Drag-on Dragoon 2

passby

Newcomer
Drag-on Dragoon 2, or Drakenguard 2 in other territories
Developer: Cavia
Genre: Roleplay-Action
Platform: PS2
Overseas release(US): Winter
Impressions based on ~12 hours play


Introduction
Cavia is started by several former Namco employees, and their products are currently published by Square-Enix. Their first product, Drag-on Dragoon met with reasonable success, considering the small size of the team and that it is not related to any established series or license. DoD2 narrates the events 18 years after DoD1.

Story
The creators admitted that DoD1 was inspired by Evangelion(which was in turn inspired by 'Space Runaway Ideon'). Hence it was suitably dark and depressing. DoD2 does not have this inspiration however, and has a more 'normal' story. To the game's credit this is still less cliche than most other game plots. There are no multiple endings this time, but additional events are available on subsequent playthroughs.

Presentation
Average visuals. Some music scores are nice, but it is still too early to judge the audio efforts.

Basic gameplay
3 modes of gameplay. On dragon-back, this is a flying 3D shooter. On dragon-back-low-flying, toast enemies on the field with dragon breathe. But projectile-launcing archers and mages are dangerous if encountered, some enemies are resistent to dragon breathe, and the dragon can't fit into dungeons and some other locations. This brings us to the third on-foot mode, where characters pummel down hordes of enemies dynasty-warriors-style.

Comrades and Weapons
Including the protagonist, only 4 characters are playable. Only one is present on the field at any time. The biggest improvement over DoD1 is that they can be switched on the field an unlimited number of times. Each character is skilled with a different weapon type and has different strengths and weaknesses. It is quite fun to switch between different characters to attack different scenarios. There is also a large variety of weapons to find or purchase. So far weapons encountered are still capped at level 4.

Various Combat Upgrades
- Dragon control improved. A 'quick reverse' action allows the beast to perform a 180 degree turn immediately.
- Dragon can now lock on multiple targets in low-flying mode.
- Dragon can hover in low-flying mode.
- Dragon can execute a 'dragon overdrive' special attack.
- Characters move faster on foot.
- Some improvement to ground camera.
- Enemies are more aggressive now, taking the initiative to rush up to characters. Sniping Archers and mages practically force characters to engage enemies quickly.
- New town levels.

Weapon Combat
Combo system changed. Different weapons have different combo techniques which are activated by pressing the correct sequence of triangle and square buttons. Examples of effects include knocking every enemy down or firing a blast in front. Each weapon has a magic attack which drains the magic gauge.

Difficulty
2 modes of difficulty at the beginning - easy and normal. The balance of difficulty is well done, as even beginners and slow action-gamers can have a good time and not feel frustrated. Those looking for more challenge can choose a higher difficulty level or elect to be more ambitious in executing combos.

Good pacing
The creators seem to have struck a very good balance with the pacing of the game. The plot and missions switch between air and ground missions with just the right frequency that both game modes feel fresh. New enemy types, treasues and weapons are introduced at a good pace to keep things interesting. Free missions and some plot missions revisit the same dungeons, but there is always a new twist to keep things interesting.

Recommendation so far
Good choice for casual gamers or gamers slow at difficult action games. Those looking for a challenge can turn up the difficulty. Players who demand extreme precision in action gaming may be disappointed though.
 
Thanks for the detailed impressions, Passby.

So far, the game sounds all good, except for the lv4 limit on the weapons.
The fact that the dragon can now hover over the battlefield is a very good addition. Same thing for the fact that character moves faster.

A quick question, are the cutscenes subbed (In japanese)?
 
Drakengard's story was laughably dumb, but the action was an interesting meld. It certainly could get repetitive (as do the premiere games from the styles they emulate--Dynasty Warrior and Panzer Dragoon), but the blending gave more variance of play and could increase the length and enjoyability of the game itself without resorting to tedium. (Or something inappropriately hard that makes you play a half-hour scenario over and over again.)

It's certainly a game worthy of a second look, and hopefully further refinement will make the game better and improve the areas in which it lacks, rather than be a stale sequel. Some of the improvements are welcome (faster food speed so you're not treading around a huge landscape so much, and enemies aggressively moving in to encounters so you don't have to run to each individual cluster on the map, and you can't "snipe" them from afar with combo blasts as cheaply), but I hope they fill in more holes.

And no, that comment is not kinky! Shut up! :p
 
Vysez said:
Let me guess, you're not into incestual far-fetched fantasy stories? :LOL:
Hell, I barely registered what WAS going on--it "telling" of it was simply too poorly conceived. It was more the whole package deal...

I'd be fine with a far-fetched incestual fantasy story if it were... like... good? But oh well. You get to kill armies with a DRAGON! :D
 
Left out some more stuff:
Map Improvements
The map can switch to a mode showing all enemy clusters and chest locations. This certainly brings more gameplay improvements. Treasures in crates are not shown on the map though.

Note that characters still need to rush to clusters of enemies. Once visible they will react. I have experienced a mixture of enemies waiting for character approach as well as enemies approaching on their own. Major enemy units such as full-armour knights and minotaurs once visible, lock on and follow the character all over the map.
 
Final Impressions
Completed time - 30hrs


Poor ending
Sloopily handled, disappointing.

Meh protagonist
Two-dimensional character and personality. Not interesting.

Good plot
The irony is that the supporting cast is actually way more interesting than the protagonist. One character is very, very interesting. An even greater irony is that the story was actually going well all along. Up till about hour 25 was the peak of the tale, and I was saying to myself, 'this stuff is really, really good'. But it seems that after closing a major chapter of the story, the author was burned-out and just slapped a tired, lazy effort ending to the plot. Disappointing and a real pity. I can only give credit that up till that hour 25, this has one of the best game plots.

Good level variation and design
Spoke about this earlier. The good quality pretty much continues till the end. Switching between game modes, enemy varieties, enemy placement, enemy composition, just good level design etc. Does a good job of keeping away the spectre of repetition.

Good music
Mostly OK, and some of the scores are quite good.

Final recommendations
Average visuals. No 'bad attitude coolness' for those who demand such things. Plot is good until the very end. Gameplay is solid. Good choice for those who demand a good story in their action games(despite the poor ending). Choice of difficulty level makes it accessible to non-action gamers as well,
 
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