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Dragon’s Dogma’s pawns still outthink most open worlds

Capcom's Dragon's Dogma (2012) review: the Arisen, the dragon Grigori, nine vocations, and the Pawn system that made borrowed companions a real idea.

By mitch·3 min read
An Arisen stands upon a precipice, gazing toward a vast realm beset by dragons.

Capcom’s Dragon’s Dogma arrived in 2012 for PlayStation 3 and Xbox 360 with a pitch that sounded like a dare: a single-player role-playing game whose party members are borrowed from strangers. You create the Arisen, a customizable hero, and one Pawn of your own. Two more Pawns fill out the group — pre-set characters, or customized Pawns shared online by other players. They fight on their own, call out enemy weaknesses, and ask for your help.

Trailer, via Dragon’s Dogma.

The Arisen and the Dragon Grigori

The story opens with Cassardis, the protagonist’s hometown, attacked by a dragon. When the protagonist fights back, the dragon takes their heart. They live anyway. That marks them as the Arisen, the figure destined to face the dragon Grigori and stop the end of days. The setting is Gransys, a high fantasy duchy modeled on Sicily.

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From there the quest runs through a soldier named Mercedes Marten, a Hydra whose severed head gets escorted to the capital of Gran Soren, and Duke Edmun Dragonsbane, who has ruled for over a century without aging since he beat a dragon himself. The Arisen meets the Dragonforged, a former Arisen, and the Everfall, an underground tower tied to the Pawn guild. A nihilistic cult called Salvation, led by Elysion, wants the dragon to win. Elysion turns his followers into undead. The Arisen cuts them down. Then Grigori arrives.

Vocations, Climbing, and the Pawn System

Nine vocations set the tactical shape of a fight: Fighter, Strider, Mage, Warrior, Ranger, Sorcerer, Mystic Knight, Assassin, Magic Archer. The Fighter leans on hack and slash. The Strider climbs large enemies. Gender and appearance are yours to set.

Combat is real-time, third-person, and built around a grab action. You can cling to enemies, objects, or NPCs, and boss fights reward it. Capcom designed the game to be playable by people who are not skilled at action games.

The Pawns are the main innovation. Three AI companions travel with you, and you can order them: “go,” “help,” “come.” They shout hints mid-fight that matter in dungeons and boss encounters. The system even carries social features.

The pawns are vocal, yelling out useful hints and strategies, which are often vitally important to surviving tough boss encounters and dungeons.

A 150-Person Team and a Devil May Cry Inheritance

Director Hideaki Itsuno conceived Dragon’s Dogma in 2000. The pitch landed and production began in 2008. The 150-strong staff had worked on Street Fighter, Breath of Fire, and Devil May Cry, and they took inspiration from Devil May Cry. The music, led by Tadayoshi Makino with contributions from Israeli-American composer Inon Zur, used a full orchestra.

Version Platform Year
Dragon’s Dogma PlayStation 3, Xbox 360 2012
Dragon’s Dogma: Dark Arisen PlayStation 3, Xbox 360 2013
Dark Arisen port Windows, PlayStation 4, Xbox One later years
Dark Arisen port Nintendo Switch later years

What Holds and What Slips

The Pawn system is the part that lasts. Sharing a companion online, then watching it fight for someone else, is a genuine idea about what a single-player RPG can be.

The rest is uneven. Gransys is huge and open. The 150-person team built a world worth crossing.

The aggregate sits at 7.8/10, and that feels right: an ambitious, flawed, unmistakably Capcom RPG.

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