The biggest benefit is that the fights do even more fun, even if you quite quickly reached the point of being barely defeated. These dynamics especially against big opponents are looking RPG area really like it.
Also nice are the jumping and climbing opportunities of the characters.
Rather neutral gimmick are the vassals and the Rift for me. During Hauptvasall certainly has its raison d'être nor, especially story-wise, the addition vassals are nameless driving tools. Especially searching the Rift over the Lv99 for suitable driving tools is unfortunately annoying. Overall, I feel that the vassals should only be the USP (Unique Selling Point) of the game and are more of a foreign body in this world who simply do not want to be integrated. Although they have been woven into the story, they just do not fit in. This may especially be because the normal NPCs / people and vassals exist past each other and do not react with one another. I can only hope this remains a USP of Dragons Dogma and no other game makes this feature after. ^^
The game world appears very large at first glance, but it is disappointingly far. There are just a village and a town, a dozen dungeons / indoor areas and that's it. And only by the artificial difficult access made fast travel system, the very small scale of the Duchy Gransys is obscured. Particularly disappointing and almost revealing I found that the overview map is four times larger than you can eventually go in North-South and East-West direction. And even this small area is mostly appreciated by impassable mountains and water surfaces again carefully reduced by two thirds.
The quality of the only two settlements can not take me. Communication with the population is just typical for Far Eastern role playing mostly reduced to simple single-choice statements of NPCs. So a more active dialogue system as Dragons Age, Fallout3 / NV or Skyrim absolute nil. Therefore, many NPCs remain perfectly flat. While the village still could enter most of the buildings and were designed quite affectionate (probably catch to customers who borrow the games only and auditions and only then buy), you can enter virtually no house in the city and if you do, draw this through a loveless Detaillosigkeit like the one-room guest house (a öderes Hub I have long not seen) or the two two-room mansions in Nobles District, which consists only incidentally from the said two houses and a cathedral. Again Skyrim or Fallout have me significantly more confident because I guess simulated urban life in very RPGs.
Fallen as tripwires that trigger absolutely nothing and triggered magical mystical rock avalanches cause only minor fender benders seem to have been built rather hastily to tick also include this item on the feature list without a lot of commitment. Too bad also because the game does not convinced, on the contrary, it reveals another embarrassing weakness.
Why are all these stupid explosive barrels in the world in the most unlikely places around? Ok, to the oil, water, and Giftpötte I can get used to yet, even if only oil is really important for the players when time runs out to him the lantern at the wrong moment. But explosive barrels in a game world where no firearms and cannons appear to be common, the barrels more than just act out of place. Were probably all beamed down from the USS Enterprice. Aside from those things are not even necessary, unless you really want to kill even with Lv 10 or less an ogre.
The quests themselves are presented not particularly complex but decent. Nothing outstanding or excellent. Unfortunately, it lacks a bit of the mystery aspect or surprising turns. Annoying is likely that some quests are overlooked too easily or too quickly unabschließbar if you follow the main quest line. The number of real quests is very manageable, and definitely too low, if there was not enough mass-produced quests would check off on the black board.
The storage system is not said much on the state of affairs and the least annoying. If it did that, at least, to be what it initially deceives, if it were even almost. On the one hand you can out of combat or imminent threat and save the other one checkpoint will be set if one has slept at the inn or visited the Rift. That alone would have to get over. Stupid is just that at some occasion (like at the completion or failure of a quest) BOTH Scores are brazenly unasked overwritten by the system ... bold.
The speech was localized only in English. Also rather poor, especially because some accent and dialect is difficult to understand. Not that I would insist on a moderate German translation, but at least a complete voice-log of all current dialogues, dialogues and cutscenes Forced would then have to be inside. Instead, only the comments of vassals are recorded in the log, the one usually knows anyway. Just deficient ...
The character system is idiosyncratic and not exactly brilliant. Always to run a single restaurateur to switch its class ... As if such a hotel-Futzi had the slightest idea of the class exchange. Explanation. Although the explanation is obvious: it is cheap. For thus saves you feel the same magicians academy, Thieves Guild, fighting school and other nice things.
The character creation is also standard and not a great success. But worth mentioning and very good is the fact that body weight and height directly takes effect on game-relevant parameters such as agility, load and recovery. Just a pity that one has therefore no need at all attributes.
The story itself, I must say was ultimately the main reason why my threshold of tolerance has been greatly reduced in the game (so much that I see in a negative light, as it is perhaps). I will not spoil here, but the story has not convinced me with all its ends. As with many Japanese RPGs the story is idiosyncratic and therefore already very common and not surprising. Unfortunately, it is not conclusive in itself, regardless whether one likes the presented world system, the different ends and in particular, the "actual" end or not. Instead of having to stop his only obsessive typically Japanese diagonally want and operate in contradictory pseudo psychology, / the Story Author / s and the game design would have a more convincing and consistent action to fight against the dragon (and after) to come up to. Because up to this showdown action stumbles a bit then and promising red threads and storylines to lie rather unused or omit to enhancing a drama. And all the ballyhoo for the dragon I appreciate prefer no further explanation ... otherwise I would smooth inclined further to correct my rating down.
Only the very beautiful fights, AI behavior of some monsters (especially Höllenhunde / horror wolves are my favorites and succubi / Schneeharpyien if this enemy types show up en masse) and some small details such as the adherence / wearing / climbing the opponent, extinction the lamp in wet conditions and platforming mechanics of the characters make for good at the end average rating. As RPG Dragons Dogma me unconvinced, but when action game it has ungenommen his qualities and surpasses even here the documents used by me as an analogue games like Skyrim and Fallout hesitation. Although I'll probably go back again in the future to these games, if the continuation of Dragons Dogma is not the many shortcomings and weaknesses narrative eliminated.