It was a routine quest - fetching tablets from a temple for a brother of the cathedral - that had gone wrong very quickly the moment an ogre came onto the scene. With only lantern light to guide my arrows in the dark ruins, the effort seemed fruitless as the gigantic monster batted its hand towards me, sending me flying across the room and my lantern blinking out into darkness. It felt like all was lost - until my pawn shouted out 'Arisen, no!', and off in the distance, lit only by her own lantern-light, charged towards the ogre, hacking and slashing at its legs until it let out a roar, crashing to the ground dead. The party was battered, bloodied, exhausted... but triumphant. And it was one of the best feelings I have ever felt playing an RPG.
It's moments like these that make Dragon's Dogma well worth playing despite its jarring oddities at times. Capcom's latest title attempts to ape the success of the 'east meets west' design philosophy that has made games like the Souls series a massive success, and almost pulls it off - outside of a few key falterings that end up making it 'merely' a great game rather than an amazing one.




