I expected this game to be a lot bigger than it actually was. I know people who have put 100+ hours into it, and the size of the map suggests that’s entirely justifiable. The map is deceiving, though. Most of it is purposefully unreachable with the game taking place on just a handful of the same roads. This isn’t like Breath of the Wild where you’ll travel from a desert to a jungle to a snowy mountain. Everything stays consistently “rocks ‘n trees” here, and you’ll get sick of fighting the same flying harpies over and over regardless of which mission you’re currently on.
The combat can be pretty fun, though, when you’re up against bigger monsters. Taking down a chimera or cyclops is always a rewarding experience. In fact, I think my favorite part of Dragon’s Dogma was the final chapter where you are sent to explore a dungeon full of harder monsters. There’s also a superfluous bonus dungeon called Bitterblack Isle that’s probably pretty similar, and I’m guessing that’s where players are racking up these 100+ hours of gameplay. But I never bothered to visit Bitterblack Isle, because, frankly, the main game didn’t captivate me enough to warrant staying after that really weird ending.
The story of Dragon’s Dogma isn’t very memorable, anyway, but it does hit some rather strange beats. For instance, there’s a mission that ends with the duke throwing you in prison, but when you escape, everyone’s friends with you again. The game tries to make you think your choices matter, but they ultimately don’t. And all of the story-related missions are just as fetch-questy as the actual side quests, which cheapens their impact. I feel like they could have scrapped the story entirely and just focused on designing a better variety of monsters and dungeons. Maybe that’s the whole point of Bitterblack Isle, and I’m missing out on the best the game has to offer. But then why wasn’t the main story the best?