I haven't been able to put as much time into it over the last week, but still dipping in and enjoying it.
I plan to go back to being a Thief, but I'm maxing out Archer first, to get those high-level stabby and climby augments. I'm not taking many Archer combat skills ... maybe next step is finding the Warfarer class, so I can mix n match Spearhand and Thief -- maybe pop the Spearhand's shield globe and then dive in with Thief attacks, I dunno. Spearhand was fun, but I miss the Thief's grappling.
I feel like I have the most fun when I'm not doing quests, too. I had my first "dive-bombed by a Griffin while on a Battahl rope carriage" moment last night.
Unless it's specifically the maester skill for the class that you want to use, warfarer is always a better option than a base class.
OK, then finding the Warfarer person is my new quest!
UPDATE: I have become Warfarer. I tried running with Spearhand and Thief skills for a bit, but it was unsatisfying as I was spending too much time swapping between weapon sets. So I re-equipped all Thief skills and am now enjoying basically being a Thief who wears tanky armour. Climbing and stabbing is back! It's pretty fun being on a Golem's back while the Sorceror is casting meteor showers and whirlwinds and you cannot see wtf is going on but keep stabbing anyway.
I'm a bit disappointed in the low difficulty so far. It started out as a decent challenge, but I'm currently ~15-20 hours (Fighter into Warrior) in and I'm shocked how easy everything has become. While DD1 wasn't Soul's level of difficult, I remember being smacked about by saurians early on, and large monsters being a real problem to take down. This made progression satisfying, because I could tinker with my party and come back later on when I felt strong enough to overcome these harder encounters.
In DD2, everything takes a long time to kill but also does so little damage to me that my main pawn mage will simply heal. I feel like there's so little friction here, and that's making my adventures feel incredibly underwhelming. I don't want to have to intentionally handicap myself by not engaging with the pawns system or seeking out character upgrades. Paired with the simplified vocations, I'm wondering what DD2 does better than 1 outside of the gorgeous visuals.
At this point, I'm thinking of putting it down and hoping for some DLC or a hard-mode patch to make it more exciting to play.
I really love so much of what this game is doing! Taking away so many convenience mechanics present in other games makes it feel so much more alive and more like an incredible fantasy playground. I love how free-form it is and how you can approach your journey however you like. I love that getting caught out at night is a problem (well, before it became too easy) and that inventory management is something you need to constantly monitor. It's just killing me that the difficulty just dropped off so suddenly.
I'm a bit disappointed in the low difficulty so far.
If you get into Battahl, the difficulty will ramp up again (for a while).
It will ramp up again in the volcanic island area, and again if you pursue the true ending. Not that much, though, if im being honest. The enemies are stronger, but so are you, and depending on how comfortable you are with your skill set up and the strength of your hired pawns, most of your time is spent looking for something strong enough to last through your opening attack.
I suppose if you really wanted it to be more challenging, don't hire anyone else's pawns and keep you party to just you and your main pawn. I think the only time I felt truly challenged was after a Griffon wiped out all my pawns by diving into the bridge they stupidly ran onto because they were too impatient to wait for it to land before running up to it.
There are mods to increase difficulty and balance things out.
I still haven't picked this back up which means there is a good chance I might be done with it....
I am dying to play this game. Once I finish FF16 and do some other stuff in DD1 I will jump into this game that I am sure will give me great moments.
I finished Dragon's Dogma 2 twenty minutes ago.
I really ran out of desire to play the game this week, so I was glad that the main quest was short (by modern standards) giving me an early off-ramp.
I really enjoyed my first dozen hours or so; it was great to play an ostensibly genre game that managed to be so idiosyncratic. However, in truth, the game had given everything it had to give by about 12 hours. The combat didn't develop any additional wrinkles. The main quest remained forgettable. The side-quests were still cookie-cutter. The relationships - such as they were - stayed cardboard-flat.
The ending was a bit of a disappointment too. As with so many of these Japanese-made RPGs it ended with a boss battle, where the boss was basically a copy of an early enemy... only with an even bigger health bar. God, I hate boss battles as finales!
Handy tip for those who just want to get it over with...
Mystic Spearhand is probably a good choice here. Mirour Shelde is very useful for keeping your companions standing, while Ravinour's Hand allows convert the boss's health into your stamina... which allows you to keep popping your Mirour Shelde.
I'm aware that there's a further True Ending, but what I've read makes it clear that it's not for me.
I'd be restricted to one life... with an in-game time limit operating, and - in practice - I'd need to fight four more dragon bosses. I'm sure it's the best that the developers could do, given the game they'd built. But I have zero desire to spend another 6 or 7 hours playing a hardcore mode.
I'd take the time limit - there are time-limited missions in the main game. But I can't be doing with the lives-limit. And I think simply throwing in more bosses is lazy.
But overall, this and DD1 earn pride of place in the interesting experiments section of my game library.
Your ending was a dissapointment because you didn't actually reach the ending. You chose the easy way out, so you're supposed to find it unfufilling. Just like the first game, the "main story" is fairly generic by design. The actual story of the game only happens when you try to break out of it. Everything up until that point has been prologue, getting you ready for the real conflict.
In DD1, the story was about introducing the roles and rules of the Endless Chain by having you take over as Seneschal of the world from the previous one, who had tired of the role and was glad he could finally "retire," so long as his replacement proved worthy. DD2 is the story of a Seneschal that refuses to give up their role to the detriment of the world they are supposed to protect. So much so that they threaten to destroy it all rather than let you take over as they are supposed to.
The life limit in the post-Dragon part should not be a hassle because by now you should have a bunch of extra wakestones. It only sets you back at the start of the post-dragon content if you choose not to use them or somehow ran out. Which is hard to do as they give a lot of them out in the chests that are now accessible with the post dragon changes to the map, and you'll get a bunch more from fighting many more large monsters in those areas.The time limit is 12 in-game days. It shouldm3t take more than 3-4 hours to explore it all and finish the final quest, less if you made good use of the port crystals you should have found while exploring in the pre-Dragon world.
I do agree that the bosses are a bit disappointing. I actually watched the big dragon fights from the first game to compare. It's honestly much better filled with cool set pieces.
Definitely feels like they had some bigger stuff planned but it got cut due to time. Hopefully that any dlc will add some of it back.
I was broadly fine with the two mandatory Boss fights. I just felt it was deeply lazy to reproduce them - four times - for the True Ending. Not least because they're pretty long and not very interesting. (And the main dragon fight was made even longer by the decision by the developers to have it fly away from the combat arena at intervals. I found this quite bizarre.)
But - in truth - lack of enemy variety is an issue throughout the game... as it was in DD1. It compares pretty poorly to the likes of Baldur's Gate 3 and Elden Ring. It is sad, but unsurprising that they had to lean on the same crutch for the culmination of the game.
I'm afraid I'm not persuaded by the suggestion that "everything up until [the True Ending] has been prologue" All of the events in DD2 are the story.
I read several descriptions of the True Ending, so I was fully aware of what it was. But I decided that - because of the way it was implemented - it wasn't worth my time. The 3-4 hours of content just isn't that compelling to me.
As I said in an early post, DD2 has some great ideas and some really interesting mechanics. But the game's chewing gum lost its flavour quickly (for example, oxcart ambushes became tiresome and an annoyance by the time one reached Battahl, rather than exciting). And - all in all - it was, by modern standards, a rather hollow, soulless experience... in my view anyway.
But I'm prepared to be in the minority view. Perhaps Capcom will release their data on completion rates, so that we can see how compelling the DD2 community found it...?
It's pretty clear you don't know what the true true ending entails. Im sure your read the plot synopsis, but the givaway is that you keep saying there are four boss fights that are lazy reproductions of the Dragon fight. The reaity is that only one is a harder version of drakes, and the normal tactics for drakes won't even work on them. Technically there are two drake-like ones but one should be resolved using the giant statue from the pre-dragon fight on the volcanic island. One is a worm-like enemy, so nothing like a dragon fight, and one isn't even a fight against a boss, just a fight to get to a dragon-shaped jar.
Like I've said before, it's fair that you don't like it, but at least know what it is you don't like before criticizing it. It undercuts some of the more valid points you have.
So, with Stengah's valid criticism ringing in my ears, I re-installed DD2 and went through the True Ending. I thought it was an odd beast. Rule changes that were - as Stengah points out - unlikely to have a significant impact on players for the most part. Lack of lives more than balanced out by reviving wakestones. More dangerous enemies around the world balanced out by more abundant ferrystones, allowing fast travel. A time limit balanced out by the fact that time could effectively be stopped.
I'm not sure why this content had to be 'hidden' behind an alternate ending, rather than folded into the mainline story. Indeed, I'm slightly baffled overall by what feels like an obsession with alternate endings among some developers. I'd rather the time and effort went into writing more interesting main stories and side quests.
My Playstation account says that I spent about 80 hours playing DD2, but I'm hard pushed to identify any standout NPCs, storylines or quests. (Perhaps the early one where I have to rescue the missing son of shopkeeper?)
It's not really an alternate ending, so much as the other options are all fake-out endings.
I think the Dragons Dogma series gets fairly meta about games and storytelling, but does so in a very obtuse way that can easily be missed if youre just looking for a game to play. If you have the time and interest, this spoiler heavy two part post goes into what the real story of DD2 is, how it compares to DD1, and how some translation issues have caused problems with getting all that across to english speaking players. Some of the conclusions can explain why the npcs and quests felt kind of lackluster.
My main issue with the story in 2 is that it often feels like the story in 1 just told worse. The start is better though. The initial drama with the false arisen and queen is a really solid. For a little bit at least. That reddit post is interesting though. No idea how valid it is but it does add some interesting depth. Just wish it was more in the game. I swear an extra hour of main story line content and another editor/writing pass and it could be something really special.
I agree, master0, that the Reddit post is quite interesting, but - like you - I have no idea how true it is. In any case, I think the post's focus on what I'd call lore actually obscures more fundamental problems with broader story... which I felt was both poor and badly told.
The overarching story (the lore) is yet another bundle endless-cycle/light-versus-dark/chosen-one cliches. Whether the Dragon causes Oblivion or prevents Oblivion or something else entirely doesn't really change this. It's the thing that fantasy RPGs have been trotting out forever. For example, Demons Souls and the first 2 Dark Souls games were basically this... just with less exposition (which turned out to be a wise editorial decision, in my view. Less, sometimes, is more.)
However, good RPGs are self-aware enough to supplement this with a core story that emphasises things that take place on a more human scale. Obviously, the standout example of this is Baldur's Gate 3.
Worse still, much of the explanation of all this lore is left until the very end of the game. The player discovers comparatively little as they progress through much of the game. Instead, there's a fairly hefty load of exposition by a couple of characters before the end game. For much of the game I've been wandering through libraries and abandoned castles, perusing the wares of various shop-keepers, and flat out stealing from homes and offices. And yet I've encountered little useful scholarly information about the world I inhabit.
But below the lore level should be much of the real meat of the story; the people and events that the player actually encounters on a day-to-day basis. And - as you say, mater0 - these start of really promisingly with the false sovran and queen plot. It seemed to promise some interesting 'Game of Thrones' style politics and palace intrigue, but then that promise isn't really fulfilled.
We undertake missions to expose the machinations of the false sovran and the queen regent, and then nothing really happens to it. We spend much of the early game with Captain Brandt, and it looks like we might build some kind of enduring alliance with him. Then he totally disappears from our lives. We release the Magistrate from prison and take him to a lost library, and then we never see him again... I'm still waiting for him to share with me the secrets he's gleaned from some ancient tome about dragons or something. We meet Wilhelmina, one of the most intriguing characters in the game, but she has no part to play after we get to Battahl.
And once we get to Bakbattahl, things feel like they get substantially smaller, storywise. It feels like there are substantially fewer story NPCs and fewer important events.
It all feels a little thin, inadequately connected and perfunctory. As I said earlier, like the developers haven't played a new video game since 2014, so haven't learned how much value story can add to an otherwise generic video game.
I think you're missing the entire point they have with making their games as they are. They want you to work for your understanding of the story they're telling, which is not the clichéd one you think it is. You're still focused on the Pathfinder's version of the Endless Cycle, which is not the real story of the game, but a false narrative that the Pathfinder tried to trick you into accepting. The false sovran, and mostly all of the side quests in the game, are red herrings meant to help you on the path the Pathfinder wants you on. The characters aren't fully realized because the Pathfinder won't let them be, for fear that like Rothais (the Mad King) they'll choose something contrary to the path they were "supposed" to take. The storyline of you becoming sovran is largely dropped because once you discover the true conflict of the game, that the Pathfinder has placed you in a flawed version of the Cycle because the former Senechal refused to continue playing their role in it, the political scheming of the queen regent simply doesn't matter any more (if her schemes were even hers to begin with, as they could just be the result of the role the Pathfinder gave her). Everything before the true ending was deliberately set up by the Pathfinder to help you become strong enough to defeat the Dragon, so I don't judge that part of the game as I would if it were the true story of the game. It being somewhat shallow and unfufilling I take as intentional, to reflect how the Pathfinder doesn't fully understand the Cycle they're trying to keep going.
I understand that it's a hard ask for people to have to get through what is essentially a very, very long prologue before the real story starts, and a lot of people will give up long before understanding what the devs are trying to do, but I feel it's very much worth it, and builds nicely on top of what they did with DD1.
New Dragon’s Dogma 2 Update Adds Casual Mode, Numerous Fixes, Vocation Adjustments
*and all I really want it a better map or way pointing.
Added Features and Adjustments
Adding Casual Mode. *
Reduced inn fees for staying at an inn.
Reduced price of Ferrystones.
More difficult for weight carried to become “Heavy” or “Very Heavy.”
Less Stamina expended when dashing outside of battle.
Loss gauge will not increase when selecting “Load from Last Save” after the Arisen dies.
Pawns will recover from dragonsplague without a “devastating calamity” occurring, even if the symptoms progress to a terminal stage.
* You can change to Casual Mode mid-game from the Game Settings section of Options in the title menu. However, if you are already playing in Casual Mode, you will be unable to change to Normal Mode. There are some trophies or achievements you cannot unlock in this mode.
Adding a Portcrystal to Bakbattahl.
Adding “Sovran’s Crown,” “Sovran’s Plate,” and “Sovran’s Greaves” to the list of items that can be traded with the Dragonforged.
Adding variations to Pawns’ idle animations.
Adding animations for when Pawns and the Arisen start dashing.
Adding animation for when the Arisen is riding on a larger enemy that is flying at high speeds.
Making it so that the Main Pawn can be revived an infinite number of times at Forgotten Riftstones.
Adding Polski (Polish) under Display Language in the Language section of the Options menu.
Further fixes to issues around CPU overload in certain situations. **
** Frame rates in areas with a lot of NPCs, such as town centers, should be improved. In addition, turning the graphics settings to low should further improve frame rates. Players on Steam can achieve the same results from changing their graphics settings.
Reducing frequency of crashes.
Adjustments to Vocations
Fighter
Increasing Strength for all weapons.
Reducing amount of time before stagger damage reactions can be canceled with “Defend.”
Reducing charge time for “Tusk Toss.” Also reducing timing during which the attack can be canceled while the user is unable to move after activation.
Increasing Strength and Knockdown Power for “”Riotous Fury”” and improving aiming ability on the target of the attack.
Making it so that the lock-on adjusts itself to a different nearby target if the target initially locked on to is defeated mid-attack.
Increasing amount of time an enemy is downed after being knocked down by “Shield Bash.” Also increasing Knockdown Power for “Shield Bash.”
Increasing aiming ability of “Blink Strike” upon activation. Also adjusting to make it easier to hit locked-on targets with this skill.
Increasing Strength, expanding attack range, improving speed of initial activation animation, and adjusting timing of attack hits for “Compass Slash.”
Increasing Strength and Knockdown Power and expanding attack range for “Airward Slash.” Also intensifying damage reactions for smaller enemies hit by this skill.
Improving speed of the activation animation for “Gouging Skewer.” Also adjusting movement correction for this skill to make it easier to hit the attack target.
Warrior
Extending input duration for “Chain of Blows.”
Reducing timing during which “Barge” can be canceled while the user is unable to move after activation.
Increasing Strength for “Arc of Might.”
Adjusting strike timing of “Savage Lash” and making it easier to hit larger enemies’ weak points while they are downed.
Archer
Reducing charge time and increasing Strength and Knockdown Power for “Dire Arrow.” Also extending timing during which a more powerful arrow can be loosed with this skill.
Increasing damage dealt by “Heavenly Shot” and reducing time taken for Stamina to start recovering after activation.
Increasing damage scaling for bow attacks. Also increasing damage scaling for attacks that hit enemy weak points.
Reducing weight of the items “Explosive Arrow,” “Drenching Arrow,” “Tarring Arrow,” and “Blighting Arrow.”
Mage
Increasing duration of the Silence debilitation inflicted by “Solemnity.”
Increasing distance that flames unleashed by “Flagration” can reach.
Increasing number of times that clusters conjured with “High Palladium” to protect allies can block attacks before they disappear.
Increasing duration of the continuous Health recovery effect of “Argent Succor.”
Increasing power of additional lightning bolts summoned with additional button presses when casting “Levin.”
Thief
Changing Stamina consumed when using “Blades of the Pyre” from a fixed amount to an amount proportionate to the user’s maximum Stamina.
Mystic Spearhand
Increasing Strength and Knockdown Power for “Seching Blade.”
Modifications and Fixes
Player
Fixing issue where, after readying and firing the magickal bow as the Magick Archer vocation, readying the bow again resulted in awkward camera movement.
Fixing issue where, when playing as the Warfarer vocation, redoing an enchantment and then using “Rearmament” resulted in the enchantment remaining even after its effect duration had ended.
Fixing issue where changes to Button Mapping settings weren’t reflected for the Draw Bowstring control for ballistae.
Fixing issue where pressing “next” during a normal conversation caused the Arisen to perform an action at the same time.
Fixing issue where the Arisen couldn’t be revived after falling in a river at certain points.
Fixing issue where the Arisen could clip through coffins and get stuck.
Fixing issue where walking caused Stamina to start recovering more quickly than standing still.
Fixing issue where falling into certain oxcarts with bonnets wouldn’t trigger the nullified damage animation.
Fixing issue where the Arisen could fail to cling to a target when using “Gouging Skewer” from a height.
Fixing issue where the Arisen could become stuck while conjuring decoys as the Trickster vocation.
Fixing issues where the Arisen could become frozen in place.
Fixing issue where blocks of ice created by “Frigor” would float in mid-air.
Pawns
Fixing issue where dismissing Pawns inside the rift and then immediately accessing the Riftstone of Remembrance caused dismissed Pawns who were not in the rift to appear on the “Pawns in the Rift” list.
Fixing issue where Pawns of the Archer vocation would behave strangely when firing special arrows.
Fixing issue where actions could be canceled for Pawns with reduced Health.
Fixing issue where the Main Pawn’s eyeshadow wasn’t applied in the worlds of other Arisen who hired them.
Fixing issue where Pawns became immobile during the Talos battle.
Fixing issue where Pawns given the “Go!” command wouldn’t gather items.
Fixing issue where Pawns of the Warrior vocation would cease attacking.
Fixing issue where Pawns launched into the air with “Springboard” couldn’t climb walls that they should have been able to climb.
Fixing issue where using the “To me!” command after a Pawn offered guidance resulted in the Pawn not guiding the player correctly, even if the player used the “Go!” command.
Fixing issue where Pawns of the Mage vocation would unnaturally loop the same animation.
Fixing issue where “Maelstrom” spells cast by Pawns would diverge from the enemy’s location.
Fixing issue where Pawns controlled by drakes would react with dialogue describing their fellow pawns being controlled.
Fixing issue where Pawns couldn’t evade stout undead explosion attacks.
Fixing issue where Pawns wouldn’t assist when the Arisen was possessed by a phantom.
Fixing issue in second and subsequent playthroughs, where Pawns would guide the Arisen to treasure chests that had already been opened.
Improving Pawn lines to better match circumstances.
NPCs
Fixing issue where Cliodhna would freeze in place after climbing a ladder.
Fixing display issues with Taliesin’s hands.
Fixing issue where UI for switching between Pinpoint Volley and Rivet Shot was displayed when Cliodhna used “Conversion.”
Fixing issue where Taliesin used dialogue that didn’t match the situation after certain quests were completed.
Enemies
Fixing issue where using “Vimtaking Arrow” during “A Scholarly Pursuit” fulfilled the conditions for completing the quest during its initial phase.
Fixing issue where if a dullahan entered a body of water after it was defeated, it would teleport and become frozen in place in a standing position.
Fixing issue where liches’ homing attacks ignored the Trickster’s simulacrum and attacked other targets instead.
Fixing issue where the lesser dragon would cease to act during “Readvent of Calamity.”
Fixing issue where some griffins would circle continuously around a fixed point.
Fixing issue where if a lich was defeated while resurrecting another monster, that monster would still be resurrected.
Fixing issue where rocks falling on a goreminotaur dealt an excessive amount of damage.
Fixing issue where having a Thief pin down a skeleton lord with a heavy attack prevented light attacks from hitting while the skeleton lord was pinned down.
Fixing display issues with some attack effects for lesser dragons.
Fixing issue where torches thrown by enemies would get stuck floating in mid-air.
Fixing issue where targets grabbed by a dullahan’s grab attack would drop straight down.
Fixing issue where Thief enemies used “Bump and Lift” even though they are unable to steal items.
Quests
Fixing issue where Pawns would be loaded in as party members if the player selected “Load from Last Save” while exploring solo with Raghnall during “Tensions on the Highroad.”
Fixing issue where Pawns followed the Arisen beyond the point where the party was supposed to be separated in “Tensions on the Highroad.”
Fixing issue where, after defeating the cyclops in “Beren’s Final Lesson,” performing certain actions caused the defeated cyclops to resurrect.
Fixing issue where, if certain actions were performed during “Till Death Do Us Part,” Gregor wouldn’t go home even after being restored to life.
Fixing issue where Higgs’s Tavern Stand wouldn’t function as a shop under certain conditions.
Gimmicks
Fixing issue where coffins that enemies were supposed to come out of were open from the start.
Fixing issue where ballistae would clip through other objects when the base was rotated.
Equipment
Fixing issue where the armor values of cloaks weren’t being applied.
Fixing issue where some leg armors stretched unnaturally.
Display
Fixing issue where a filter-like effect appeared on water surfaces after closing the Shop menu.
Fixing issue where distant shadows looked unnatural.
Fixing issue where some tattoos weren’t displayed during cutscenes.
UI
Fixing issue where some text on the title screen wouldn’t change to reflect updated language settings.
Fixing issue where skill preview videos weren’t displayed on the Weapon Skills screen in vocation guilds under certain conditions.
Fixing issue where some text on images in the Quest menu wouldn’t change to reflect updated language settings.
Fixing issue where the quest icon didn’t indicate the correct location for Roman during “Steeled Resolve, Blazing Forge.”
Fixing issue where message icons would disappear from the NPC Logbook in the History menu.
Sound
Fixing issue where using a Wakestone in battle caused the in-game music track to malfunction.
Fixing issue where riftstone sound effects would be quieter than usual after exiting a riftstone.
Other
Fixing issue where skipping certain cutscenes would result in a black screen.
Fixing issue where changing to certain hairstyles resulted in thinner hair on the top of the head.
Fixing areas where gathering points floated.
Fixing issue in Photo Mode where the Arisen’s body remained onscreen, even if the Arisen display setting was set to “off.”
[Steam]Fixing issue where enabling DLSS FRAME GENERATION caused a temporary lag when exiting the Pause Menu.
I find this patch a little baffling, given that it's being released at least 3 months after the game's prime. I genuinely wonder who it's for. Is this game still selling in significant quantities? Are existing players still playing it avidly? It doesn't strike me as the kind of game that has a long tail and/or a dedicated fanbase (like a Dark Souls or a Bloodborne).
But what do I know? It sold a bucketload of copies very quickly, so perhaps lots of players are returning to the game again and again.
I think I'd have like some extensions to questlines and characters that just disappeared halfway through the game. More Captain Brandt! More Wilhelmina! And more of the Magistrate!
Precursor to DLC maybe?
At least part of it is that it's been marketed by Sony as getting an update for the PS5 Pro. So they've been working on that in the meantime. Who knows if Sony pitched in some money for that or not, but seeing as it's being held up as one of the games you'll get a PS5 Pro for, they probably want to devote the time to making sure it's in good shape.
The addition of Casual mode also implies they're trying to broaden the audience for the game in general and hopefully get some more sales out of that.
The original game had a tremendously long tail.
This update is for schmucks like me who bought the game on release day and then proceeded to get distracted elsewhere. A boon for my patience, huzzah!
Nice discount on Steam to accompany the patch.
It’s patches like that that make me feel good about not having gotten to a game yet. Sounds like some quality balancing.
Any word on when the DLC is coming?
Any word on when the DLC is coming?
As I understand it, there hasn't been any word on DLC. The most that Capcom had announced was "updates" to the game. We've just had those in the recent patch.
It's not impossible, but - as the months pass - it seems less and less likely that they'll release any. Soon they'll going up against the next Dragon Age game, which will likely capture most of their sword-and-sorcery audience...
Trying to get back into this after the patch just because. I'm playing and thinking it is so beautiful and so detailed. Why did I quit?
Then I spend half an hour wandering around the city because I can't figure out how to get a vague location that's not well marked
If they wanted to introduce a true easy mode, they would just add a compass and the kind of pointers you see in most other games that tell you which direction to go
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