The highly-anticipated Dragon's Dogma 2 is said to be targeting 'just' 30FPS on PS5 and Xbox Series.
19.01.2024 - 01:29 / gamingbolt.com / Hideaki Itsuno
In a new developer interview, Dragon’s Dogma 2 game director Hideaki Itsuno and lead developer Kento Kinoshita talk about how the concept of Pawns was created, and how it is being evolved since they first showed up in the original Dragon’s Dogma.
Right off the bat, Itsuno talks about one of the most defining feature of Dragon’s Dogma‘s Pawns—how talkative they tend to be. While some players found the trait to be endearing, many others found it to be quite annoying. Itsuno talks about the studio doing as much as it could to keep the Pawns in Dragon’s Dogma 2 from repeating lines.
“We’ve done whatever we can to keep Pawns from repeating the same lines multiple times,” said Itsuno in the interview. He goes on to talk about the role that Pawns, alongside other NPCs play in Dragon’s Dogma 2.
“We wanted Pawns to feel like a friend who’s playing the game is sitting there next to you and giving you advice,” he says. “Like, ‘Hey, let’s go this way!’, or ‘In that case, this is the way to do it’. That sort of guidance. It’s like having a friend there guiding you in an enjoyable way.”
Itsuno then talks about the personalities of Pawns. The original Dragon’s Dogma had a number of personalities for its different Pawns, and it looks like Dragon’s Dogma 2 will continue that tradition. Each personality in Dragon’s Dogma 2 will have its own voice actor and character traits, which also indicate the type of role they will play as part of your group.
“If you want to think of it in terms of individuality, I think we’ve very consciously tried to expand the number of ways in which Pawns are individuals,” says Kinoshita. “There’s personality, as we just mentioned, while in terms of knowledge, they might have knowledge of certain enemies.”
Leading up to the game’s March release, Capcom has been ramping up its marketing efforts for Dragon’s Dogma 2. Earlier this week, we got a comprehensive look at its character creator, while some of the Vocations were shown off in previous trailers.
Dragon’s Dogma 2 is coming to PC, PS5 and Xbox Series X/S on March 22.
The highly-anticipated Dragon's Dogma 2 is said to be targeting 'just' 30FPS on PS5 and Xbox Series.
Dragon's Dogma 2 is fast approaching with everything that made the original game a cult classic, including swanky fantasy abilities, janky ragdoll physics, and small-person-climbs-big-monster combat. But to fit all those towering foes into one game, the sequel also introduces a hugely expanded map.
In March, Capcom will release Dragon’s Dogma 2, the long-awaited sequel to its inventive 2012 action RPG. It’ll be the first mainline release in the open-world fantasy series in 12 years, and fans are eager to see what Capcom will bring to the table after a decade-plus of advancement in technical innovation and open-world game design.
Dragon’s Dogma 2’s director Hideaki Itsuno is not a fan of fast travel in open-world games. In an interview over at IGN, Itsuno affirmed his commitment to making traveling the world of Dragon’s Dogma 2 something players look forward to.
Dragon's Dogma 2's director thinks less fast travel in a game can be a good thing, and if traveling by foot is boring, that's the game's fault.
Ahhh, fast travel: the opinion generator. Speaking to IGN, Dragon's Dogma 2 director Hideaki Itsuno threw his own hat into the ring, saying that he's keen to avoid fast travel in DD2 and would prefer that "players travel normally and experience the world around them". If you're someone who argues all games should let you teleport to the objective, then Itsuno thinks you're wrong. Hey, he doesn't mess about, and I don't disagree with him, as long as the game isn't actually wasting my time.
Dragon's Dogma 2 director Hideaki Itsuno has weighed in on fast travel in video games. His thoughts? Travelling the traditional, 'long' way itself isn't boring. It's more about whether the game you are playing is interesting enough to keep you entertained while you travel.
The director of Dragon’s Dogma 2 has said he wants players to properly travel through the game’s world instead of using fast travel.
Hideaki Itsuno, director of Dragon's Dogma 2, has shared some thoughts about the use of fast travel in video games.
In a new interview with IGN, director Hideaki Itsuno has revealed details about the various methods of fast travel that will be available in Dragon’s Dogma 2. Much like its predecessor, Dragon’s Dogma 2 will offer limited forms of fast travel, with players instead being expected to make more trips across the game’s open world by themselves.
Dragon's Dogma 2's director, Hideaki Itsuno, has explained why the studio has once again chosen to forego a traditional open-world fast travel system for the sequel. A dozen years after the release of the original, which became a beloved cult classic fantasy RPG, Capcom is set to finally release its long awaited sequel, Dragon's Dogma 2, in just a couple of months.
Fast travel is a contentious issue within open world games. Make it too easy, and you risk trivializing the world; make it too hard, and players may find travel tedious. Weighing in on the debate, Dragon’s Dogma 2 director Hideaki Itsuno explained why he is keen to avoid the former, preferring that players travel normally and experience the world around them.