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it's wires and cords again
www.youtube.com/watch?v=Q4bE-GqQwu0

austin
@austin

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!


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in reply to @austin's post:

I'm glad that this game turned out so well. The first one was a fun rough draft but more rough than fun IMO. And while the story twist was interesting to think about in the abstract, I don't know that the story actually amounted to much more than the video game equivalent of a one season anime that has cool ideas but clearly didn't have the budget to pull it off. Plus I do think there's some just bad design choices in that game like stats being tied to the class you leveled in, and the combat more or less just amounting to whether you had high enough stats for a given encounter with little room for being able to outplay an encounter. Which I'm sure someone could do sure but it never felt interesting to try the way it could in a Dark Souls (I know I know) or a Monster Hunter

And hey that's all fine this isn't a case where I had enough moral issues with the game to side eye the die hards over it the way I would with MGSV or something. So for once, I'm just really glad a team of people got to make the game they seem to have wanted to have made in the first place

It was your 2022 article that convinced me to the play the first Dragon's Dogma (a task I've failed many times due to life, not the game) and this one has convinced me to buy the sequel and finish the first sooner rather than later. Your love for this game comes through so clearly that I can't help but feel excited to play it myself!

I really enjoy your writing on games. I get why you won't want that to be your career anymore, but I'm glad you felt inspired to write this. rough writing from good critics is usually still good criticism.

Thanks so much! It's honestly not that I don't want it to be my career anymore, it's that it had already sort of stopped being my career by the time I got to start Waypoint! The day to day of that sort of job became management and editing and streams and podcasts, not writing criticism.

If I was confident I could write criticism and still pay my bills, I might go back to it one day! No promises, but it's front of mind for me for many reasons.

nothing wrong with writing crit as a hobby if you enjoy it. i've started doing that myself a bit on here. tying a bow on games i'm done with by writing a bit about them has been satisfying, even if the writing is sloppy and no one reads it.

regardless, i really hope you're able to bring the game you're working on to a good conclusion and release something you're proud of.