Dragon's Dogma Preview
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Though the launch trailer isn't generous with technical details, you will fight as one of three familiar classes: Fighter, Mage or Strider (I retain a small sliver of hope that the mage option isn't, as usual, a completely useless support class that buckles and dies without the backup of a stronger class), and you will not be alone. Dogma seems to be taking the random NPC party-customization route that echoes of the assassin recruitment system in Assassin's Creed: Brotherhood: of over 200 wandering NPCs in the world, you will choose three, and they will be your slaves. Dress, equip and command them however you want, and venture forth with them into the expansive world to slay mythical critters. Apparently, you can also watch them grow, as they are equipped with some kind of learning algorithm that lets them slowly assimilate your tactics, decisions and strategies to become better fighters themselves.
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The visuals are undeniably great, giving us attractive animations and detailed character models with beautiful fabric physics, but at the same time one is struck with a sense of déjà vu. The creatures you'll be slaying are pulled straight from Greek and Norse mythology, and Itsuno's heavy use of Western fantasy imagery rolling plains, vast stone fortresses and high distant mountain ranges clearly pulls from his stated admiration of Lord of the Rings. Script-wise, there's relatively little to judge, but the first thing that struck me about the dialogue is how noticeably generic-fantasy it is. The delivery is grand and mysterious, but completely predictable which is an apt metaphor for the game's overall feeling at this point. It's pretty, yes. You can pick a character class, recruit henchmen, explore a huge and varied landscape, and fight monsters by climbing on them.