Dragon’s Dogma is one of my favorite games of all time and sits squarely in my top five RPGs. There’s truly nothing like its Japanese take on Western, Tolkien-inspired dark fantasy, with Devil May Cry-influenced action combat, vocations that dramatically change how you play, a pawn system that grants an additional layer of control over your party alongside a diegetic online component that makes perfecting your pawn and watching it aid other players deeply gratifying, the genuine danger of night, emergent moments like grabbing onto flying enemies, physics-driven chaos, grand battles against staggering colossi that evoke both Shadow of the Colossus and Monster Hunter at once, and the lovable jank tying it all together to make the world feel so real, loose, and alive.
That’s why the common complaint that Dragon’s Dogma 2 was more of the same never really mattered to me. The decade-plus gap between the two games ensured that nothing else had come along to scratch the itch that Dragon’s Dogma, and the confluence of its many idiosyncrasies, could.
Many things in Dragon’s Dogma 2 are actually better than its predecessor. It leans further into the original’s emergent systems, harnessing modern processing power to allow for more physics and interactions. The vocations are more fleshed out and distinct, with a compelling cross-class skill focus that lets you min-max to your heart’s content. The world is grander in scale, with more verticality, interconnected dungeons and branching paths that make exploration immensely rewarding.
However, it had one crucial flaw. The game was far easier and considerably less friction-laden than the original (though our review says differently). Enemies weren’t balanced around how powerful the new vocations could become (an issue that also plagues modern Monster Hunter games), and the player had many more resources at their disposal to stave off failure.
The first game was full of moments like being caught out at night without healing items and with dwindling health reserves, or running out of lantern oil with only faint natural light, the occasional roadside lantern, and the glowing eyes of menacing enemies to guide you back to safety. Venturing out of the city often felt like a genuine trek because I had to plan carefully for each quest or goal. If I didn’t bring enough supplies or had the wrong party composition, the game would punish me for it. That tension remained a constant part of the gameplay loop until the late game, when you became all but unstoppable.
This was something sorely missing from Dragon’s Dogma 2, despite it being an otherwise excellent, if iterative, sequel.
Thankfully, after 60 hours clearing nearly everything it has to offer, I can tell you that Dragon’s Dogma 2: Dark Arisen makes many changes to address this common criticism of the base game while also taking the best aspects of the formula and pushing them to their apex.
The DLC is immediately accessible from Vernworth by speaking with Captain Brant at night, granting you quick passage to the snowy new region of Norgan, a hostile land with little civilization beyond bands of barbarians called the Beorcan, formidable new roaming enemies and regional variants of existing ones, and a minuscule village of about ten people that serves as the player’s forward operating base for their northern expedition. I recommend starting NG+, by the way, especially if you’re in the Unmoored World, as the DLC is inaccessible in that world state.
I was around level 75 when starting the DLC. While I had been able to steamroll enemies in the base game, including the Unmoored World prior to starting NG+, I immediately felt less powerful upon entering the region. The jump in challenge was tangible yet manageable, never overwhelming or achieved by making enemies overly spongy. Beyond that, the region introduces brand-new enemies like Lesser Demons and Blackdogs, while Snowfoots, a regional variant of the base game’s Ogres, come with reworked movesets that make them far more aggressive and threatening.
The new Lost Rites dungeons, of which there are 12 (nine in the base world and three in the Unmoored World), offer stiffer opposition. Still, they were a highlight for me. While the first few ease the player in and are brief, with a boss encounter at the end, they steadily escalate and begin adding prerequisites, like requiring the player to bring only their main pawn and no hired pawns, needing to be essentially naked with no curatives or consumables to hit a light weight threshold, or needing to be a certain vocation, each offering a unique approach to crafting bespoke dungeon experiences. They’re also thoughtfully constructed around these gimmicks. For example, the dungeon with the weight requirement supplied plenty of curatives and potions to directly counter many of its encounters. A dungeon that barred any vocation capable of using fire or poison had blob enemies that were nigh indestructible unless you found and hurled poison barrels at them. Beyond adding layers of challenge, they push the player in unexpected gameplay directions, and I relished every bit of it.

The visuals remain as striking as ever. The Dark Arisen DLC delivers breathtaking landscapes and vistas filled with craggy outcroppings, snow-caked peaks, and patches of lush, green grass fighting against the north’s bite, and it even manages to squeeze in a poison area. Snow drifts around the player while combat offers a visual feast of dazzling effects that give abilities tangible heft without looking like particle slop. There were times I was taken aback by the beauty of the world around me, and times I had to stop mid-combat to take a screenshot because the scene was simply too stunning not to preserve.
What’s even better is that the launch version’s unacceptable performance appears to be completely fixed with Dark Arisen. Not only does the game look gorgeous, showcasing the RE Engine at its absolute best, but it runs like a dream. I was getting around 180 FPS, even in Vernworth, at max settings with DLSS in Quality mode, on a 5070 Ti and a 9700X, with no stutters or frame drops. It was a completely smooth experience.
The narrative isn’t really Dark Arisen‘s strong suit, nor was it at launch, but the presentation remains first-rate and helps elevate a very basic story about finding a way to defeat an undying Dragon and prevent a calamity in which it consumes the world. There are a few twists that keep it fresh and interesting in a way the original campaign never managed, but it’s still probably the weakest element of the package. I didn’t find myself attached to any characters, but the cinematography and presentation gave the story enough teeth to be serviceable and lend context to my journey through Norgan.
Playing Dragon’s Dogma 2: Dark Arisen is an unbridled joy. I didn’t stray from Magick Archer for most of my playthrough, only switching when a Lost Rite dungeon required it, but the added abilities are largely superb and flesh out the combat with even more player expression. Abilities like Shadefetter Bolt let me slow enemies and exert greater control over the battlefield, Fortifying Arrow let me heal and perform long-range revives, and enhancements to abilities (granted through gear) like Sagittate Avalanche (an upgrade to Sagittate Downpour that adds extra arrow bursts) let me genuinely embody the role of field general to my pawns, offering support, crowd control, and devastating damage.
It seems that every preexisting ability has some form of enhancement accessible through weapon traits. On top of that, a recent update (I’m not sure when) adds two additional ability slots, expanding your arsenal even further. There are also unique Obelisks that unlock latent ability upgrades, permanent stat boosts, and the option to weight loot drops toward your vocation.
These additions mesh remarkably well with the new enemies, including their design and density, and strike a judicious middle ground that reintroduces friction the vanilla release lacked without tipping into punishing excess. I believe most players will find the standard difficulty well-judged in Dark Arisen. The hard mode is also well calibrated for challenge seekers, forcing me to actually use my curatives, prepare more thoroughly for my outings, and maximize the synergy between my vocation and my party. I died a few times on normal difficulty (which never happened during my first trek through Vermund, save for when I leaped from too great a height and splattered like a cicada on a windshield), and plenty of times on hard mode. I enjoyed both options nearly equally, but found myself sticking with the new hard mode.
The quest design is similarly deft. It gives the player enough information and resources to keep things from becoming overly obtuse or necessitating a guide, but it never fully shows its hand. The Sphinx and her riddles make another appearance and offer a nice slice of organic puzzle-solving woven into quest progression, requiring you to figure out where to find three items.
Norgan’s layout is a triumph, and I found myself veering off from quest progress entirely simply because I stumbled across a tunnel that led into a labyrinthine excursion, one that branched off in so many directions that I could end up on either side of Norgan. Where the original Dark Arisen sent you spiraling down through Bitterblack Isle toward a finite bottom where your final challenge awaits you, this Dark Arisen pushes outward, sprawling across a vast frontier while hiding layer upon layer of secrets beneath its frozen surface. Exploration is one of the most important elements in RPGs for me, and Dragon’s Dogma 2: Dark Arisen is so well crafted that wandering around and soaking in the world’s ambiance felt as enjoyable as diving into its frenetic combat encounters.
One thing I’m conflicted on is the new loot system, which forgoes bespoke drops in favor of randomized gear that needs to be appraised, something akin to a typical ARPG dungeon crawler like Diablo. Each weapon or piece of armor comes in a different tier and carries randomized benefits, such as dealing more damage at higher HP, dealing more damage against specific enemy types, and the aforementioned enhanced weapon abilities. On one hand, I do miss earning a unique piece of gear as my reward for felling a fearsome foe or opening a chest tucked away down a hidden path within a dungeon, but on the other, this keeps the loot consistently gratifying, as you receive incremental upgrades as opposed to protracted ones. Moreover, the Lost Rites dungeons do offer that bespoke loot, and I carried a chest piece and cape with me through most of my playthrough because they outclassed the lower- and mid- tier gear.
My playthrough often reminded me of what first captivated me about Dragon’s Dogma. Capcom doubled down on what made it great while fixing many of the issues from the sequel’s original release. But what vaults this into rarefied air for me is the lead-up to the finale and the dangerously addictive post-game.
I can’t spoil it, but know that some of the later bosses, and especially the true final boss, deliver an intense amount of spectacle with jaw-dropping production values that keep you in control of everything that’s happening. I’m talking on the scale of what people want to convince you Final Fantasy XVI has, except you actually get to play the game without control constantly being wrested from you.

Dark Arisen‘s endgame offers an engrossing loop that grants access to the highest tier of loot and seems infinitely replayable. It’s so good that, as I type this, I’m fiending to dive right back in at the expense of other hotly anticipated games on my plate, like Control Resonant and Ace Combat 8.
If you loved Dragon’s Dogma but found the sequel to be a lesser, albeit still good, simulacrum of the original, or felt it was too samey, you’ll probably love, or at least find a lot to like in, the DLC’s improvements. If you already adored Dragon’s Dogma 2 as it was, you need to stop whatever you’re doing right now and spin this shit, because it’s gonna be the hottest thing smoking for you.
I’ve been very cynical of Capcom as of late, and I didn’t think an expansion for Dragon’s Dogma 2 would even exist in the wake of Itsuno leaving the company (potentially due to the rumor of resources being shifted away from Dragon’s Dogma 2 toward Monster Hunter Wilds, a speculated reason for some of the base game’s shortcomings). Nor did I think this DLC would be able to ameliorate my qualms with the game or even prove particularly worthwhile in the aftermath, but Capcom has thoroughly shut me the hell up and created the Dragon’s Dogma 2 that should have been.
I can safely say that this is the definitive Dragon’s Dogma sequel, and it stands as a masterpiece of RPG design. Like every Arisen, Dragon’s Dogma 2 was strong enough to survive without its heart. With Dark Arisen, it is finally whole.





















































































