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Capcom Dragon's Dogma: Dark Arisen

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,285
yeah with release of DMC5 is short while it means part of their team is already working on DD2, they could even start that work way earlier than that.
I agree 2022 would be perfect release date. Even if they are already working on it they shoud spend extra time polishing it.

Speaking of which Capcom has been hitting out of the park with their games lately.
It is amazing how they went from cacpcom to capgods in recent years.

It is like they decided to take every game they have and give them extra polish before release making sure game is fun and polished instead of rushing it.
 
Joined
Jan 7, 2019
Messages
42
At least it's coming. Now full party creation, more thematic dungeons, a better class system and i won't mind the "delay".
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,285
Imho 4 player co-op and pawns when you don't have anyone to play with.
Pawns should get AI packages/gambit you can change much like FFXII.
They should expand on character creation which already was insanely fun and imho best character creator out of all games.
Improve their layered armor/clothing system which already was pretty fucking great.
Get even more folks out of MH games to help making monsters and design combat system


And get that fucking phyre engine they were making for Deep Down:

2430404-3729539862-iWUhy.gif
 

Puukko

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The Khanate
I think Itsuno made the right choice. DMC is a longer running series without a proper sequel for a long time. This certainly gives me hope for DD2, and it won't be restrained by this gen's consoles.
 

cvv

Arcane
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Mar 30, 2013
Messages
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Kingdom of Bohemia
Enjoy the Revolution! Another revolution around the sun that is.
Too bad we got retarded akshun garbage like DMC instead of another dollop of RPG epicness.

Well at least DD2 will be tailor made for the new konsole generation. Moar powah, moar epic.
 

GrainWetski

Arcane
Joined
Oct 17, 2012
Messages
5,368
Imho 4 player co-op and pawns when you don't have anyone to play with.
Pawns should get AI packages/gambit you can change much like FFXII.
They should expand on character creation which already was insanely fun and imho best character creator out of all games.
Improve their layered armor/clothing system which already was pretty fucking great.
Get even more folks out of MH games to help making monsters and design combat system


And get that fucking phyre engine they were making for Deep Down:

2430404-3729539862-iWUhy.gif
The game should definitely not be made for fucking co-op. Get the fuck out of here with that garbage.
 

Shinji

Savant
Joined
Jan 10, 2017
Messages
377
I remember Itsuno said in that GDC presentation that the idea of pawns was inpired by Bulletin Board Systems, in which you "post" something and receive feedback in return.

So in Dragon's Dogma you create a pawn that is automatically "posted" in the Nexus. Other players can then hire your pawn and use him for as long as they want, and once they're done, they might give you some feedback and maybe a reward.

I believe the idea was that each pawn was supposed to be very unique -- hence the complex character creator -- and since it was controlled by the AI, it looked as if the pawn had its own will. It would learn about new locations, enemies, strategies, and so on.

So part of the experience of Dragon's Dogma is sharing your pawn with others and seeing it evolve. Also, hire pawns from others and help them evolve as well.
To sum it up, it was a social experience, but in a way more subtle fashion -- like a BBS.

Removing pawns and replacing them with real players would break the identity of the game. It would become a Monster Hunter "spinoff" in a medieval fantasy world.
I understand coop could make some situations fun, but if added it should probably be a separate game mode like some sort of Arena or Boss Rush mode.
 

Grimlorn

Arcane
Joined
Jun 1, 2011
Messages
10,248
I don't know. They'll probably keep the pawn system the way it is, for an always online DRM. It would be nice if you could create all your characters though.
 

Terra

Cipher
Joined
Sep 4, 2016
Messages
922
I'd remove pawns or at least make em optional and add in proper companions with personalities who can banter and whatnot, instead of pissing about with pawns you'd just tweak their classes and equipment instead. The ones from the original Nier come to mind. DD had a sublime combat system but one can only hear "wolves hunt in packs" so many times. That'd doubtless get them more sales, recognition and popularity long term. Pawn system felt very gamey to me.

More randomisation of encounters ala Bitterblack Isle would also be great.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,285
Itsuno made the only correct choice.

And get that fucking phyre engine they were making for Deep Down:
RE Engine has replaced that, hopefully Capcom uses it and not MT Framework or something.

From what i heard it didn't. They completely scrapped it (at least how rumors go), it wasn't even main capcom engine it was capcom online which is i think online division in china. Reason for scrapping apperently was that most of new graphical features like GI, fluid dynamics (upon which for example fire mechanic was based on in gif) etc were simply not achievable on consoles and they overshoot widely targets.

They literally went back to MT framework and upgraded that (mhw is running that engine). RE engine on other hand is new engine they come up with for RE7.

Their RE engine looks ssoooo fucking good though. Especially DMC5 which hides nothing like RE games.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,285
Pretty sure they scrapped the Panta Rhei engine once Unreal Engine 4 showed up. Much more efficient and cheaper to use the latter.

Speaking of which: Is Deep Down still a thing?

No one knows. Probably scrapped when engine couldn't run 20fps on consoles.
 

Morgoth

Ph.D. in World Saving
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Clogging the Multiverse with a Crowbar
Pretty sure they scrapped the Panta Rhei engine once Unreal Engine 4 showed up. Much more efficient and cheaper to use the latter.

Speaking of which: Is Deep Down still a thing?

No one knows. Probably scrapped when engine couldn't run 20fps on consoles.

A cancellation would have required official word from Capcom. I believe they'll re-reveal it as a PS5 title.
 
Joined
Nov 23, 2017
Messages
4,635
Pretty sure they scrapped the Panta Rhei engine once Unreal Engine 4 showed up. Much more efficient and cheaper to use the latter.

Speaking of which: Is Deep Down still a thing?

I think Panta Rhei was first shown off after Unreal 4 showed up, like a year later. I'm also not sure Capcom has used Unreal Engine 4. What you're saying though seems to have kind of happen to that Luminous Studio engine Square Enix showed off whenever Unreal 4 was unveiled, that one from their Agni's Philosophy tech demo. It seems the only game they've made in it is Final Fantasy 15, with their new Dragon Quest and Kingdom Hearts games being made in UE4.

Deep Down showed up in in the background of some company video a few years ago, although they didn't say anything about it in the video, (I don't think) and they haven't said anything about it in years. They did re-up the trademark just last year, so apparently it's still something they're doing.
 

Morgoth

Ph.D. in World Saving
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Pretty sure they scrapped the Panta Rhei engine once Unreal Engine 4 showed up. Much more efficient and cheaper to use the latter.

Speaking of which: Is Deep Down still a thing?

I think Panta Rhei was first shown off after Unreal 4 showed up, like a year later. I'm also not sure Capcom has used Unreal Engine 4. What you're saying though seems to have kind of happen to that Luminous Studio engine Square Enix showed off whenever Unreal 4 was unveiled, that one from their Agni's Philosophy tech demo. It seems the only game they've made in it is Final Fantasy 15, with their new Dragon Quest and Kingdom Hearts games being made in UE4.

Deep Down showed up in in the background of some company video a few years ago, although they didn't say anything about it in the video, (I don't think) and they haven't said anything about it in years. They did re-up the trademark just last year, so apparently it's still something they're doing.

Deep Down using Panta Rhei was first showcased in February 2013 during the PS4 reveal. UE4 was released about one year later. Also Capcom has already used UE4 in Street Fighter V. Either further investment into their proprietary tech and tools seemed too expensive, or they figured the new consoles are lame ducks and would have required serious design changes (i.e. degradation) to accommodate.

It's anyone's guess, really. I still have that hunch they'll re-reveal it at some point, whether that's in its original vision or as a Monster Hunter spin-off.
 

Deuce Traveler

2012 Newfag
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Grab the Codex by the pussy Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture
:necro:

Finally got a full three-day weekend to play this game, and I just finished it on the following weekend. I'm not the biggest fan of action RPGs, but this was a very solid experience. The first few hours were nothing special, but then the game opens up with more options and a wider range of enemies. The game lore is actually pretty deep and reveals itself slowly, layer by layer, and I know I missed a ton of stuff out there; like I have no idea what I was supposed to do with the witch, and I stopped being able to do tasks for the conspiring but fun blonde roguish trader. But enough of that... let's talk gameplay:

- The game world looks intimidatingly large, but due to some mountain ranges and some teleportation crystals you can find, it's actually not that bad. In fact I'd say the game length and size is about perfect. By the time you are running out of things to do and places to explore, you should be about ready for the end game.

- The pawn system was very cool. I liked creating a partner that could compliment my skill set. I went with a sword-and-shield fighter/assassin. My pawn was a straight-up sorcerer that liked to drop meteors on the enemies I distracted.

- Some of the side quests are pretty straight-forward (kill x amount of y enemies), but a lot of them are surprisingly integrated well with the main plot. I helped one dude find an arcane item, and then forgot about him... until he showed up later during a boss fight. It was pretty evident that if I didn't help him out earlier, he wouldn't have had this special appearance. And I ignored escort quests (because escort quests always suck), only to find out after I finished the game that doing these sorts of missions could have benefited my relationship with named NPCs. Also, many of these side quests add to the lore of the game.

- I did like the hit location system. Trying to destroy a giant monster's armor so that I could slay it never got old, even when I became a bit overpowered towards the end.

- Even the weakest monsters have ways to surprise you. I can take out that archer with ease, but he can still knock me on my ass and take me out of the fight for a few moments with a special move of his. Flying creatures can pick me up and then drop me off a cliff to my death, no matter my level. And the lowliest pack of canines can chomp on my limbs, trip me up, and make me helpless.

- There are choices... and they have consequences.

- No level scaling!

Man, I really enjoyed the hell out of this game. I'm done for now, but might come back to it for its replay value. Try a different build. Become BFFs with other characters. Make different decisions. Grudgingly do the escort quests. Play through the expansion campaign.
 

Zed Duke of Banville

Dungeon Master
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The game lore is actually pretty deep and reveals itself slowly, layer by layer, and I know I missed a ton of stuff out there; like I have no idea what I was supposed to do with the witch, and I stopped being able to do tasks for the conspiring but fun blonde roguish trader.
Did you miss the quest where you look for Quina in the Witchwood and then travel to Selene in her home? It's almost impossible to avoid acquiring this sidequest, but it will be terminated prematurely if you don't complete it before finishing the quest that directs you to the bottom of the Everfall in Gran Soren. If so, you also missed the second Selene-related quest and were never able to access the second part of the Witchwood.
latest


As for Madeleine, if she never opened her store then you missed the quest assigned by Mason that has you follow someone at night from the noble quarter to her new shop.
250
 

Deuce Traveler

2012 Newfag
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Grab the Codex by the pussy Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture
I did do the quest that got me access to Madeleine's shop, but I missed the entire Quina/Selene plotlines. There were a number of quests that just fell off the quest boards when I waited too long, mostly escort quests. I looked up some wikis afterwards and found a ton of stuff I passed by. For instance, there are a few quests you can complete in the first town that I never figured out. Some kid wanted me to get him food for some trip he was going to make, but I could never find the right type of food or quantity of food to make accomplish the quest. I also ended up saving the duchess at the end despite not doing much for her and finding her to be one of the least compelling NPCs. I liked the French knight a bit more, but probably would have also liked Quina or Madeleine's plots over that of the duchess. I also failed two or three side quests.

Just some more reasons for me to play again sometime. I might try to do it with a walkthrough the 2nd time around just so I can see everything.
 

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