Expanding the Frontier

The first Dark Arisen expansion for the original Dragon’s Dogma holds a famous place in video game history for refining technical rough edges and making the base RPG more approachable. Dark Arisen 2 arrives after many of the base game's technical issues have already been addressed through patches. However, the new content successfully matches the scale of its predecessor, pushing the world design to new heights while leaving some progression options behind.

The story remixes familiar themes by sending players north to the frozen, mountainous region of Norgan. This largely abandoned landscape features a single border settlement and draws visitors investigating what lies beneath the thick ice.

The roughly 20-hour main quest meanders through various tasks without feeling overly distracting, as many requests are relegated to side stories. While lacking in nuanced writing, the campaign features a strong, broody mood, big moments, and interesting lore, ultimately sticking its landing despite a lengthy final message.

Players willing to engage in side tasks will find a mix of structured character arcs and standard monster-hunting objectives that encourage exploration of the game world.

Navigating the Frozen Peaks

The Norgan region is densely packed with content, featuring a sprawling sense of verticality that stretches from icy peaks to interconnected underground caverns. Climbing hooks help bridge elevations across the treacherous terrain.

Dungeons and caves loop back on themselves to reveal shortcuts reminiscent of classic action-adventure design. Furthermore, an abundance of portcrystals scattered across the map makes traveling between zones significantly more reasonable than in the base game.

Environmental hazards add to the challenge. Wintry winds and blinding whiteouts threaten to freeze characters unless they use special gear or consumables, forcing players to wait out storms safely at camp.

Norgan’s crumbling castles and snowcapped cliffs provide a refreshing visual contrast to the rolling hills of Vermund and the deserts of Bathall. Unexpected locations like a festering poisonous swamp and deep crystal caves successfully subvert expectations.

Loot and Progression Systems

The expansion introduces Spoils, a new gear type that must be appraised by specific NPCs. This randomized gear system feels somewhat unexciting and isolates players from building a lasting attachment to their equipment, especially given the rapid influx of experience points.

Skills and Dungeons

New vocation skills can be unlocked using offering flames earned in the 12 Lost Rites dungeons spread across Vermund and Bathall. While casters receive powerful new spells, the overall updates generally reinforce existing class roles rather than radically shifting the meta.

The Lost Rites dungeons range from brief monster gauntlets to intricate spatial puzzles. Although power scaling from the Norgan region can make some encounters feel approachable, the recurring Beholder-style boss fights provide an entertaining challenge.

Monsters in Norgan range from tougher variations of familiar foes to brand-new threats like spell-casting lesser demons and grotesque, memorable giant yetis that stand out as highlights of the expansion.

Score breakdown

Scored out of 10
design8
performance8.5
value7.5

Specifications

Expansion LengthApprox. 20 hours
Who it may suit

Recommended for fans of the base game looking for more sprawling exploration and dungeon crawling, though players seeking revolutionary system overhauls may find it iterative.