The original Dragon's Dogma from developer Capcom took some time to find its audience, but it eventually became a cult favorite in the years following its 2012 release. As Capcom's first attempt at an open-world action RPG, it blended a swords and sorcery high-fantasy conceit with the developer's pedigree for delivering fast and epic action from similar games like Monster Hunter and Devil May Cry.
But with the upcoming sequel, the developers are looking to up the ante in many ways -- even including ideas that wouldn't have worked for the first game. In a recent issue of Play magazine (issue 35), which is on sale now, game director Hideaki Itsuno took some time to reflect on the original game and what he hopes to achieve with the long-awaited sequel -- and how exactly he came up with the sequel's massively upgraded world.
"I've really wanted to be able to make a sequel right after [the original game] came out, so sorry for making everyone wait so long," said game director Hideaki Itsuno in the Play magazine interview. "I've been so grateful to see so many fans appreciate the quality of the game and support it for so many years. Having fans support the game - both inside Capcom and out - is definitely something that helped push the project towards realisation."
What has held Dragon's Dogma in high regard with Capcom fans and fans of the fantasy genre was its unique approach to the familiar swords and sorcery concept. On the surface, it looks like a fairly standard high-fantasy RPG, but Dragon's Dogma features many weird concepts that make for a compelling and action-packed experience.
Along with some deep combat mechanics that reward experimentation and risk-taking during combat, it also features a fairly robust