Greater than a decade because it first launched, Dragon’s Dogma has grown to grow to be a cult favorite.
Very like Darkish Souls, it’s a Japanese developer’s distinctive tackle the Western fantasy motion RPG that hasn’t been replicated till now with Dragon’s Dogma 2.
Having performed the preview construct at Tokyo Recreation Present, our impressions had been that it largely and virtually uncannily performs identical to the unique sport, however its distinctive function of pawns which you could recruit to struggle alongside you might have been developed to be extra talkative and reactive to what’s taking place within the sport.
Recreation director Hideaki Itsuno tells us, slightly to our shock, that GTA 5 was a supply of inspiration, saying, “That feeling of a residing world is one thing that I’ve undoubtedly tried to realize in Dragon’s Dogma 2.”
Learn on for our full dialogue with Itsuno and Capcom producer Yoshiaki Hirabayashi, who shares why it’s taken so lengthy for the sequel to be made and why it’s the corporate’s first title of this console technology to be current-gen unique.
It’s been over a decade since Dragon’s Dogma first launched. What took so lengthy for a sequel and was there a driving issue to getting Dragon’s Dogma 2 made?
Yoshiaki Hirabayashi: Dragon’s Dogma is a extremely beneficial IP to us. We knew we needed to make a sequel at an early stage, however there wasn’t actually one specific factor that simply modified from no to a inexperienced mild. It was extra that we would have liked plenty of issues to fall into place.
At first, if Itsuno-san doesn’t have time to be the director of the sport, it may’t actually get made. So having a possibility to have him spend the time he wanted on the sport and with the ability to deliver collectively the opposite sources wanted, equivalent to a big workforce to work on a sport with this scope, simply took some years for that every one to actually match collectively. After which as soon as it did, we bought began.
Having performed the preview construct, it strikes us how a lot it seems like the primary sport. Given how the fantasy motion RPG has developed since then, had been there components from different video games you wwre impressed by for this sequel?
Hideaki Itsuno: We largely simply needed to take issues that we couldn’t obtain in Dragon’s Dogma on the time it got here out, whether or not it’s from simply lack of time or pushing the bounds of the {hardware} that was round on the time. So the principle inspiration was form of ourselves, and at last with the ability to obtain what we needed on this present console technology.
But when I needed to choose one different sport that got here out within the meantime, I’d truly say GTA 5. I sort of admired how they had been in a position to create a world wherein it actually felt just like the NPCs had been going about their lives independently of the participant. Every kind of fascinating emergent behaviour may occur everytime you had been exploring the town and all types of bizarre accidents felt like it will occur whether or not you had been there or not. That feeling of a residing world is one thing that I’ve undoubtedly tried to realize in Dragon’s Dogma 2.
The pawns on this sport are noticeably extra talkative than earlier than. Are you able to elaborate on how you might have expanded on their capabilities in Dragon’s Dogma 2?
Itsuno: One of many issues that plenty of gamers stated in regards to the authentic sport was that they usually heard the identical factor from the pawns. That was a little bit of a technical limitation on the time in how a lot we had been in a position to embody for pawn dialogue.
I do like the concept the pawns are speaking to the Arisen and one another quite a bit. For me, it added a way of being accompanied by a celebration of adventurers, and that’s sort of important to what makes Dragon’s Dogma distinctive.
So I don’t need to simply form of flip down the frequency after which have them shut up on a regular basis as a result of it wouldn’t really feel the identical. What we now have tried to do that time is to extend the variance within the completely different sorts of issues that you just’ll hear them say.
“I sort of admired how [Rockstar was] in a position to create a world wherein it actually felt just like the NPCs had been going about their lives independently of the participant. Every kind of fascinating emergent behaviour may occur”
After all, in a sport, it’s unimaginable to by no means hear the identical factor twice, however ideally you’ll a lot much less hear them say the identical factor repeatedly. They will even react to extra triggers than simply what you’re doing. They’ll react to the surroundings that they see on this planet or one another. They’ll discuss amongst themselves about treasure chests that you just may need missed close by and that sort of factor.
I believe in comparison with the unique sport, it needs to be extra enjoyable to take heed to the pawns speaking always, just because they’ll have much more various things to say however you’ll need to hear.
Listening to the pawns work together, we discovered ourselves making comparisons to the dynamic and reactive conversations between social gathering members in Baldur’s Gate 3. Whereas these two video games are very completely different types of RPGs, have you ever had an opportunity to play that sport and was the environment of a D&D expertise one thing you had been aiming for with the pawns?
Itsuno: I’m conscious of [Baldur’s Gate 3] but it surely’s roughly the primary time listening to that comparability. I’m not conscious of the small print of that sport or any similarities there may be.
It’s simply that you just’re so busy once you’re making a sport like this you simply don’t actually have time to take these sorts of issues in. I haven’t even performed an hour of Starfield regardless of downloading it as quickly because it got here out. There’s all types of issues I have to compensate for as soon as I handle to complete this sport, however thanks for the advice!
Again to the pawns then, we seen from completely different save states within the preview that there are pawns with the identical title or vocation however completely different appearances. Are there set pawns within the full sport or is it going to be distinctive or randomised?
Itsuno: Once you’re taking part in the total sport, you’ll be on-line and you may see different individuals’s pawns and your folks’ pawns. These are designed by different gamers.
Since this pre-release model isn’t related on-line, these pawns we created and put within the construct to simulate the expertise of you being on-line and discovering different gamers’ pawns.
Within the full sport, it’s not ‘random’, however will probably be an intentional combination of various pawns that you would meet. A few of them shall be gamers you don’t know however we’re making an attempt to combine it in so that you just would possibly for instance meet a few of your folks’ pawns, or pawns you borrowed earlier than will reappear and also you’ll really feel like, ‘oh, I do know that man’ after which you may add him to your social gathering once more and see what else he’s discovered whereas he’s been away from you.

We additionally attempt to make it in order that pawns that seem in a given space will generally give a touch in the direction of their abilities being helpful, so that you would possibly meet a pawn who’s been positioned in an space the place you’ll then encounter an enemy, which they’re nicely outfitted to cope with.
So there’s undoubtedly some intentionality within the placement of pawns on this planet, they aren’t simply random nor are mounted repeated encounters. There’ll be numerous variation once you play the total sport and who you’re going to satisfy.
Given there being so many cross-gen titles developed on this present technology, Dragon’s Dogma 2 is notably being launched on current-gen solely consoles. Is there something particular in regards to the sport that makes it solely potential for current-gen?
Hirabayashi: Once we bought began on the undertaking, we already deliberate proper from the start that the present technology (PlayStation 5 and Xbox Collection X/S) could be the goal {hardware} for consoles.
We knew that by the point we launch the sport, these lately launched consoles would have elevated consumer bases and that might give us the boldness to design the sport for that {hardware} particularly, and that might deliver the absolute best expertise for gamers on these platforms.
How has it been creating Dragon’s Dogma 2 on RE Engine? We’ve seen how versatile the engine has been for a lot of Capcom titles however this have to be the primary open world sport utilizing this engine on a bigger scale undertaking.
Itsuno: As a result of it’s an inner engine we’re in a position to work intently with the RE Engine engineers. Meaning even once we’re approaching a model new style like open world that hasn’t been accomplished on the engine earlier than, we’re in a position to ask the workforce to assist us by implementing the sort of options that we’ll want with a purpose to obtain this sport content material.
So in a method, you would say that the increasingly video games we develop with it since its authentic use in Resident Evil 7, the RE Engine has truly developed together with the corporate. Each sport has had increasingly issues that we’ve requested the workforce to incorporate and it’s grow to be extra versatile.
“Once we bought began on the undertaking, we already deliberate proper from the start that the present technology (PlayStation 5 and Xbox Collection X/S) could be the goal {hardware} for consoles.”
I believe that at this level, it’s one thing that we now have labored with that workforce to ensure it does what it must do. Even when the RE Engine wasn’t prepared for open world once we began, it’s now, as a result of we’ve made it that method.
How seamless is Dragon’s Dogma 2 as an open world, and the way a lot freedom do gamers have in traversing it? We did discover it has fairly seen roads on the sport map whereas it doesn’t seem which you could climb environments.
Itsuno: Talking to the seamlessness of the world, there are not any loading screens once you’re exploring. After all if there’s a cutscene we’d load it in after which load you again to free exploration however when it comes to truly going into dungeons or caves and exploring completely different elements of the world, you’ll by no means see a loading display screen.
The roads within the sport are considerably there to provide gamers an concept of the place they may have to go. However they’re recommendations.
When it comes to the sport mechanics they don’t actually imply something apart from the truth that we all know individuals are inclined to comply with roads once they’re given them, in order that helps us design the sport with out gamers getting misplaced an excessive amount of. Additionally the AI of pawns and different characters know the place the roads are and can deal with them as a tenet of the place they may need to go.
However apart from that, you’re fairly free to make your individual method via the world. You may keep on with the trail if you wish to. If you wish to go off-piste and discover your individual method ahead you’re free to try this as nicely. You nonetheless can’t climb up flat rock, however you may clamber up areas which can be about your individual character’s peak.
Whereas Dragon’s Dogma On-line was a distinct sort of sport and solely launched in Japan, was there something from that sport that the workforce introduced over to Dragon’s Dogma 2?
Itsuno: I wasn’t personally concerned in Dragon’s Dogma On-line, however that stated there are many workforce members within the firm who did work on the sport.
I’m not significantly targeted on following that sport up however I’m additionally not going to disregard it by any means. So any of the knowhow that the workforce members developed within the means of engaged on that sport, whether or not it’s gameplay animation or something that was helpful to study from and implement, I used to be all up for it, but it surely wasn’t a specific focus.