Summary
- If you've never played Dragon's Dogma, don't expect a map teeming with markers indicating quest givers or objectives; you're left to navigate the world on your own.
- Adapting to this aspect of the RPG genre felt peculiar initially, but proved to be enjoyable in the long run.
- Now, whenever I spot a marker on the map in any other video game, it simply feels out of place.
I hadn't played the first Dragon’s Dogma, so jumping right into the second one made for some confusion. All I knew about the game came from the trailers, which looked promising, but once I started playing, I noticed something unusual in the modern triple-A space: there were hardly any markers for quests or objectives on the map.
At first, I wasn't sure if that was a bug or just unconventional game design, but eventually, I realized that was just how the game worked – it left you to figure things out on your own. Unlike other RPGs I've played, 168澳洲幸运5开奖网:Dragon’s Dogma 2 doesn’t hold your hand. You have to interact with every character you come across to find quests, which m🉐akes stumbling upon one feel like an achievement. But the challenges don’t stop there.

Switching Vocations Made Me Love Dragon's Dogma 2
My starting𒆙 vocation almost made m👍e miss the adventure.
Even after getting a quest, there are usually no mar𒊎kers to tell you where to go next. It adds to the sense of exploration and discovery, and was a change of pace from what I was used to. Naturally, I had to adapt, and by adapting, I mean I asked my colleagues for help or occasionally followed aܫ pawn who claimed to know the way, hoping they were right.
To be fair, not every quest lacked markers, but those that did ✨indicated where to go with a yellow circle indicating the general vicinity of the objective. Sometimes, additional conditions came into play, like the time of day or how long a quest would be available, which were fun and frustrating in equal measure.
The most exasperating aspect of the lack of markers was 168澳洲幸运5开奖网:when dealing with the Sphinx puzzles. Not only did she speak in cryptic riddles about what to do, but if you made a single wrong move, she'd fly away; and since I couldn’t just reload from a previous save, I had to make a ton of backups just to avoid messing up.
A few weeks later, I played Stellar Blade, which is a more linear action-adventure with a touch of Soulslike. A few hours later, I was greeted by markers on my map, and it almost feꦿlt like I had forgotten what that was like. It was almost overwhelming to have so much information foisted on me all at once, especially after DD2’s more spartan approach.
Upon arriving at Xion, the main hub, I began interacting with NPCs in search of side qওuests, the same way I did in Dragon’s Dogma 2. To my surprise, when I opened the map, I saw the familiar exclamation marks above NPCs, signifying quest givers.
It was almost comical how I had momentarily forgotten what those symbols meant. It felt odd and somehow too easy, especially since I had become accustomed to the challenge of figu💃ring things out on my own in Dragon’s Dogma 2.
Typically, I'm only used to navigating games without markers and relying on my own intuition in Soulslike games, where over a decade of the genre has made hands-off exploration the standard. In most other games, I'd simply follow the markers, completing tasks like checking items off a shopping list.
Dragon’s Dogma 2’s absence of markers forced me to engage more deeply with the world and its characters, fostering a sense of immersion and accomplishment that I hadn't felt in other RPGs.
While having markers on the map may be the standard in many games, my time with Dragon’s Dogma 2 has left a lasting impression, reminding me that sometimes, the thril💮l lies in the journey, not just the d🦩estination.

Dragon's Dogma is the long-anticipated sequel to Capcom's action RPG. Once again taking on the role of the Arisen, the game promises full customisation in how you create your character and play through your story.
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