as a key gameplay pillar, the fact of the matter is that we would not be having such spirited discussion about these things in, say, 2017. not that things were great back then, but I think the audience is worse now in many, many ways. sarcastically? I blame Game Design YouTube.

Even if there were no microtransactions, we'd still be having a degree of Discourse thanks to a key game mechanic: Dragonplague. It is a disease that can afflict your Pawn companions which initially causes them to get mouthy and start to disobey orders. If you notice these signs (alongside ominous glowing eyes) then your Pawn has been infected and you're expected to dismiss them back to the Rift where that infection can spread to another player. The game gives a pop up to the player explaining this the first time they encounter the disease. However, some players have ignored that warning and found a dire consequence: an untreated Pawn can, when the player rests at an inn, go on an overnight rampage that kills the majority of NPCs in whatever settlement they are in. This includes plot-important characters. The reaction's been intense. Reddit always sucks but man... just look...

I understand some of the ire. It's a drastic shift from your pawn being a bit ornery to instantly killing an entire city. On the other hand, the game does warn of potentially dire consequences if a Pawn's sickness is ignored. Players have simply underestimated the scale of that consequence. Surely no major RPG would mass murder important characters and break questlines! We're in post Oblivion/Skyrim world. Important NPCs are essential and cannot be killed, right? Well, wrong and this is another way in which Dragon's Dogma chases after the legacy of a game like Morrowind more than than it adapts current open world trends. This is a world where things can break and the developers have decided that they are okay with it breaking in a very drastic way. It's hard to think of anything comparable in a contemporary game. We don't really do this kind of thing anymore.

The result has been panic and a spread of information both helpful and hopelessly speculative. Is your game ruined? Well, maybe. There is an item you can find which allows for mass resurrection but that's gonna require some questing. But some players also say that you can wait a while and the game will eventually reset back to the pre-murder status quo. What's true? Hard to know. Dragon's Dogma doesn't show all of its cards and won't always explain itself. We know entire cities can be killed. We know that individual characters can be revived in the city morgue or else the settlement restored (mostly) with a special item. Dragonplague is detectable and the worst case scenario is, to some extent or another, something that the player can ameliorate. Those are facts but they don't really matter.

That's because players issue (panick? hysteria?) with dragonplague is as much to do with what it represents as what it does. Players are used to the notion of game worlds being spaces where they get to determine every state of affair. They are, as I've suggested before, eager to play the tyrant. Eager to enact whatever violences or charities that might strike their fancy. They do this with the expectation that they will be rewarded for the latter but face no consequences for the former. Dragonplague argues otherwise. No, it says, this world is also one that belongs to the developers and they are more than fine with heaping dire consequences on players. Before the dragonplague's consequences were known, players were running around the world killing NPCs in cities because it would stabilize the framerate. They're fine with mass murder on their own terms. they love it!

This is made more clear when we look at how Dragon's Dogma handles saving the game. While there are autosaves between battles, players are expected to rest at inns to save their game. This costs some gold, which is a hassle, but the bigger "issue" is that they only have one save slot. Which means that save scumming is not entirely feasible though not impossible with a bit of planning. What it does mean, however, is that the game is saved when a dragonplague attack happens. you have to rest at an inn for this to trigger. which saves the game. They cannot roll back the clock. The tragedy becomes a fact. It's not the only time Dragon's Dogma does this. For instance, players can come into possession of a special arrow that can slay anything. When used, the game saves. Much like how players are given a warning about dragonplague, they're warned before using this arrow: don't miss.

If you do? that's a real shame. The depth of this consequence is uncommon in today's gaming landscape. Games are mostly frivolous and save data is the amber from which players suck crystallized potentialities. Don't like what happened? No worries. Slide into your files and find the frozen world which suits your proclivities. You are God. In Dragon's Dogma, you are not god. The threads of prophecy can be severed and you must persist in the doomed world that's been created. The mere suggestion is an affront. The fact that Dragon's Dogma has the stones to commit to the bit in 2024 is essentially a miracle.

It's easy to boil everything I'm saying down to "Dragon's Dogma is not afraid to be rude to the player" but that doesn't capture the spirit of the design. It invites players to go on a hike. It makes no attempt to hide that the hike is difficult. But that's the extent of it. It offers little guidance on the path, doesn't check if you're a skilled enough hiker. Your decision to go on the hike is taken as proof of your acceptance of the fact that you might fall down.

This is not unique to Dragon's Dogma. In fact, this is part of the appeal (philosophically) of a game like Elden Ring. The difference being that even FromSofts much-lauded gamer gauntlets (excepting perhaps Sekiro, conincidentally their best work) offer more ways to adjust and fix the world state to the player's liking. Even the darling of difficulty will offering you a hand when you fall. Dragon's Dogma is not so eager to do so. In a decade where convenience is king for video games, that represents both a keen understanding of its lineages and a shocking affront to accepted norms and expectations.

The core of Dragon's Dogma, the very defining characteristics that earned it cult status, are the same things that have caused these modern tensions. It is both a franchise utterly consistent in its design priorities and entirely out of touch with the modern audience. Dragon's Dogma 2 has come into prominence during a time where imaginative interpretation of mechanics is at an all time low and calls for "consumer" gratification are taken as truisms. It is a game entirely at odds with the YouTube ecosystem and the very things that give it allure are the tools that have turned it into a debated object.

This flashpoint of discussion is proof of Dragon Dogma 2's design potency. It's also a sign of the damage that modern design trends have done to games as whole and the ongoing fallout that's come from gamers learning design concepts without really understanding what designing a game entails. And, uh... I dunno respond to that or how to end this. That's both very cool but it also bums me out. Dragon's Dogma 2 is a remarkably confident game but games are long beyond the point of admiring a thing for being honest.


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in reply to @dreamcastaway's post:

I've been playing Dragon's Dogma 1 and, about 15 minutes before this post, I failed an escort quest. I let the NPC die, because I'd specialized my party for damage - two Warriors, a Sorcerer, and a Strider - and neglected to bring any healing for the NPC. So now she's just... gone, dead to a harpy - I think - and I have to live with the consequences of my poor planning. I can't help but think that in another game it might have zoomed in on her reaching out her hand and saying something dramatic, but I almost didn't even notice her on the ground in the panic.

The word unforgiving gets thrown around a lot in regards to games, like unforgiving difficulty or whathaveyou, but I think Dragon's Dogma is... unconcerned, maybe. It presents itself as the way it is, and if the player tries to engage with it in a way that it isn't, then DD's unconcerned with that. Oh, well, guess you've closed some doors - tough luck. I like that friction. Let there be consequences to actions, even the small ones, but not in a punishing sort of way; it's just how it is.

Really enjoyed your writeup o7

I haven't taken the plunge with DD2 yet even though I loved 1, and part of me does worry how/if Capcom will respond to the response to the game's more jagged edges--if I shouldn't try to play it before things get sanded down... I say that as someone who certainly enjoyed the infinite-use Ferrystone in Dark Arisen, though (having gone on plenty of hikes in the original release, at least).

Thank you for the write-up!
I first knew the original Dragon's Dogma as a cryptic and hostile game, and didn't think I was interested in it. I then learned it was a game where you could be a Panzer Dragoon archer, and I decided to brave a cryptic and hostile game so I could be a Panzer Dragoon. And through that process, I came to actually like the crypticness and hostility (especially because some of the systems you expect to be cryptic aren't even as complicated and full of friction as in other games, such as crafting and item upgrades, and I never felt like I could accidentally make a bad character with my progression choices). So it's very surprising to me that DD2 is finding a mass audience that doesn't first know the game as cryptic and hostile but full of weird wonders for those who dare explore it, not unlike the platonic ideal of an RPG dungeon.

I can't really put into words how much this just sold me on the game, but my god do I need to pick this up now!

The very notion of consequence in a game these days... You rarely see it outside of maybe the roguelike genre. Even then, whoops, got a game over buddy? No worries, here's your new character right as rain and ready to go. A lasting impact is downright novel.

there's a real sense of completionism rampant in contemporary design (you could probably draw a line from xbox 360 achievements to fortnite battle pass), but imo a strong memory of a temporary experience is a lot more valuable than having collected all 50 costumes in spider-man or w/e

The inn system is kinda generous, feels like it acts as a deliberate way to save scum (though I've not encountered dragonplague or inn related shenanigans). Set a hard save at the inn, then play as usual. Need to reverse time, load up that inn save. Even if it was 2 hours of playtime ago, it will still work for save scumming.

I appreciate how little the anti cheat systems engage with single player content. No consequence from duplicating portcrystals and ferrystones, golden trove beetles, changing your gold value, but adjusting the friction to the levels that work for the player. (I wouldn't recommend doing any edits to your pawn, bad form and likely would trigger some reaction). Teaches a good lesson too, in that you don't have to oblige by design decisions, and you can make your own, if you are willing to try.
Its quite rewarding to load up cheat engine and figure it out as it were. Here's to solving trials and having a good time!😁

The inn system is absolutely intended to give you a fallback point to bad decisions. But since you have to travel to it and intentionally do it, that seems to bother a lot of people. I've seen people complaining about losing 15 minutes of progress because the walk from town to where they wanted to escort someone was that far away.

I understand folks not wanting to have friction in their games, especially if they're playing games to destress and feel powerful. But not every game needs to give that experience, and it seems that's not an answer that people want to hear these days.

Thank you for expressing this as clearly as you did. Public understanding of the MTX will, hopefully, shift with time. And hopefully it doesn't lead to Capcom forcing more impactful microtransactions in the future.

Thank you for writing this!

It's been a bit surreal hearing about the discourse from the sidelines as someone who played the heck out of Dragon's Dogma 1 because the friction was the point and appeal of the game. It's like being someone who enjoys hiking but everyone keeps asking why you don't just drive to the destination instead.

I think Dragon's Dogma 2 had the right intentions, but fell on its face when it came to the execution. I'm a big fan of friction like difficulty or punishing the player for their actions, but with Dragon's Dogma I rarely felt like the world had a proper reaction to anything I did.

My biggest source of friction was crashes and losing progress (crashing while autosaving can delete the autosave, making you restart from the last inn). This, combined with a few other issues, ended up making for a pretty unenjoyable overall experience.

I clear out Trevo Mine on a major side quest to unlock new vocations, only to be told to go back there immediately for a main quest.

There aren't very many unique enemies in the game, so traveling through the same place multiple times rarely let me experience something new.

Jail felt pointless when you'd just open your cell and the guards would watch you walk out. The game repeatedly warns you about trespassing, but the guards didn't seem to care.

Nearly all my / my party's deaths were due to fall damage from bad collision and pathing. Combat was trivial; near the beginning of the game there's an easily accessible invincible / instakill Thief build that trivializes the game, so I switched to Mystic Spearhand only to quickly gain another invincibility skill (although not nearly as powerful). I had to actively restrict myself from certain skills to make combat interesting.

Quests rarely had interesting rewards, with just about all the best gear being available in shops. The boss of a questline being an enemy you had killed several times on the way there felt wrong to me.

NPCs would die off-screen before I could reach them to rescue them, and anyone I genuinely failed to protect could be revived easily. When I failed an earlier quest that resulted in the death of an NPC, the game just revived them automatically for a later quest.

I feel like Baldur's Gate 3, Elden Ring, Zelda, and Monster Hunter do a much better job at executing story / consequences, difficulty, interactivity, and combat, leaving Dragon's Dogma only with its pawn system to carry it.

Great write up! I've been feeling a key part of the microtransactions furor is the other way modern game design has trained players. We've had years of games that do intentionally pair hostile game design with microtransactions (gachas, looters, mobile boosters, battle passes), and so the presence of both of these things immediately leads to a suspicion there's a scam at play. The audience is primed to see inconvenience not just as bad design, but explicitly predatory. A game like DD2, where the link between hostile design and mtx is more nebulously present if at all, seems impossible to conceive for people.

I've seen multiple people state two very worrying things in response to the MTX stuff, and the first one is mainly that this can be seen as an attempt from Capcom to tread the waters of the kind of predatory MTX peddling that, say, King Games does. (Oh wait, it's Activision Blizzard King now. Ugh.) Even if the claim that you're being sold fast travel is inaccurate right now, it's still a dangerous idea to have floating around.

The other one is that quite frankly, no game designer can demand to have critical analysis of its game not take into account what part of the game is sold additionally on the side. If any part of the experience is available to be bought as an add-in, as DLC, that also says something about the intentionality of the design whether the designer wants it or not - I do think it's unfair to judge a game by common misconceptions and broken telephone even if people like, say, James Stephanie Sterling herself falls into them, but it's not unfair to look at DLC and say "perhaps what was intentional was for me to buy this shit separately instead of whatever the game wants me to do internally".

Also we don't owe shit to AAA game companies, and it'd be IMO wise to withhold any praise we feel we should grant one of their products if they add bullshit on top of it. I'm not saying we shouldn't be allowed to like single-player games with MTX, and I'm not saying people should be called idiots for liking single-player games with MTX, but what I'm saying is that the company that released a single-player game with MTX does not deserve our good reviews and shouldn't get them.

I had to stop playing FFXIV because that game started to feel like it had no friction at all. I wasn't really interested in DD2 (and ignorant of all the discourse), but reading this has made me want to play it.

A very reasonable stance I think.

I am certainly having a blast playing the game, but I know I had to first get over the friction of the first game. You'd think people would be up for it a bit more after the rise of the souls series but I guess that was all talk for these 'gamers'.

Over here wandering around in the middle of no where and finding a second funny riddle gameshow shrine, where I am guessing the show host shows up after you do the first one.

Now of course I have my own critiques but they are mostly soft minor things. With a side of "Hm, not having a defensive move cancel feels iffy and causes me to play like an absolute janky monster", for example the mystic spearhand is just immunity shield uptime simulator. I also think some hitboxes are strange for trying to predict when to parry as fighter. And just simple melee combo wise, if I had somewhere between this and MH level combos on my two attack buttons, that'd be lovely.

Dragon's Dogma is a story factory whose various textures create unprecedented triumphs and memorable failure. a fair few

Either the rest of a sentence got lost, or a fragment of a discarded sentence survived deletion. Based on the following, one sentence paragraph, I think maybe more than once sentence got lost.

Good read, and I find myself wondering why I am finding DD2's systems so easy to engage with, while I have fairly consistently bounced off Souls games. There's a valid comparison there, sure, about how the souls games uncompromisingly make you engage with its systems. But I think the trouble I have with them is that the basic things that it's asking me to do at a high level in Souls games, the flow of the fights themselves, and the degree of precision it demands from me are not something that I have much raw interest in gaining mastery over. And that frustrates me because there's so much about the mood of those worlds, and some of the things that are happening mechanically, and the way you explore the worlds that I DO want to engage with but I feel the game won't let me enjoy those bits.

I've previously said that I find the lack of difficulty modes in those games is a detriment. Not only does it present an accessibility issue, but it prevents them from gaining a whole new type of player which is interested in some of what's going on here, but not all of it the bit where they need to develop an ability to read fights well and make moves with deliberate precision. There's certainly a part of the fanbase of those games who would be against adding difficulty modes even though it wouldn't seem to affect their own experience, and there's something that feels vaguely toxic about that. And I mean that in the truer sense of the word in that this sentiment sort of ends up infecting the whole conversation around those games. I am loathe to bring it up most places because I'll get a slew of people telling me I just don't get it - I do get it, and I don't like it.

I admit I still can't really think of a truly good reason that those games shouldn't present difficulty modes. 'The developer doesn't want to, it conflicts with their vision' doesn't quite cut it for me in this case. It still sounds like a cop-out to me.

But. Reading this piece at least makes me want to interrogate this position a little further.

In the context of DD2 I do find your points ring true. I really do think this is a game that knows what it is and shouldn't compromise that vision just to please people. I find these two viewpoints hard to reconcile, and it forces me to at least soften my position on the Souls games. Even if it still frustrates me that I'm unable to enjoy those games which have a lot to like about them. (And I really have tried. I've played Demon's Souls, Dark Souls, Dark Souls 2 and Bloodborne before finally acknowledging I probably should stop doing this to myself. Bloodborne got the closest to retaining me.)

I've had situations in DD2 where I've, say, completely wasted an hour because of a domino run of mishaps which end up with me accidentally getting flown away on a gryphon before finally leaping to freedom miles away from where I started, in the wrong direction. But I accept that, and wouldn't have it any other way. The uncompromising friction here feels like it's delivering me adventure in a way that I never felt about souls games (with those I felt like the friction was only ever delivering a challenge over which I needed to develop mastery). But here when I suffer a setback more often than not it's because some absolutely wild shit just happened, and it's very hard to be angry at that.

Addendum: having thought about it some more, I think part of the reason the form of friction DD2 presents feels so much more tolerable than Souls games to me, apart from the fact that I just enjoy the mechanics that DD2 is asking me to engage with more, is about context. In Souls games the friction is 'nope, you failed. Dead. Go back, try again. Do better next time.' Maaaybe you can level up enough to make the fight easier, but it basically wants you to get the mechanics right and if you love the way it designs fights and movesets and figuring all that out then that's probably rewarding to work through the problem. DD2's friction feels much more chaotic and unpredictable to me. If Souls is classical then DD2 is jazz, and I guess I like jazz.

Although I've suffered all kinds of setbacks and had to engage with unforgiving systems and go on long treks across the country to avoid the expense of portcrytals, I've only seen a game over screen twice at level 35, and only one of those times was due to hitting a combat challenge I couldn't get out of. Other times even if I'm in dire trouble I've been able to squirrel my way out of it somehow, and the process of squirrelling out has become its own adventure. So if Souls games are about perseverance and trying again, DD2 is a game about instead of trying again, rolling with what you get into and living in the moment.

Frankly all this just makes it even more confusing as to why the MTX are present at all. Creating friction and then offering purchases to ease that friction is a massive red flag, and unless they're completely oblivious, they... had to know that, right? So why is it there? It's the roach on the wedding cake, the baffling own-goal that just begs the question over and over no matter how many times you think about it.

Introducing friction in a world without it was what catapulted Demon's Souls to such massive acclaim, and then that became an entire genre of video games. I guess it would be like if they let you buy just one titanite slab– a confusing decision from any angle.