In a recent interview with PLAY magazine, the director of Dragon’s Dogma 2 spoke about fighting big enemies. Hideaki Itsuno, the director of the upcoming RPG Dragon’s Dogma 2, talked about the challenges of designing encounters with the game’s massive enemies. Itsuno recognizes that the expansive world and towering foes in Dragon’s Dogma 2 provide an exhilarating experience but also require a careful balance for gameplay.
Itsuno said it’s tough to make the gameplay feel fair when the player battles a huge enemy (Thanks, GamesRadar). He highlighted the importance of developing new ideas for fights instead of just having one-on-one battles.
“It is very difficult to design the gameplay for the player fighting a massive enemy while letting them feel they are on an equal footing. So you have to have ideas for gameplay that goes beyond basic one-to-one combat. We consider a variety of factors.”
Hideaki Itsuno
I played the original game, and fighting big enemies was about holding on and beating them repeatedly. It is fun at first but gets really dull. I’m glad the sequel is making things more fun.
The development team has considered several factors when designing the giant enemies in the game. These factors include these formidable foes’ expected behavior and attack patterns, the time players need to react and respond effectively, and the range of attacks these colossal enemies can unleash. This approach aims to provide players with a fair challenge and a sense of strategic engagement when encountering these impressive adversaries.
For those who struggle with direct combat, Itsuno recommends considering a magic-based vocation as an alternative approach. This option suits players who prefer ranged combat or strategic spellcasting over close-quarters encounters. One example given is the giant Talos is impervious to most attacks unless players focus on specific crystals on its body. This prompts players to explore the surroundings and employs tactics like using nearby ballistae or climbing the creature to target its vulnerable spots.
Another example is the Sphinx, a boss with unique mechanics. Unlike Talos, the Sphinx incorporates riddles into its encounter, potentially offering an alternative path to victory besides direct combat. Whether players solve riddles or engage in battle, the developers appear to be implementing diverse approaches to boss encounters. Overall, this is cool to see, and we’re glad Dragon’s Dogma 2 took much more time on its giant enemies.
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