Dark Arisen had been languishing in my backlog for the longest time, and by all accounts, it shouldn’t have. On paper, it boasted a lot of what I like in a game: a sprawling action RPG set in a medieval fantasy setting, a massive open world to explore, flashy and satisfying combat mechanics, a highly interesting follower system and a day/night cycle that directly impacts enemy difficulty are more than enough reasons to get me hyped. Looking back, I guess what always kept me from jumping in sooner was the fact that I’d always heard Dragon’s Dogma’s world was on the bland and generic side, and that the game was much more focused on gameplay feel rather than providing an engaging flavour to narrative, characters, lore or even deeper RPG mechanics.
In preparation for the sequel, however, I decided to take if for a spin, ending up spending about 55 hours with it until I finished the main story. And I’m really happy I did, because Dark Arisen truly is one of those games worth experiencing for any fan of the genre, even though it comes with some seriously frustrating aspects attached.
Let’s get the most talked about thing out of the way first. Combat really is the absolute highlight of Dark Arisen. It’s fast paced and exciting, and it can be as simple or as involved as you want it to be. Few things in action RPGs are as satisfying as an interconnected magic system or the ability to climb up monsters and stab them to death. Dragon’s Dogma handles both with aplomb, and whether you go down the melee or ranged route, you’re bound to have a hell of a time with its battles. The vocation system is also worth mentioning here. While you initially only get to choose between three standard fighting archetypes, as the game progresses you can pick from several pathways called vocations, which you can easily go back and forth between. This effectively impacts how you interact with combat and opens the door for some really cool moments, especially in the more rogue/mage-inclined combos. It’s a very attractive design approach, one that brings with it a significant deal of gameplay freedom that I wish a lot more games like this would adopt. It is a bit jarring to feel underpowered from going to a fully maxed vocation to the starting point of a different one, but this was nowhere near enough to stop me from experimenting. Tied to the combat aspect, monster behaviour is phenomenal: all of them have very competent AI and feature great animation work, even though it is easy to temporarily disengage with most combat by moving away from the enemies. Both design and variety are plentiful, though mob enemies especially end up feeling a bit samey after a while.

There’s also a fair a bit more Dark Arisen does well besides this. The main one, of course, is the pawn system. Now I do have a problem with the fact that there’s a clone-like feel to followers that never goes away, even if this is directly explained within the game’s lore. But I love how their AI works in battle, how different their combat can be, how you can effectively recruit other players’ pawns and volunteer your own, how they interact with you, and especially how they not only guide you to specific places of the map if they’ve been there before, but also offer helpful advice on how to beat certain enemies or how to go about certain areas if they’re experienced with them. It’s a highly immersive feature that I hope more open world RPGs implement in the future. Plus the way in which they express themselves (something that extends to all NPCs in the game) is so quaintly medieval that it’s hard not to find it charming.
Other aspects I enjoyed in Dragon’s Dogma: both the story and the start of the game are actually more interesting than I was led to believe, even though yes, this was clearly not the main focus and there are a couple of narrative inconsistencies that become apparent as you continue your playthrough; there’s a cool variety of quests on display, and even if some devolve into the usual fetch type, the inclusion of notice boards is something I’ll always welcome, especially in titles that fully allow you to role play more deeply; I’ll also always welcome a day/night cycle such as this, which features a clearly more dangerous world for the unaware traveller after the sun sets - if you ask me, every open world action RPG should come with this; the way the game coaxes you to engage with endgame content is quite interesting, and though I’ve only scratched the surface on Bitterblack Isle, I definitely want to go back; finally, this is a minor detail but I love the look of the book at the end detailing pawns and their stats. It’s awesome and pretty stylish.
Now for the not-so-good stuff, some of which does frustrate over the course of a long playthrough. Some things are easier to explain than others. Only having access to one save file is puzzling. Why would they do this? It makes no sense any way you cut it (especially in an RPG that doesn’t have a survival inclination), and it can actually end up locking you out of ongoing quests for no apparent reason. I’m also not sure why you’re only allowed to sleep at an inn, especially when nights are challenging and it takes ages to travel - it just seems like a strange thing to overlook. Conversely, I found it a bit weird that you’re unable to tell the exact time in the game, meaning you’re never fully sure how close you are to nightfall and therefore to a more dangerous world - this, however, comes with a caveat: I love that the game offers more immersive methods of figuring this out, such as listening out for church bells or trying to track the sun’s position. There’s also the fact that you can’t heal your pawns directly (and they don’t do a great job of doing that themselves), that the hotkey system is a bit convoluted at least on a controller, and that there is some obvious difficulty scaling imbalance punctuating the world.
But it is precisely in the world where I find my biggest point of contention: exploration feels a bit disappointing. There are memorable points of interest scattered throughout, but these are too few and far between to give it a significant imprint. Going off the beaten path is rarely rewarded when it comes to unique locations and loot, and even though I get this was far from the game’s focal point, it is still a letdown in such a big environment. In this strict sense, I found my initial concerns about the game to be well founded.
All things considered though, Dragon’s Dogma, at least in its Dark Arisen iteration, is still a great title. It certainly doesn’t do everything well, but it does enough things particularly well to more than justify its time commitment for fans of these games. And yes, combat is in fact what truly shines here, and it stands above pretty much all action RPGs that had been released up until that point (and in my eyes even a few years past it). You do need to be okay with its most obvious flaws, but if you manage to do so, you’re in for some genuine fun. 8.5/10
