I’ve waited over a decade for a new Dragon’s Dogma and wondered if the sequel could live up to the hype. Not only does it do that—adding density and honing the series’ core design strengths—it goes further, innovating on how we spend time in open world games.
I'll also be on Friday's remap radio giving some impressions, though I recorded those before I wrote this. I actually didn't think I was going to get to write anything about this game—I've been buried in work lately, and what free time I have has been used simply playing this game into the wee hours.
But then, late last night, I felt the compulsion to open up the word processor again and hammer a few thousand words out. They came out so easily, and partly that's because I let myself write rough and quick and not obsess over perfecting a core argument.
But also just... Right now, I'm 2.5 years into a game development project that has grown, changed, shifted, pivoted, and re-become-itself many times over. And I haven't gotten to share any of that work with anyone outside of the company. (And given the state of the industry these days, who knows if I ever will get to share it). So it just felt deeply useful to sit down, make a thing, and put it out into the world.
Thanks to Rob for giving it a pass and getting it into the CMS. And thanks to Cado for editing the audio read and putting into the Remap subscribers feed, too!
