Yesterday I banged out the first in a torrid trilogy of Dragon's Dogma 2 features, centring on hands-on time with the game's Mystic Spearhand "vocation" or class. Look out for parts 2 and 3 over the coming week. During the hands-on, I also spent 45 minutes in the shoes of another advanced Dragon's Dogma 2 class, the Magic - sorry, Magick Archer. You might remember this vocation from the original Dragon's Dogma; then as now, it combines relatively straightforward bow combat with various breeds of enchanted ammunition, for a surprisingly technical skillset that is enjoyable to faff around with.
The Magick Archer can Quickfire bursts of magical arrows from the hip, which flit and scatter about like butterflies and are thus best deployed at close range against groups. You can also draw an arrow and aim down the shaft (100% no euphemisms detected) to paint enemies with bullseyes, then launch a bunch of homing bolts in swift succession, which is great against larger, flying or smaller, agile monsters. There's a Conversion skill which, if I'm reading my notes correctly, powers you up and lets you paint more bullseyes on enemies. Rivet Shot, meanwhile, embeds an arrow in the target which detonates when struck. And then there's Flamefang Arrow, a slow-to-launch, slow-moving explosive projectile which you can pilot remotely by holding the trigger.
All of these abilities are a blast in the hands and fun to experiment with, especially when the simulation goes a bit loopy. At one point in my hands-on, for example, an attacking griffon managed to get stuck under a bridge, preventing us from completing the encounter. Disaster! But thankfully I was able to dislodge the monster and earn the everlasting appreciation of Capcom's PRs by flying a Flamefang Arrow under the bridge and catching the griffon square in the privates. Just like in Ghost Recon.
My favourite Magick Archer skills so far, though, are Remedy, a sorcerous defibrillator arrow that can be charged up to revive
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