this post was submitted on 22 Mar 2024
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[–] [email protected] 2 points 7 months ago

He says "action nirvana" but I think he means "pay to win, $ucker"

[–] [email protected] 1 points 7 months ago

This is the best summary I could come up with:


Now Itsuno is set to release his most ambitious game yet, transposing the blistering melee combat he made his name with — including in the cult classics Rival Schools: United By Fate, Power Stone and Capcom vs. SNK 2 — to a gigantic open world of quintessential fantasy tropes.

When a monster lurches from the thicket in Dragon’s Dogma 2, which arrives on Friday, the game crackles with the cadence of its fighting forebears: the swing of a sword — bang — followed by bone-crunching pow.

Itsuno, dressed casually in jeans and a blue hoodie, his arms folded during a video interview, said the original Dragon’s Dogma was an attempt to create his ideal action role-playing game.

“The mechanics are very responsive, very crisp,” he said, adding that every element of the game sustains the core fantasy of adventure, one that feels like the “greatest promise of living out the D&D campaign that existed in your head as a kid.”

You can physically feel this in the Dragon’s Dogma games through the pulling of an archer’s bow, taut and ready to unleash, or the plunging of a spear deep into the fleshy abdomen of a foe.

In other words, the player owns every chastening loss and every exhilarating victory, whether that means falling prey to the deadly heat of a dragon’s breath, or extinguishing it with one exquisitely timed blow.


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