Dragon’s Dogma 2: Dark Arisen review (PS5)

Capcom’s Dragon’s Dogma 2 was already an excellent action RPG in several respects, but its uneven storytelling, limited enemy variety and endgame progression left room for improvement. Dragon’s Dogma 2: Dark Arisen addresses some of those shortcomings with a substantial new region, a fresh storyline, additional equipment and a series of demanding dungeon challenges. Rather than simply offering another handful of quests, the expansion attempts to give experienced Arisen a compelling reason to return to the world. Its strongest additions make exploration and character progression feel worthwhile again, although some familiar weaknesses remain, and the changes to difficulty are not always particularly elegant.

The new adventure takes the Arisen to Norgan, a remote northern territory where rumors of another Arisen lead to a mystery involving Eir and an apparently undying fallen dragon. It is an intriguing premise that gives the expansion a reason to exist beyond introducing another collection of monsters to fight. Unfortunately, the narrative takes its time getting to the interesting developments, and the new characters do not always leave a lasting impression. The main storyline fares better than many of the side quests, which tend to rely on straightforward objectives and forgettable personalities. There are worthwhile discoveries along the way, but the writing rarely matches the potential of its central mystery. Players hoping for a more consistently engaging story should therefore temper their expectations.

Norgan itself is a much stronger argument for returning to Dragon’s Dogma 2. Snow-covered mountains, frozen waterways, imposing ruins and abandoned castles give the expansion a distinctive identity, while the terrain is considerably more vertical than much of the original game. Ropes and climbing points open up routes to otherwise inaccessible elevations, and caves can lead to unexpected discoveries or shortcuts between seemingly distant locations. The region rewards curiosity, particularly when exploration reveals an interconnected network of underground passages and hidden areas. Its scale also feels manageable enough to encourage investigation without making every journey an exhausting expedition. Although snow and ice dominate the initial impression, other environments provide some welcome variety. Norgan is more than a familiar map with a winter filter applied, and its layout gives exploration a renewed sense of discovery.

The weather is more than a visual flourish, too. Severe snowstorms can obscure the minimap, reduce visibility and make movement and combat more demanding by draining stamina or weakening the party’s ability to endure the cold. Suitable equipment, warming stones and camps therefore become more important than before, encouraging players to prepare rather than simply head towards the next objective. At the same time, the environment can be exploited during combat: falling ice, breakable surfaces and other hazards offer opportunities to damage enemies or throw them off balance. These interactions complement one of the original game’s best features, namely the ability to turn the battlefield itself into a weapon. The storms are not a complete reinvention of survival mechanics, and their effects can become predictable, but they make Norgan feel like a genuinely hostile place.

Combat remains the expansion’s greatest strength. The familiar combination of vocations, party composition and AI-controlled Pawns continues to produce chaotic encounters in which a well-coordinated group can overcome seemingly overwhelming opponents. Large monsters remain particularly satisfying to fight, and the environmental interactions create opportunities to approach encounters differently. Norgan also introduces new enemy types alongside tougher variations of familiar creatures. However, the balance between novelty and repetition is less convincing. Several opponents feel like reskins or elemental variations of existing monsters, while some of the new human enemies and larger creatures can absorb an excessive amount of damage. Increasing enemy health creates a more demanding experience, but it does not always make encounters more interesting. The resulting difficulty can be refreshing for well-equipped veterans and frustrating for players who simply find themselves hitting the same resilient opponents for longer.

The new relic system gives exploration a more tangible purpose. Weapons and armor recovered from enemies and treasure chests must be appraised before their actual properties become clear, introducing an element of randomness to equipment progression. The rewards can include improved statistics, passive bonuses and enhanced versions of existing vocation abilities, making even an apparently ordinary discovery potentially valuable. This provides a more compelling incentive to explore than simply accumulating currency to buy increasingly powerful equipment. The system is not without drawbacks, since randomised rewards do not always provide the equipment or abilities a particular character needs. More importantly, the strength of these relics can make traditional blacksmith upgrades feel comparatively pointless. Nevertheless, the possibility of finding a weapon that significantly changes a character’s effectiveness is a welcome addition, even if the randomness occasionally undermines the satisfaction of a successful expedition.

The expanded skill system further improves combat flexibility. Players can equip six abilities instead of four, opening up additional combinations without having to sacrifice as many useful options. New and enhanced skills can substantially change the way individual vocations perform, from explosive attacks that create chain reactions to powerful magical abilities that can stagger or knock back large enemies. These additions help compensate for the absence of new vocations, which is a noticeable disappointment for anyone hoping for a more substantial expansion of the game’s class roster. The twelve Lost Rites dungeons, spread throughout the original territories, provide another reason to experiment with these abilities. Their special entry conditions can require changes to party composition or impose other restrictions, encouraging players to adapt their usual strategies. Some conditions feel unnecessarily restrictive, however, and revisiting familiar areas to reach the challenges can become tedious. The rewards generally justify the effort, but the quality of individual trials is not entirely consistent.

On PlayStation 5, the most compelling technical achievement is the way the new environment and its weather systems support the broader experience. The snowy landscapes, imposing architecture and varied underground spaces give Norgan a strong visual identity, while the physical interactions during combat reinforce the sense that the world is more than a backdrop. The additional skill slots do introduce more button combinations to manage, but they expand the available combat options rather than fundamentally changing the control scheme.

There is also a broader question about how much of Dragon’s Dogma 2’s original appeal survives the expansion’s quality-of-life improvements. More convenient fast travel reduces the time spent retracing familiar routes, making it easier to move between Norgan and the original regions to tackle the new challenges. That convenience is welcome, especially when completing activities that require repeated trips, but it also reduces some of the uncertainty and risk that made longer journeys memorable in the original release. Progression can be similarly uneven: equipment improvements make a substantial difference to combat effectiveness, yet characters who spend considerable time completing side activities may eventually outgrow some of the challenges. The expansion succeeds in giving the endgame more purpose, but its solution relies partly on stronger enemies rather than consistently more sophisticated encounters.

Dragon’s Dogma 2: Dark Arisen is ultimately a worthwhile expansion that builds on the original game’s most distinctive strengths. Norgan offers an engaging new space to explore, the relic system makes loot hunting more rewarding, and the additional abilities give familiar vocations more room to develop. The Lost Rites challenges add useful endgame content, even if some of their restrictions and routes through the original map feel like unnecessary obstacles. The slower narrative, underwhelming side quests, limited number of genuinely new enemy types and occasionally excessive enemy durability prevent the expansion from reaching its full potential. Still, there is enough here to bring experienced players back for many more hours, and the combination of exploration, equipment hunting and spectacular combat makes this a meaningful addition rather than a disposable collection of extra missions. It does not solve every problem with Dragon’s Dogma 2, but it gives the adventure a stronger sense of progression and a convincing reason to continue.

Score: 8.4/10

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