Well, after reading a couple of previews and watching a few gameplay videos, my interest was slowly building to a pretty high level, enough to place it in my "most anticipated" list for this year (which sadly is pretty slim at the moment). And then I saw the boss fights….which led to the upcoming rant below
One particular boss fight featured a player pitted against a boss with 7 (!!!) health bars. Yes, this means that you have to fully deplete the enemy's enormous health bar
7 times to defeat it, using the exact same approach for a battle that seems to stretch on for an eternity (I got burned out just
watching this encounter!). I despise this type of game design. It is not fun to mindlessly grind away at the same enemy for a ridiculous period of time until it finally goes down, and it does not lend itself well to a satisfying experience from either an action or tactical standpoint. My goodness, talk about immersion-breaking…"Hey! I've been hammering away at this monster for ages now and it still yet lives!"
Because this game is developed by a Japanese company, I was worried that there would be a "catch" of some sort to this wonderfully western-themed game. The absurdity and backwards thinking of the mindless "HP-sink boss fights" seen in countless JRPGs appears to be that catch. Such an unfortunate way to use what appears to be some really solid game mechanics. This has to be the most blatantly lazy way to create a false sense of challenge and accomplishment, and I can't believe that so many Japanese developers refuse to move on from an idea that never worked in the first place. (This is a big reason why Tactics Ogre and Demon's Souls are just about the only JRPGs I've ever enjoyed - they were challenging, and in some ways punishing, but I don't remember any excessive grinding. Instead, I remember some well-thought out encounters that required actual strategy rather than a battle of "who has the patience to see this through.")
Alright, so with that rant out of my system, I am still interested in the finished product. Many elements point to a fleshed out game and game-world, and there appears to be a decent amount of depth in terms of different character builds, loot, exploration, and customization. Hopefully there will be enough redeeming qualities in the game and a way to make these boss fights more manageable, as I still like a lot of what Dragon's Dogma has to offer.